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  1. #241
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    Quote Originally Posted by Myth View Post
    I honestly don't see the point in having a queue system. If anything I would get more bored putting my attacks and abilities into a queue because that would mean that the monster you're fighting isn't a challenge. Reacting appropriately with a hotkey in real time I think would be far better. Although I could be mistaken with how you want this queue system to work.
    You wouldn't have to queue and it wouldn't be ideal most of the time. It will be handy when you want to have five seconds to type something to your /party or when the monster IS a weakling that just has you mashing 1. It will probably slow down the onset of carpal tunnel in that case.

  2. #242
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    You have been talking in a circle for a whole page. There isn't and most likely won't be any queuing, so why bother to discuss it?

  3. #243
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    Quote Originally Posted by Kachi View Post
    You wouldn't have to queue and it wouldn't be ideal most of the time. It will be handy when you want to have five seconds to type something to your /party or when the monster IS a weakling that just has you mashing 1. It will probably slow down the onset of carpal tunnel in that case.
    Thank you. That explanation makes more sense to me now. I can understand why it'd be monotous, but without any real auto-attack in place like Seph is talking about you'd really be doing the same thing. Unless you could somehow hit 1 and then choose a multiplier for a number of times to execute that attack. Otherwise I'd see you just mashing 1 several times in a quick fashion to place them in a queue. And that I don't really see as an improvement.

  4. #244
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    Quote Originally Posted by qpoiuwer View Post
    It's in-game.
    More of a response than this would be helpful, so you're confirming that it is indeed a miss label in the stats window? I will test my damage again tomorrow to confirm.

    Also: Of course the combat is easy, it's the low levels of the game. SE doesn't want a repeat of FFXI where people get scared off because they get killed by the second mob they see in the game. As much as I loved dying to crawlers poison long after I killed at lv6 because I had no way to heal it, most people don't enjoy that.

    Also, playing Gladiator I changed attacks quite a bit, never mashing just one ability. I'm thinking you just need to wait for whatever class you're playing to level up, and eventually get more basic attacks before getting all huffy about it. Having heavy attacks/light attacks and more variety for other classes at some point in the future is all they need to prevent you from ever having to press the same button forever.

    Also if it's such an easy mob that all you need to do is press 1, 1 ,1 then there's no reason you can't just type something briefly, the mob isn't going to kill you if you don't. Not to mention the ATB bar doesn't fill up so fast that you can't just exhaust it, type, then fire off a few quick attacks once you're done and have very little waste!

  5. #245
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    Quote Originally Posted by Kachi View Post


    This reply was almost too stupid to respond to, but here goes anyway.
    lewl. I felt the same way. I was pointing out that it was a contradiction for you to want it to be more "tactical," and "robust," by adding a "set it and forget," option. This would eliminate variables such as timing etc, thus making it less tactical.

    I pointed out that what you're asking for in regards to abilities is already implemented...in FFXI...much less XIV. They give you numerous abilities that have innate traits that require you to decide when the most tactical time to use them are. These also interact with abilities of other players. From a logistics standpoint, it'd be a nightmare trying to allow for the customization of these. As you progress, you'll have far more abilities, and it will become exponentially more complicated. Something tells me you're one of those people that would just use a bot to do it for you anyway.

    The spells...were you fucking serious? Honestly, have you played FF games before? You really think all spells will have the same mp/recast/distance etc.

    You're correct. This is simple shit. Simple shit that you couldn't comprehend.

    Here's hoping that you find this game so horrible that you can't bring yourself to play it.

  6. #246
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    Quote Originally Posted by Ramsey View Post
    More of a response than this would be helpful, so you're confirming that it is indeed a miss label in the stats window? I will test my damage again tomorrow to confirm.
    Do you guys who host page long discussions about the accuracy of posted information actually read the entire thread you are inflating with questions that have already been answered? I'm guessing you skip those filler posts, which invariably are comprised largely of your own material.

    From page 1:

    Quote Originally Posted by Aleithilithos View Post
    Someone posted it on the beta test site forums. The informations from reading The Call of Adventure at an Aetheryte crystal.
    Also, for those of you new to forums in general, if the quote box has an author attached to it, it almost always has an arrow that links to the original post location.

  7. #247
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    Quote Originally Posted by Kurokikaze View Post
    Playing Gladiator at 12 there was more than enough things to do and not enough stamina to do it in so I had to prioritize and pick what was most important at the time. This is how it should be and how I see it working going forward. I've 2 videos of Gladiator gameplay on Fight Club. Watch them and tell me thats not enough. -_-;
    Jeez, after all this drivel about an issue already resolved, I spent another 5 minutes trying to find the post to which I originally wanted to respond.

    I suspect Gladiator is vastly different from straight forward damage classes, and particularly in party work as I believe you were doing because nothing is more efficient than the base heavy attack. The only variation to this are the "on-proc" commands that come after a dodge/block/etc, which cost roughly half the normal swing in stamina and a single swing's earned TP (both costs are a fourth of a TP skill).

    I'm with Jinko (and not necessarily disagreeing with Kuro) that TP skills need a revamp, if only in the factor of stamina cost from a low level perspective, which, judging from skill ranks, i.e. E3's Red Lotus II, should mean that these level 1 variations can be balanced without affecting late game where stats can probably turn the tide on efficiency. Right now, the almost 2x cost in stamina for 10% more damage on basic swings is awful.

    [e] and finally, the whole multiplier by cost increase was how the alpha effect gauge worked, and it filled roughly in accordance to a 3 second swing on base, which you could then wait an additional 4-5 seconds to fill the 3 bars, and base bar fill time notwithstanding, that system was utter shit for anything beyond the initial attack.

  8. #248
    True skill only comes from macro switching all your e-peen gear thru 10 pages
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    Quote Originally Posted by Ramsey View Post
    More of a response than this would be helpful, so you're confirming that it is indeed a miss label in the stats window? I will test my damage again tomorrow to confirm.
    better?
    Quote Originally Posted by Aleithilithos View Post
    Quote Originally Posted by Jinfire View Post
    Thats awesome, where did you get this? Also is ranged att / acc affected by str / dex then? and good to know what piety does.
    Someone posted it on the beta test site forums. The informations from reading The Call of Adventure at an Aetheryte crystal.
    Maybe not a miss label since that's partial what it does but maybe something to slap on the menu since it's beta and also SE not liking to showing you the entire picture? idk

    Quote Originally Posted by DeathbySnoosnoo View Post
    While auto is nice, i played AoC which also had no auto attack, and the best part about it is you dont have lazy people who go afk every 5 seconds and just leave on auto attack. so it is more active, downside is player with kids and whatnot who sometime have to go afk are screwed over. but i never had a problem on AoC with no auto attack, as far as your 1 mashing goes at higher levels im sure it will be more than just 1
    Thank You! Wtf is it with lazy people and wanting the game playing itself.

  9. #249
    Kirb
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    Well, it's nice to see that Kachi is still stirring shit up in forums like he did in Alla.

    Queue is vaguely pointless, no more than simple encouragement for memorizing rotations once everyone has a sizable list of skills, and works against potential development of reactionary skills and timed hits. It's pretty much the worst thing you could do to solve uninteresting combat.

    Varying spell ranges, timers, etc. are very likely be making a comeback, seeing as XI did. That being said, ranges are more specific to the class in which the skill originated, so once you create a combination mage, you'll have aoe from Conjurer, cone-based spells from Thaumaturge, etc.

    As for depth, start slow and simple, as time passes, depth increases. I've personally always favored this method. Even with XI, people had trouble trying to comprehend what was in essence, an extremely easy system to understand.

    I hope that SE will be including a key-remapping option. I want my arrow key camera.

    From what I've seen, some skills need a little more buffing and balancing to better encourage wasting an attack to deal 30% more on your next attack or better accuracy.

    Or maybe some mobs with better evasion to encourage accuracy-centric attacks.

    Interesting stuff with the double-triangular elemental wheel.

  10. #250
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    Quote Originally Posted by Kirb View Post
    I hope that SE will be including a key-remapping option. I want my arrow key camera.
    i sure it will be similar to ffxi with numpad controls(at least i freakin hope so) i hate wasd

  11. #251
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    the game already has tactical aspects, I'm nbot saying that battle is perfect, but the type of things your talking about would probably make the game too complicated, generally you want to build with depth, introduc3e players to things slowly so they can understand it, being that as is we dont understand many of the mechanics, i cant say how much on the fly thinking stuff needs. I will say this dif mobs behave and have dif stats, there are dif ways to go about defeating them effectively, and yeah you have to decide on the fly, and yeah since in this game movement and reaction are sometimes important, the battle speed is actually properly paced.

    for example. puks have a pretty good weaponskill that works at medium speed. If you spam attacks or are too involved in your own menu's you will not be able to dodge in time, tactically, you may want to attack carefully and save a lil stamina, then spam when you think its safe or preferable when you have already run behind it while it was in WS animation. on the fly you may have to decide on pug, do i want to increase my evasion or hit harder, knowing that more evasion opens up a low stamina high dmg skill, or do you want to stack a long string of commands that may force you to stay roughly in one spot for awhile.
    Bloodbath raging strike concussive blow for example
    do you use chakra, or cure or bloodbath to regen your hp, each has advanatages and disadvantages, and if your fighting decent stuff those choices matter.
    binding mobs before weapon skills, or timing your attacks with your partner so the mob is more likely to stay bound, (right after i heavy punch, you heavy blow, to try to keep the mob bounded so it doesnt run away)

    the tactics are there, its up to players to use and figure them out, or they can just spam the mobs they know how to fight its up to the players. A game where you can equip virtually any skill from any other class definately has tactics, and thinking, the things your talking about adding you can already do by choosing different skills, and abilities. skill descripts for things that lower mp cost, casting times etc are already in game. dif weapon skills have different accuracy and dif power, as well as dif types of range, you dont need a meter to do that you can set a different skill. the hiugher you get the more skills you can set. so low level expect not to have as many options, you can even change your skills after a fight or even in the middle of one (for a penalty)
    I will admit the first job you level, the first time you level it, doesnt usually give you too many options, and tends to be slow. but when you level subs for skills its usually pretty fast, and its more entertaining. then its real entertaining when your back on your main with new powers

  12. #252
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    Players Site - players.finalfantasyxiv.com

  13. #253
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    I received a beta invite, but I have been unable to log into the beta test website - I get an error saying I'm not regestered and I've called customer service several times to make sure that was the right account - does anyone in the beta have a email or phone I can contact to get this fixed? Has anyone encountered the same problems? Is there such thing as a waiting period for this? The date in the email told me I could log on some time yesterday and I still cant log on so I don't know what the problem is? Has SE trolled me?!

  14. #254
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    Quote Originally Posted by brand View Post
    Vehemence
    Okay, so it is miss-labeled in the UI , thanks.

  15. #255
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    Quote Originally Posted by Kuroda View Post
    I received a beta invite, but I have been unable to log into the beta test website - I get an error saying I'm not regestered and I've called customer service several times to make sure that was the right account - does anyone in the beta have a email or phone I can contact to get this fixed? Has anyone encountered the same problems? Is there such thing as a waiting period for this? The date in the email told me I could log on some time yesterday and I still cant log on so I don't know what the problem is? Has SE trolled me?!
    There is no customer service in this beta, and just give it a few more days, most account arent flagged immediatly after you receive the e-mail.

  16. #256
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    Quote Originally Posted by Kaylia View Post
    There is no customer service in this beta, and just give it a few more days, most account arent flagged immediatly after you receive the e-mail.
    Thank you for your help I'll post again if I'm still not able to log in by the 3-4 day.

  17. #257
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    I'm having a lot of fun with the battle system myself. I have no idea what battle regimen does or anything but the interactivity level of the battle system makes leveling fun. Given I am only level 10 and I was only level 12 in the alpha, theres quite a bit more exploring for me to do. It's different but I'm just overall surprised about the amount of complaining has come out of this forum though.... But then again, the NA player base DID have over quadrupal the amount of complaints of all the other regions combined, so It's no surprise.

    But my two cents, love it so far. The personalties that the NPCs have make them interesting to read. They aren't so up-tight and actually make jokes. "Thal's Balls, lass!" and something about piling up shite so high your head turns around and goes up your arse... I wish i screenshot that conversation lmao.

  18. #258
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    Tried reading thru a few things and no luck.... Ive tried running both ffivboot.exe and the other one downloadable on page 1 of this topic. Both meet with the "send error report" encountered an error screen... I also tried running the benchmark and once i hit "go" it gives me the same error screen. Any ideas beyond the computer sucking haha?

  19. #259
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    Quote Originally Posted by Emirii View Post
    I'm having a lot of fun with the battle system myself. I have no idea what battle regimen does or anything but the interactivity level of the battle system makes leveling fun. Given I am only level 10 and I was only level 12 in the alpha, theres quite a bit more exploring for me to do. It's different but I'm just overall surprised about the amount of complaining has come out of this forum though.... But then again, the NA player base DID have over quadrupal the amount of complaints of all the other regions combined, so It's no surprise.

    But my two cents, love it so far. The personalties that the NPCs have make them interesting to read. They aren't so up-tight and actually make jokes. "Thal's Balls, lass!" and something about piling up shite so high your head turns around and goes up your arse... I wish i screenshot that conversation lmao.
    Yeah from the beta videos I've seen, there's some pretty funny dialogue at the moment.
    The conversation with "Pissed Pirate" was entertaining for sure, I hope the other towns have equally interesting NPCs.

  20. #260
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    Quote Originally Posted by brand View Post
    Jeez, after all this drivel about an issue already resolved, I spent another 5 minutes trying to find the post to which I originally wanted to respond.

    I suspect Gladiator is vastly different from straight forward damage classes, and particularly in party work as I believe you were doing because nothing is more efficient than the base heavy attack. The only variation to this are the "on-proc" commands that come after a dodge/block/etc, which cost roughly half the normal swing in stamina and a single swing's earned TP (both costs are a fourth of a TP skill).

    I'm with Jinko (and not necessarily disagreeing with Kuro) that TP skills need a revamp, if only in the factor of stamina cost from a low level perspective, which, judging from skill ranks, i.e. E3's Red Lotus II, should mean that these level 1 variations can be balanced without affecting late game where stats can probably turn the tide on efficiency. Right now, the almost 2x cost in stamina for 10% more damage on basic swings is awful.

    [e] and finally, the whole multiplier by cost increase was how the alpha effect gauge worked, and it filled roughly in accordance to a 3 second swing on base, which you could then wait an additional 4-5 seconds to fill the 3 bars, and base bar fill time notwithstanding, that system was utter shit for anything beyond the initial attack.
    Oh, I was never arguing that TP skills were fine - they're not. I almost never use RLB cause it does damage comparable to 2 Light Stabs and costs more stamina. Only use Circle Blade when AoE'ing mobs during leves. I've heard that on some jobs its not that bad since they have abilities that boost dmg of the next skill (ex. Lancer's Ferocity). What I'm fine with is the current speed and flow of combat. While its obviously boring at low levels; as you get higher level it get much more engaging.

    Alpha's battle system was utter nonsense. I almost never waited for the effect gauge to fill up. Especially not when soloing. Glad they got rid of it. I wouldn't want to see that return in any form either - the whole waiting around to get better ACC on the next hit.

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