TMPST Est. 1.0
Tempest Free Company of Hyperion
To be completely honest with you, catering to both playstyles would never work. One style is going to end up being better, and that is what everyone is expected to use.
However, for making it possible to use when you need to say something and thus can not 'play' the game during that time (if just for few seconds) it should be a viable countermeasure and not be deemed useless. How important that is in the long run though, I don't know.
I would really like to be able to auto attack if they also included the feature of switch target. I do not like the current targeting system.
I think people are forgetting how active FFXI became as more spells and JAs and as faster TP acquisition was made available. On my DRK I was almost never sitting there watching my Elvaan swing his slow scythe because I had a multitude of JAs and spells (Stun, Aspir, Drain, Drain II, Absorbs, etc.) to consider as well. Auto-attacks do not mean an inactive battle system. Some of the more interesting parts of FFXI involved everyone being attentive and active in their respective roles to take down an incredibly difficult beast, if one person lagged behind or slacked off, the machine that was the party/alliance would fall.
Anyway, if built correctly, auto-attack does not mean boring and inactive.
"Us heroes, we have so much to do."
The main complaint is spamming numbers 1-9. Auto-attack isn't going to fix this. Anyone who has played current MMO's like WoW or Rigt know you are just hitting number buttons wait for a cooldown. Auto-attack is nothing more than a mob clainming system with minor DoT in these games. Make sure you understand what you want instead of just a blanket statement of Auto-Attack. Do you want fast or slow paced combat?
Does the presence of an "auto-action" option affect the actual pace of combat? No sarcasm. I'm asking an honest question. Does an auto-action allow you as a player to do MORE in combat or to do LESS in combat?
An argument can be made that since a player is not manually building TP with a keyed basic attack, that player can use his keystrokes for more complex attacks, maneuvering, changing camera angles, or coordinating with party members using chat.
On the other hand, and argument can be made that an auto-action feature would allow for players to "phone it in", put in minimal effort and still be able to defeat enemies. It can also make combat less engaging because a player is no longer required to take a physical action to make their character do something. That would also makes botting easier.
The issue is complex, there are pros and cons on both sides.
Auto-Attack can be define as: The ability to perform an action on a target based on a predetermined delay with no interaction from the player.
No, that would be based on the predetermined delay of said action.Does the presence of an "auto-action" option affect the actual pace of combat?
Neither, it is simply an auto action.Does an auto-action allow you as a player to do MORE in combat or to do LESS in combat?
The question that needs to be answered is do we want a fast pace battles like WoW (I hate using it too but it is the current MMO template) or slow paced like FFXI?
I don't mind the system as it is so much, however the biggest problem is you can't talk while in combat. To me the most simple solution would be to toggle one of our basic attacks (In LNCs case, Light/Heavy/Full Trust and Pierce) on or off to be on auto attack.
We've hit impasses in every major overhaul topic so far lol... No you can never have both. Its one or the other. I switched over to full ventrilo commands with this game, so I don't really need to have free second stretches to type important things.
I like auto attack for low delay jobs like thie....oh. ;_;
Auto-attack seems okay to me, especially if you have some choice in what to auto-attack with. It would allow players time to communicate with each other over a keyboard during a fight without standing idle.
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