It could be that you have to use it before the mob hits you. You charge up, and as soon as something hits you, you counter or evade.
It could be that you have to use it before the mob hits you. You charge up, and as soon as something hits you, you counter or evade.
In watching some magic combat gameplay, it looked like that "three-stage charge" filled then reset back to zero and started charging again continuing to loop. That would mean timing is essential to get the most powerful attacking, and holding on to an ability wouldn't necessarily mean getting additional benefit. Did anyone else notice this?
No, it's three per week, not three total.
Accessible parts of the game will be determined on a weekly basis throughout the test phase, with multiple tests being carried out each week.- Test periods will take place three days per week.
- Each test day, the game server will be available during three 4-hour windows corresponding to core playing times in Japan, North America, and Europe
- Testing under the above two conditions will be conducted for a period of several weeks.
You can switch targets when you feel like it in FFXI, simply by hitting "Switch Target" and selecting a new mob.
Besides, how else would it be done? I hope you're not suggesting they change it so the attack button just swings your weapon blindly at whatever is in front of you, and whatever it hits, it hits.
Did I read right? Is it true that the further you charge your effect gauge, the more powerful but less accurate it gets? Why would it be less accurate if you take time to calculate it? For balancing? I thought the balancing came from the fact that you take more time to pull off your command.
Really, accuracy and damage should both increase.
Exactly. On the controller, it should be something like:I think the question was more along the lines of "is it as easy as hitting Tab, or do you have to go through 8 levels of menus before you get the 'change target' reticle?"
D-Pad = targeting
R2 + D-Pad = navigate action commands
The "Switch Target" system was sluggish, clunky, and slowed down the already slow combat. In a game that focuses more on fighting larget groups of enemies, they should streamline the targeting system so you don't have to wait 8 seconds before actually doing what you wanted to do: switching targets.
Can anyone ease my mind and confirm they've done away with the "Switch Target" system?
So I was informed that there was a thread complaining about me publicizing the Kailea thread.
And so it was done!Originally Posted by Aeth
Publicized people complaining about publicizing the complaining, by request of course.Not as good of a read.
Pressing Left/Right to cycle through then X twice was hard?
There wasn't even 1 level of menus. "Switch Target" is the first option in the battle menu, which is always up without having to do anything, and is highlighted by default whenever you engage a mob. Just hit enter.
I'd really rather not simply tab to change targets without confirming that's what I actually want to do. Would you really want to accidentally hit tab (or with windower, or SE's windowed mode, ALT+TAB) and smack something you shouldn't have? I imagine with the "just hit tab" approach, there'd be a lot of accidental hitting the wrong mob and causing lots of wipes at worst, or lost fighting time at best while you alt+tabbed for a sec during the fight and came back to be "too far away" from some other mob 30' away.
My, my. This alpha testing has become quite the source for drama. I've been thoroughly entertained. I understand SE has a NDA in place to protect their intellectual property, ect, ect. However, if they were REALLY serious about not letting information out at this alpha stage, they have more than enough means to perform this portion of the testing via their EU and NA offices. All this drama over a VIDEO GAME is funny. I'll continue to watch this one as it unfolds.
Drama aside, I've like what I've seen thus far and look forward to playing the game.
What a terrible idea. As a melee, you make menu selections probably more than 10x more often than you have to actually switch targets. Even more often if you're not actually engaged (like a mage for example), and you want to make it more complicated to do the action that you do far more frequently? I think your real problem is the interface lag in XI that made it take 3-4 seconds just to switch a target, and probably also target selection in mob-heavy environments like Dynamis, and that's not an interface issue - that's a design issue.
Here's a suggestion - have autotarget sync'ed server-side, so that whenever a group kills a target, the server instructs all the clients on which mob to autotarget, rather than base it on visibility. Hell, this seems like something that would make a good class feature. Have all the autotargets sync to the tank. If the tank changes targets, put up a visual notification, and the client can set an option which determines whether or not to automatically switch targets.
/assist should be a setting as well as a command. That way if you're all in a large group with smaller squads (eg - Dynamis), you can set your target assist ahead of time and automatically shift targets.
If the clients can all auto-switch to the tank, and the tank auto-selects a "bad target" (killing WHM mobs first in Dynamis, for example), the tank can quickly change targets and everyone else syncs up automatically, as long as they're paying attention and prevent themselves from hitting the mistargeted mob.