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Time for a revamped battle systemFollow

#1 Jun 03 2009 at 6:09 PM Rating: Decent
3,141 posts
I would like to see a revamped battle system with more emphasis on skill and less on automated actions.

In FFXI, you just engage and auto-swing.

I think it would be better in FFXIV if, for example, DD had to manually target and there was some element of skill to how hard you hit the mob.

Tanks had to manually block with their shields. MNKs could manually counter or guard. Ranged attackers had to concentrate and target etc.

I know that lag could play a part in fu*cking things up so it couldn't be too complicated but then lag ***** up all online games in some way or another - you just have to deal with it.

I definitely think it would make parties more interesting if you had a real element of skill in it and would make the phrase 'skill is greater than race' meaningful.
#2 Jun 03 2009 at 6:25 PM Rating: Good
39 posts
real time ATB
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#3 Jun 03 2009 at 6:29 PM Rating: Good
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20,908 posts
I've never played an MMO using such a system, but whenever I read about what I imagine the infinite tedium it must be. I have, however, played Legend of Dragoon and watched someone play Magna Carta. Both games utilize a skill based system for basic attacks. It's fun at first, for the first thousand times, but it grows wearisome when every single basic attack requires significant effort from the player.

I think FFXI's problem was that physically damaging cahracters didn't do much aside from auto attack. Every so often you'd use a JA or WS, but mostly you just watched your character swing very, very slowly. Many recent MMORPG like WoW, Lotro, and Warhammer have auto attacks, but they're a small part of the game. Mostly you use a lot of active abilities. The skill is in timing and planning. And since the abilities do interesting and different effects it becomes far less tedious than inputing for a basic attack.
#4 Jun 03 2009 at 6:34 PM Rating: Good
Phantasy star online required you to manually chain 3 attacks for best effect, and it worked pretty well. It felt very responsive, because there was some finesse in that you could delay them slightly and vary the chains, weak-strong-special to use your ice gun to freeze an enemy, or weak-weak-strong to knock them back out of retalliation range.

I'm not sure how well a real-time MMO would play for the FFXI crowd though.
#5 Jun 03 2009 at 7:03 PM Rating: Good
1,457 posts
I don't know if I could trust a pick up party to manually do anything -_-.
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#6 Jun 03 2009 at 7:04 PM Rating: Excellent
I'm unsure of how exactly I would like this to play out. I've played EQ2 and WOW and didn't like how twitchy the game play was. At the same time I've played FFXI obviously and didn't like how slow paced playing a dd was.

I think a middle ground could be struck? Who knows.
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#7 Jun 03 2009 at 7:45 PM Rating: Good
16 posts
#8 Jun 03 2009 at 10:48 PM Rating: Excellent
11,143 posts
Part of me would like to see them yoink a page from Valkyrie Profile 2 and allow all monsters to have breakable parts that could either result in insta-KOs or allow certain items to drop at the time of the mob's death. We do have this in very minimal aspects on some ToAU mobs, but seeing it everywhere from the start could allow for more specialized farming that doesn't rely solely on luck. Plus it'd give SE to artificially bloat mob challenge if you knew something good would drop if you broke Fafnir's tail while risking constant Spike Flails.
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