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#77 Jun 15 2013 at 12:04 AM Rating: Good
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After around 30 years of playing video games, I have clearly missed something because everyone on these boards saying this game is easy are far, far better gamers than I am.

As a level 16 THM, I am having serious troubles with level 15 of the mainquest (Uldah) and level 15 of the THM quest line.

For the main quest line, I think I have worked out what I have to do - sleep gargoyle during fight 2 immediately after poison and then use antidote, cure up to full health and then spank him again but I just cant pull off the kill.

For the THM quest line, I am getting pwned by a level 15 archer as soon as the quest starts.

For those saying this game is easy - I doff my cap to you. These two quests are probably the toughest time I have ever had on a MMORPG, and I include endgame hard dungeons from WOW and pretty much everything FFXI could throw at me in that.

#78 Jun 15 2013 at 12:23 AM Rating: Good
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sixstroke wrote:
I won't lie, as a level 9 Gladiator..I'm a bit bored. And I'm directing that solely at combat.

FATES are a direct knock off of Rift's "events" which I was never a huge fan of..

I can't stand out dumbed down the questing is..Just to add preface to this, when I first started playing DAoC in 2001 I had to print off a map and keep track of where I was...(I know this doesn't mean much) but questing these days is FAR too simple IMO

I hope with the live release the game is a bit more difficult. I understand they want you to powerlevel your way through so you find as many bugs as possible but I'm fighting mobs well out of my level range and putting the smack down on them(I'm a tank too..)

I don't know how I feel all together..It's pretty...It's polished...It's FF...but it's a bit too dumbed down and feels a lot like I'm playing a game that started as a PC MMO and was adapted for a console*hmm.....

JUST MY OPINION! I'm not going to let it stop me(yet)


Respect your opinion but....

Give it another 5 levels.

Post level 10, you have to start learning mob weapon skills so you can avoid them. Your own skills need to be considered otherwise you will not kill optimally and around level 15 some of the class quests and main quests (certainly for Uldah, cant speak for others) start to get very difficult. It is dumbed down, it is easy, but persevere. Yoshi-P himself said that he was going for an easy entry experience for new players, but it does get better. I am really enjoying THM after not enjoying Glad during beta 2, so give that a try and see if you get on better with it.
#79 Jun 15 2013 at 1:08 AM Rating: Good
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BartelX wrote:
sandpark wrote:
There are a plethora of heroic jobs to do besides fetch,deliver,kill, and escort. Lifeguards, firemen, treasure hunting, feeding starving npcs, through raising crops or animals, uplifting depressed npcs through skilled empathetic conversation.


Just so you know, I'm only level 12 and I've already had quests to feed starving npcs, uplift via emotes, and treasure hunting. I've also had quests where I had to wear certain gear, where I had to pick up items which spawn mobs to kill, and quests where you had to obtain certain items to give to an NPC, and quests where you have to go into an enemy camp and collect treasure coffers. Still not crazy innovative, but they are more varied than what you'd expect. I do agree they could use some more interesting ideas for quests though, there are considerably more generic quests than unique ones.


My take on some of those are they're just the XYZQ paradigm in some form or another. Treasure hunting? Fetch quest with a shiny coat of paint. I'd call being a lifeguard/fireman/foodnazi a derivative of the escort/defend angle. I'd also say there's a point where you need to ask: Do you want what the MMO genre has established with its roots in RPGs and similar gaming, or a poorly done farming or animal raising simulator? Bluntly, given what I've seen with XI, I don't trust SE to do either of those well. Costume/Vehicle battles weren't mentioned implicitly, but I also have a tendency to hate these with a passion because they usually wind up stripping me of abilities and progress my character has made just to shoot napalm, fly or whatever. Watching said stuff in a CS is usually okay, but just as I don't trust the game to foster a good farming sim, I wouldn't expect a good flight/race/mech game. Those games simply do those things better and will forever be a point of comparison. I'll also be a ***** and wish to preserve some element of immersion. Gag items like the swordfish great sword from Aion? Do. Not. Want.

Sand essentially touched on a bit of the why beyond personal preference, though, time and money. XIV has been an anomaly in gaming development these past couple years with over 200 people on the staff both maintaining 1.0 until its closure and working on 2.0. No doubt, once the game launches, people they have there are going to be reassigned to other games or fired. Ultimately, this is where the game's foundations are important when it comes to doing more with less people. To be honest, I'm a bit puzzled on what's wrong with FATEs in principal, as someone also hated them in Rift. Being familiar with that game, I have to question that. It is something that shakes up the monotony of questing and, in Rift's case, gave you something to do endgame as an event chaser. Were all the events fun and creative? No. But I also propose that anything you do 5+ times is going to start looking dull. Like it or not, MMOs carry with them repetition. What SE needs to be careful about is trapping people into one kind and only letting progress come from one source. THAT is my worry about endgame, because I can tell you right now my life does not permit committing to a nightly schedule of events, let alone uninterrupted play when I do sit down. And while I also believe "endgame" to be a misnomer in MMOs, inevitably people will hit level cap on one job or many. Stuff to do there needs to keep coming, always, and not solely in expansions. Otherwise, when I see a slew of things I "can't do" not because I'm a sh*tty player, I lose motivation to want to throw my money at a sub.

Obviously, if we had the chance for every major questline to be a grand, cinematic experience, I'm sure we'd all take it. However, the time and money reason with a dash of decades in gaming have basically left me numb to what a plot actually depicts. I sincerely hope XIV avoids the stereotypical glut of kids constantly saving the world (with our help) or even the heroine-per-expansion fetish XI had. At the same time, just because I've seen a hell of a lot from creative media, it doesn't mean seeing some of the same things again is a bad thing. Presentation is key. I'm okay with being a nameless adventurer scrub at the start trying to make a name for myself in Gridania. In fact, I'd probably be pissed if I was saving the world right off with just a couple abilities on my Lancer. If Bahamut didn't do the job, how could we seriously expect some random mook to pull it off?

Quote:
After around 30 years of playing video games, I have clearly missed something because everyone on these boards saying this game is easy are far, far better gamers than I am.

Given my own time on the proverbial block, I'll just say people have a tendency to grossly exaggerate when it comes to matters of difficulty, lack thereof, and reasonable expectations of time within MMOs. I can't speak for the quest you later mentioned, but it's possible it is on the harder side. THM may also be not as level friendly solo as a GLD. I don't know. For now, I just roll my eyes at all the "too easy" or "too lame" remarks for pre-30 content. Anyone who's played XI knows SE can be ******** with mob difficulty. There WILL be tough stuff, but tough for the guy who plays 24/7 with max everything? Probably not. These people also need to acknowledge they're not the majority.

Edited, Jun 15th 2013 3:15am by Seriha
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#80 Jun 15 2013 at 1:23 AM Rating: Good
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Parathyroid wrote:
Transmigration wrote:
On the subject of combat...

As you get more abilities there will most likely be a rotation involved. It will not be a "spam" fest.

For example, even at level 7 on Archer: Keep DoT up on mob, keep acc buff up from straight shot, use heavy shot in between. Add about 6 more abilities in there and you won't be spamming anything. You obviously never played anything besides FFXI, or had no idea what you were doing in the other games you played. Since everyone keeps using WoW for an example of a spam fest, let's take a look at what a Warlock needs to do for a normal boss fight:

Single Target Rotation

Apply Agony and keep it up.
Apply Corruption and keep it up.
Apply Unstable Affliction and keep it up.
Cast Haunt when:
you have a Soul Shard;
Haunt's debuff is not applied on the target;
you will not have to refresh any of your DoTs for the next 8 seconds;
you will not need to use Life Tap in the next 8 seconds.
Cast Malefic Grasp as a filler.
When the enemy is below 20% health, Drain Soul replaces Malefic Grasp in the rotation. Doing so will grant you more Soul Shards than you can possibly spend. This means that you should always refresh your DoTs by using Soulburn and Soul Swap (this causes Soul Swap to apply all your DoTs on the target).

At the pull, apply your doTs with Soulburn and Soul Swap.

Remember to apply and maintain Curse of the Elements if no one else in your raid/party can provide the same debuff.


All classes have their own distinct strategy of maximizing DPS, if you just sat and spammed everything you'd do about 15% of what you're capable of. If SE is following in the footsteps of games like WoW and Rift, combat will be far more complicated than you may think.



Edited, Jun 14th 2013 8:04pm by Transmigration



Ok great, that's a BOSS FIGHT... something you do perhaps once a day unless you're playing hardcore. Let me tell you something you do 150 times a day in ARR if you are playing 14 hours a day... fighting regular mobs spamming 1-2-1-2-1-2-3-1-2-1-2-1-2-3.

Now let me tell you what you had to do EVERY single fight in XI... Everything you just said for your WoW boss fight.

Edit: Here's what I can say after playing for about 8 hours now... This game to the person who loved XI will be seen as - Graphically/interface are incredible, depth of challenge devoid.

Nonetheless it's still a great game... hopefully they fix a few things with battle in the coming weeks!

Edited, Jun 15th 2013 1:19am by Parathyroid


Homeboy, the day people start judging a combat system based on standard encounters is the day I quit playing MMOs. Get real.

I love the game and my argument was not against it.
#81 Jun 15 2013 at 1:35 AM Rating: Excellent
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Valeforelacky wrote:
Loving it so far testing the PS3 version. Only gripes I have so far is the patching system itself is a lil wonky at least it was for me. I had to restart the download 4 times before it would download the whole thing due to "unable to download patch file" errors. And the UI is a lil overcrowded.. so much so part of the npc dialogue window is obscured. And doesn't seem to have a way to customize or move the windows in settings.


On ps3 press Start, then the tab on the far right, then down to HUD Options. It opens a menu to move all the dialog boxes on screen.
#82 Jun 15 2013 at 2:06 AM Rating: Decent
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Transmigration wrote:
Since everyone keeps using WoW for an example of a spam fest, let's take a look at what a Warlock needs to do for a normal boss fight:

Single Target Rotation...

All classes have their own distinct strategy of maximizing DPS, if you just sat and spammed everything you'd do about 15% of what you're capable of. If SE is following in the footsteps of games like WoW and Rift, combat will be far more complicated than you may think.


Herein lies the issue. As I have said before, I'm reserving judgement about XIV until the launch version hits and the game is considered market ready, but I think it's fair to express concern. The early to mid game does not yet support the idea that combat has enough room to expand into something that, in your own words "will be far more complicated than you may think".

The warlock combat rotation you listed above has much more elasticity to it than XIV's battle mechanics will allow thus far. Any and all of the points of that rotation which are reactive are triggered by a number of situations that require much more than adjustments to abilities. The same synergy doesn't seem to exist in XIV as it does in WoW. That is to say, there may be clear advantage for choosing an ability or an order of abilities; however these choices don't yet exist as a result of having to make other choices. In most any game, there is a synergy between several of the abilities of your class that would suggest a clear path to maximizing DPS.

Example:
'Ability A' reduces the mob's resistance to 'ability B' which amplifies the damage of 'ability C' which adds a debuff that extends the duration of the damage over time effect of 'ability D' which shortens the recast of 'ability E' which reduces the MP cost of 'ability F' which refreshes the effect of the debuff from 'ability A'.... so on and so on.

This isn't a bad thing because it keeps a player focused and managing several things at the same time for their character. SE seems to have some of this in place already, but there isn't much accounting for other elements like team and environment. It is these details that I feel are important and will be much more difficult to implement in such a short amount of time. Not only that, but I also feel that they need to be addressed simultaneously rather than piece by piece. Instead of just doing something because it has an effect on the other, the example you used for WoW could create the situation based on multiple things that are not all ability related.

The easiest example I can think of; certain battle mechanics which require movement disrupting rotations that use channeled spells. The most common rule in WoW: BC "Do not stand in the ******* fire!". Simple design and pretty common sense reaction that isn't game changing on it's own, but becomes more of an actual decision than reaction when you pair it with other elements of combat.

Add a teamwork element to the same example:

Did a member of your party apply some sort of debuff that increases your damage temporarily? If the debuff is up it might be worth it to try and withstand the damage... Are you close enough to the support that is giving you an aura which reduces your fire damage taken? If not it may not be worth it, but... could it be worth it if your healer has enough MP to keep you up if you do decide to bathe in the flames anyway? Are they in range to heal you? Will forcing them to reposition if they are out of range put them in danger? Does it have adverse effects on other members of the group? In essence, it's a single challenge that forces a myriad of decisions that all dynamically impact each individual player, the group either in part or as a whole and possibly even the environment all at the same time.

tl;dr

It's one thing to have a wipe to a boss in a raid because someone missed a stun or interrupt. Been there, done that. It is something completely different to be able to manipulate your surroundings (team or environment) at a critical point in battle in such a way that if several other members can respond and react properly, creates a gambit. In some cases it could even be a gambit not realized until much later in the encounter. Creating challenge that doesn't feel artificial (ie gear check, tank and spank, rage race, ect) takes quite a bit of time to set in motion but is much more rewarding in my honest opinion.
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#83 Jun 15 2013 at 2:21 AM Rating: Decent
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Transmigration wrote:
Parathyroid wrote:
Transmigration wrote:
On the subject of combat...

As you get more abilities there will most likely be a rotation involved. It will not be a "spam" fest.

For example, even at level 7 on Archer: Keep DoT up on mob, keep acc buff up from straight shot, use heavy shot in between. Add about 6 more abilities in there and you won't be spamming anything. You obviously never played anything besides FFXI, or had no idea what you were doing in the other games you played. Since everyone keeps using WoW for an example of a spam fest, let's take a look at what a Warlock needs to do for a normal boss fight:

Single Target Rotation

Apply Agony and keep it up.
Apply Corruption and keep it up.
Apply Unstable Affliction and keep it up.
Cast Haunt when:
you have a Soul Shard;
Haunt's debuff is not applied on the target;
you will not have to refresh any of your DoTs for the next 8 seconds;
you will not need to use Life Tap in the next 8 seconds.
Cast Malefic Grasp as a filler.
When the enemy is below 20% health, Drain Soul replaces Malefic Grasp in the rotation. Doing so will grant you more Soul Shards than you can possibly spend. This means that you should always refresh your DoTs by using Soulburn and Soul Swap (this causes Soul Swap to apply all your DoTs on the target).

At the pull, apply your doTs with Soulburn and Soul Swap.

Remember to apply and maintain Curse of the Elements if no one else in your raid/party can provide the same debuff.


All classes have their own distinct strategy of maximizing DPS, if you just sat and spammed everything you'd do about 15% of what you're capable of. If SE is following in the footsteps of games like WoW and Rift, combat will be far more complicated than you may think.



Edited, Jun 14th 2013 8:04pm by Transmigration



Ok great, that's a BOSS FIGHT... something you do perhaps once a day unless you're playing hardcore. Let me tell you something you do 150 times a day in ARR if you are playing 14 hours a day... fighting regular mobs spamming 1-2-1-2-1-2-3-1-2-1-2-1-2-3.

Now let me tell you what you had to do EVERY single fight in XI... Everything you just said for your WoW boss fight.

Edit: Here's what I can say after playing for about 8 hours now... This game to the person who loved XI will be seen as - Graphically/interface are incredible, depth of challenge devoid.

Nonetheless it's still a great game... hopefully they fix a few things with battle in the coming weeks!

Edited, Jun 15th 2013 1:19am by Parathyroid


Homeboy, the day people start judging a combat system based on standard encounters is the day I quit playing MMOs. Get real.

I love the game and my argument was not against it.


Homeboy, we all spend approximately 80% of our time in MMOs fighting standard encounters... so you better damn well judge it by how engaging those battles are.
#84 Jun 15 2013 at 3:37 AM Rating: Excellent
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I seem to recall all my fights in FFXI were basically CTRL-1, F8, ENTER, CTRL-2, F8, ENTER, ALT-3, F1, ENTER, CTRL-1, F8, ENTER... (I was a caster, usually).

At least 1-2-3-1 sounds easier on my hands. Smiley: wink
#85 Jun 15 2013 at 5:01 AM Rating: Excellent
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Some thoughts before going to sleep.

THM Level 15 quest: This is where you find out that you can have more than one creature under the effects of Sleep at a time. The reward spell, Scathe, feels pretty useless though...

Duty, Honor, Country (Ul'dah Level 14 Quest): ...OK, this one's a pain. First fight is simple. Second fight (i.e. the real nasty one)... yeah, I'm going to go make some antidotes and grab CNJ from Gridania to see how easy it will be to cheese this way. If I can spam Cure-spam when low, it'll be more than enough. But I'm going to try when I not in danger of getting keyboard face.

Edit: Spoiler tagging even though I'm not including names or plot details...just in case.



Edited, Jun 15th 2013 7:04am by Ravashack
#86 Jun 15 2013 at 5:40 AM Rating: Excellent
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Parathyroid wrote:
Thayos wrote:
Quote:
Now let me tell you what you had to do EVERY single fight in XI...


For early soloing, that's easy.

Step 1: Auto Attack
Step 2: Wait


I suppose that's true for levels 1-5. We both know that's not true after that.

Although, after some of the changes to the game in the later years leveling did become more as you describe up until level 10. I haven't played since 2010, so I can't speak to anything since that time.

I'm still optimistic though, I feel like if they do a few things correctly before release they could easily turn this system into something worth another few years of game play just like XI. It's not too far from being well worth the investment!

This is DEFINITELY the best MMO I've played in years... easily. However, I'm not going to powder coat everything in the game just because I like it. If there's an issue it needs to be brought to the devs attention... that is after all the point of a beta.

Edited, Jun 15th 2013 1:27am by Parathyroid



From levels 1-25, the most I remember doing is auto attacking until my TP was high enough to use an ability. That's it.

Having 1-2-3 to press on trash mobs in the early-mid levels sounds 100x more engaging then FFXI's old combat system atleast.

#87 Jun 15 2013 at 5:55 AM Rating: Good
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So far. The world looks awesome. After I found out how to go into first person view I've ran all over to look at things. Or just stand somewhere nice to watch the weather. My biggest issue so far is there's so much happening in battle. Especially when your with other people that I just don't know whats going on. That and I want to make the background of the chat bar a solid color. I can't read chat most of the time >.<
#88 Jun 15 2013 at 6:24 AM Rating: Good
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Some people have a funny idea what a "Standard encounter is."

Solo play?

Party Play?

Leve?

Guildhest?

FATE?

There are too many variances on the 'standard' to call attacking a field monster anything of the sort. The 'standard' in this game is playing its content. Not walking up to something and stabbing it multiple times and calling it boring.

The reactions in the Beta thread is positive, including many of those who were negative about phases 1 and 2. My Guild's FFXIV chapter hit record high activity last night alone and the reactions there was overwhelmingly positive among a crew that was once so negative that the Chapter was naught but a ghost town with a handful of stalwarts. And many of them are FFXI veterans as well.

My own personal experience is that the battle curve has sharpened just a tad, especially in the main quest fights. And yes, I've heard people doing call outs about the level 15 quest. I'm not quite there yet so I'll make my impressions later.

I want to be frank. People who are bored are playing the wrong class for them. Each class plays differently and has a vastly different feel to them. Especally CNJ to THM. Field monsters are easy, but they are literally designed to be as such, so that gripe will fall on deaf ears.

Environment wise... wow. Go to Limsa during sunset or sunrise. There was a lot of heart put into the scenery in this game and it shows. Out of all locations the dullest of them all is Ul'dah. Which, you know, it's a desert. If you want some stunning scenery in that location go north.

Also, there's quite a few callbacks to FFXI here, including a few beast-men tribes who've decided to make new homes here.
#89 Jun 15 2013 at 6:48 AM Rating: Excellent
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Ravashack wrote:
Some thoughts before going to sleep.

THM Level 15 quest: This is where you find out that you can have more than one creature under the effects of Sleep at a time. The reward spell, Scathe, feels pretty useless though...

Duty, Honor, Country (Ul'dah Level 14 Quest): ...OK, this one's a pain. First fight is simple. Second fight (i.e. the real nasty one)... yeah, I'm going to go make some antidotes and grab CNJ from Gridania to see how easy it will be to cheese this way. If I can spam Cure-spam when low, it'll be more than enough. But I'm going to try when I not in danger of getting keyboard face.

Edit: Spoiler tagging even though I'm not including names or plot details...just in case.



Edited, Jun 15th 2013 7:04am by Ravashack



Duty, Honor, Country (Ul'dah Level 14 Quest) Its really not that hard. I did it at level 15 with my THM. I used only 1 potion and 1 antidote. After a while another NPC comes and helps you out so the fight ends quickly. By the way you should not attact the mage before you kill that demon.
#90 Jun 15 2013 at 8:51 AM Rating: Good
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Has anyone done a FATE yet?
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#91 Jun 15 2013 at 9:01 AM Rating: Excellent
Has anyone progressed through the storyline missions enough yet to know whether the plot will be the same for old and new characters?
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#92 Jun 15 2013 at 9:09 AM Rating: Good
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Nobody has access for 1.0 characters yet so we can't answer the first question yet. The differences in the storyline between Survivor and New character.

And yeah. I've done a few FATEs. They're easier to get involved into now, and heee, the music for the NM ones is catchy.
#93 Jun 15 2013 at 9:09 AM Rating: Good
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Thayos wrote:
Has anyone progressed through the storyline missions enough yet to know whether the plot will be the same for old and new characters?

You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a ******** at launch.
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#94 Jun 15 2013 at 9:11 AM Rating: Good
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Pawkeshup, Averter of the Apocalypse wrote:
Thayos wrote:
Has anyone progressed through the storyline missions enough yet to know whether the plot will be the same for old and new characters?

You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


If you didn't delete your character, s/he'll carry over.
#95 Jun 15 2013 at 9:14 AM Rating: Good
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Hyrist wrote:
Pawkeshup, Averter of the Apocalypse wrote:
Thayos wrote:
Has anyone progressed through the storyline missions enough yet to know whether the plot will be the same for old and new characters?

You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


If you didn't delete your character, s/he'll carry over.

Oh yea, I understand that completely, I am just not sure if I like the idea of it.
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#96 Jun 15 2013 at 9:57 AM Rating: Excellent
Quote:
You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


I'm wondering if they're going to take the "everyone blacked out, nobody remembers" approach. Like, perhaps even your character doesn't remember what happened.
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#97 Jun 15 2013 at 9:58 AM Rating: Decent
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Overall Game looks good, and plays pretty smooth.

Combat at low levels is fine, to me since you don't have alot of abilities, to play around with I expect to just be pushing 1-3 keys, I hope they can make it more interesting at higher levels.

I am not really focusing on leveling, so as not to burn myself out before my progress will be saved. I am just toying around with exploring, and familarizing myself with the areas I am going to be starting in.

All and all I really enjoy it.
#98 Jun 15 2013 at 10:00 AM Rating: Decent
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Thayos wrote:
Quote:
You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


I'm wondering if they're going to take the "everyone blacked out, nobody remembers" approach. Like, perhaps even your character doesn't remember what happened.

Honestly, I'd prefer that if you didn't make it to cap that they just let me keep my name and reset everything else. Honestly, I don't see why they need to storyline the fact that their game was badly made. I get that they like story, but this just feels very odd.
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#99 Jun 15 2013 at 10:07 AM Rating: Excellent
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Thayos wrote:
Quote:
You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


I'm wondering if they're going to take the "everyone blacked out, nobody remembers" approach. Like, perhaps even your character doesn't remember what happened.


They are. They've already described that in the early cutscenes in the game.

All they can remember is "Warriors of Light" saved the day. Everything else is burred and fuzzy and no two stories are the same.

We already know that the 1.0 characters were pulled beyond the span of time for five years, so they likely don't know.

Honestly, I smell Paradox. It would make sense. Time Travel was a staple in the first Final Fantasy, so they're not beyond paradoxes. And I'm perfectly fine with going to the future to get stronger, so I can dip back in the past for a bit and kick Bahamut's *****
#100 Jun 15 2013 at 10:29 AM Rating: Excellent
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Let's see here. . first impressions. . . . [PC]

My first impression is that they need to do with account management and payment processing what they did with XIV. I almost bailed before getting the beta client downloaded over the headaches I had yesterday. I had no issues registering a beta key or getting into my account to change passwords and verify username, and it STILL took me 3 hours to log in enough to download the beta client. That much trouble just to give you a second chance? That's asking a lot from the 21st century ADD generation.

It's a really good thing they had "free" thrown in there.

So I get the client installled, hit character creation screen. Hardware mouse cursor, speed feels right

. . . Wow, the mouse actually feels correctly setup! I guess they got at least ONE thing right. . .

oh yea, character creation! I thought it was decent in 1.0. Experiencing ARR, I realized how wrong I was, and considering Character creation was about the best part of 1.0, I figured it was either a great sign of things to come. . . or I was experiencing the high point of ARR.

So I held my breath, chose a server, and dove in.

Storyline time (no spoilers)

Ok, storyline makes sense, a complete 180 spin from 1.0. Everything I expect from a FF title: Gripping, visually stunning, linear and comprehensive without really giving you the 'big picture'.

And then I get control of my character.

Movement: looks like FFXI, feels like WoW. Character movement does not feel sluggish at all, and I approve of this. I hit the spacebar and I jumped. I almost smiled a little. Jumping animation makes the Taru Lalafel look like they're doing jumping jacks, but I digress.

Quest system:

Almost flawless. graphical icons segregate storyline quests from standard quests extremely well. quest tracking implemented, comprehensive, and well thought out. . except for when the quest destination is in a separate zone, especially if you're new and don't know your way around. I'm almost starting to be impressed in spite of myself.

Fate:

Someone complained it was like RIFT, which they disliked. You can compare it to that, but I much prefer to compare it to miniature versions of FFXI's campaign system. It works, it breaks the monotony of standard quests, gives out decent XP yields [granted, I'm only level 10, so this may change]

I don't want to admit it to myself, but I'm secretly thinking that the redesign team are NOT another bunch of clueless id10ts puffed up over their own importance over working for superior Japanese gaming company.

Combat:

I started a conjurer. I'm level 10. It takes 2 solid seconds to cast stone, and then there's a GCD reset.

I'm ok with this. It feels like XI, and I always liked the slower "tactical combat" feel. If you've never played XI, it might frustrate you.
Aero is an instant cast DoT, stone imparts a gravity affect. . . starting to think the redesign team is actually COMPETENT!

Overall gameplay:

Combining all the above, I grudgingly admit that the redesign team has built something worthy of being released. It may actually be worthy of the Final Fantasy title. The interface is intuitive and easy to manipulate, the areas are open, the quests exist are engaging.

in short: My biggest and only real complaint is the account management system, which has NOTHING to do with ARR by itself [though it still has a huge impact on experience, which is why I specifically included it] if you're asking yourself: "Should I give FFXIV another chance", the answer is

ABSOLUTELY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

If you're asking yourself: "Is it worth paying a monthly fee to play"?

I'm still undecided on that one. I haven't actually had to deal with repairing or crafting yet, it APPEARS as if there is an AH [I haven't really been following development] but if that's the AH it needs organizational work. I haven't experienced party or instanced dungeon play, though if combat continues it's "XI" feel, *I* will be satisfied [personal preference]

Parting thoughts:

Ps3 support is a big mistake. I hate consoles anyway, but the Ps4 is around the corner. Limiting the PC version of the game to 7+ year outdated console hardware is not a good tactical move ImO. The flip side is that the game doesn't look BAD, and my system barely gets warm running it, but I want to see them add MORE, and when MORE is limited by such a relatively low common denominator I get sad ; )

I REALLY wanted to hate what they did. I was bitter over 1.0, and it consumed me to a greater extent. As much as i want to hate it, it's solid, it's fun, and I'm having a good time.

Hopefully as I get deeper into it and actually read up on development and imminent content it'll get exponentially better. If it doesn't, though, It's still solid to rest on what it currently is.


----------[If you read that whole post, you're nuts]
#101 Jun 15 2013 at 10:40 AM Rating: Good
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Pawkeshup, Averter of the Apocalypse wrote:
Thayos wrote:
Quote:
You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


I'm wondering if they're going to take the "everyone blacked out, nobody remembers" approach. Like, perhaps even your character doesn't remember what happened.

Honestly, I'd prefer that if you didn't make it to cap that they just let me keep my name and reset everything else. Honestly, I don't see why they need to storyline the fact that their game was badly made. I get that they like story, but this just feels very odd.


You weren't there. They really wrote it well. Whatever 1.0 was at release, 1.23 was a different beast. It wasn't worthy to relaunch it and they have improved astronomically since - however the story they wrote for the Calamity was something special.

There's nothing like starting at your impending doom for several months and watching it happen slowly.

Out of the story experience. They don't want to hide from their shame. They want to take it, accept it, make up for it and use it as a springboard to evolve. There is value in the real life tale of failure and redemption - and they're doing that here.

I don't find it odd so much as appropriate. If you want a fresh start you can always delete and re-roll your Survivor character, and just have the personal canon that your story starts with A Realm Reborn.

Me? I am anxious... yearning, to continue the story of Lin Celestine.



And for some of us, especially those this 'song' still gives chills to... Dalamud is a hard thing to just 'forget'.
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