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Gamescom - Famitsu Interviews Hiromichi TanakaFollow

#1 Aug 20 2009 at 8:19 AM Rating: Excellent
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As Hiromichi Tanaka, producer of Final Fantasy XIV, hacked his way through a demonstration of a "Puk Extermination" Guildleve quest, Famitsu flanked him with some questions about their presentation and what it says about the state of the upcoming MMO.

Read the article here.
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#2 Aug 20 2009 at 8:26 AM Rating: Decent
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"At this point, Tanaka begins attacking some dodos and moves on to discuss the battle system. In Final Fantasy XI, the player would select the attack command and enter an Auto-Attack mode. To spice up the flow of battle, Final Fantasy XIV will require players to select commands each time they attack, and the combination of commands they choose will determine the technique they use. This will put all new emphasis on strategy and keep players engaged in battle."

I don't really like that, hope it isn't just pressing 1,2,3,4,5 until the mob is dead. I like my auto attack.

Edit: I know it talks about the action gauge in the next paragraph and sort makes it like old FF games so I didn't miss that part.



Edit again: I think I need to clarify myself a little more. I don't really want a full auto-attack like FFXI, but I would like some animation going on whether it be attacking for little damage or active blocking animation; atleast it wouldn't look like I am in attack pose doing nothing.

Edited, Aug 20th 2009 3:47pm by Parade
#3 Aug 20 2009 at 8:44 AM Rating: Decent
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Thinking about it, I guess it would help to see someone that actually knows what they are doing playing the game. Might make my worry rest more.
#4 Aug 20 2009 at 9:04 AM Rating: Decent
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I actually like the idea of no auto-attack and I think it will serve it's desired purpose of keeping the player more engaged. If anyone has played Warhammer online, the system might me somewhat similar. You did auto-attack in WAR but it was so slow and weak to the point of almost being negligible. It takes some getting used to but I think that SE will do a good job of it.
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#5 Aug 20 2009 at 9:07 AM Rating: Decent
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Filian wrote:
I actually like the idea of no auto-attack and I think it will serve it's desired purpose of keeping the player more engaged. If anyone has played Warhammer online, the system might me somewhat similar. You did auto-attack in WAR but it was so slow and weak to the point of almost being negligible. It takes some getting used to but I think that SE will do a good job of it.

Okay but I would rather have an almost no damage auto-attack because of the aesthetics of standing there waiting for your action bar to get up looks horrible. Again this might just be from watching players not knowing what they are doing, but I would like some sort of animation of me doing something while I wait for for action bar to get to a certain number so I can do my next attack.
#6 Aug 20 2009 at 9:14 AM Rating: Decent
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The only auto-attack concern I have is regarding ranged weapons. My brother and I disagree on most things, but one major point we both agree on is that ranger needed it. That being said, I'd love to see how the community handles the game if there's no auto attack at all for anyone. Most people I discuss it with put it in the "deal breaker" category.
#7 Aug 20 2009 at 9:26 AM Rating: Good
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Thinking about it, I guess it would help to see someone that actually knows what they are doing playing the game. Might make my worry rest more.

Agreed. The videos of newbies playing are pretty useless for getting any sense of pace or gameplay. Is there any word on a video of this Tanaka play session?
#8 Aug 20 2009 at 9:27 AM Rating: Good
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Loving it. I love having to think about the actions you're taking, and the strategies that we can develop to take out different mobs in different situations. IMHO, it's a vast improvement from just sitting there and auto-attacking, as it gets you involved in what you're doing.

Also LOVING Tanaka's admission that EVERYONE will get a shot to play the game before release. Can't wait to find out more about that.
#9 Aug 20 2009 at 9:33 AM Rating: Decent
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Zephyeris wrote:
The only auto-attack concern I have is regarding ranged weapons. My brother and I disagree on most things, but one major point we both agree on is that ranger needed it. That being said, I'd love to see how the community handles the game if there's no auto attack at all for anyone. Most people I discuss it with put it in the "deal breaker" category.


I think auto-attack for ranged attacks (attack attack) only makes sense if there is only one type of ranged attack. ( i said attack many times )

But, what if there are different abilities you can use? what if you first do a normal attack then combine it with another type, lets say flame arrow and add something to that!

Because it would be extremely dull to just have normal attack and then tp move. In this game at least.
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#10 Aug 20 2009 at 9:35 AM Rating: Excellent
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Okay but I would rather have an almost no damage auto-attack because of the aesthetics of standing there waiting for your action bar to get up looks horrible.


There's a pill for that, or you could just try a bit more foreplay.

But seriously, this game looks incredible; a confirmed open beta and demo excite me beyond any point words could possibly convey.

My only question regarding the battle system relates to magic because I'm a healer: do we have to smack stuff to heal? It sounds a lot like it, but I doubt they would do something like that. I want some more information on mage-type jobs. Whatever the system is, I trust them; this game is a day one purchase for me and a omfgIwanttogetintothebeta.
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#11 Aug 20 2009 at 9:43 AM Rating: Decent
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When the interviewer remarked on how beautiful the graphics were, Tanaka took the opportunity to give some hints about how powerful they will become. It turns out the background scenery was heavily compressed for the demo, and will be greatly improved to the point where individual trees will be rendered far into the distance.


I thought they looked good already, dang. I guess people with a brand new pc now will be looking at medium.
#12 Aug 20 2009 at 9:46 AM Rating: Decent
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Another bit of customization, to which players are responding positively, is the ability to drag-and-drop the various info boxes around the screen. There are default positions for each piece of the UI, such as Action Commands, player status, chat box and party status. These will all be movable, and the chat log will be fully adjustable as well.

Very nice feature here that I think will make this game enjoyable even if there is a lack of content at release. If I want to take things slow and chat, I just make the chat window bigger.

In regards to auto-attack, I'm kind of on the fence about it. My opinion will depend on how long it takes to generate enough points to make your next move and whether or not there is a cool down (or rather how long it is) on the initial attack that doesn't cost points.

The way I see it working is that I run up, perform three simple attacks that don't cost points and that would unlock a starting chain of combos and I can continue to stack up points using my simple attacks while busting out my point based attacks like Red Lotus Blade for bigger numbers.

It's clear that they have come a long way in developing an MMO, but are they really only 50% of the way there? That doesn't leave me too hopeful for a timely release next year.
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#13 Aug 20 2009 at 9:51 AM Rating: Excellent
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My only question regarding the battle system relates to magic because I'm a healer: do we have to smack stuff to heal? It sounds a lot like it, but I doubt they would do something like that. I want some more information on mage-type jobs.


I am beginning to imagine this as something akin to Dancer Finishing Moves. You build up TP with normal attacks (lower level abilities), then finish it off with something more spectacular that uses up the TP you've accumulated. I do not see why this couldn't work just fine with magic as well (low tier spells to build up TP, finish it off with Meteor).

This is just speculation on my part, but it seems well grounded. I present the following evidence.

Evidence: There is no auto-attack.

Quote:
Tanaka: In “FFXI”, when you selected the “Attack” command, we used an auto attack system that would attack automatically. However, in “FFXIV” it is essential that you select the command every time.



Interpretation: That leaves only two possible ways of accumulating TP,
TP growth over time (ATB) or TP growth from low teir
abilities.


Conclusion: In the first case, you would need to wait until you had a full
gauge, then attack until it ran out, rinse and repeat (I'm not
seeing this happening.

In the second case, there must be two categories of abilities
those that raise TP and those that lower it. Otherwise, there is
no way to gain the TP to use. Again, I see no reason this couldn't
work just fine with magic.

Edited, Aug 20th 2009 1:53pm by Hulan
#14 Aug 20 2009 at 10:44 AM Rating: Excellent
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The information that came out today has me a lot more excited than yesterday's for sure! :D
#15 Aug 20 2009 at 10:59 AM Rating: Good
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That doesn't leave me too hopeful for a timely release next year.
If you were thinking anything before Q4 next year you're delusional lol
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#16 Aug 20 2009 at 11:13 AM Rating: Decent
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No autoattack eh?

Now that sounds really interesting.

Personally, I like this new development.
I always play a a mage whenever possible in any MMORPG. Usually a white mage/healer class and sometimes a black mage/wizard class. (I do try fighting classes in every game I've played with the exception of one, and I find them boring in comparison).

The reason I do is because I find that the normal auto attacking is SO boring. I practically fall asleep doing it.
Sure, fighters get skills but more often than not a skill only increases the damage you do slightly and fighters also don't get a lot of MP, which means you can't use skills too often (just in MMORPGs in general).

So instead I'm stuck there just wacking away at the enemy until it dies and move onto the next one and auto-attack.

Sit back, grab a bite to eat, get something to drink, even take a nap.

At least while playing a magic attack class I get tons of MP and a wide array of skills that I MUST use if I want a chance at killing the enemy. They're flashy, exciting, and keep me engaged in combat.
With a healing class it's the same thing except my targets are my group members. I need to constantly stay alert and heal the right people and keep everyone buffed.

I don't think I've ever played a game with an auto-heal and auto-cast that lasts for every monster you fight.

With this "no auto-attack" system they are going to use I am actually considering playing a warrior-type character.
I may have to reconsider...
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#17 Aug 20 2009 at 11:34 AM Rating: Decent
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I like the idea of no auto attacks. It opens up for a bit more strategic combat. As long as you dont have to spam alot of abilitys/skills when grinding im all gewd ^^
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#18 Aug 20 2009 at 11:54 AM Rating: Good
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Also he mentions a focus group, after which he mentions open beta.

Quote:
"While in Germany this meant a playable demo at Gamescom, there may be a playable version that users sign up to try out in Japan, more like, as Tanaka put it, a giant focus group. Players will be added gradually, and once the game is polished enough, and there is a solid base of users, they will initiate an open beta."


My take on this: Closed beta will be available in Japan only...as part of the focus group. People will be let into closed beta gradually...probably in stages as a lot of closed beta testing typically does.

After all of that we'll see an open beta.

Who knows, I could be wrong. Just how I am interpreting it.
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#19 Aug 20 2009 at 12:16 PM Rating: Default
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Redcheat wrote:
I like the idea of no auto attacks. It opens up for a bit more strategic combat. As long as you dont have to spam alot of abilitys/skills when grinding im all gewd ^^


This news is very very intresting. Of cource the follow up question is how fast can you spam your normal abilities ? Maybee this question should be asked to people who played the demo or saw it ?
#20 Aug 20 2009 at 12:23 PM Rating: Decent
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I hear somewhere that if you have a shield on your left hand and a sword on your right, then you get two timers, one for each hand. So you can do defensive abilities with your left and offensive abilities with your right. That alone I think will get you to be more active during tanking and whatnot.

very excited to see what's in store for 2 hander users!
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#21 Aug 20 2009 at 12:24 PM Rating: Excellent
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No autoattack

Hello Carpal Tunnel.... I thought I had alluded you after I quit lineage II but it seems like you're a clever *******

Edited, Aug 20th 2009 4:24pm by shintasama
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#22 Aug 20 2009 at 12:28 PM Rating: Decent
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I hear somewhere that if you have a shield on your left hand and a sword on your right, then you get two timers, one for each hand. So you can do defensive abilities with your left and offensive abilities with your right. That alone I think will get you to be more active during tanking and whatnot.

very excited to see what's in store for 2 hander users!


I'm excited about this too as it adds a new level to what they meant by the game being more strategic.

Better hope your tank has a brain and can multi-task xP
#23 Aug 20 2009 at 7:54 PM Rating: Good
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Magic will be used the same way - through Action Commands - but will only be available if you are equipped with a weapon that allows their use. Swords give sword-based abilities and staves will give magic-based abilities.

You know, this is probably the most discouraging thing I've heard revealed so far. It makes the prospect of combining abilities of different jobs sound very unlikely, and what does this mean for people who want to play traditional hybrid jobs? Is this the end of Red Mage?
#24 Aug 20 2009 at 9:44 PM Rating: Decent
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Making Final Fantasy XIV enjoyable for all users, including Final Fantasy XI players, is our number one priority," Sundi said, "We cannot build a community without considering that. First we address how to satisfy Final Fantasy fans. From there, we will attract other MMO players and develop a community like never before. I believe Final Fantasy Xi players will find their time in Eorzea to be an enjoyable and fulfilling experience, and I hope you look forward to it.



Why do I get the feeling that SE wants every ffxi player to transfer over to ffxiv? I mean ffxi still has a lot of life in it if SE is willing to create content for it, but recently it seems that they want ffxi to die.


Edit- oops, posted in the wrong thread -.-

Edited, Aug 21st 2009 1:45am by kikyuras
#25 Aug 23 2009 at 9:58 PM Rating: Decent
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You know, this is probably the most discouraging thing I've heard revealed so far. It makes the prospect of combining abilities of different jobs sound very unlikely, and what does this mean for people who want to play traditional hybrid jobs? Is this the end of Red Mage?


I was thinking this too. No more jobs like BLU or RDM? What about BLMs who can use some healing ability as BLM/WHM or BLM/RDM? Are they going to do away with SMN too otherwise it's going to have to be changed quite a bit so that you can keep an avatar out and still do things since the bloodpacts were once a minute. I really do like the way the game is shaping up, but I am a little disappointed about this-- if true.
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#26 Aug 24 2009 at 12:00 AM Rating: Excellent
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It doesn't mean other weapons can't allow limited access to magic. It's too early to say what they've planned. Considering how you can 1) switch jobs on the fly and 2) the usual job class structure is being tossed, there may be no "Red Mage" and "Blue Mage." Instead you might just be a Warrior that can use Cure II if he switches to Magic User between battles. The other option is swords will grant access to some spells, but staff grants access to all. We can only speculate.
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#27 Aug 24 2009 at 12:45 AM Rating: Decent
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Are they going to do away with SMN too otherwise it's going to have to be changed quite a bit so that you can keep an avatar out and still do things since the bloodpacts were once a minute.


Is XI your only FF title? Because SE has a habit of changing SMN every single time. We've had conjurers with random effects on summoning, junctioned espers who rose your base stats and taught you spells along with "special summon", materia that were equipped into weapons, other junctioned avatars that worked like "shields", actual avatars that were just like a player character with spells and abilities, and many more.

Unless SE are insane, they will NEVER implement the same system as XI again for avatars. The BP system was terrible, the spirit system remains broken, and it cost an arm and a leg to deal mediocre melee damage with an avatar.

I'm 100% certain SMN will return in XIV, question is if they will go towards FFX, which was perfection, or keep going with XI, XII and so on that was just total failure.
#28 Aug 24 2009 at 12:51 AM Rating: Decent
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I'd always assumed in the interviews that he was hinting towards Summons being powerful spells akin to AMs in XI.
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#29 Aug 24 2009 at 2:05 AM Rating: Decent
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I absolutely abhor the idea of no auto-attack mechanic. Age of Conan has this and forces you to push a button for every single move and swing you make. All it does is wear out your wrist. What was supposed to be the biggest draw of the game turned out to be the major pitfall -- it was a waste of time and annoyance.

It doesn't make the game more in-depth. It doesn't make it more skill-requiring. All it does, is force your brain to make its own auto-attack instead of having it built in. It doesn't take "strategy" and it's essentially nothing more than using abilities but people refuse to see it this way.

"Fire II" becomes left swing, "Water IV" becomes right jab, and "Meteor" becomes overhead slice; it's abilities with different names. People complain that World of Warcraft, Lineage, and other games are ability driven now will only be pushed into the same thing, but on a much worse scale in FFXIV.
#30 Aug 24 2009 at 2:28 AM Rating: Decent
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Eh, it's still in beta. If everyone absolutely hates not having some form of auto-attack, they might put it in.

Although I wonder if you can assign your own auto-attacks...
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#31 Aug 24 2009 at 6:07 AM Rating: Decent
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shintasama wrote:
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No autoattack

Hello Carpal Tunnel.... I thought I had alluded you after I quit lineage II but it seems like you're a clever *******

Edited, Aug 20th 2009 4:24pm by shintasama


no auto attack sounds cool at first, but think about how many mobs you go through in a game.

Unless killing monsters is a relatively rare event it sounds like it'd just turn into button-mashing to kill everything >.> Auto attack and auto-target are actually pretty convenient.

I'm reminded of another post where someone didn't want anything like OP warps to make the world seem bigger... sure, walking everywhere will make any zone seem bigger, but it's bound to drive you slightly nuts after a while.

It's all great when it's shiny and new... ****, the first time I walked to valkurm it was exciting. The 15th time, it was irritating. I wanted auto-attack on ranged when I was leveling ranger...

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#32 Aug 24 2009 at 6:15 AM Rating: Decent
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I'm sure with no auto-attack there won't be any gameplay issues. It will definitely speed up gameplay as well.
Using macros will be a key factor in gameplay I think; that will be the closest thing to auto-attacking.
Also, didn't they state before that SMN will NOT be a playable class as the summons will be playing a particular part in the storyline?

As stated before, my biggest concern is the lack of being able to play a Hybrid. DRK is still my main in FFXI and it suits my playstyle perfectly. Here's to hoping some melee weapons have access to magic!

Hmm random thought, what if certain combinations of left and right hand equipment gave access to certain abilities? EX: Sword and shield give paladins heal? Dagger and Dagger give thiefs flee?
All speculation.
#33 Aug 24 2009 at 6:29 AM Rating: Decent
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Unless killing monsters is a relatively rare event it sounds like it'd just turn into button-mashing to kill everything >.> Auto attack and auto-target are actually pretty convenient.


That is the main reason i'll be getting it for ps3 and not PC lol
#34 Aug 24 2009 at 9:15 AM Rating: Good
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no auto attack sounds cool at first, but think about how many mobs you go through in a game.

Unless killing monsters is a relatively rare event it sounds like it'd just turn into button-mashing to kill everything >.> Auto attack and auto-target are actually pretty convenient.


I got through 75 levels of RNG, COR and RDM without "auto-attacking" and my wrists and sanity are just fine. There were plenty of jobs in FFXI that were non-"auto-attack" jobs. RNG, COR, WHM, BRD, RDM (esp from 51-75), BLM, SMN, SCH, are all examples of jobs that rarely use auto-attack in parties.

I think SE wants melee to be played more strategically like mage jobs have been playing in FFXI. You get an "action" after a cool down which can be a melee swing, an advanced technique, a job ability, etc. As long as the most effective strategy isn't to just pound the "melee swing" command, it can work pretty nicely. Requires some balancing and better design on SE's part, but hopefully they've learned something from FFXI.

I think the "stances" approach is going to get a whole lot more advanced in FFXIV.
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#35 Aug 24 2009 at 9:49 AM Rating: Decent
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Aye, no auto-attack could be a great thing. Auto attack is a great substitute for "A-button mashing." A-button mashing is a horrible and old game phenomenon. The -need- for auto-attack speaks poorly for a game's strategic depth. i.e., FFXI had very little inter-player strategy. Group strategy was important, but once you knew it there was very little thinking required of you as an individual.

Quote:
You know, this is probably the most discouraging thing I've heard revealed so far. It makes the prospect of combining abilities of different jobs sound very unlikely, and what does this mean for people who want to play traditional hybrid jobs? Is this the end of Red Mage?


This has me very concerned, but moreover than mage/melee hybrids, just the overarching idea of players having very limited options in character customization in gameplay. So far it sounds like it has even less potential than the subjob system, which was not exactly the crowning pinnacle of customization.

I'm hoping that they're holding something back, and I'm damned by the fact that nobody has bothered to ask about this-- possibly the most important element of any MMO this generation will see.
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#36 Aug 24 2009 at 2:46 PM Rating: Decent
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I think we are all a bit confused on the topic auto-attack.

Even WoW has auto-attack, as in a default weak timed and repeating attack you can use, but certainly isn't planned to be your main tool. I think this is the correct way to go.

It is just boring when a game is all about watching it play itself. As anyone who has played XII probably knows (I haven't played it).
#37 Aug 24 2009 at 3:15 PM Rating: Good
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Mellowy wrote:

It is just boring when a game is all about watching it play itself. As anyone who has played XII probably knows (I haven't played it).


I'm actually playing FFXII for the second time now and with the gambit system it really is just like watching it play itself.

Heck, you don't even have to select a target! Just set it to attack nearest foe and you can just move forward through every level and let the gambits do the rest.



On a separate note, I was discussing with a co-worker today how the game might work. He was pretty surprised about the no levels and no experience thing.

We were talking about how "strength" would be determined, since in most games, your basic damage comes from 3 things.
1.) Your STR stat
2.) The weapon you are using
3.) A skill you are using (if using one)

With no leveling, how will be improve our strength stats?
(Assuming) If we aren't improving STR stats, how else can basic damage be calculated? Probably by using skills.

I think this game is going to be very heavily based off of skills and proper timing. Didn't they say that by using different skills the player can unleash a variety of techniques?
I'm thinking that the basic and most effective way to fight is going to be frequently using skills. Not just 'slash-slash-slash some more'.

What point is an auto-attack if you wouldn't even be really using it? I guess they won't have one because we won't need one.

If two people are using the same weapon then wouldn't they have the same basic attack power? I think most of the damage we're doing to enemies is going to come from what skills we use and when.

Although, of course, there would be a way (and probably a way) that stats will be increased. Maybe from completing Guildleves. Maybe players get permanent stat boosts just from knowing different skills (Mabinogi style). This way, depending on which skills you choose to learn, you gain different stat boosts.

Of course, this is all still speculation, but as I said before, I think they didn't include an auto-attack because we won't be using it and therefore won't need it.
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#38 Aug 25 2009 at 9:43 AM Rating: Good
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no auto attack sounds cool at first, but think about how many mobs you go through in a game.


It seems it will be just how people play Rng. How everything you do is on a macro, every time you shoot an arrow to every JA you do. It won't be button mashing, it will be macro timing.

The only real complaint for Rng's in general when talking about thier DD output is the lack of an auto attack feature makes them have less DoT then those that get to take advantage of auto attack. It's interesting that they make everyone like this in the next game.

Quote:
On a separate note, I was discussing with a co-worker today how the game might work. He was pretty surprised about the no levels and no experience thing.

We were talking about how "strength" would be determined, since in most games, your basic damage comes from 3 things.
1.) Your STR stat
2.) The weapon you are using
3.) A skill you are using (if using one)

With no leveling, how will be improve our strength stats?
(Assuming) If we aren't improving STR stats, how else can basic damage be calculated? Probably by using skills.

I think this game is going to be very heavily based off of skills and proper timing. Didn't they say that by using different skills the player can unleash a variety of techniques?
I'm thinking that the basic and most effective way to fight is going to be frequently using skills. Not just 'slash-slash-slash some more'.


What I was wondering from the day they said this was how will HP/MP work if there are no levels. It sounds kind of odd to say your HP will be 1500 because you have capped sword skills but if you change to an axe your 1500 HP mysteriously vanish.

Edit: Spelling

Edited, Aug 25th 2009 11:01am by spcwill
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#39 Aug 25 2009 at 9:53 AM Rating: Good
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spcwill wrote:

What I was wondering from the day they said this was how will HP/MP work if thier are no levels. It sounds kind of odd to say your HP will be 1500 because you have capped sword skills but if you change to an axe your 1500 HP mysyeriously vanish.


Good question. If HP and MP stats are linked to skills then if you changed your weapon you would lose those bonuses. I suppose that is a possibility.

If I recall correctly (I may not), in FFXI if you changed your job didn't you go back to whatever level that job was? So you would lose all of your HP and MP from your previous job.

The only way around this that I can see would be aquiring HP and MP bonuses permanently through guildleve, but I don't think that will really happen.

I think it's going to be dependent on skills. So if you want to riase your axe skills from rank 0 to rank 10 (or whatever it will be like), you've got to go back to kill weak monsters with an axe...even if you've capped all of your sword skills.

I think it was similar to FFXI, except then it was with jobs.

Now though, if you're in a dungeon and you're too weak to get out while wielding your axe, you can just switch back to sword and escape safely.
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#40 Aug 25 2009 at 10:08 AM Rating: Good
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Finaa wrote:
Good question. If HP and MP stats are linked to skills then if you changed your weapon you would lose those bonuses. I suppose that is a possibility.

If I recall correctly (I may not), in FFXI if you changed your job didn't you go back to whatever level that job was? So you would lose all of your HP and MP from your previous job.

The only way around this that I can see would be aquiring HP and MP bonuses permanently through guildleve, but I don't think that will really happen.

I think it's going to be dependent on skills. So if you want to riase your axe skills from rank 0 to rank 10 (or whatever it will be like), you've got to go back to kill weak monsters with an axe...even if you've capped all of your sword skills.

I think it was similar to FFXI, except then it was with jobs.

Now though, if you're in a dungeon and you're too weak to get out while wielding your axe, you can just switch back to sword and escape safely.


If I remember right the 1st or 2nd Final Fantasy game had a level system that was pretty different. Your attack/Str had a chance to go up corresponding to the amount of damage you did and your HP/Def had a chance to go up corresponding to the amount of damage you took. I wonder if it will be like that.
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99: Sam, Drg, War, Drk, Nin, Thf, Mnk, Rng, Pup, Blm, Smn, Bst, Dnc, Pld, Sch, Whm, Blu, Cor, Rdm, Brd.
#41 Aug 25 2009 at 10:50 AM Rating: Excellent
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Age of Conan has a system like this (albeit without the caster equivalent, which leads to an imbalance - or so it is thought in the community).

Personally, after playing it for awhile it is nice... but it gets old. Reason being is that you are literally pressing buttons 100% of the time in combat - no pauses, no breaks for cds. Personally, i found it very nice in little chunks, but tedious after a certain time period.

I can only imagine how frustrating it will get on long boss encounters.

On the plus side, playing AoC with an xbox 360 controller was rather fun and i imagine that will translate equally well in ffxiv.
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#42 Aug 25 2009 at 11:36 AM Rating: Good
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Quote:
Personally, after playing it for awhile it is nice... but it gets old. Reason being is that you are literally pressing buttons 100% of the time in combat - no pauses, no breaks for cds. Personally, i found it very nice in ittle chunks, but tedious after a certain time period I can only imagine how frustrating it will get on long boss encounters


They've already mentioned that you can set up your attack commands in a macro. I think we'll find that auto-attack is just going to kind of be replaced by a set of attacks you choose the order of, and then put in macros. Then when combat starts you'll just punch your macro and your chosen order of 10 attacks will start. I seriously doubt they'll make it so you have to punch every one individually if you don't want to.

Edited, Aug 25th 2009 3:38pm by TravestyOfAsura

Edited, Aug 25th 2009 3:40pm by TravestyOfAsura
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