Forum Settings
       
This Forum is Read Only

ffxivcore.com's interviewFollow

#1 Aug 20 2009 at 5:27 AM Rating: Excellent
*
174 posts
The interview is here

Thought we could use a new thread to discuss it.

The comment on anti-RMT measures being the same as ffxi have me worried.

Also I find it interesting they don't have summoner class yet.

The linkshell comments have me wondering if they will use the linkshells/guilds to progress the "raids" or larger battles.


Edited, Aug 20th 2009 9:28am by Ishbubjr
#2 Aug 20 2009 at 5:39 AM Rating: Good
Scholar
**
737 posts
Nice that they confirmed no switching weapons during battle. And a seamless world. And no seesaw action. However there is a slight exp loss with death that will not be as sever as FFXI (this is still up in the air).

Really nice interview... Great Job (FFXIVCore)!
____________________________
#3 Aug 20 2009 at 5:50 AM Rating: Decent
**
572 posts
Quote:
In the alpha I wasn't able to jump, will there be jumping in FFXIV? And swimming? Maybe even climbing?

Its going to be the same as in FFXI. So currently there will be no jumping. If its necessary we might add swimming and climbing in the future.


I guess the boss has spoken. No jumping. End of discussion.

Quote:
What about PVP?

We have the same stance on PVP as we had in FFXI, we're having a focus on PVE, but we may introduce some sort of sports-type that might be tied to PVP in the future. What we're worrying about is that we dont want to have any PK'ing or harassment types of activities in the game. So in order to provide a safe environment to everyone and a game to enjoy. So we're not focusing on PVP.


Again PVP exactly like FFXI. No real PVP.



Quote:
I'm curious about how advancing in your jobs works. Like will it be a FF Tactics style? Once you've mastered certain skills in a certain job, you unlock another?

It will be slightly different from Final Fantasy Tactics system. You will be gaining abilities by leveling up your skills, but, its not the same as Final Fantasy Tactics. So if you're having a high skill in something it doesnt mean the other one is going to be lower. if you grow in one skill and it gets high, you can still level up your other skills high.


OO, Creat all mighty powerful character with no penelties ? Nice.

Quote:
And how will the 'levels' of the mobs work? Does the game have some kinda system in place to adjust mob difficulty based on character stats and current status of party?

Its not going to be changing depending on the players skills. Its fixed. So you get to chose yourself who or what you want to fight.


Hmm, someone wanna explain this ?

Edited, Aug 20th 2009 9:57am by Maldavian
#4 Aug 20 2009 at 6:02 AM Rating: Good
Scholar
**
353 posts
I think it was asking whether the leves scale with your party and the answer was no, you select the leve that matches what you want to fight.
#5 Aug 20 2009 at 6:06 AM Rating: Good
Avatar
**
660 posts
NO ZONING. Made my day!!! Smiley: cookie

Good stuff, thanks for posting!

Edited, Aug 20th 2009 8:06am by Serielley
#6 Aug 20 2009 at 6:11 AM Rating: Good
*
174 posts
Quote:

Quote:
I'm curious about how advancing in your jobs works. Like will it be a FF Tactics style? Once you've mastered certain skills in a certain job, you unlock another?

It will be slightly different from Final Fantasy Tactics system. You will be gaining abilities by leveling up your skills, but, its not the same as Final Fantasy Tactics. So if you're having a high skill in something it doesnt mean the other one is going to be lower. if you grow in one skill and it gets high, you can still level up your other skills high.



OO, Creat all mighty powerful character with no penelties ? Nice.



It wouldn't be an all mighty powerful character since you can only be one class during battle. So if you skill up all classes you'd still be restricted to one once you start a fight. It's no different from leveling all jobs to 75 in ffxi.
#7 Aug 20 2009 at 6:20 AM Rating: Decent
**
456 posts
Quote:
And how will the 'levels' of the mobs work? Does the game have some kinda system in place to adjust mob difficulty based on character stats and current status of party?

Its not going to be changing depending on the players skills. Its fixed. So you get to chose yourself who or what you want to fight.


Quote:
Hmm, someone wanna explain this ?


This means that the mobs "level" will not change based on the player skills and it stays at a fixed amount. They let the players decide what skills they want to have in thier party. Then they let the players decide what mobs they want to fight, this decision will probally be based on what skills they invited to the party. To make it simple, the mobs do not adjust to fit your party build. You have to pick the right type of mobs to fight based on what skills you invited to your party.

Quote:
Auto-run/Auto-follow and Macros saved A LOT of time in FFXI. Could we expect these things (or improved/altered versions) in FFXIV?

Yes it will be in the game.


Nice macros are back, and probally had to come back because the game on ps3.

Quote:
There were many Summons in FFXI, but for an online world, I never felt there were enough. What Summons can we expect to see in FFXIV and will there be more variety than in FFXI?

We can't really mention which summons will be in. But what we can say is that some is going to be really important in the storyline. It's not going to be included in the game like FFXI. At the moment we don't really have a class, a pet class / summoner. Not at the moment at least. So it will be implemented in the game in a different way. Please check back with us in the future.


I kind of figured it would be hard to make a pet job with the system that they was describing. I hope the summons play a big part in the story, if its not a class.

Quote:
Will there be Samuari's in the game, what about the free roaming? What about the freedom in the world, exploration?

We won't have the samuari as a job, because we don't have a job system. And we don't have a class like the Samuari. But it depends on how you're going to select your skills and developing your character. So when you reach a certain skill and/or gain certain skills, you will have a title for yourself. It may be Samuari or may not be - we cannot tell you that yet. So please look for an announacement in the future.


Its not job specific, you are in a way making your own job. If you want to be a sam, then use great katana and level up sam type skills. They are not calling it a "job" system because a job makes the classes specific and instead they are calling it a class system. This makes the classes more broad, and means its many different ways two people with the same weapon can go.

Quote:
One thing to note is that FFXI used its own system, this time Final Fantasy XIV is going to be seamless. No zoning! Just like in World of Warcraft.

You'll be able to walk from the city to the battlefield without any zoning


No zoning is cool, but I never had a problem with zoning in the first place. Since their will be no zoning that is perfectly fine also, and a good feature.

Quote:
Is the characters we played in the alpha version yesterday buffed?

[They all start out and laugh then proceeds to say]: yes, they're very buffed.


I dont know why this was asked (lol), and I can see why they laughed. If the guy is getting hit for 1s and hitting them for 400s +, then by observation, they are probally buffed. I don't think we will start off just wrecking stuff like that. Not to mention their gear looked good, but I guess their is no harm in asking a question and making sure.

Quote:
Will the Linkshell system still be called "Linkshell"?

We can't go into details on that just yet, but it's not going to be called Linkshell anymore. However, it's going to be something very interesting. You'll be able to join a kind of organization, but we can't say more on that right now, you'll be able to have different aims and focuses. It'll be very interesting


I'm interested in this, and hope it turns out to be as good as they imply.

Quote:
What measures will be taken to combat RMT and botting?

We're going work hard on it, same as in FFXI with the task force. Also for example, at the moment we're trying to add a filter in FFXI to combat it on the spot, instead of waiting for a patch in order to combat the issues. It will be more flexible.


The task force did a great job, and would have done better if it was implemented at the beginning of ffxi life and not in the middle. This being a new game, it will be implemented since day one and I think it will do great. I am also in favor of banning on the spot and not just on every month basis.

Quote:
In the alpha I wasn't able to jump, will there be jumping in FFXIV? And swimming? Maybe even climbing?

Its going to be the same as in FFXI. So currently there will be no jumping. If its necessary we might add swimming and climbing in the future.


Finally can we put this to rest (thank god), no jumping will be in the game. I doubt they will just add jump, just to add jump, but they did say climbing and swimming might be added at a later date.


Edited, Aug 20th 2009 10:42am by HocusP
#8 Aug 20 2009 at 6:24 AM Rating: Decent
*
174 posts
Quote:
This means that the mobs "level" will not change based on the player skills and it stays at a fixed amount. They let the players decide what skills they want to have in thier party. Then they let the players decide what mobs they want to fight, this decision will probally be based on what skills they invited to the party. To make it simple, the mobs do not adjust to fit your party build. You have to pick the right type of mobs to fight based on what skills you invited to your party.


Exactly, same way mobs in ff11 are fixed levels. If they weren't fixed you'd get everyone leveling in the same place because the mobs adjusted to the players levels. It creates a balanced separation across the in-game world.
#9 Aug 20 2009 at 6:41 AM Rating: Good
**
743 posts
Good things:

- Thank god that they won't "level scale" monsters.

- No zoning, nice!

- No jumping around like idiots.

- The new "linkshell system" *sounds* intriguing, though we'll have to see what they do with it.

Undecided:

- Economy. *If* it's completely "NPC run", then I'm out of the game. The player-run economy is one of the most intriguing features in FFXI. I don't think they will remove that feature though... At least I really hope not.

- Voiceovers for every character in the game. Not necessarily bad, but the track record for good English voiceovers in Japanese made RPGs isn't exactly stellar. Hope they set the quality bar high.

- Handling death. There better be some punishement (fairly harsh if you ask me) for dying in the game. That's what makes the game exciting when you're sneaking around high level zones or whatnot. I definetely hope death will not be an "oh well, who cares" situation.

Bad things:

- System requirements. Optimize properly please...
____________________________

#10 Aug 20 2009 at 6:58 AM Rating: Decent
*
174 posts
Quote:
Bad things:

- System requirements. Optimize properly please...


I see this as good and bad.

If the requirements are too high it will deter some people from playing because they won't have top end systems.

But if you look at it from a developer's/artist's point of view would you want someone see your art in down-graded format? No you want people to get the best experience for their money. I know I want to experience this game with the best graphic options available.

This also works in favor of Sony's cheaper PS3 lineup because many will grab a new PS3 before building or buying a new $900+ computer to play this game. I don't think it is a coincidence that info about the two are being released at the same time

Edited, Aug 20th 2009 11:00am by Ishbubjr
#11 Aug 20 2009 at 7:30 AM Rating: Decent
**
423 posts
Awesome interview.

He made a few dumb mistakes asking about barbers and stupid stuff like that because i personally think that is the least important questions.

Good however he did have some great, great questions.

I am glad to see pc req's will be high. Will make me hold off buying a pc and run the game on medium > medium low on my current pc.

Streaming world....awesome, awesome, awesome. I hated zones, it really segregated everyone. I think areas in cities could still be zones(or cities themselves) but it's very nice to see that we don't have to zones in valkurm, konschtat or anything.

No jump! hah, hate wow when people hop around so distracting.

Voiceovers are a drawback, i hope they have an option to turn them off like most strategy games.

I'm getting very pumped, excellent interview and definetly lays a TON of speculation to rest.
#12 Aug 20 2009 at 7:33 AM Rating: Decent
*
237 posts
Interesting read, though the quality of the journalism is kinda meh.
#13 Aug 20 2009 at 7:48 AM Rating: Good
Avatar
**
556 posts
Great interview!!!! I bet beta starts in Oct/Nov! I'm def going to play this on the new $299 PS3, Although I wish i could play on my New Mac Pro i'm getting in a month :( I love the hints of what endgame is going to be about! Epic Encounters.. I hope they bring over some Old School HNM and NM's over for the endgame content. KING BEHEMOTH!!!!!!!

Edited, Aug 20th 2009 11:48am by IamTuck
____________________________
Jayy Submor-Hyperion-Slash Flex
#14 Aug 20 2009 at 7:50 AM Rating: Good
Sage
*
131 posts
Lot of good information in there, calmed some of my worries about jumping, pvp, and switching classes.
#15 Aug 20 2009 at 8:34 AM Rating: Good
***
2,614 posts
Probably the best interview to come out so far. And at least we got a partial answer to one of my three big questions (no changing classes during battle).

The other things I wish someone would ask are how crafting/gathering classes fit into the game, and whether the armory system allows for combining skills and traits from multiple jobs. We'll find out eventually, I guess.

Quote:

One thing to note is that FFXI used its own system, this time Final Fantasy XIV is going to be seamless. No zoning! Just like in World of Warcraft.

Freaking sweet.
#16 Aug 20 2009 at 9:17 AM Rating: Good
***
1,218 posts
Well at least we can put to rest the idea that "there is no XP or levels."

Levels have been changed into weapon skill levels now and not character levels, but there's still XP, and XP loss (maybe), and levels.

I'm not too excited about the class system right now. "Customization = Swap your weapon" is not a very strong system IMO. I'd much rather have a tactics-esque or a bluemage type of system where you would have some primary abilities and you could also equip/swap some different secondary abilities.

I'm actually glad they asked about mobs scaling with player level. I've hated that mechanic in every game that's every used it, and it almost seemed like the guildleve system might end up that way.

One thing that isn't entirely clear: it's implied (can't remember which interview) that you don't compete for mobs when you are doing guildleve quests, and also that the world is seamless. The two ideas don't seem entirely compatible, unless quildleve spawns mobs specifically for you, that only you can see or engage.



Edited, Aug 20th 2009 1:20pm by KarlHungis
#17 Aug 20 2009 at 10:43 AM Rating: Good
Scholar
*
152 posts
Quote:
At the moment we don't really have a class, a pet class / summoner.



What is this, I don't even.... /wrists
#18 Aug 20 2009 at 10:47 AM Rating: Good
Scholar
49 posts
Quote:
So currently there will be no jumping.

Oh but soon...very soon. Dun dun dunnnnnnn!

KarlHungis wrote:
One thing that isn't entirely clear: it's implied (can't remember which interview) that you don't compete for mobs when you are doing guildleve quests, and also that the world is seamless. The two ideas don't seem entirely compatible, unless quildleve spawns mobs specifically for you, that only you can see or engage.


I get this completely. If you read ffxivcore's info about the guidleve markers you can see how it might work. I see it as this:

You enter the maked area on your map, and the mob spawns claimed to the leve holder.

Done deal. Solves any camping issues. Pretty simple.


Edited, Aug 20th 2009 1:49pm by waveren
#19 Aug 20 2009 at 11:43 AM Rating: Good
*
174 posts
Quote:
Quote:
So currently there will be no jumping.


Oh but soon...very soon. Dun dun dunnnnnnn!


I still wouldn't get my hopes up. It isn't needed with SE's game style.
#20 Aug 20 2009 at 11:46 AM Rating: Decent
***
1,159 posts
Quote:
When it's ready we'll start the beta version. And of course since we're going to launch the game in 2010 it should before that... so. The beta is not going to be in the far future *laughs* We want to do it as soon as possible.


I don't care what anyone says I'm taking this to mean beta in 2009 and I choose to believe it will be sept/oct.
#21 Aug 20 2009 at 4:18 PM Rating: Excellent
**
736 posts
Quote:
The comment on anti-RMT measures being the same as ffxi have me worried.


Quote:
The task force did a great job, and would have done better if it was implemented at the beginning of ffxi life and not in the middle. This being a new game, it will be implemented since day one and I think it will do great. I am also in favor of banning on the spot and not just on every month basis.




Well, it's not quite so black and white as that.

The Special Task Force were pretty darned competent at their job. Maybe not superior Customer Service, but it was at it's worst acceptable and at it's best pretty darned good.

Things started to get bad when the operating expenses got halved and the Task Force had to automate some of the labor. Which spawned an unholy trinity of customer hostile programs; the RMT PWNER vr 1.337, The Gilded Tomb, and the Auto-jailer. The RMT PWNER is the program that looks for suspicious behavior and was responsible for the Gardening fiasco. The Gilded Tomb is the program that locksdown a character's account if they have too much gil and accounted for some of the Oldbies getting nuked. The Auto-jailer throws flagged players in jail if they meet certain requirements, which doesn't get much press coverage because it's probably the only one of the three that actually works.

Technically, this craptastic bottery is still the Task Force.
It's just the Task Force that doesn't have the funding to do better.

That quote could mean "we're going to fund and staff the Task Force adequately to make sure you receive acceptable customer service", or it could mean "Hey, we spent all this time building automated programs! Why would we throw money away by funding and staffing a Task Force with more than just a skeleton crew? XI is peachy keen the way it is"




Edited, Aug 20th 2009 8:21pm by Zemzelette
#22 Aug 20 2009 at 4:37 PM Rating: Decent
*
98 posts
Quote:
Good things:

- Thank god that they won't "level scale" monsters.

- No zoning, nice!

- No jumping around like idiots.

- The new "linkshell system" *sounds* intriguing, though we'll have to see what they do with it.

Undecided:

- Economy. *If* it's completely "NPC run", then I'm out of the game. The player-run economy is one of the most intriguing features in FFXI. I don't think they will remove that feature though... At least I really hope not.

- Voiceovers for every character in the game. Not necessarily bad, but the track record for good English voiceovers in Japanese made RPGs isn't exactly stellar. Hope they set the quality bar high.

- Handling death. There better be some punishement (fairly harsh if you ask me) for dying in the game. That's what makes the game exciting when you're sneaking around high level zones or whatnot. I definetely hope death will not be an "oh well, who cares" situation.

Bad things:

- System requirements. Optimize properly please...


I'm sure they will have some sort of player run device running around, online npc vendors usually suck for prices if they have anything to do with armor and weapons.

Death doesn't need to be harsh. People may like to sneak around high level areas, but they are almost always guaranteed of dying and often anyway. Several deaths even if you consider small will cause annoyance if you think in terms that armor and weapon will need to be repaired. Speeding up the repair bill (i know wow like right) by dying over and over will come into play.

The real thing i'm interested in knowing is the active ability and spell names/effects. Sneak and Invisible? Might not exist in the game.
#23 Aug 20 2009 at 6:11 PM Rating: Decent
**
370 posts
I can't believe there isn't going to be a summoner class. That's just depressing.....
____________________________
Thaumaturge/Archer/Marauder
http://xivpads.viion.co.uk/?id=1847776
Moogle Inc linkshell
http://www.moogleinc.com
Stand in front of me fool...I am a Thaumaturge
#24 Aug 20 2009 at 6:23 PM Rating: Decent
Obiar wrote:
I can't believe there isn't going to be a summoner class. That's just depressing.....


Hope springs eternal etc etc but I didn't take it that way. I took as they don't have one right now, not that there won't be one at all. Now I'm still confused about how the job system actually works but I'll be really disappointed if they don't have a way to be a dedicated summoner.

Honestly I find myself regretting all the time I put into FFXI and I'm not sure if I'll be able to justify it again without what drew me to MMOs in the first place.

Screenshot



(P.S. For all that is good and holy DO NOT google 'carbuncle" without a Final Fantasy modifier)
#25 Aug 20 2009 at 7:47 PM Rating: Excellent
***
1,519 posts
So, at the very least we won't need weapon swaps mid-fight.

Might not be true for all gear, but that's at least a step towards getting rid of one of the most hated things I have towards FFXI.

Seriously, I've not saying min/maxing is bad, but when the game/playerbase requires swapping stuff 12 times in a fight, it gets stupid.
____________________________
Donomni Rank 10 Bastok {Hello!} (*' ')/
75 RDM/37 WHM/BLM/DRK/NIN/THF/PLD/BLU/WAR/SCH/DNC/RNG
Phoenix Server
63 Alchemy
LS: TrueDevotion
HNMLS: Valour
Dynamis: Dynalegacy

FFXI is eXtreeeeeme.

World of Warcraft was like "SLOOOOW DOOOOWN" and FF was like "F*CK YOU!" and kicked them in the face with their PANDEMONIUM LEGS
Kiyokatsu wrote:
LESS QQ! MORE PEWPEW!


Let's try a blog again.
#26 Aug 20 2009 at 7:50 PM Rating: Decent
*
177 posts
FFXI's SMN was kind of a failure. At least SE knows they can't make and balance pet jobs.
____________________________
People don't accept the truth if it's typed in a tone unsympathetic to them. It doesn't make something any less true if someone you don't like is the one to enlighten you.
#27 Aug 20 2009 at 8:40 PM Rating: Good
***
2,614 posts
waveren wrote:

KarlHungis wrote:
One thing that isn't entirely clear: it's implied (can't remember which interview) that you don't compete for mobs when you are doing guildleve quests, and also that the world is seamless. The two ideas don't seem entirely compatible, unless quildleve spawns mobs specifically for you, that only you can see or engage.


I get this completely. If you read ffxivcore's info about the guidleve markers you can see how it might work. I see it as this:

You enter the maked area on your map, and the mob spawns claimed to the leve holder.

Done deal. Solves any camping issues. Pretty simple.

Doesn't sound right to me. We already know that the target mobs can be spread over a wide area, and mixed in with non-target mobs. I can't see ten monsters all spawning claimed across half a zone waiting for you to track them down.

There's also the issue of multiple people doing the same leve at once. At some points (like right after launch), we'll be looking at dozens if not hundreds of people trying to do the same guildleve. There'll probably be a limit on that regardless, but even two or three players would be stepping on each other's toes if they went to the same spot and spawned identical mobs.

And they do specifically use the word "instances."
#28 Aug 21 2009 at 12:25 PM Rating: Good
Scholar
****
9,997 posts
Grrr, so frustrated that I'm not home right now. I'm so tempted to jump into all these discussions but it's too difficult here.

Quote:
I'm not too excited about the class system right now. "Customization = Swap your weapon" is not a very strong system IMO. I'd much rather have a tactics-esque or a bluemage type of system where you would have some primary abilities and you could also equip/swap some different secondary abilities.


Seconded. Thirded. Fourthed, fifthed, all the way to infinite, plus QFT.

If everyone who's using the same weapon is basically exactly the same, that's going to be a tremendous turnoff for me. I'm also a little miffed by the statements about no pet classes, and at least the wording they used when talking about samurai.

But everything else I received neutrally or with great anticipation. Unfortunately if there is that little depth to character gameplay customization, that is just going to wreck all the other great things for me.

@Donomni; love your avatar.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#29 Aug 21 2009 at 12:34 PM Rating: Decent
***
3,416 posts
Quote:
If everyone who's using the same weapon is basically exactly the same, that's going to be a tremendous turnoff for me.


What makes you think that's the case?
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#30 Aug 21 2009 at 4:10 PM Rating: Decent
Scholar
**
253 posts
Hats off to the no zoning. I still recall the day when I zoned into the Maze only to be one-shoted by a trained upper level jelly mob. I swear there was 20+ dead players who suffered the same fate until a higher level came in and put down the mob. We were all grateful to the WHM that came by and raised every dead player.
____________________________
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
We are the BLU. Lower your shields and power down your weapons. You will be assimilated. We will add your biological and technological distinctiveness to our own. Resistance is futile
#31 Aug 22 2009 at 7:03 AM Rating: Decent
Scholar
****
9,997 posts
Quote:
What makes you think that's the case?


First of all: "If." Which means that I don't think that's the case. I think it's possible, based on the lack of any indication otherwise. So far it sounds like you unlock abilities simply by leveling up your weapon, and you change access to abilities by changing weapons. It also sounds like you can't use abilities that you don't have the corresponding weapon for. If that's the case, then it's going to be very boring.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#32 Aug 22 2009 at 7:15 AM Rating: Default
***
3,416 posts
Quote:
So far it sounds like you unlock abilities simply by leveling up your weapon, and you change access to abilities by changing weapons. It also sounds like you can't use abilities that you don't have the corresponding weapon for. If that's the case, then it's going to be very boring.


So it's just like in any other MMO?

You unlock abilities simply by leveling up your class, and you change access to abilities by changing classes. You can't use the abilities that you don't have the corresponding class for.

What's the problem? =_=
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#33 Aug 22 2009 at 7:44 AM Rating: Good
Scholar
****
9,997 posts
So, like FFXI without subjobs?

You're asking what's wrong with having even less character gameplay customization? You're asking me why a lack of originality and flexibility would be disappointing?
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#34 Aug 22 2009 at 7:50 AM Rating: Decent
***
3,416 posts
By default, yes. Every MMO can be put into that kind of category, but when going more in depth usually there is more character customization included (like FFXI's subjobs). What you described is just a broad generalization.

It doesn't rule out that gaining skills could be like WoW's talent trees (giving players choice as to what kind of gladiators/thaumaturges/cooks they might become), or that there could be potentially twice as many classes when all disciplines are taken into consideration.

Edited, Aug 22nd 2009 3:54pm by Hyanmen
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#35 Aug 22 2009 at 8:00 AM Rating: Good
Scholar
****
9,997 posts
I know, that's why I qualified my statement with "if." IF that is all there is to it, then it will be very disappointing.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#36 Aug 22 2009 at 8:07 AM Rating: Decent
***
3,416 posts
I remember seeing somewhere a pic of the Gladiator's abilities.. it had skills like Taunt (lvl2) and Strong hit (lvl1) or something similar... makes it sound like you could maybe get to level your skills to make them stronger.. maybe that will create some needed customization, if one Gladiator has good tanking skills and another focuses on DD'ing for example.

Right now it's all open though, we really don't know enough.. just the basics "you level up, you get skills".
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#37 Aug 22 2009 at 8:15 AM Rating: Decent
Scholar
****
9,997 posts
Being able to level your skills could be a plus for customization depending upon implementation, but I really hope that weapons aren't too restrictive. I mean, if someone wants to tank with an axe or a sword, I would prefer that they have access to the same tanking skills either way.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
This forum is read only
This Forum is Read Only!
Recent Visitors: 28 All times are in CST
Anonymous Guests (28)