Sometime yesterday i think
Yeah, if you are a melee and aren't locked in this Alpha, it feels wonky and just wrong, especially if the mob gets out of your screen "behind" you and you're running around like a retarded goose trying to track it down while getting beat on. Locking solves most of the problems, but the trouble with locks is that it makes fighting multiple adds challenging, especially if there's a delay between switching targets.
I know PVP isn't a thought with 99.5% of FFXI players, but locks make good PVP difficult since the system is designed around being locked onto a single target exclusively, as evidenced by the constant "out of range" text if you aren't perfectly faced up with your target.
Target lock was something i never used in XI. I hated the feeling of not being able to move around or check surroundings for other mobs. The majority of the time in other games, i don't even have my camera facing the mob or person i'm fighting. The only thing i look at is distance to target. Hopefully we're not forced to use a target lock.
You aren't forced to, but at least in the Alpha, it feels clunky and cumbersome as all hell not using it.
Target lock in FFXI never bothered me. The lock/unlock button is right above the numberpad, iirc, so it was easy to use.
In FFXIV, it's more difficult, but it also lacks auto-targeting for mobs that are attacking you, auto disengage from mobs that are dead, and a bunch of other things, so...yeah.
The new beta battle system is so much better, what do you guys think ?
In the E3 thread there is a link to a youtube vid that has beta version battle system in it, and it looks nice and smooth.
I'm just imagining the different strats parties will be able to put together as now a "flurry" of attacks at the end of a mob will be possible. Haste could possibly increase the refill speed of your timer, which will lead to soft caps on attack rate vs. hate generation... so cool.
could make life tough for healers and tanks if swing happy DDs decide to go apeshit at the start of a battle. looks like fun anyway!
The new battle system looks much better, I like how you can still use the guage but have to wait for it to fill up, I think this will influence battles more now that there are enemy NPCs that cast slow/bind/blind effects since you will probably always want to have the guarge filling up.
they could even have the size of your gauge or the speed of refill based on stats, or equipment or both. if you have a huge ax with heavy armor on, you only get three swings before you run out of gauge. not enough strength? you only get two swings. they can have a ton of things influence this system.
Kind of glad they got rid of the second gauge, seemed kind of pointless to me.
the effect gauge going doesnt bother me so much because i had no idea what it did in most cases, but it is teh loss of an option, a lot of people were slowed down because of it, having to hit teh button twice and whatnot, so im not surprised to see it disappear.
looks promising though, i think it works better to have teh constantly filling gauge, wonder if they will increase mob hp and tp gained to compensate for what seems like faster regular attacks. Was kind of fun to be able to use weaponskills after only two rounds of attacks
They don't seem to be able to use actions fast enough to significantly deplete the action bar, so to me, most of the battle looked like chaotic button mashing.
It also seems to tell you the damage type with the icon next to the action bar. (I don't remember seeing that in the alpha videos)
Nearly everything would look better than the current system, but yeah, it does look like a significant improvement.
Unless there is more than 1 video around, I was hoping to see more than melee attack though. I want to see what kind of dynamics it has when you play with 4 other person against a big monsters.
i think thats because hes pressing macros or direct keys some times, like if i press 1 on keyboard, the other skill is still lighted on the bar, but its going to do whatever bind i pressed, and gladiator is unique in that it starts out with a slash or stab, it can do piercing or slashing by choice at the start. i think it did give you brief descripts before, but im not sure.
oh and she was depleting the bar, then she calmed down a bit to let it fill back up, also looks like some skills use more atb, circle blade i think used a little more
I will say that I think the previous UI system LOOKED nicer, despite not being that much different. I just think it looked a bit cleaner and i liked the circular symbol next to the command etc. I'm also a bit disappointed by the removal of the "1 gauge per hand" system, although I don't really think that would work very well given the pace of this current system in place.
Reeeeally hoping to see some caster action based on this new method and how frequently they can cast etc.
I also hope they add some super-powerful moves that take up the whole bar, now this system's in place (Army of One anyone?). Exciting stuff!