Forum Settings
       
This Forum is Read Only

Impressions on Combat so far ?Follow

#1 Sep 07 2010 at 11:35 AM Rating: Decent
Scholar
35 posts
I'm curious to see if others are having the same kind of experience with combat, and I'm hoping others will have some new information that will help. I've asked the same question elsewhere, but I havent gotten any feedback yet.

I've only tried 3 DoW classes, but it appears that they all have a basic attack they can use that provides the majority of action taken in a battle, its tied to the '1' key and uses a fixed (small imo) amount of stamina for a simple attack at the enemy.

My initial thought is that I enjoy having to play an active part in the fight. This, instead of an autoattack makes sense, and it allows me to manage my stamina in a way that I can push harder on the enemy without spamming skills on cooldown. Unfortunately, what I'm seeing is that these attacks dont have any indication as to when they're complete, when I can start another action, or when I have regened enough stamina to be able to attack again. Not having the ability to queue a next action, I find that most fights devolve into repeatedly hitting '1', the faster you do it the faster your guy attacks.

For long fights where stamina is the limiting factor simply not allowing yourself to sit stamina capped is all thats really important from a damage standpoint when there arent critical timing issues to deal with.

With the current lag that I'm seeing is that I may or may not be able to burn my stamina fast enough to ever be stamina limited, and its downright impossible to tell with any accuracy when I've completed an attack and am ready to attack again (the icon lags WAY behind, as does the animation and combat log) The result is that I'm hammering away on the '1' key like I'm playing diablo, and the faster I do it the more effective my guy is...

I dont know if its the answer (I think its rather ugly) but being able to queue one action server side to be taken when the current action completes or when the stamina required becomes available would save all need to have a "race" with the '1' key or any other for that matter. If said queue was constantly able to be written over it would allow for the fastest possible reactions should you be required to stun, cure, use an item or cast a critical spell... Again, thats ugly and I dont particularly like it, but its better than having combat be a button pushing race...

Is anyone else noticing the symptoms I am, and have figured out any way around them?

Thanks, and just to clarify I'm a definite fan of the game :)
#2 Sep 07 2010 at 11:44 AM Rating: Default
I agree.

You'll notice the stamina bar turns GREEN when a move is 'queued'
When it's yellow, you can use a move. the bar will turn green to tell you it's waiting to use the move. once the move STARTS to be executed (cast time finishes, or fighter STARTS doing the attack), the bar will turn yellow again and you can queue another move

even if your character is attacking or in the middle of an animation, you can still queue new moves if the bar is yellow. if it's green, just wait.


there's also, in the controller config screen, a "stack abilities" function that is tied on the same button as emotes. so whatever the emote button is, it also 'stacks abilities' in combat. i havent tried this though so i dont know how useful it is
____________________________
Requested self-ban from admin. Later guys, good luck
#3 Sep 07 2010 at 11:52 AM Rating: Decent
You can queue up to two attacks, or so I'm told. Worst case scenario, I know for sure that if you've got one attack that's about to go off you can queue the next one. You can see when the attack is done. If you watch your character, you'll notice that they are holding a weapon. When they perform the attack, they will make an aggressive gesture with the weapon...typically a swing or a thrust of some sort. When they stop swinging/thrusting, the attack is done. And if it sounds like I'm being a bit facetious about that, it's because I am. C'mon...don't make it more complicated than it needs to be. You don't need a ringing bell or a flashing moogle to tell you the attack is done. Queue your next attack when you've decide what it should be and then wait until that attack is in progress to queue the next one. Simple. You CAN queue attacks, you just tend not to realize that they're queued because your "basic" attack tends to happen very quickly. Wait until you start getting more variety into your rotation and it will be a lot more clear. Once you start using basic attacks only for building TP and then switch to your heavier hitters, the queuing system is almost impossible to not notice.
#4 Sep 07 2010 at 11:57 AM Rating: Default
Yup, thats why the stamina bar colors (green and yellow) are important to take notice of.
____________________________
Requested self-ban from admin. Later guys, good luck
#5 Sep 07 2010 at 12:03 PM Rating: Default
18 posts
nobody can rate the combat in this game...
its too much laaaaaaging for that!

LAG kills everything!
#6 Sep 07 2010 at 12:32 PM Rating: Decent
Scholar
35 posts
No need to be facetious... so I'm assuming that my attack isnt finished until I'm walking away from the dead rat and my character animation finally plays? ;)

The animation is lagged, were I to use that as a basis for queuing the next attack I would be attacking at a far slower rate, one that wouldnt come close to using my stamina regen effectively. My lag isnt consistent, so its not always that far behind, but its worse than say waiting for your character to reappear from a gear switch macro to execute any skill in ffxi... you can certainly wait, and in a perfect world there would be no lag, so you would have instant response you could time from your character animation. In my limited beta experience the lag situation is less than ideal, and not consistent.

I assumed the stamina bar switched color when the skill was actually being performed, not when something was queued up for use when the character is next available, if thats the case then possibly its server side lag I'm seeing (animation clearly being triggered by something calculated on the client side since its out of sync with the rest of the info coming back from the server)

If its queuing properly I should only have the issue of not being able to attack frequently enough to drive my stamina down to zero when the lag is extremely bad, which is happening too frequently and therefore its still a case where pressing the button faster = attacking faster, even despite a queue :(

Does anyone know if a skill will queue up when I dont have the stamina for it, and be executed when I do, or is it a mash the button as quick as possible thing? Also anyone know if theres a way to show the skill thats currently queued up?

EDIT (additional question): If we can queue up two commands, has anyone found a way to wipe that queue if later on I need to stun or something? (unless the battles are quite a bit less demanding needing to wait out two queued attacks before you can stun wouldn't be doable)

Thanks!

Edited, Sep 7th 2010 2:38pm by phoenixcws
#7 Sep 07 2010 at 12:34 PM Rating: Good
to simplify:
when the stamina gauge is yellow, you can queue a new move. That's it. when its green, that means you've successfully queued a move.
____________________________
Requested self-ban from admin. Later guys, good luck
#8 Sep 07 2010 at 12:37 PM Rating: Good
Sage
**
550 posts
I like combat, but targeting needs to be more intuitive. It should show everything that is aggroing you and your party and you should be able to quick select each mob instead of tabbing through them. Either that, or crowd control should be easier.

In FFXI, targeting was pretty much the same, tab tab tab, but essentially you always fought one mob at a time and slept the other mobs, you didn't have 3-4 things hitting you at the same time.

Ex, I was in a group and we were doing a leve fighting a group of mobs. I voke and taunt one of them and start tanking and the other mobs hone in on me. Our conjurer casts one cure spell, and the other 2-3 mobs start wailing on him while I'm still trying to control one of them. It's pretty hard atm to turn around tab the other mobs and voke those back onto you.

Plus, why do I have to select the mob AGAIN after I hit provoke? I should have to click an extra time after I voke, it should be instant like it was in XI.

Edited, Sep 7th 2010 2:38pm by Oenos
____________________________
XI - Draiden 75DRG/75COR (Sylph, Retired 08)


This forum is read only
This Forum is Read Only!
Recent Visitors: 18 All times are in CST
Anonymous Guests (18)