Akihiko Matsui on: Auto Attack

Back in December, Akihiko Matsui moved from his position as Director of Final Fantasy XI to the Battle Lead on Final Fantasy XIV. A recent post on the Official Forums discusses the ideas he has for the implementation of auto-attack saying that without it “the future battle system would be impossible”. There is also mention of the delay between attacks being shorter than that of FFXI. It seems that the focus will shift from timing regular attacks to having situations where the player will need to properly time their abilities, magic, and weapon skills.

Many elements still need to be tested so more details cannot be given at this time.

Check out the full forum post after the jump!

Auto attack: A complete battle system

I would like to take this moment to explain the current plans we have in place.

First off, once the future battle balance and battle system adjustments take place, we feel that the implementation of auto-attack is quite necessary. Please embrace this as just one of the many necessary revamps needed to create more interesting and strategy rich battles as well as solve the tediousness of having to spam a button.

With this said, I do not feel that the implementation of auto-attack will solve everything. In other threads there have been many topics coming up about what is going to happen to the stamina gauge and claim system, how classes should have unique qualities and stats, what’s going to happen with monsters, raid dungeons, equipment, etc. I have looked over all of the great number of elements and at the current stage feel that without implementing auto-attack that the future battle system would be impossible.

Compared to the FFXI auto-attack system, we are thinking about making the auto-attack system for FFXIV have a shorter attack delay. (This has been a heated debate on the forum, and having been lead of FFXI please forgive me for bringing it up as a point of comparison. There is no “better” or “worse” system.)

The objective here is not to lower the battle difficulty. The main objective here, when thinking about battles rich in strategy, pace, and exhilaration, is instead of having to time regular attacks, we will be preparing situations that require proper timing of abilities, magic, and weapon skills. Following this, weaker enemies are a different story, but we will make sure it’s balanced so you can’t win a fight just by using auto-attack.

Due to the fact we still have a lot of elements that need to be tested and looked into, it is difficult for me to tell you any more info in great detail, but if you give me some time I will do my best to share the information with you. Thank you!