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  1. #31
    Player
    SirEdeonX's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    701
    Character
    Edeon Vails
    World
    Shiva
    Main Class
    Archer Lv 60
    I don't really like auto-attack. It would bring some good with it - like the ability to chat in-battle and focus on skills, but is it really necessary? I like to choose when to attack, to feel like I made that choice, that I'm controling the battle.

    If the standard attack is better then the skills, then the skills are lacking, not the attack. And with auto-attack you would never even touch the battle then.
    (0)

  2. #32
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    I would not quit the game if auto-attack was introduced "copy-paste" from FFXI.

    But if it was to be introduced, I would prefer it be somewhat more refined. Perhaps with more options, like the other posters described.

    Or broaden the concept. Why does it have to be an "auto-attack"?? What if it was an "auto-action" that you could configure? Attacks are just one type of action in FFXIV. What if your Conjurer could configure their auto-action to be Cure? Every time the cooldown was ready, a Cure would fly off to whichever PC they were targeting. Naturally, if the Conjurer started initiating a different action, that would take precedence, over the auto-action, just like using a weaponskill would stop a warrior's auto-attack temporarily.

    Just a thought.
    (0)

  3. #33
    Player
    Vespar's Avatar
    Join Date
    Mar 2011
    Posts
    2,762
    Character
    Leyna Crosse
    World
    Goblin
    Main Class
    Summoner Lv 100
    I would love to see this so I can type a sentence while Im fighting and not get owned because my char is just standing there like an idiot.
    (0)

  4. #34
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    74
    Auto attack could be implemented in a way that it doesn't really interrupt the way the game currently works. It's quite simple really. First: allow the players to decide what their auto attack action will be. Second: allow the players to toggle the auto-fire of this attack on and off. Third: auto-attacks are only initiated when the stamina bar is at 100%. Fourth: Add a delay value to all weapons, but not like FFXI. This delay value can be multiplied by a base-value per action to determine how much stamina the action consumes. This way we won't have issues where a dagger uses just as much stamina to attack with as a spear does. Also, this will add more depth to weapon selection, which I think is a good thing.
    (0)

  5. #35
    Player

    Join Date
    Mar 2011
    Posts
    262
    Best solution: Toggle auto-action.

    You pick an action and toggle it to automatically execute when stamina is available. Activating another action will override the next action in the auto-action sequence and reserve stamina for it accordingly.

    This doesn't require discussion. It's common sense. Should've been in since beta.
    (1)

  6. #36
    Player
    Seirra_Lanzce's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,938
    Character
    Kuro L'anzce
    World
    Masamune
    Main Class
    Gladiator Lv 70
    as both a conjurer and lancer (Yes i play both ways, and hell yea i like DoM as well) i find that Auto-attack doesnt really benefit the game at all. i can heal and attack at the same time easily without my team mates dying on me when im the only healer. It may take a while to get use to it, but yea i find it enjoyable that im able to play with the current combat system. I have to strongly disagree of adding in Auto-Attack as it will hurt the interval or timing of my next execution input.

    All in favor for the current system, but may need more punch in it, Auto-attack does not solve the problem. The fun is there, just not much use of it on the contents, hench the Balancing of Combat should be addressed instead.
    (0)

  7. #37
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    99
    Step 1: Get rid of Battle Regimens. They're incredibly clunky.

    Step 2: Bring back manual skillchains. Feel free to vary the effects and such, and apply some of the BR effects if you want. Allow mages to participate, and even create their own chains. Yes, this means letting mages skillchain positive spells onto party members for cool effects in addition to simply chaining on mobs. Protect + Shell = Reflect might be cool, for example.

    Step 3: If adding auto-attack, make sure that toggled "next attack" buffs apply to manually-triggered skills only. This way there is no worry about wasting a buff on an auto-swing while waiting for stamina or TP to recharge.

    Step 4: Make auto-attack easily toggleable and the on/off function responsive, unlike in FFXI where it was toggleable, but took forever to go from attacking -> not attacking -> attacking again.

    Note that steps 1 and 2 are independent of auto-attack, and my opinion of something needs to happen regardless.
    (0)

  8. #38
    Player
    Seirra_Lanzce's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,938
    Character
    Kuro L'anzce
    World
    Masamune
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Suzaku View Post
    Step 1: Get rid of Battle Regimens. They're incredibly clunky.

    Step 2: Bring back manual skillchains. Feel free to vary the effects and such, and apply some of the BR effects if you want. Allow mages to participate, and even create their own chains. Yes, this means letting mages skillchain positive spells onto party members for cool effects in addition to simply chaining on mobs. Protect + Shell = Reflect might be cool, for example.

    Step 3: If adding auto-attack, make sure that toggled "next attack" buffs apply to manually-triggered skills only. This way there is no worry about wasting a buff on an auto-swing while waiting for stamina or TP to recharge.

    Step 4: Make auto-attack easily toggleable and the on/off function responsive, unlike in FFXI where it was toggleable, but took forever to go from attacking -> not attacking -> attacking again.

    Note that steps 1 and 2 are independent of auto-attack, and my opinion of something needs to happen regardless.
    I'm sorry, but BR(Battle Regimen) is working perfectly fine, i dont see the trouble of doing so.
    (0)

  9. #39
    Player
    Abraxai's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    221
    Character
    Avacyn Moonsilver
    World
    Omega
    Main Class
    White Mage Lv 90
    I just think fundamentally it's un-FF-ey to have to sit and spam a button to attack, mixed with the server lag and the usage of the action bar.. such as switching from slot 1 to 7 using a game controller.. It can be really sluggish and sometimes uneven, I think a complete overhaul to the battle system should be in order and not just an auto attack, even thought I am ALL FOR that feature.
    (0)

  10. #40
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by Galamantyl View Post
    Best solution: Toggle auto-action.

    You pick an action and toggle it to automatically execute when stamina is available. Activating another action will override the next action in the auto-action sequence and reserve stamina for it accordingly.
    LOL. That what I said. But I was much wordier. Anyway some examples might be ...
    • A Thaumaurge sets his auto-action to to Slow when he's in a party, but changes it to Poison when he's playing solo.
    • A Conjurer sets his auto-action to Cure when he's is a party, but changes it to Fire when playing solo.
    • A Gladiator set his auto-action to Provoke when he's in a party, but changes it to Guard when playing solo.
    (0)

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