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#1 Aug 20 2009 at 9:45 AM Rating: Good
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The new combat system, with action commands look intruging. This definately supports my wish of having skillchains! I'm looking forward to discovering if skillchains will be present and with some time experimenting, finding out if magic burts will also make a return!

Another part of combat I found interesting was the fact the developers during an interview hinted at the fact that it'll effectively be a "circle". I'll look forward to seeing more combat demonstrations to see if damage is increased when attacked from behind, and how groups will need to be strategic when fighting more than one enemy! I would imagine the developers are looking at potentially having players strategically place their characters to protect each in when in combat. IF this is in fact in the game, playing a mage should be theoretically more challenging. The improved combat tactics might make this game much more enjoyable from just a standard taking turns combat system to something that requires a little more co-ordination than the previous game. I can't wait to find the first quests that'll require some recruiting in order to complete =)

Two other things that made me think after viewing the demo. Mobs link which I'm happy to see makes a return. I'm sure they'll implement some system where agrros disappears over time, but I feel this is a good feature and it seems realtively realistic. Finally, I like the option of no weapon changes during combat. Players will be able to carry and work with multiple weapons, but once attacked/attacking the game will not allow a switch. This should help to make even casual gamers remain relatively balanced with experienced ones.

Personally I'm looking forward to exploring combat and learning the new system with other players. I'm betting that the players that choose to test out new tactics and areas will be the ones that get the most out of the system. So while levelling skills will be important, the most enjoyment will come from creating alliances with others and experimenting! So far so good Square!
#2 Aug 20 2009 at 9:47 AM Rating: Excellent
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Sorry, one more thing. No more getting trampled when zoning into a new area! I may force players to actually think before they attempt to attack some tough creatures ;)
#3 Aug 20 2009 at 9:55 AM Rating: Excellent
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From the way they explained it, I'm beginning to believe that Square is attempting to correct the issue of noobs at endgame.

"We're gonna make battling involve a lot more thought and skill blah blah blah"

Silly Square. Never underestimate the human ability to succeed at failing.

But so far I think this new battle system will be a welcome challenge to the people who knew what they were doing in 11 and actually took the time to learn their jobs. And I'd bet money that magic bursts and skillchains will definitely make a comeback.
#4 Aug 20 2009 at 10:52 AM Rating: Excellent
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I too am excited over the small info we have on the battle system.

What I thought about after I read the interview was how the abilities and TP system might work. It may be that by executing a technique set while your TP is full, your party member may be able to chain their technique set to the end of yours. By "technique set" I'm referring to this part of the interview:

Quote:
To spice up the flow of battle, Final Fantasy XIV will require players to select commands each time they attack, and the combination of commands they choose will determine the technique they use. This will put all new emphasis on strategy and keep players engaged in battle.


I'm just guessing tho, but it would be awesome if that's kinda how abilities and weapon skills work out. I really want to play XIV now... damnit
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#5 Aug 20 2009 at 1:20 PM Rating: Good
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Well at least information should be easy to get as the months count down. Especially after they hinted that the goal is to have playable demos worldwide.
#6 Aug 20 2009 at 1:26 PM Rating: Excellent
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So, auto attacking is gone.

It opens up a myriad of possibilities for playing. Making the fights more hands-on is definitely a step up.
#7 Aug 20 2009 at 1:50 PM Rating: Excellent
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I really liked the aspect of right and left hand functions. This also allows me to speculate on several set-ups. First there is the typical sword and shield set-up. However, what does it mean for two-handed weapons? Possibly a Great Axe wielder could have primary attacks with the right hand, and left hand attacks like a hilt strike or blunt stab. This could also lead to the obvious dual wielding of various one-handed weapons, as well. Lastly, it was stated that there was no switching jobs durring battle. But could we not put a sword in one hand and a staff in the other? This way getting either a sort of sub-job effect or just a straight out hybrid effect?
Example: make a red mage with a short sword/staff combo

It could also work for full mages. Right hand elemental staff, and left hand healing staff?

Just some thoughts I had based on the function. It could be more rigid than it appears. Also, I do hope they have pet jobs. I do not play pet jobs, but I like seeing people running around with a little buddy at their side.
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#8 Aug 20 2009 at 2:37 PM Rating: Excellent
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Observing from the videos, staffs are pretty clearly two handed weapons. I think if you're looking for a way to create hybrid jobs using the system as it has been described so far, you're going to have to think outside the box a bit. Personally, I would not be surprised to see the ability to equip magic spells through use of other methods.

The two possibilities that come to mind immediate is a so far unmentioned ability to set skills "learned" while playing other jobs (I rate this as a pretty low chance though - not for any concrete reason, it just doesn't seem to be the direction SE is taking the game). The other possibility is that you can optionally receive spells and abilities elsewhere: armor, crystals, ect.

An example of the first would be... I equip a sword, changing my base ability set to that of a Discipline of War (I am going to try to avoid referring to specific jobs), then go into a menu and select Cure and Stone, both of which I have learned while working on Discipline of Magic. I am now a melee, capable of casting cure and attack magic. However, since I have magic taking up 2 of my 10 ability slots, I only have 8 I can use on melee, reducing my overall potential.

An example of the second would be... I equip a sword, changing my base ability set to that of a Discipline of War, then equip a set of cloth robes, which are imbued with Cure and Stone magic. These allow me to equip Cure and Stone as abilities.

Either way, I am beginning to think that there must be a way to equip abilities, since we only have ten slots to work with in the Action Command bar. And presumably we receive more abilities than that over time. I think that this may be SE's solution to balancing characters. By definition, setting more magic will reduce your abilities in melee, and vica verca.

Edited, Aug 20th 2009 6:40pm by Hulan
#9 Aug 20 2009 at 3:06 PM Rating: Excellent
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AmsaimSutavarg wrote:
I really liked the aspect of right and left hand functions. This also allows me to speculate on several set-ups. First there is the typical sword and shield set-up. However, what does it mean for two-handed weapons? Possibly a Great Axe wielder could have primary attacks with the right hand, and left hand attacks like a hilt strike or blunt stab. This could also lead to the obvious dual wielding of various one-handed weapons, as well. Lastly, it was stated that there was no switching jobs durring battle. But could we not put a sword in one hand and a staff in the other? This way getting either a sort of sub-job effect or just a straight out hybrid effect?
Example: make a red mage with a short sword/staff combo

It could also work for full mages. Right hand elemental staff, and left hand healing staff?

Just some thoughts I had based on the function. It could be more rigid than it appears. Also, I do hope they have pet jobs. I do not play pet jobs, but I like seeing people running around with a little buddy at their side.

WINDMILLS STAVES DO NOT WORK THAT WAY

Edited, Aug 20th 2009 7:07pm by shintasama
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#10 Aug 20 2009 at 3:13 PM Rating: Good
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I'm sure they'll be some mechanic in game to allow a player to use other valueable skills in combat, but it's difficult to say hwo it will be implemented this early. I doubt SE will walk away from the successful subjob mechanic completely.

I imagine a person will be able to use certain skills in combination with their main. Their effect will just be dilluted. I would imagine the disciplines simply allow for a more focused skill gain in your specific category so it'll be important to keep developing in the same genre.

I'll also wager that they but in some sort of quest for players to change their discipline, much like the original EQ, or learning new jobs in FF.

I think mages will be much harder to level from the looks of the combat system. Here's to hoping they have AoE spells in a big way ;)
#11 Aug 20 2009 at 4:00 PM Rating: Good
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As to the obvious reference that staves are not two-handed, yea........ I believe we all know that. I said staff, but I meant more of a rod or one-handed magic device. Not that I know, if that will even be in the game. And as I said before, this was just me speculating, it could be very rigid. One handed weapons, only get shields, two-handed weapons can not equip in the off-hand, no dual-wielding, and mages can only use two-handed magic deviices. Hopefully, they release more info on these types of things soon. The battle system is probably the thing I am interested the most in of the many things I want to know.

As for the FF Tactics method of assigning abilities, I am not 100% positive, but I believe that was debunked in one of the interviews. Still, If we had a choice, I would like that way best.

The method of having armor pieces that have imbued abilities seems more likely, if the method isnt different weapon combinations. I am not sure if I like this or not? I see good points and bad points.

What really made me think about this was how solo players could battle. I don't plan on doing solo adventures if I can help it. But for those that do, it seems impractical to have to wait til after you kill something to cure yourself. That might be exactly what SE intended, but if so then it is not very casual friendly in my opinion. I am sure SE has everything in hand. My confidence in this battle system did go up when they said no changing classes durring battle.
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#12 Aug 20 2009 at 5:11 PM Rating: Excellent
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Well, there is one upside to having abilities be accessible by weapons-only.

If DPS casting is associated with a two-handed Staff and ranged melee associated with a Two-handed Bow/Two-handed gun, combined with Defense abilities being associated with a Shield, you would never be able to create a TankMage. The ability to create a creature that has both the advantage of distance, high DPS, and damage reduction undermines healing to the point the dynamic of grouping begins to unravel. (or at least, it has in other class-less MMOs)

Not that I'm just keen on the idea of removing variability for any 2-handed class.


And yeah, they mentioned Tactics already. But it doesn't quite cover your question (in fact, the answer doesn't even cover the interviewer's question. Epic political question-dodge right here.)
Quote:
Quote:

I'm curious about how advancing in your jobs works. Like will it be a FF Tactics style? Once you've mastered certain skills in a certain job, you unlock another?


It will be slightly different from Final Fantasy Tactics system. You will be gaining abilities by leveling up your skills, but, its not the same as Final Fantasy Tactics. So if you're having a high skill in something it doesn't mean the other one is going to be lower. if you grow in one skill and it gets high, you can still level up your other skills high.




Edited, Aug 20th 2009 9:28pm by Zemzelette
#13 Aug 20 2009 at 5:55 PM Rating: Excellent
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HAHA, you are right about the political-dodging style answer there. Thanks for the quote. I think I read it sort of rushed when I was at work. If nothing else, we might can conclude there is hope for a FFT style ability assignment.
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#14 Aug 20 2009 at 6:21 PM Rating: Good
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Valid points. I am thrilled a tank mage is not possible ;)
#15 Aug 20 2009 at 7:31 PM Rating: Decent
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In most no zoning games..the mobs will only follow you to a certain boundry before turnng around.
#16 Aug 20 2009 at 10:35 PM Rating: Default
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Play RNG and you will see why hitting a button over and over to attack gets old fast. I don't imagine hitting several buttons instead of just one will make things any better.

Farming will get very very tiresome when every battle is a round of Soul Caliber.
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Adjust the resolution of menus.
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#17 Aug 20 2009 at 11:24 PM Rating: Good
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Play RNG and you will see why hitting a button over and over to attack gets old fast. I don't imagine hitting several buttons instead of just one will make things any better.


Hi, Welcome to every new MMO ever made where you actually have to hit buttons to do things. Please enjoy your stay.
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Quote:

Farming will get very very tiresome when every battle is a round of Soul Caliber.


That was funny.^

Edited, Aug 21st 2009 12:26am by GuardianFaith
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#18 Aug 20 2009 at 11:57 PM Rating: Decent
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Quote:
To spice up the flow of battle, Final Fantasy XIV will require players to select commands each time they attack, and the combination of commands they choose will determine the technique they use.

There are two gauges - one for the left hand and one for the right hand. For example, the character that Tanaka was controlling had a shield in his left hand, so the left-handed gauge had shield commands registered to it.

In total, you can line up 10 commands in the bar of icons along the bottom.



According to one of the imterviews, you get to only set 10 skills on your current active weapons. In the example, there was 5 skills for the shield and 5 from the sword. I would assume that with a two-handed weapon you can set all 10 skills from the one weapon. Since the skills seem to combine to create stronger combos, I can foresee that two-handed skills combos might be slightly stronger with longer combinations available.
#19 Aug 21 2009 at 12:08 AM Rating: Decent
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FluEpidemic wrote:
According to one of the imterviews, you get to only set 10 skills on your current active weapons. In the example, there was 5 skills for the shield and 5 from the sword. I would assume that with a two-handed weapon you can set all 10 skills from the one weapon. Since the skills seem to combine to create stronger combos, I can foresee that two-handed skills combos might be slightly stronger with longer combinations available.


This is probably how it will happen, but it will require more time to get up to the stronger skills meaning they will be more useful the longer the fights last, if they last that long.
#20 Aug 21 2009 at 2:01 PM Rating: Decent
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If so much emphasis is on these skills, any thoughts on how they'll allow players to reduce the time required to build up TP? I would hope equipment enchancement would be one way but this definately seems like a magic possibility as well. If that's the case, whatever mage possesses that spell is golden in a system like this.
#21 Aug 21 2009 at 4:09 PM Rating: Decent
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GuardianFaith wrote:
Quote:
Play RNG and you will see why hitting a button over and over to attack gets old fast. I don't imagine hitting several buttons instead of just one will make things any better.


Hi, Welcome to every new MMO ever made where you actually have to hit buttons to do things. Please enjoy your stay.


Yes and I don't like any of them.
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
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