
Loc Talon
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First of all, I would like to, once again, mention that it is something that I would -like- to see. I would also like to point out my orginial post that the topic "to jump or not to jump" was spawned from and the fact that it was listed under "RP Cons", meaning...It's something that I would like to see to compliment to the realism and immersion that they have already incorporated, not for game mechanics. I will also go ahead and address the common rebutal to this... "Why do you need jumping to RP?" You don't. But, I feel that it adds to immersion for your character to physically be able to jump, without an emote and have a visual representation. I can provide a list of instances where a jumping animation would benefit RP, if need be. When you are in live combat, I can assure you, that you are jumping quite a bit. When you are scaling cliffs, there are situations that call for jumping. I went cliff diving two days ago that required a good deal of jumping. That is just three of many examples that I could provide. I'm assuming that you are referring to the weight of "full body armor" in this question... Contrary to popular belief, the suits of armor that Knights wore in combat, between the 14th and 16th century were. The typical full suit of armor, worn in combat, during those times was between 60 and 70 lbs and the combatants were trained from a young age to jump, crawl, climb, etc. In their full attire.(I can provide sources if necissary). The whole "Armor suits weigh hundreds of pounds" is a myth that was partially due to the fact that sport armor(for jousting, etc.) was significantly heavy than the actual open battle attire, due to various, obvious, reasons. I'm not sure what the robe reference was for...assuming it's made from cloth, and not weigh much more than your typical clothes, and thus really wouldn't be that hard to jump in. To jump down cliffs and embankments, so that you don't have to run a mile down the road just to find an opening in the landscape, so that you can get to the mob or nod that you need for that leve quest. I can't tell you how many times I've been mining, and I find the node that I need, just a couple feet underneath me. But, due to the lack of jumping and abundance of invisible walls, I was forced to run alllll the way around, to the other side of the gigantic crater, and then back up the other side to mine the node. A 5-10 minutes wasted that could have been avoided, providing the aforemention conditions were not in place. But, like I said, my wish is purely for the sake of aesthetic and not game mechanics. EDIT: I went back and read this and I would like to apologize for "smug" overtone in it. Was not my intended tone. Curse you text based communications! <3
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^ This. I think that's an awesome idea. It would certainly help distinguish who is near you and who you'd have to travel on the other side of the world to find. 10 Points!
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I would have to disagree. We have already seen videos that depict characters jumping in various cutscenes, as well as the fact that there are several in-game actions that depict jumping(Pugilist's Seismic Wave attack, for example). The animations are there, which is the most difficult aspect of implementing new actions into a game. It's just a matter applying those animations to code and binding them to a key. Taking the amount of detail that have been implemented into the game thus far and the intricacies of the various actions already implement, I would say that it's safe to assume that SquareEnix is more than capable of a simple jumping action. But, regardless, this is merely something that I would -like- to see implemented and is, in no way, something is "Ohmahgawd, game breaker". I would much rather them fix the design flaws in the Game mechanics before they go on to implement new actions. If it does end up getting implemented, great. If not, that's fine too, so long as the other issues are addressed.
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I can see where you come from, having also come from five years of WoW. But, I try not to look at it that way. There were also alot of perma-naked dancing idiots in WoW, does that mean that we should not be able to manually remove pieces of equipment or be able to dance? I mean, not being able to jump is certainly not a game-breaker, by any means, but it would certainly add a more sense of realism to the game if our characters could move as we do IRL. There isn't some magical force holding to the ground as is, if you wanted to you could jump. I ccompletelly agree, whole-heartedly, about the abundance of "perma-jump idiots" in WoW. But, I don't feel that we should limit ourselves based on the simple-minded actions of others, if we had any any control over it that is.
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My two cents....I apologize in advance, for the lengthy post.! Pros The graphics and scenery are absolutelly stunning. I love how much detail they put into everything, the smallest details placed in things that other developers have omitted from their games. The character customization is great. The chances of running into a perfect clone of yourself are slime to none. I'm enjoying the crafting and gathering mechanics, it seemed that they made a point to make those classes as enjoyable as the combat classes and refreshingly interactive. The combat system is decent. I think it has a strong foundation, but it's still a bit quirky. I believe that most of the awkwardness come from the minor bug twinges still left in the system(Like the amount of time it takes your character to actually execute an action after a command is given, etc) and I think those will be worked out before launch. However, there are some issues that I have, that are leaving me on the fence, as of right now. And yes, I am full aware that "this is the beta". Game Mechanic Cons As fun as the crafting professions are, it's annoying that there is no way, in-game, to tell what recipes you have learned and what reagents are required to make said recipes. For a Next Gen game, I don't feel we should have to resort to pencil and paper to keep track of such a basic feature. The UI is very cumbersome, as there are entirely too many menus. When a UI requires that you have to access a menu to stand up from a sitting position, something is out of place. To switch a class, you have to navigate through an unorganizable list of possibly 80 different items, to find the tool or weapon you want, as well as the various armor pieces that go along with it. Then, you have to navigate to another menu and re-configure your action bar, because it resets it to the basic starting configuration with every class switch. Also, I am full aware of how to make macros to perform this feature, but I feel that we should not have to be forced to resort to macros for functionality of basic core game mechanics. There is not a single action that you can take, outside of movement and combat, that you are not forced to navigate through -at least- two seperate menus although, the majority call for between three and five seperate menus. As mentioned above, the Inventory needs to be more streamline. As it stands now, it is nothing more than a list that is in no order at all, alphabetical or otherwise. I also feel that they need to provide some means of extra space, either by crafting new bags or paying Gil for more space. You only have 80 spaces alloted to your person, and an extra 80 alloted for your retainer(that you have to travel back to a main city to access). With the various class tools and weapons, you will -easily- use up fourty of that(This number is based on the amount of tools and weapons that I currently possess to effectively test every class). With as much emphasis that they are placing on exploring all the available classes, I would like to see more inventory space to properly accomodate that and all-around a more organized inventory interface. There seems to be a drastic lack of content. Having completed all my alloted Guildleves(both Regional and Local) for this period, I am no left with nothing to do, outside of mindless class grinding, which only goes so far before becoming utterly monotonous. I feel that they need to add more storied quest chains(One quest every 10 levels is entirely too little for a "story driven" MMO) to hold up while you wait for the Guildleves to come off their cooldown. As the game stands now, there needs to be alot more "filler" to occupy time in between Guildleve runs. I understand that "the game was designed for a gamepad", but they need to allow more optimization for PC, unless they intend to include a gamepad with every game purchase. In this context, I am speaking in terms of movement, as opposed to UI issues that I mentioned above. I find it extremely odd that the camera does not automatically follow your character. Which, may not seem all that bad when you're running through the city...But, try this, while being attacked by two mobs....Run, attack, and rotate your camera(with a standard keyboard). Even using the IJKL camera keys, this task is more difficult to accomplish than it should be. Quest givers need to have -something- that distinguished them from other NPCs. No, I'm not saying slap a giant Exlclaimation mark on their head. Maybe a aura glow around them or something, or perhaps an NPC emote that places when you pass them(i.e. "NPC beckons you into the alley"). I'm all for exploring the environment and I'm a big fan of trying to find all the nook and craneys of a world, but let's face it, talking to every NPC in Limsa Lominsa to find a quest that may or may not be there is less than enjoyable. The Chat System could use some more work. I am sure that I am not the only one that will periodically have several conversation occuring in /tell, while RPing in /say. This would be a nightmare to achieve with their current chat set up. RP Cons A talking emote. With as much detail that they put into the working emote list, I was a bit surprised that they didn't have a basic talk emote play when you say something in /say. I found it odd that we are able to sit on some benches, and even certain walls, but we could not sit in a basic chair. The ability to fall off cliffs would add to the realism. Invisible walls that are magically erected around every cliff and gulch, albeit for the sake of safety, just seems to slightly take away from the immersion. Let me fall off a cliff and break my leg once! I promise I won't do it again...>.> The ability to swim, again I think that erecting a giant invisi-wall around every water course in the land detracts from the immersion. I would like to see them add a jump button, rather than our character be forever glued to the terrain. I know the last few were very trivial, and things that I would personally like to see incorporated for added flavor. =D As it stands now, I'm on the fence. The Mechanic issues that I have are admittedly minor in their own right, but collectively they are a huge drag. For me anyway. I honestly hope they fix at least -some- of the mentioned issues before release, because I still maintain high hopes for this game.
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Loc Talon = Loc Talon[L]
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I'll be happy to come on for whatever you guys might need me for. Always happy to give my two cents on whatever. ! Mason's got my Skype info. Gimme a call whenever, if I'm not at work, I'll be on.
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Okay, so this is a game that was introduced to me in a Creative Writing class that I took in college. The rules are very simple... The first poster(me) will present a basic phrase that is between 5 and 15 words long. And then the audience(you) will try and write the same sentence, but with different context. By expanding on the sentence structure itself, as well as replacing words with synonyms or metaphors. Example: Poster 1 : The tree's leaves fall to the ground. Poster 2: The tree's foliage dance, in a graceful decent, to the earth. The purpose is to sharpen creative writing mechanics by experimenting with different ways to write even the most basic of sentences. 1.) No more than 15 words may be used. 2.) Any combination or addition of words may be used, so long as the basic meaning remains intact. 3.) Every FIFTH poster must provide a new sentence to present to the community. And we will start with the example! The tree's leaves fall to the ground. Edit: Feel free to leave commentar and other friendly chatter with your postings, so long as the actual re-write of the sentence itself is left at no more than 15 words.
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Hello! Welcome, welcome! Now, that the formalities are out of the way...I have to ask... How exactly did you come to don the nickname "Thighs"? :?