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Regen in FFXIVFollow

#1 Jan 23 2010 at 5:47 PM Rating: Decent
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Not sure if any info has been posted about this, but i remember back in FFXI when i was a BLM when i was out of mana, the sit to get full was like 5 min to get full, do you guys think there going to keep the same regen style, or improve it, or make items for mp over time?
#2 Jan 23 2010 at 6:22 PM Rating: Decent
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I'm hoping its a "surge of mp/hp recovery" after each successful kill. For anything 'above that' I would say an ideal scenario would be constant 'out-of-battle' regeneration, and a 'food' based system if you need faster recovery beyond that. The combination of the above would allow you to fight steadily, but not be able to drag battles out for several hours without appropriate setups. It's not 'new' but this concept has worked VERY well in other games, kept things enjoyable without making classes ridiculously overpowered, while encouraging grinding and giving a constant sense of 'reward' after each successful battle.

It's also much more conductive to 'roaming battles' that many of us have grown to love, since MP based classes aren't 'tied down'.
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#3 Jan 23 2010 at 6:32 PM Rating: Default
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MP Regenrefresh & HP Regenregen will be there in some shape or form for sure so don't worry about that. The method used to achieve this replenishment is unknowhn and it could be similar to that in ffxi or something completely different. For hp/mp potions i think it will be like it was in ffxi, a certain cooldown and the time it takes to use will play factors in their use. Square Enix doesn't want players to rely on these item restorations but they will most definately be a usefull commodity.
#4 Jan 24 2010 at 1:15 AM Rating: Default
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I hope they have a better regen of mp in this game and HP it was absurd in the last game sitting down all that time.
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#5 Jan 24 2010 at 2:42 AM Rating: Good
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I just hope it's not too powerful, to the point where you don't bother using certain items or using certain spells because you could just wait outside of combat for a short time. Something like an (equivalent) 1mp/tic outside of combat would be okay, as long as it's relative, otherwise at low levels you can practically fight nonstop (well, in FFXI you can). I wouldn't even mind the heal system really, as long as it was faster.
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#6 Jan 24 2010 at 2:48 AM Rating: Good
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What's wrong with being able to fight non-stop? At lower levels (like 1-6 or 7, depending on the class) you could do this anyways. Once you got higher up, it became tedious even to get to 10 or 12 just so you could get to the dunes and start (fail) partying. As long as it doesn't make more difficult fights too easy, a certain hp/mp regen per tick is reasonable and if you control it so a) the regen decreases significantly while in battle unless you use abilities to regain those stats and b) make it so you can't eat/drink food (or whatever system they choose to implement)to increase regen during battle, it'll make solo'ing and farming (if necessary) far less tedious.

This doesn't mean you have to make the game easy, it just means less downtime, which is something SE put a frakkin' LOT of in FFXI.
#7 Jan 24 2010 at 2:54 AM Rating: Good
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I really hope they do a better job this time around. I wasn't a fan of having to sit and rest for 5 minutes to get your HP/MP up. Adding how necessary it was to have a Refreshbot in any kind of group environment, I think they missed the mark.

They tried to make it easier, though, through drinks, +MP regen gear/traits/etc, buffs, whatnot.

Here are some ideas:

1. Have your character have natural hp/mp regeneration outside of combat, coupled with a "kneel down" type of regen, to make it faster.

2. Have a majority of your regeneration come from cheap, easily obtainable food/drinks(ala WoW).

3. Give more jobs the ability to regen MP during combat, to avoid absolutely needing X job.

4. Have HP/MP potions actually worth a ****.

I'd be happy with any of these, just so long as they avoid what they did last time. >.<
#8 Jan 24 2010 at 3:07 AM Rating: Good
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Something I really missed in FFXI from my first MMO (EQOA) was the natural refresh/regen. I thought the /rest in FFXI was a horrible idea and INCREDIBLY slow (though about a year ago they gave a signet bonus to /rest, bringing it up to a faster rate that it should have been all along).

I'd like refresh and regen be an individual stat for each class that can be altered/improved.

With SE's promises of solo content I am confident they have something good in mind.

Edited, Jan 24th 2010 4:09am by Westyle
#9 Jan 24 2010 at 12:55 PM Rating: Decent
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The forced downtime is a bad practice because it breaks the flow of the game. Flow being the psychological term for an intrinsically motivated period of time during which you lose all sense of time (because it flies when you're having fun).

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while encouraging grinding


Poor word choice (think you mean encourage fighting many smaller monsters, which in itself isn't necessarily a good thing either), but I otherwise agree with you.

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#10 Jan 25 2010 at 2:15 PM Rating: Good
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When I played FFXI in college, I would study or read emails while in /heal mode. It had it's perks, though none of it game related.
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#11 Jan 25 2010 at 3:48 PM Rating: Decent
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Quote:
When I played FFXI in college, I would study or read emails while in /heal mode. It had it's perks, though none of it game related


absolutely.

Can't even count the times that people wouldn't be at their computer when the thief is pulling the next mob and we get totalled. All because "oh i didn't think i'd be done resting that fast" this was only avoided with a PL otherwise it was quite common. Granted we wouldn't wipe but at one point or another someone wouldn't be there for 10-15 sec of battle. Yes even i am a culprit.

This is all because as someone said the flow of battle is gone. Especially when you are fighting 10 other groups for mobs.
#12 Jan 25 2010 at 6:56 PM Rating: Good
When SE talks about things taking "too much time" to get things done in FFXI, I think they'd be silly to overlook out of combat HP/mana regen. There's nothing particularly rewarding about having to run off to a safe corner somewhere or halt the group's activities for minutes at a time just to top off. Consumables that can only be used out of combat to rapidly regen health/mana work well in more modern games. They're typically bought from NPC vendors and help alleviate a lot of the unnecessary downtime. You still have to learn about managing your character's resources (ie. effective spell rotations and/or strategic mitigation of incoming damage). And it's also a tidy little gold sink that players ultimately appreciate. (ie. they're happy to pay a nominal sum each session for an opportunity to cut down on regen time).
#13 Jan 25 2010 at 8:42 PM Rating: Decent
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AureliusSir the Irrelevant wrote:
When SE talks about things taking "too much time" to get things done in FFXI, I think they'd be silly to overlook out of combat HP/mana regen. There's nothing particularly rewarding about having to run off to a safe corner somewhere or halt the group's activities for minutes at a time just to top off. Consumables that can only be used out of combat to rapidly regen health/mana work well in more modern games. They're typically bought from NPC vendors and help alleviate a lot of the unnecessary downtime. You still have to learn about managing your character's resources (ie. effective spell rotations and/or strategic mitigation of incoming damage). And it's also a tidy little gold sink that players ultimately appreciate. (ie. they're happy to pay a nominal sum each session for an opportunity to cut down on regen time).

Absolutely. I think SE would be insane to ignore the issue.
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#14 Jan 26 2010 at 1:55 AM Rating: Decent
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Absolutely. I think SE would be insane to ignore the issue.

So you think they'll ignore the issue then. Japanese: they're fudging crazy.
#15 Jan 26 2010 at 2:51 PM Rating: Good
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On top of a base max hp/mp/JT based regen/refresh, I'd love it if they modified certain SC give either instant MP or HP for all party members based on %dmg done.
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