Final Fantasy XV - General News Thread

Members see less ads - sign up now for free and join the community!

  • This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn more.

Rin

Reformed
Apr 11, 2015
330
330
By the way, would any of you be interested in reading about general tools in Luminous Studio and their functions? It'd be the last part in the Luminous coverage.
 
Likes: Rezon

LeonBlade

Administrator
Administrator
Moderator
Site Staff
Oct 25, 2013
2,026
1,864
33
Blossvale, New York
Tabata confirmed on the official forums how the manual weapon switching will now take place over the automatic switching that was used in Episode Duscae.

You will have four weapons to chose from at a given time, you will be able to swap these out for alternative options in some manor, however, instead of having these weapons assigned to arbitrary conditions like opening finisher they will be mapped to each direction on the d-pad.

This change means you are in complete control of what weapon you use at any given time. One of my major problems with the auto switching was feeling like certain slots were just useless. Many fans expressed just wanting to have various slots filled by the same weapon, this is an extension of that and then some giving you complete control over the weapons you have set to change between.

This also means instead of switching through a wheel of abilities you can just change to the weapon with the ability you want to use and activate it which will feel much more intuitive than having to look in the corner of the screen just to see what ability you want to use. The information will likely be there still for display purposes, but players who can remember their weapon slots won't need to and can focus on the combat.

A greatly welcomed change from me for sure, I actually envisioned the system to work just like this having all four of the directions function to swap weapons and I'm glad my predictions came true.

Tabata also mentions the two other slots that actually mattered, counter and the aerial weapon will use the currently held weapon, but I believe you can chose to override that with a setting as well.

All of this still needs to be seen in action, there are plenty of other combat related features yet to be explored like aerial combat as well as the completion of the alternate combo strings based on directional input that was slightly added in 2.0. Combat is shaping up to be a lot better already, now if only we could get rid of the QTEs...!

You can see the Tweet from the Japanese Twitter, as well as the forum post linked there over here: https://twitter.com/ffxvjp/status/649210166907269120
 
Last edited:

Tornak

Keyblade Master
May 18, 2014
718
421
31
Madrid, Spain
Yay, that's good news. I don't know if that was the plan and Duscae's system was just a WIP in that regard or they decided to follow the original concept, but I'm happy.

Now, as a guy who hasn't played the demo nor watched that much of it (so correct me if this is already like this), I just hope we're able to attack by pressing buttons rather than holding them (and I mean, pressing buttons and actually feeling your attack being performed, like in basically any action game).

Anyways, just give me cool and long aerial combos and I'm sold on the combat system.
 
Likes: Koozek

Lulcielid

Warrior of Light
Oct 9, 2014
3,826
2,826
29
Argentina
Now, as a guy who hasn't played the demo nor watched that much of it (so correct me if this is already like this), I just hope we're able to attack by pressing buttons rather than holding them (and I mean, pressing buttons and actually feeling your attack being performed, like in basically any action game).
In the demo you could attack by both pressing or holding down the attack button, this hasnt changed with the new manual weapon switching.