So a huge battle system Q&A was recently posted by Foxclon (JP Rep) with questions gathered from all regions, some exclusive, some just the most common from all regions. Bayohne (NA rep) posted the first half just now (translation) and the other half is coming soon. Figured i'd post it for discussion. Oh and protip: looking into it = working on it.
Battle system Q&A (part 1)
Here we go, the first half of the Q&A that was recently posted in the JP forums. Please keep in mind that these weren't specific questions from only one region of the forum, but actually compiled from questions, comments and concerns from all parts of the community and compiled together. Without further ado~
My goodness! Thank you for the incredible amount of feedback. I think I underestimated you guys. I've gone ahead and gathered responses from the Development team, mainly from Matsui, Takai, and Minagawa and compiled them here. Though I don't think we'll be able to respond in this manner very often, I'd like to seize the opportunity to do so when it presents itself
Well then, let's get down to answering your questions...I believe I collected them midday Thursday, so I may have missed a few. I tried to collect every relevant post, excluding those that didn't seem to either pose a question or express an opinion, but please accept my apologies if I missed something (I'm making excuses for myself). There were quite a few posts to go through, so the answers are sometimes brief, but that doesn't mean they weren't considered carefully!
Also, though I'm afraid it's my fault for setting things up, everything ended up clumped into one thread, so I'd appreciate it if you could make separate threads for each topic moving forward.
Server load related
As previously stated, the programmers are looking into a fundamental reworking of the system, but this is a long-term development goal. We're working on improvements to reduce the number of unnecessary data searches and function calls related to battle calculations.
How about suspending all commands while performing actions, and then having them go into effect after actions are completed?
We'll look into it, and if it works out better than what we have in place, we'll make the change.
I want to be able to perform actions and cast spells immediately.
Although you'll still have to wait while in the middle of performing actions and casting spells, we're looking into allowing instant execution of actions and spells while in auto-attack mode.
Because of the restrictions of the stamina gauge, I can't execute actions with various special effects when I need to.
We are planning to remove the stamina gauge. Like before, TP and MP abilities will still be affected by recast times. There will also be cooldown times between actions.
After mistakenly choosing an action, or deciding to use a different action, there's no way to cancel a previously selected action.
This is somewhat related to the items brought up above in that once we change over to a gameplay style that allows for immediate execution of commands, this should no longer be an issue (since there won't even be an opportunity to cancel something to begin with).
I'm too busy manually managing my own actions to be able to pay attention to what actions others are taking.
I think the situation should improve once auto-attack has been implemented.
According to the Producer's Letter, the action bar is to be modified; is it actually going to be removed completely?
The action bar will not be removed. What will be removed is the stamina gauge. The action bar will be improved so that it is easier to use and easier to see important information.
The action gauge fills too slowly.
As noted above, the action gauge is scheduled to be removed.
Especially during party battles, the effects are too flashy and it is hard to look at the screen. I would like effects to be removed for regular attacks and the action to be played out more clearly.
This will be adjusted.
Raise has no visual effect, so sometimes other characters and I cast overlapping raise spells.
We are looking into this.
It is hard to distinguish whether spells are cast on enemies or allies, so I would like the effects of spells being cast to be accentuated.
We recognize this as a problem. We are looking into fixing this problem.
During battle I have to be running around constantly, and that leads me to only look at the mini map during battle.
Is this because the enemy is moving or because you want to run away? We are looking into fixing the problem of the enemy moving.
During battle I automatically move closer to the enemy. As a marauder Steadfast disappears sometimes, and monsters go out of range for area of effect attacks.
For regular attacks, this will be fixed when auto attack is implemented. We are looking into fixing actions.
The attacking motion is small, so it is hard to see what my enemies and allies are doing.
We are looking into fixing the player motions and would like to make adjustments in the near future.
Some battle motions are repeated frequently, so I would like to see more new motions.
For some actions, we plan to add new motions/effects.
It is weird that characters can still move while they are asleep.
We are looking into this.
I would like more attention to be paid to the motion when receiving a special attack from a monster.
We have no specific adjustments planned, but we have taken note of your input.
It's frustrating that the action bar is not displayed unless something is targeted.
We are looking into displaying the action bar at all times.
Instead of having to go through multiple layers of actions, I would like to be able to view all my actions at once.
We are currently looking into being able to display multiple action bars at one time.
There should be an easier way to identify when counter-type actions can be used.
Due to the technical issues we have to address first, it’s not something that we will be able to implement right away. However, we are looking into being able to easily identify when certain actions can be used. An example would be to have the action in a halftone color when it can’t be used due to being out of range, etc.
When will be able to use cool spells and skills like the ones from the opening movie where the characters are fighting the Malboro, or the barrier-like spells used in certain cut scenes?
Although we are not able to provide you with a time frame, we can promise you that we are currently working hard to address the current issue at hand. Once these issues are addressed, we would like to start working on implementing additional spells and skills.
I would like to be able to either see the range of my actions or have my character automatically move into range in case I’m out of range.
We will look into it.
It takes forever for the macro pallet to show with a gamepad.
We will look into it when we revamp the macro pallet.
I would like to be able to claim more than one group of monsters at a time.
We are planning on revamping the claim system.
I find it strange that all monsters have a ranged attack. There’s no point in binding monsters in the current state of the game.
We will look into it.
It’s difficult to position myself around a monster when they are constantly moving around.
We will speak with the person in charge. Please note that we may decide to keep the movement of certain monsters in its current state.
I find it annoying when you fight a NM with a group of players and the NM makes a sound every time a player attacks it.
I could see how that could be annoying.
I don’t like how the character takes a few extra steps after you stop.
We may look into it down the road, but they are currently no plans of addressing this matter.
The timing of the attack motion, damage display, and the damage taken is off.
I completely agree that it does seem strange in the current state. Unfortunately, we are currently unable to provide you with a detailed response regarding this matter.
You are currently able to target monsters that are claimed by another party.
We will look into this while we revamp the battle system.
Edited, May 27th 2011 6:06pm by Teknoman