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Thread: Comments from the Devs     submit to reddit submit to twitter

  1. #6361
    Falcom is better than SE. Change my mind.
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    Quote Originally Posted by Kurokikaze View Post
    Honestly the combo system I think is great considering what they're working with. As I said before, at this point they just need to add something similar to skillchains/magic bursts/cooperative damage+effect stuff and not make it as clunky as Battle Regimens.
    I wouldn't say it's terrible. They just need to abolish the directional bullcrap. Latency and hitboxes make it too much trouble to be worth using IMO. Gotta love how hitting a mob from the right on my screen registers as a front/rear attack. Or the mob is looking in an odd direction and while it looks like it should be a side attack, it's a frontal.

    It has potential, but I don't know if SE will ever try to improve it if people keep white knighting the game and acting like everything is perfect.

  2. #6362
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    Quote Originally Posted by Corrderio View Post

    It has potential, but I don't know if SE will ever try to improve it if people keep white knighting the game and acting like everything is perfect.
    Always going to be that way with an FF MMO, how can they please anyone when you have the staunch XI crowd who wants FFXI:HD vs the MMO fan who just wants something thats fun, different, not full of cockblocks.

    You know what the main problem with XIV is always going to be? People trying to use it to re-live their XI glory days instead of viewing it as a new game, new experience. This is why you see massive complaints everytime a streamline update occurs or something is made easier(omg auto attack, easy mode QQ) because the majority of the playerbase wants to be in that special snowflake category and guess who gets left out in the end when SE caters to those people? New players.

    I just hope SE listens to those people who play the game a lot and has valid feedback when it gets posted on the forums. I hope they don't listen to the people who rage everytime SE tries to make the game better or tries adding more streamline to the process.

  3. #6363
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    Going "niche" may as well be the best choice for SE.
    Gather the most hardcore FF fans + everyone looking for a group-heavy, somehow punishing (compared to MMO standards) gameplay.
    They wont ever have the casual-friendlyness of WoW, the innovative design of GW2 or the action oriented combat of Tera, so maybe they should not even try to mimick those. Too much burden on their shoulders to attempt something like that, so they'll probably resort to "2012 hi-res Dragoon fighting hi-poly Odin".

    As Star Wars, no other game can't compete on the franchise strenght.

  4. #6364
    Blue Magic is Best Magic
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    Oh god, please don't try to please the WoW crowd.

  5. #6365
    LD
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    See, this is what I'm talking about.

    15 minutes isn't bad conceptually for a super ability, the power of the abilities themselves just needs to be fixed.
    The directional element of abilities is the only thing that has me do anything interesting besides simply pushing buttons. There's a small window of time before a mob turns to meet your gaze when soloing and you have to get it exactly right to combo. The only thing I don't like about it is the old movement freeze after every ability.

  6. #6366
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    Quote Originally Posted by Draylo View Post
    Oh god, please don't try to please the WoW crowd.
    Obviously the most valid comparison if you mention WoW today, is what WoW is like today. However, ask anyone who played Vanilla WoW, and raided their way through to Naxx, and at some point completed highest pvp rank and got their pvp weapon, that shit was far from comparable to current WoW. Imagine if you needed to get together a group of 40 people to do endgame? Vanilla WoW was pretty hardcore, but only seemed laid back in comparison to ffxi or eq1. In the time line of mmo games, ffxi was considered a laid back breath of fresh air compared to eq when it came out, especially considering that in eq early on you had to actually eat food when you were hungry and drink something when you were thirsty.

    I think the most difficult challenge for mmo devs is to make something that is fresh and different from other games, cuts away time sinks and annoyances that don't add to gameplay, but still deliver options for people who want content to be challenging and engaging. It is a very difficult balancing act to pull off.

  7. #6367
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    Quote Originally Posted by LD View Post
    See, this is what I'm talking about.

    15 minutes isn't bad conceptually for a super ability, the power of the abilities themselves just needs to be fixed.
    The directional element of abilities is the only thing that has me do anything interesting besides simply pushing buttons. There's a small window of time before a mob turns to meet your gaze when soloing and you have to get it exactly right to combo. The only thing I don't like about it is the old movement freeze after every ability.
    As people have said the latency and hitbox issues make it a very flawed system, I would prefer if the direction requirement for making combos was removed but the bonuses associated with executing the skill from the right direction depended on it.

    ie. You can use Pounce and Sucker Punch from the front of the mob and the combo to Dragon Kick will still happen, but Pounce won't Stun and Sucker won't drain MP unless they're executed from the back and side respectively.

    The latency/hitbox issue is still present, but you're not totally screwed over by it as you still get damage out of your combos.


    edit: as far as 15 min abilities go they just need to make them.....useful. PLD/BRD/WHM are the only truly useful ones worthy of a 15 min recast.

  8. #6368
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    Quote Originally Posted by Niiro View Post
    As people have said the latency and hitbox issues make it a very flawed system, I would prefer if the direction requirement for making combos was removed but the bonuses associated with executing the skill from the right direction depended on it.

    ie. You can use Pounce and Sucker Punch from the front of the mob and the combo to Dragon Kick will still happen, but Pounce won't Stun and Sucker won't drain MP unless they're executed from the back and side respectively.
    That's actually a pretty good idea.

  9. #6369
    The Defense is ready, Your Honor
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    You'd still need to fix the latency problem and the hit detection problem. Whether its "required" or a "bonus", if the system is flawed, people will still complain. You're putting sugar on a wound instead of salt, but the wound is still there.

  10. #6370
    F5 Like A Boss.
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    It's a bandaid on a gunshot wound.

  11. #6371
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    Quote Originally Posted by Lucavi View Post
    You'd still need to fix the latency problem and the hit detection problem. Whether its "required" or a "bonus", if the system is flawed, people will still complain. You're putting sugar on a wound instead of salt, but the wound is still there.
    But it's not like WE aren't aware that THEY are aware of how bad the latency is.

    Not really sure why it's being brought up when they've clearly stated 2.0 will have server overhaul to try to counter this. While making the directional attacks a bonus rather than requirements to combos certainly won't fix the latency problems, it at least makes things a little more tolerable for those of us who are dealing with it pre 2.0.

  12. #6372
    Falcom is better than SE. Change my mind.
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    Quote Originally Posted by Niiro View Post
    As people have said the latency and hitbox issues make it a very flawed system, I would prefer if the direction requirement for making combos was removed but the bonuses associated with executing the skill from the right direction depended on it.

    ie. You can use Pounce and Sucker Punch from the front of the mob and the combo to Dragon Kick will still happen, but Pounce won't Stun and Sucker won't drain MP unless they're executed from the back and side respectively.

    The latency/hitbox issue is still present, but you're not totally screwed over by it as you still get damage out of your combos.


    edit: as far as 15 min abilities go they just need to make them.....useful. PLD/BRD/WHM are the only truly useful ones worthy of a 15 min recast.
    Either this or keep the bonuses but WSs still require TP. Sorta like how magic combos work.

  13. #6373
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    If I'm understanding Lucavi, I agree that this is more of a hardware issue than a gameplay issue. Trying to work around hardware limitations with a long-term solution isn't really necessary when these issues should be resolved before the end of the year.

    I like having to move around and I like that the game gives the mobs enough of a turning delay to facilitate it. I also kinda like how you have to execute a move correctly before you combo it. Otherwise, you're just using the abilities in order and the whole thing can be done by a macro (meaning I'm not doing anything). If people still hate it after the server is fixed, fine. Right now the problem can't be nailed down as a design issue.

  14. #6374
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    If they make the WS still cost TP for all parts of the combo, you essentially killed the combo system. Some combos require 4-6k TP. Even if you save to 3k TP, you'll get a two parter at best and would have to sacrifice buffs if you plan on attempting a 3 parter (which is usually 3k TP). They would have to redo TP gain or adjust TP requirements. Either way, comboing would be a slower affair for melee while it leaves ARC/BRD to combo with ease like they have been.

  15. #6375
    Falcom is better than SE. Change my mind.
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    Quote Originally Posted by Lokus View Post
    If they make the WS still cost TP for all parts of the combo, you essentially killed the combo system. Some combos require 4-6k TP. Even if you save to 3k TP, you'll get a two parter at best and would have to sacrifice buffs if you plan on attempting a 3 parter (which is usually 3k TP). They would have to redo TP gain or adjust TP requirements. Either way, comboing would be a slower affair for melee while it leaves ARC/BRD to combo with ease like they have been.
    What I meant is if a WS can be comboed (highlighted), it would have it's TP cost reduced. Magic combos work this way with MP costs IIRC.

  16. #6376
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    None of the magic combos reduce MP consumption. It's either extra dmg, crit dmg, reduced cast time, or makes the spell single target instead of AoE.

  17. #6377
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    Quote Originally Posted by LD View Post
    If I'm understanding Lucavi, I agree that this is more of a hardware issue than a gameplay issue. Trying to work around hardware limitations with a long-term solution isn't really necessary when these issues should be resolved before the end of the year.

    I like having to move around and I like that the game gives the mobs enough of a turning delay to facilitate it. I also kinda like how you have to execute a move correctly before you combo it. Otherwise, you're just using the abilities in order and the whole thing can be done by a macro (meaning I'm not doing anything). If people still hate it after the server is fixed, fine. Right now the problem can't be nailed down as a design issue.
    You're understanding me.

  18. #6378
    Falcom is better than SE. Change my mind.
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    Quote Originally Posted by Lokus View Post
    None of the magic combos reduce MP consumption. It's either extra dmg, crit dmg, reduced cast time, or makes the spell single target instead of AoE.
    My bad. Could have sworn they did.

  19. #6379
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    Quote Originally Posted by Aratharn View Post
    That's actually a pretty good idea.
    I've been suggesting the same thing on the OFs for awhile. Let us combo from anywhere but allow directional to provide the added effects if we choose to do so.

  20. #6380
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    Lot of info about UI changes... Sauce below:

    Update on future UI changes.
    We have a lot of good information to share in regards to upcoming UI changes, as well as those planned for version 2.0!

    I really want to be able to visually know when I can use counter-related actions (phalanx, haymaker, etc.). I would like them to light up to make it easier to see!
    Sorry for how long it has taken this to be implemented, but we’re glad to say that this will appear in patch 1.21a!



    We also have some information regarding the plans for UI updates and changes in version 2.0:

    When I’m engaged in battle in a party, it is difficult to distinguish who is doing what.
    In version 2.0, it will be possible to display in the party member list the actions and casting timers being used. We will also make it possible to display the casting timers for targeted opponents, so that battles will be much more exciting.
     
    I’d like to be able to assign buttons to target NPCs on screen when combined with other buttons on the direction pad
    The UI for controller-users will look completely different than that of a keyboard/mouse-user in version 2.0. The game pad UI will involve multiple sets of buttons (arranged like direction pads placed side-by-side) which should make maneuvering with the game pad easier. Of course many players are familiar with the current controls, so we plan on including this as well.

    I would like to see all three action bars displayed at the same time
    Vastly different from the current specs, players will be able to select how many rows of the action bar are displayed.
     
    I would like there to be able to drag and drop things like items and macros onto the action bar
    Players will be able to drag and drop items, macros, emotes and target settings!
     
    Please display which player a monster is targeting next to the monster’s HP
    As seen in the 2.0 UI screenshot, players being targeted by a monster will have their party slot number displayed next to the monster’s name
     
    Please add job and class to the name, HP and MP column in the party member list
    We plan on displaying a class icon in the party member list by default.

    To add to the 2.0 UI screenshot, the released screenshot is of a level 50 player in a full party. The T (Tank)/H (Healer)/A (Attacker)/B (Buffer) terminology may be unfamiliar for new players, but every player will be able to customize their UI to best fit their needs.
     
    Next to the party’s HP and MP bars, display the monsters that are being targeted by the party, and allow us to target them by clicking them
    Monsters that are engaged in battle with a party are each assigned a letter based on the order that they were engaged in battle, and the letters will be displayed there. We're still discussing how we would like to implement this.
     
    I’d like there to be a graphed hate meter for the targeted monster
    The bars next to the party member list in the 2.0 image are what you were requesting. However, we are currently planning to use a combination of numbers and colors to represent the different hate levels. For example, 1 or A (aggro) representing red, 2 representing yellow, and 3 and on representing green.


    I apologize that most of my comments are about the 2.0 UI, but please continue to submit your feedback on the UI!
    The hype... I have the weirdest boner right now.

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