Ok. I will just say, I have studied game design at university for years now, and I've actually ranked pretty high in my courses. I do know what I'm talking about here.
Is this your way of trying to show off? I don't see why this would somehow add to your credibility to form an opinion. If you expect me or anyone else to take this at face value and not criticize your opinions over it I think you might want to reconsider that idea. Also, why are you even bringing this up again? I thought
I joined this forum (and chat) simply to throw out an idea on how they could approach this particular design issue, because it was interesting (getting 5 action functions on 4 buttons).
Having to press a d-pad button twice to trigger a default state is highly unintuitive. I understood completely what you were trying to suggest, I simply think it's a terrible idea. The idea being as you suggested having your four main weapons and then returning to a center default state by triggering off the weapon by pressing it twice. The problem with this is when you want to switch to your default weapon quickly, you either need to press another weapon twice really fast, or you need to recognize which weapon you are selecting and make sure to only press it once. The user is expecting instant reaction to their input, problem with this system is the amount of time it takes the player to process what they need to do to select their default weapon state and if a problem happens trying to select it.
There are plenty of games that use the d-pad to select weapons or other type of items. However, there is usually some form of UI or delay in this action which gives the user more time to process their input. XV's weapon switching needs to happen instantaneously in order to be fluid in combat.
For example, DMC4 had a system where you would switch into Dark Slayer Style with Virgil's abilities if you pressed the d-pad in the same direction twice as you suggest here. However, you are not doing this mid combat unless you are doing some things like Jump Canceling and other moves that most players don't take advantage of, and even if they do, it's something that takes time to master.
You shouldn't really need to switch to more than four weapons in any given combat situation in XV, you should either equip yourself with a well rounded set of weapons, or pick something that fits your play style. Weapons already have a multiple of things that set them apart from each other, so it's unlikely you'll need more than four in combat at your disposal at once.
Just trust me, you're wrong.
I didn't know opinions could be wrong, but no, I won't "just trust you", I have no reason to believe your credentials, and even if I did it wouldn't change a thing.
There is no chance the game will give you the option of having 2 additional weapons. That is laughable for numerous reasons (I have mentioned), and no, those translations did not come close to confirming that they can be equipped 'in addition'.
It's not laughable, it's simply a choice you have. Considering there will be four weapons you select to your d-pad, then you have two more weapon slots to change... does that mean you have to chose one different weapon and one of the same? Or two weapons that are the same? That either means two things, one they are removing one weapon from the equip system (highly unlikely) to make it so you can only select four weapons and the two triggering attack types must be weapons you have selected for your main combo, or you can select one additional new weapon but your other slot (to keep it five as you suggest or how the Duscae demo had it with five slots) would need to be one of your existing weapons in this selection of weapons.
So, why bother adding a fourth weapon to your main combo selection set if it's just going to make the system more complicated (from your perspective)? You could say "well having four weapons is better than three" but then why only let the player select one new weapon for Aerial or Counter weapons then? Sure, you can have a fifth weapon for your Counter attack but no your Aerial has to be one of the five weapons you are already using? Why does that make any sense?
If you'd like to actually discuss this and not just say "I'm right you're wrong" feel free to respond to this point and I'll continue discussing it. However, I figured with my last message being a positive message trying to convey the idea that this was a lighthearted discussion with it being about opinions and you turn around and basically say "I've been to uni, I ranked high, oh and you're wrong".
Just stop for a moment and think about this. You're arguing that the game will give certain people extra weapons because abilities aren't important, because abilities weren't important in the demo, and that was intentional by design.
No, that's not what I was arguing actually. My point was that abilities are something to be used sparingly and strategically, not spammed. Therefore, you really won't be utilizing them all the time in combat, but when the situation arises. Final Fantasy also has a history of having many things that are useless. Magic in most Final Fantasy games can be completely ignored in favor of raw strength, it's always been like this, however this has to do with the fact that turn based battles really don't offer any room for strategy when your combat system is as basic as FF's is.
XV on the other hand is an action RPG where your decisions in battle have more weight to them. If you look at Kingdom Hearts, most of your abilities are actually passive abilities which makes them more desirable to stack, at the cost of having no control over them or having percentage based triggers which make them useful but not critical for battle. As for abilities that you can use freely, they are limited in some way or another on how you can execute them, which reflects most any game having a large variety of skills and abilities but only so many buttons.
I don't think the abilities are unimportant, I simply think they are situational, which they are. Again, if you look at the abilities we saw from the demo you will see that abilities are something to be used when the situation arises. Even the abilities I didn't use often still have a purpose. One important thing to realize is that they take you out of the flow of combat completely to execute, and therefore leave you vulnerable for a strike unless they have some form of armor, and even then the animation time afterwards and bad positioning can screw you over. Abilities are useful, just not
that useful, as they should be. Your abilities are your big attacks you use when you need them, not something you spam. Therefore, if you are limited slightly by the amount of abilities you use in combat, it's not the end of the world.
This idea is based on two terrible pieces of design that no experienced developer would consider, plus a control scheme that doesn't make any sense.
How does the control scheme not make any sense? I don't even know what you are referencing when you are saying this. If you were limited to four weapons you would just select your weapon and press the Ability button, but again I have no idea what you're even trying to say here.
Anyway, I think we've both said everything we can say. If you still disagree, ok, just wait and see.
Yes, I do disagree, I'd like to hear other people's opinions as well (from either side or a completely different viewpoint), but I don't think anyone else really cares to discuss the idea given that we don't really have a lot to go on at this point. If you honestly would like to continue this discussion, please feel free. Just know that no amount of uni or winkey faces will deter me from my viewpoint.