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Contradiction on Battle System?Follow

#1 Jun 04 2009 at 3:59 PM Rating: Excellent
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Just thought I'd run this by you guys:

In the translated interview, SE said this:

Battle system will be focusing more on real time. Timing will be a very important factor.

Then in the auxiliary interview located on allakhazam's main page, they say this:

"It will not be realtime, action style encounters, but rather a number of more cerebral aspects."

And finally in the video interview posted a few threads below (or above) mine the guy clearly states:

"The combat system in FFIV will be very different from the one in FFXI, and closer to real-time battle that you see in other MMO's"

Is it just me, or does the middle statement sound like it's going to be more of a turn-based, slow paced "battle of wits" (trying to interpret "cerebral"), and the other two make it seem more fast paced?

Your thoughts?
#2 Jun 04 2009 at 4:12 PM Rating: Decent
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Will be more like realtime, but not realtime 100 %.

For example, you engange weapon, press swing button, then there's bar, when it's full you can swing again, the better timing you have pressing swing button once it's done, the better attack you will make

#3 Jun 04 2009 at 4:20 PM Rating: Good
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Maybe it will be a mix of both like FFXIII?

pick how your guy will attack for a few turns and as you get more skilled in a weapon you can pick more moves till next choice or 1 advance move other then a few small ones.

Thinking it will be FFXIII + FFXI mix with new unique things.
#4 Jun 04 2009 at 4:21 PM Rating: Excellent
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That does make the whole thing seem rather confusing, doesn't it?

I'd love something more "cerebral" if that means it involves more thought, skill, and strategy. ****, I got all giddy thinking about some awesome brain wrecking battles. AHEM. Though, I do think they should avoid making it too involved. I think ATB with a "Swing sword button" is too much, to be honest. Repetitive and annoying at least, carpal tunnel syndrome at worst! Smiley: tongue

Edited, Jun 4th 2009 7:22pm by Codyy
#5 Jun 04 2009 at 4:50 PM Rating: Good
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Well, it was just an example, between waits on the ATB there might be something cool you could do, like adjusting where your weapon will hit, with a curve that determinates weapon trayectory, x mob could have weak point in x part, so you try to hit there, or reach that place while waiting for the bar to be full.

I mean, they can do a hundred of cool things with what they just said.
#6 Jun 04 2009 at 4:51 PM Rating: Excellent
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You don't have to look too far to see MMOs that already implement a more "real-time" combat system than FFXI. FFXI was loaded with long cooldowns to the point where a lot of jobs would literally spend 10-15 seconds or more doing nothing waiting for TP build or for an ability to come off cooldown so they could do something other than just auto-attack. I'm not sure if SE will do away with the concept of auto-attacks for normal melee hits, but they wouldn't exactly be thinking way outside the box if they made it so most abilities were on a cooldown no longer than 9-10 seconds and there was enough diversity in available abilities that you could actually be activating a new ability every second or two from the start of the fight until the end with limits in place based not on the abilities themselves, but on the situation.
#7 Jun 04 2009 at 4:56 PM Rating: Good
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Quote:
You don't have to look too far to see MMOs that already implement a more "real-time" combat system than FFXI. FFXI was loaded with long cooldowns to the point where a lot of jobs would literally spend 10-15 seconds or more doing nothing waiting for TP build or for an ability to come off cooldown so they could do something other than just auto-attack. I'm not sure if SE will do away with the concept of auto-attacks for normal melee hits, but they wouldn't exactly be thinking way outside the box if they made it so most abilities were on a cooldown no longer than 9-10 seconds and there was enough diversity in available abilities that you could actually be activating a new ability every second or two from the start of the fight until the end with limits in place based not on the abilities themselves, but on the situation.
With cooldowns that short I think it just turns into spamming abilities, which I never really liked. I think a nice middle ground would be in order, though.
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#8 Jun 04 2009 at 6:46 PM Rating: Excellent
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Maybe this means you can "engage" the enemy (or rather target it) then instead of there being a mindless "auto-attack" you will have to chose whether to "Swing your blade for a normal attack", "Cast magic", "Perform a job ability" or do a "special tp attack" all while having a timer of sorts.

This would mean, melee just can't engage then go afk while the avatar swings away at the mob hehe.

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#9 Jun 04 2009 at 6:54 PM Rating: Good
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I've been thinking that Se's utter disappointment over
us not meleeing with our mages is going to come into play at some
point.
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