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Not sure if any info has been released but does anyone else hope that you don't have to sit/kneel after almost every battle to heal up?
That's my one "I hope it's not the same as ffxi".
Comments
I think there are a lot of things people would like to see different in FFXIV to make it less grindy; that is definetly one of them.
yeah, even resting was a mean grind. lol
I hope they make the resting regen hp/mp times more like Aion's, now that is reasonable.
I think i read that you will regen hp with out having to rest, but MP only regens by potions or at special areas. since they are trying to make it so you dont camp all the time and will be hunting on the move they want you to plan out and manage your MP acordingly. Think like D&S.
no i dont have a link, and im too lazy to look it up hehe. I believe i read it on FFcore
the missing link in a chain of destruction.
All spelling and typographical errors are based soely on the fact that i just dont care. If you must point out my lack of atention to detail, please do it with a smile.
Some classes have a few abilities that can restore/siphon HP as well.
You can read up on the latest XIV info at places like Eorzeapedia, ZAM and Curse network.
I think this falls under a category of things that players think they want but don't realize what they're really asking for. And if they get it, they'll realize just how important it was to making FFXI a game set apart from other games.
It sounds great on paper, but it added a level of difficulty you just don't see in the 'faster' WOW clones. By putting the health and mana regen in the hands of each player instead of whether or not you're engaged in battle added a special dynamic to each encounter.
It was an annoying system, but a necessary one without which FFXI would have just faded into the background of mediocrity.
That's not to say the system was without its faults, but I certainly hope that SE's designers don't take WOW's approach and just give players what they ask for. As a system designer, you have to look at why people liked your game, and understand the reasons behind their criticism, then try to resolve THAT problem.
For FFXI's /heal critics, one underlying issue was that it made soloing virtually impossible. They resolved that fairly well by allowing xp chains for lower mobs, adding some increased mana and health regen when solo, adding a whole solo system for each area, and giving other special bonuses that would limit the time spent /heal-ing while solo.
I would say, as a game player and critic, be careful of what you wish for. Because you might find the game you asked for isn't something you want to play. And you'll only have yourself (and people like you) to blame.
You're correct in a way.
FFXI's system did set it apart and make it challenging.
Though I never said it should be like WoW or any clones.
My idea would be this, after every mob kill you and/or your group regain a small amount of hp/mp and this amount could grow with chains. Just food for thought.
I remember solo leveling to 10 and sometime my wife would look over at the screen and ask "What are you doing now?" To which I replied "Resting.." and I would get "Wow thats boring."
LOL!
I probably had similar things said by my wife. I know she definitely said that about fishing.
It seems lots of players today suffer from either or both ADHD and/or lack of patience. I enjoyed the aspect of healing/kneeling between battles and mobs. It differentiated it from most other MMO's that either use health pot spams, or just auto-quick regen after battles.
Oi vay, kids these days.
And you're right kinda also.
It's about what you enjoy. You may have enjoyed spending hours watching your character kneel.
I enjoyed the action and story of the game. I don't mind the kneeling to heal so much, but making it a little quicker would definately help.
I think this falls under a category of things that players think they want but don't realize what they're really asking for. And if they get it, they'll realize just how important it was to making FFXI a game set apart from other games.
It sounds great on paper, but it added a level of difficulty you just don't see in the 'faster' WOW clones. By putting the health and mana regen in the hands of each player instead of whether or not you're engaged in battle added a special dynamic to each encounter.
It was an annoying system, but a necessary one without which FFXI would have just faded into the background of mediocrity.
That's not to say the system was without its faults, but I certainly hope that SE's designers don't take WOW's approach and just give players what they ask for. As a system designer, you have to look at why people liked your game, and understand the reasons behind their criticism, then try to resolve THAT problem.
For FFXI's /heal critics, one underlying issue was that it made soloing virtually impossible. They resolved that fairly well by allowing xp chains for lower mobs, adding some increased mana and health regen when solo, adding a whole solo system for each area, and giving other special bonuses that would limit the time spent /heal-ing while solo.
I would say, as a game player and critic, be careful of what you wish for. Because you might find the game you asked for isn't something you want to play. And you'll only have yourself (and people like you) to blame.
Yes, I thoroughly enjoyed wasting minutes of my time doing absolutely nothing without even (at the time, not sure if they changed this) being able to browse the internet to relieve the boredom.
Non-recovering HP makes sense in games in which taking damage was a result of you failing to avoid enemy attacks. FFXI, and the majority of MMOs for that matter, have combat systems in which you cannot avoid damage by your own actions, except in limited situations. I would laud a system in which it were impossible to recover HP outside limited resources would the game have even basic action elements that allow reasonable avoidance of damage, but that's pretty much antithetical to most RPGs design, with the exception of some recent games. If a game is made such that damage avoidance is impossible, I don't want to be wasting my time recovering HP to hope to survive the next encounter.
I'm not too fond of the non-recovering MP either, but it seems they're trying to deliberately limit your ability to complete Guildleves in order for players to consider resource management, so I'll accept that with disgruntlement. Strangely, I think it's better they do this rather than making MP recovery slow.
Just found this on FFXIV CORE (Thanks to them for a good interview)
Q: Will you be able to change classes during battle? If it’s only possible outside of battle, will you be able to change classes my sheathing your weapon while your party battles?
A: There are two modes in FFXIV: A passive mode, where players can restore HP while walking, and an active mode, where they enter a battle stance with weapons drawn. Players can only change their class in passive mode.
Keeping the action flowing and engaging does not mean lots of players are suffering from anything other than boredom. Can you imagine if Russel Crowe had to take a knee after every freakin battle in Gladiator? That would make for one long as movie....
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
I dont know down times like that are just a waste of time in games now adays and is not needed.
Games should flow along at a good pace there is no need for down time between fights.
Exactly!
Nothing killed the "adventure" that was already a huge mob grind more than having to wait between mobs!
Note that I am not a hardcore FFXI player, and I did not play it much at all so my knowledge of it is very limited.
Despite this, I feel like the lack of MP regeneration is going to be a large part of a role in the party. I think the Red Mage job was the one who had some MP recovery spells; this could be wrong. I like this though. It paces your party. It's a new dynamic that does not just rely on your health pool alone. In fact, it introduces a whole new role. Tanks take aggro and survive using their avoidance, armor, and larger health pools; healers keep the group alive and cure status effects; damage hurts monsters, inflicts status effects, and provides minor support abilities; support assists in MP resource management, provides minor damage, and has unique buffs. It is something that will either help or hinder your party in moving from monster party to monster party. This is a dynamic that is more interesting than a lot of the recycled formula we are seeing in many modern MMOs. I admire SE for at least trying, and I look forward to seeing its potential.
I was a big fan of FFXI (It's been a couple years since I last played it and I'd imagine that it has changed a bit, so please forgive anything I get wrong). There's something that I realized about it, and I take a lot of pleasure in explaining this view to people: FFXI is a game that is about downtime. A movie can either have violence for the sake of violence or can instead have violence in order to make you think about the nature of violence or to make a point about violence. In the same way, I think other MMOs have some downtime just... just because they think they have to, while in FFXI it's actually what the whole combat system is designed around. It's the same as how some MMOs make travel take a while just because, while others make travel take a while because the whole point is that the game world feels enormous and expansive.
Consider the EXP Chain system. A poor or average party could fight just fine — tanking and spanking and trying not to have anyone die — and treat the chain bonus as a bonus whenever it happened. But a really skilled party would be able to pace themselves so that they could kill the first few mobs consistently without using up too much of their MP. Then on the next few fights, they'd go a bit quicker even if it meant going low on MP, and for the last fight or two they'd pull as fast as possible and empty their reserves trying to get in under that short time limit. Then rest up and start it again. Stretching out the chain as far as possible meant having an outstanding knowledge of your party's capabilities. Paying attention to this and challenging yourself to get high chains added depth to what would have been an even more monotonous grind. Treating the same mob differently depending on whether it was the first or sixth mob in the chain was a great way of adding variation to your tactics even though it really is exactly the same mob.
And downtime really meant downtime too; when you have to rest for several seconds before you even get your first tick of MP back, you are forced to really plan when is the right time to start resting. Resting too often and for too little time meant that you were spending a lot of time not casting and getting very little MP back for your trouble. Resting too soon and for too long could mean you break the EXP chain, or even worse, you endanger your party. If it were possible to constantly regenerate a significant amount of MP while standing and casting, or to regenerate MP extremely quickly as soon as you sit, that "downtime planning" aspect of the game wouldn't have existed. You'd be free to just continue pulling and killing as fast as the party could handle it, without having to finesse your downtime in order to chain well.
Now with this lack of a /heal altogether, SE is taking a very different approach and I think that's great; not enough games take risks like that. I'm hoping that they stick with whatever the plan is, because it's something that will really set the game apart from others. It won't be for everyone, I'm sure... but what game ever is?
Corsair and Bard also have MP regeneration "spells." Paladin and Summoner have auto refresh so they always have mp gain running.