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do you think consoles are the reason for the 2.5s GCD? To give the console FF14 players time to flip through their hotbars? I imagine it takes longer on console than it does PC.
Do you think the GCD would be shorter if the game was PC only?
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No, I think FF is. FF is a turn based game half the time. Most MMO combat is an adaptation of turn based combat. Slower GCD makes sense for a slower paced game, especially for more relaxed people.
The UI is handled very well on the PS3.
Favorite MMO: Vanilla WoW
Currently playing: GW2, EVE
Excited for: Wildstar, maybe?
Ill be honest here. GCD is just a lazy way to balance skill use. Nothing more.
I hate GCD, it removes the use of lower damage skills...since why waste a GCD on a lower damage skill when a better one has the same exact GCD.
From what I can understand though, is that combo skills and other generic skills share a GCD, and there are a few insta casts I have that are on their own cool down, and some larger skills will have a longer cool down.
So its not like everything is on a GCD with this game...but sill there are a lot of skill I just wont use because its not worth using a a GCD for. Ill do my combo and a lead skill...insta casts ect...but right now I have a few skills that I would like to use if they had a separate CD or even a shorter cool down ect.
I find GCD is a dumbing down of skill management. But I guess its far too hard to ask developers to put unique cool downs based on skill strength ect...to make combat a bit more dynamic, complex, and interesting. It would also serve to speed up combat somewhat...which has been a complaint of this game (despite some classes will get a reduced GCD)
During dungeon parties its a bit silly to have 2.5 seconds of silence and everyone standing there as the GCD goes through.
Not really a huge deal breaker for me, but I would love to return to the days of no GCD. At least this game doesn't put every single skill you have on a GCD...that is the worst and makes one skill spamming viable.
Now Playing: DARKFALL Unholy Wars "Return to Open World, Full Loot PvP, Conquest in a Sandbox MMO with player driven economy! Just like classic MMOs!"
I was under the impression that it was a mechanic that was birthed with wow.
Hard to remember older games but im sure games like EQ and Anarchy Online didn't have GCD...im pretty sure Eq2 didn't...not sure about daoc.
So much hate for FFXIV from so many over issues that were out in the open right from the start.
Funny to me that I can't find a physical copy within 200 miles of my home at no less than 10 retailers........
You see FFXIV is billed as an "Old School MMORPG", yet, if it isn't a thread about how crappy the launch is it is a thread about how crappy the "old school" mechanics are.
Here is a tip, from me to you: Find out about a game before you buy it.
GCD has nothing to do with consoles. I play faster with the gamepad crossbar because i have all the skills at my fingertips. On the keyboard i have to reach out to buttons that are far from the WASD or manually click the ones that are far from the WASD so that wastes time. Targetting on consoles (or pc with gamepad) is slow, but definitelly not the hotbar usage.
One thing is for sure, the GCD is hurting the combat in this game a lot more than any good it can do to it.
I think GCDs makes this game more unforgivable, I think you guys need to think more about the other side of GCDs, they are really good if well made.
Better get your thinking cap on then. The days of spam spam spam taunt seem to be gone.
Well I agree with you. This site just seems to be a jumping point for trashing one game and pushing whatever game you cheerlead for...with almost no actual game discussion to be found. Not really seeing the point to this site (was hoping for a forum better than their official forum)
I also agree. This game is doing really well, for all of its issues (most of the games issues are a result of its success).
Yeah I dislike the GCD. Doesn't stop me from enjoying the game though.
Oh and just you wait. The more attention the game gets for doing well the more people from other games will try to tear it down.
the SE guys thus far haven't been afraid to give numbers. Im sure we will get an update next week after they add more servers and start selling the game again, and I got a feeling the numbers are going to swell.
The rpg is back in mmorpgs, and im so happy to see that the entire mmo community doesn't want a shallow, easy mode, action game like we see all too often these days. Ive been away from mmorpgs for a while because of that trend. It feels good to be back. Hope more developers go back to their RPG roots.
The reason I know there isn't a copy within 200 miles is because I looked. Because I want one.
Personally I am very much ready to play an "Old School" mmoRPG. I played FFIX all the way through, it is the only one though. SO I am not a FF fanatic, but I do know they tell a heck of a story.
I believe that WoW changed everything. It brought players to mmoRPGs that didn't even play RPGs. Now that section of the market is clamoring for something different, and I think they will get it in EQN. Then us RPGers can go back to doing what we were doing before, only with high end graphics. Here is to hoping FFXIV is a step in that direction.
QFT
if this was aimed at me, you're dead wrong. I love the game. I wasn't bashing it. I was simply trying to understand why SE felt it necessary to have a 2.5s gcd which imo has nothing to do with "old school". As a matter of fact where do you see FF14ARR billed as "old school"? I think it feels fresh and surprisingly modern and in GOOD ways.
its hard to explain whatt hey mena by old school but i do enjoy it more than ie ver did wow event ho i like to post ont he forums alot too
GCD makes the game harder and more interesting. as a tank i have to make a choice when i fight a monster: do i use my aggro generating attack, MP regenerating attack, or my stun? if i make the wrong decision i'm screwed because i have to wait a little to use my next skill. making the right the decision can mean the difference between interrupting the monster or eating a deadly AoE. this makes immediate cast skills extremely powerful. for example, dragoon stun is exponentially better than gladiator stun just because it is immediate, even tho gladiator stun can be recast right away while dragoon has a long cooldown.
initially i hated GCD cuz i have not used it in a game since RIFT, i thought it was old and outdated. But the way ffxiv implements it is really good. it makes every move you make an important one, so you actually have to think instead of rely on muscle memory or twitch reflexes.
when you get to higher levels 30+ you will see what i mean.
Most memorable games: AoC(Tryanny PvP), RIFT, GW, GW2, Ragnarok Online, Aion, FFXI, FFXIV, Secret World, League of Legends (Silver II rank)
I think what a lot of people are referring to as "Old School" is the more traditional auto attack, tab target, and strictly defined roles.
A lot of newer MMO's are going towards the trend of semi-twitch/twitch attacks, active dodging. and loosely defined roles.
IMO there should be room for both tab target MMO's and twitch MMO's because I feel they suit completely different demographics. I personally like FFXIV a lot because it's such a refreshing and polished take on tab target style MMO's.
Absolutely agree with this.
The "newskool" approach is more twitch, more Skillz, more action, faster paced. The idea was to appeal to gamers who liked e idea of multiplayer MMO play, but were used to action/adventure or FPS type games that emphasized Skillz more. And so that kind of gameplay was stapled onto the MMO chassis. And it works fairly well when it's done well, for players who like that kind of gameplay, and there are many of them.
There is still a significantly sized market that likes the more traditional kind of combat as well, which is less twitch and Skillz based and more forgiving to players who are not as twitchy, but can be scaled in difficulty in ways that test how well the player knows all of their various abilities and when to use them and so on, rather than simply scaling up the degree of twitch Skillz required to scale difficulty. It's more the "oldskool" approach. The GCD is a part of that, but only one part. Tab targeting is a part, auto-facing is a part. The whole idea is to make the player more strategic and less split-second tactical than it is in an action type gameplay.
In my personal experience, the action-type, twitchier games are also very fun to play but struggle a bit more with what to do with difficulty scaling in group combat other than requiring more Skillz as the main difficulty slider.
I agree with above posters, especially as an MMO player that loves Guild Wars 2 and its twitch style combat. It's great and all, but it honestly really becomes a game of "how many skills can you keep on cooldown". Coming back to a game with a Global Cooldown of 2.5, it makes you appreciate its function.
It forces you to make more economical decisions especially when things aren't going quite your way. It forces you to make a decision even if its having to determine a bad decision from an even worse decision and it provides a bit of challenge (at least for myself) in that sense. I find it fun and more strategic than twitch style combat approach. I can make so many errors in GW2 and still recover from my mistakes, which doesn't teach me to learn from my mistakes much.
So having experienced many MMO's for a long time. I really do appreciate the GCD nowadays and would prefer a little more of it.