Forum Settings
       
This Forum is Read Only

Keeping the battle System as is or go more towards FF12 !!!!Follow

#1 Jun 02 2009 at 10:37 PM Rating: Decent
34 posts
Personally I liked the style of battle and disliked the system in 12, but im debating with friends would love Feedback!
#2 Jun 02 2009 at 10:50 PM Rating: Decent
**
296 posts
I vote C: None of the above :P

But I'd prefer XI's style before wanting XII's for an MMO.
#3 Jun 02 2009 at 10:53 PM Rating: Decent
34 posts
That would be intresting, any thoughts on exactly how?
#4 Jun 02 2009 at 10:59 PM Rating: Decent
***
2,987 posts
I am still thinking SE has a chance at making a new and innovative battle system for FFXI, and break new grounds without ******** things up.

Also, can we have jobs do what they are supposed to do this time around?

Shady Ninjas stalking their prey and Red Mages actually being a living swiss knife?
____________________________
=10 is about My Little Pony.
Some people say I'm the DEVIL.
Aluus wrote:
NOOOOOOO!!!!!!!!!!!!! YOU EVIL EVIL *******!!!!!!!!

KaneIsthara wrote:
You are the devil. Now it's gonna happen.

Kaolian wrote:
Also Tofu. We totally ban over Tofu as well.

My Brute - Valiarius
#5 Jun 02 2009 at 11:04 PM Rating: Decent
32 posts
This depends entirely on how they implement Magic using classes VS. Melee classes. For example, Magic classes in FFXI were limited only to recast timers. Melee on the other hand were dependent on TP primarily, with only certain long recasts for buffs etc.

Now granted, Magic users were dependant on MP, there are certainly more MP regen abilities than TP regen abilities, which at first look may seem like an imbalance, and in FFXI, were it truely PvP, probably would be.

I think that a true reworking of the entire system however would be best to all classes. In the case of MP users for example, there could be a system put in place that as you use magic abilities, you become more able to perform those abilities over time, or after so many casts in one battle session. So say if you start casting a particular black magic spell, the initial MP cost could be higher and/or offer less effect at the early stages of the battle. However, over time the effectiveness of the spell could go up, and the cost down, same theory applying to white magic.

On the Melee side, perhaps there should be something in place like a rage/accuracy meter. DO NOT ASSUME I'm a WoW player after that statement, because I'm not, and have never been, but it seems to me that this type of system might help with balancing the difficulty between simply lvling, and going to HNM/endgame etc.

This would in effect take care of multiple concerns about the game being too easy to lvl in, but also providing a challenging endgame, if Boss monsters were scaled to the right level.
#6 Jun 02 2009 at 11:12 PM Rating: Decent
34 posts
That sounds awesome, but in some instances the higher level spells had there repercusions, you cant just go nuking the **** out of a god at any given time, or else, you die and Risk wiping, also the fact that they dont always hit for full damage and cost a !@##@#$!@%!#%@$ Amount of MP really scale it down IMO, but it would be hard to argue if they could implement a system in which the effectiveness of a spell depended on the previous casts, cast numbers, Tier Progression (Thunder, then II, III, Causes IV to have better effectiveness and Damage) and MP regeneration to not lose the said progession in battle youve made with those successive casts.
#7 Jun 02 2009 at 11:22 PM Rating: Decent
Scholar
***
3,141 posts
I would like to see more interactivity in battles. No more just auto-swing and hit.

How about DD who actually have to try and target their enemy and use skill to determine the hit strength? Or tanks who have to manually deflect blows with their shields etc?

That would be good.
____________________________
.
#8 Jun 02 2009 at 11:31 PM Rating: Default
32 posts
Quote:
That sounds awesome, but in some instances the higher level spells had there repercusions, you cant just go nuking the sh*t out of a god at any given time, or else, you die and Risk wiping, also the fact that they dont always hit for full damage and cost a !@##@#$!@%!#%@$ Amount of MP really scale it down IMO, but it would be hard to argue if they could implement a system in which the effectiveness of a spell depended on the previous casts, cast numbers, Tier Progression (Thunder, then II, III, Causes IV to have better effectiveness and Damage) and MP regeneration to not lose the said progession in battle youve made with those successive casts.


I see your perspective completely, I'm mainly assuming that this would be a better system than the current one assuming that they are making a new system.

In my mind, this would be great for not making certain spells obsolete, never to be used again by any class. I'd love to see this sort of thing implemented, so long as they scale the tank/melee abilities to work along the same lines.

For instance, tanks get more reactive taunts(after a block, parry or evade, able to perform a follow-up move, melee being able to stun etc after certain moves). I believe this could solve the problem of spike aggro in those circumstances.
#9 Jun 02 2009 at 11:31 PM Rating: Good
34 posts
That sounds really good in theory, but if you are very skilled and fighting one of the Hardest monsters in the game and your the tank it will go something like this.......

(Generic Tank)~ He's almost dead, Were gonna win! Lucky im skilled at dodging and Blocking a good chunk of damage from his attacks!
(Monster)~Rawr......
*Server/Internet Lag Spike*
(Generic Healer)~ Why isnt he blocking???
(Generic DD)~ Oh no the tanks about to die!!!!
*Lag stops*
*Dead*(Generic Tank)~ #!$#%@$#^%&^*%^&#$@%@#%$@#^%&&&&#^@%!@#%@^@$^!#%!^@$&#%*^&&^(%^#&%&#$^@#^$#^@%!#%, POTATO SOUP!
(Monster) ~ Rawr *dont mistake this for previous 'Rawr' this is a victorious shout, not one of anger.....*
(Generic Healer) ~ Whelp lets start Raising people!
(Generic Tank) ~ Now if only i had a set skill in which I had to work hard for and even if by some freak accident I lag at the worst moment, ill still block like normal........yeah......if only.

TADA
#10 Jun 02 2009 at 11:36 PM Rating: Decent
Scholar
***
3,141 posts
tailonginasura wrote:
That sounds really good in theory, but if you are very skilled and fighting one of the Hardest monsters in the game and your the tank it will go something like this.......

(Generic Tank)~ He's almost dead, Were gonna win! Lucky im skilled at dodging and Blocking a good chunk of damage from his attacks!
(Monster)~Rawr......
*Server/Internet Lag Spike*
(Generic Healer)~ Why isnt he blocking???
(Generic DD)~ Oh no the tanks about to die!!!!
*Lag stops*
*Dead*(Generic Tank)~ #!$#%@$#^%&^*%^&#$@%@#%$@#^%&&&&#^@%!@#%@^@$^!#%!^@$&#%*^&&^(%^#&%&#$^@#^$#^@%!#%, POTATO SOUP!
(Monster) ~ Rawr *dont mistake this for previous 'Rawr' this is a victorious shout, not one of anger.....*
(Generic Healer) ~ Whelp lets start Raising people!
(Generic Tank) ~ Now if only i had a set skill in which I had to work hard for and even if by some freak accident I lag at the worst moment, ill still block like normal........yeah......if only.

TADA


Yeah, lag could play a part but it does in all Internet gaming. It's just something you have to deal with.
____________________________
.
#11 Jun 02 2009 at 11:38 PM Rating: Decent
34 posts
To: Flyskyy


Yeah I would like to see that to, im kinda tired and Tier Progression just slipped out but now that I see it, it makes me want more, I like the Ideas for tanks and DD's and such, Making Certain Spells usable after Prereq's are met, like you said maybe using a combo of Provoke and Defender would open up a skill to increase your attack with how much damage or hate you create, and the opposite side, A Dodge like ability and Berserk Ability might trigger an ability that ups your evasion and increases double attack chances, or maybe increases Counters on Dodging the enemies attack and such. Also for a Spell progression, have certain spells used in succession to have extra effects such as Aero and then fire, the high density wind in theory fuels the fire causing extra damage and Maybe a Burn effect, lowering there Defense or evasion and such.

Feedback?
#12 Jun 02 2009 at 11:40 PM Rating: Decent
34 posts
My point is that the more user interactive it is, the more that little lag will have an effect on you and your teammates
#13 Jun 02 2009 at 11:48 PM Rating: Default
32 posts
Quote:
To: Flyskyy


Yeah I would like to see that to, im kinda tired and Tier Progression just slipped out but now that I see it, it makes me want more, I like the Ideas for tanks and DD's and such, Making Certain Spells usable after Prereq's are met, like you said maybe using a combo of Provoke and Defender would open up a skill to increase your attack with how much damage or hate you create, and the opposite side, A Dodge like ability and Berserk Ability might trigger an ability that ups your evasion and increases double attack chances, or maybe increases Counters on Dodging the enemies attack and such. Also for a Spell progression, have certain spells used in succession to have extra effects such as Aero and then fire, the high density wind in theory fuels the fire causing extra damage and Maybe a Burn effect, lowering there Defense or evasion and such.

Feedback?


This is exactly the kind of creative feedback I was hoping for.

Not only does this create a better system for mages, but it make a system for Tanks/Melee that would require constant response and input during a battle, no more going afk to make a sandwich. this is precisely the kind of thing most melee either brag about or complain about, and I hope that they offer up a more interactive system.
#14 Jun 02 2009 at 11:58 PM Rating: Decent
34 posts
Plus to add to that aspect, It would be a whole different ball game in terms of skill, no more trying to be good with good EQ and Mediocre ability. This would make Strategic players even with moderate EQ outshine even the best EQ Decent players. This would also make your MAIN job worth more, one job you Pride yourself in, not just BLM on Dynamis runs where you just nuke the **** out of everything, but giving each job more substance and seperating the players into Skill brackets making You an Awesome tank but when you switch to BRD you only kinda know how the certain songs go together to make this fight go quicker or have a better outcome.


Feedback?!?!
#15 Jun 03 2009 at 12:07 AM Rating: Default
32 posts
Quote:
Plus to add to that aspect, It would be a whole different ball game in terms of skill, no more trying to be good with good EQ and Mediocre ability. This would make Strategic players even with moderate EQ outshine even the best EQ Decent players. This would also make your MAIN job worth more, one job you Pride yourself in, not just BLM on Dynamis runs where you just nuke the sh*t out of everything, but giving each job more substance and seperating the players into Skill brackets making You an Awesome tank but when you switch to BRD you only kinda know how the certain songs go together to make this fight go quicker or have a better outcome.


I agree entirely. This kind of system would require certain classes to be reactive to certain game play elements, but would still leave them open to act as certain types of similar jobs in certain positions. This would in effect keep certain ppl from playing a mage type job, when they are adept to a melee type job, and visa versa.

Not only would this system allow for ppl who join parties to be better at certain jobs, but they would also be better at the job class they CHOSE to play from the start, which is more that likely(before the point in the game the system is implemented) the class they wanted to play from the beginning.
This forum is read only
This Forum is Read Only!
Recent Visitors: 15 All times are in CST
Anonymous Guests (15)