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New Dengeki 8/28/09 infoFollow

#1 Aug 28 2009 at 12:44 PM Rating: Excellent
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Over at FFXIVCore

It's a small tidbit.

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It's possible to progress in the game this time without battling!

We were able to interview Producer Tanaka Hiromichi and Global Online Producer Sage Sundi.

Dengeki: How many Guildleves are there this time?

Tanaka: There are a lot. The rewards are not limited to just money or items, it can also be something like "Sword skill level up leve".

Dengeki: Say, for tailors, are there leves set up for them to craft?

Tanaka: Yes, in those leves, there aren't any fighting so tailors can level up their crafting skills like smithing and tailoring.

Sage: This time around, because of the Guildleves, players can focus on crafting to level skills up. They can progress in the game this way.

Tanaka: It's possible to reach the highest level without even having to fight once! This is one of the concept for this game.

Sage: However to reach the deepest dungeons, it might be needed to enlist the help of fighting classes.

Tanaka: Since the weapons have durability this time around, you can't keep on fighting with the same weapon over and over. Crafting becomes an essential element of the game. The fighting class will either be asking help from crafters or level up a crafting skill on their own!



More from FFXIVCore.

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Dengeki recently posted a new interview with FFXIV producer Hiromichi Tanaka and Global Online Producer Sage Sundi. Translations are by Heaven's Calamity, editing consultation by Gyli. Translations are the translators interpretation of the interview, there are no direct quotes.


Quote:

* Unlike in FFXI, the 4 different versions are being developed simulataneously to prep for worldwide launch of the game.

* Auto attack is removed.

* Even if a skill gap is present among party members, kiling a monster will still grant combat skill increase.

* Skill caps are equivalent to level caps.

* Short guild leves are developed for those who do not have much time.

* There are specific combat skill Guild Leves - uses sword as an example.

* Different nations will have different guild leves.

* Aetheryte system developed for convenience and focus on content outside of cities. Reduce travel time for groups meeting up and make the entire system more efficient.

* Aside from just items and money, NM(Notorious monsters) may present rare item drops in Guild leves.

* HNM guild leaves are being developed for large groups and are being considered to be implemented in the game at launch. (HNMs confirmed?!?!)

* There won't be any overlap between players killing monsters for guild leves since they are all instanced for the guild leve recipients.

* There is non fighting content for crafting classes, but for advanced dungeons fighting will be necessary.

* Weapons now have durability, working with a crafter or leveling a crafting job yourself will be crucial to progression.

* Economy will still be trade among players driven with an auction house possibility. Other options are still being considered.

* SE is attemping to create an economy and trading system that people who do not play often can use as well.

* Currently only the 3 starting nations exist.

* Main storylines are going to play a large role once again, this time with voice acting.

* English voice acting thus far, subtitles provided for other regions.

* The main aim or motivation for players in FFXIv will be "growth". You can develop your character and grow how you want to. Something a casual player and a hardcore player can share.

* Variation among armor progress more drastically than FFXI!

* Different armor will have different skill requirements. Each weapon has corresponding gear paths. There is general purpose gear and skill purposed gear, example is fencers for increased speed of sword skill leveling.

* SE would love to start the beta immediately, but more development work needs to be done. Tanaka wants some playable form of the game available to everyone like the 30 minute guild leve example at Gamescom.

* Tanaka wants a very large group of people to be able to test the game and provide feedback as early in the development as possible.

* Sundi wants to expand the GM team from FFXI to help with the beta of FFXIV.

* The Special Tast Force will be back for FFXIV, and use of SE security tokens may become required.




Tanaka and Sundi give their closing message to the Japanese populus waiting to play FFXIV.

Tanaka: It was important to show the guild leve system at Gamescom because it is such an important part of the game, I want to improve upon the system based on feedback from the user.

Sundi: We want to work hard with fansites and the global community, providing official information. Connecting the global community to the development team is what I'm concerned with.


Edited, Aug 28th 2009 7:14pm by Displace

Edited, Aug 28th 2009 7:19pm by Displace
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#2 Aug 28 2009 at 12:46 PM Rating: Decent
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Sounds like a sandbox.

The English names for those classes are Pugilist, Archer, Weaver and Marauder though, iirc.

Edited, Aug 28th 2009 8:48pm by Hyanmen
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#3 Aug 28 2009 at 1:01 PM Rating: Good
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Thanks for posting this..

Quote:
Tanaka: Since the weapons have durability this time around, you can't keep on fighting with the same weapon over and over. Crafting becomes an essential element of the game. The fighting class will either be asking help from crafters or level up a crafting skill on their own!

..but this kind of worries me a bit. The durability part sounds feasible, but I take the following to mean that you will need crafters to create a NEW item or you will need crafters to repair your item.
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#4 Aug 28 2009 at 1:07 PM Rating: Excellent
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This isn't a happy friday thing?

That actually sounds pretty cool to me. Especially if the crafting/gathering system is really engaging. I'm sure they'll have it so that NPCs can repair weapons, but you can probably have it done cheaper by a fellow player. Or perhaps at high level crafting skills, players can repair items or more effectively or enhance them altogether. That would be pretty sweet. Kind of like in Oblivion how having a high armorer (repair) skill lets you mend stuff to 125% of its effectiveness. In comparison, NPCs might only ever get you up to 100% or maybe 90%. So it's not a huge setback to those who do not craft, but it can really give some booming business to those who do craft religiously.

Edited, Aug 28th 2009 4:08pm by Caes
#5 Aug 28 2009 at 1:10 PM Rating: Decent
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The fighting class will either be asking help from crafters or level up a crafting skill on their own!

Maybe lack of information or translation? Either way Caes, I hope you are right.

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#6 Aug 28 2009 at 1:14 PM Rating: Decent
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awesome... news.

I like and dislike that you depend upon a craft. It's good because this is totally making it a player driven economy. Too many economies are based upon ridiculous drop rates on super special gear, or buying it from the shop for an insane amount driving up prices on everything else to compensate.

I think they put a lot of thought into making things balanced this time around.

Edited, Aug 28th 2009 3:14pm by boriss
#7 Aug 28 2009 at 1:37 PM Rating: Decent
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I am confused on how we craft without fighting. How do we earn money for materials. If we don't fight we won't get drops/materials.

I see fishing is a possible way to make money for materials but to say never have to fight... baffles me even more.
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#8 Aug 28 2009 at 1:58 PM Rating: Decent
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I am confused on how we craft without fighting. How do we earn money for materials. If we don't fight we won't get drops/materials.


Same way we craft without fighting in XI? First guildleves should be profitable enough for everyone to get started on whatever craft they want to take up I guess.

Then they can buy materials from Disciples of Land, and the ball will start rolling!

Edited, Aug 28th 2009 9:58pm by Hyanmen
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#9 Aug 28 2009 at 2:19 PM Rating: Default
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This can only be good news if they can make crafting actually enjoyable. I don't see how anyone can actually like crafting if it is the way it is in FFXI. All you so is select the items and tell your toon to make it. The only thing that I can see bringing pleasure is the fact that you can make gil from selling crafts, but that still doesn't make crafting fun.

The only fun of crafting in FFXI comes from trying to get the materials needed to craft, which may require actual fighting to obtain.

If someone were to play the game just for the crafting aspect and not any of the fighting aspect, then they better make crafting **** fun to play. If the crafting system becomes as complex as the fighting system, then I can see a lot of interest in crafting.

Imagine needing a party of 6 high level blacksmiths all doing coordinated actions in order to forge one sword!
#10 Aug 28 2009 at 2:31 PM Rating: Decent
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I find it worrisome like many other here do. A MMORPG with strong crafting elements can be a good game, but no MMORPG has really done crafting well yet. For every MMORPG I've seen and read about, crafting has always been a mini-game and never a full game.

I see one possible outcome of this being that there will be a small minority of players who create primarily crafting characters--because these players truly enjoy crafting--and a large majority that pick combat classes because they wish to play was they see as the actual game. Those who pick combat classes will craft, but they'll do it because they are required to do so to suppor ttheir combat not because they enjoy that element.
#11 Aug 28 2009 at 2:35 PM Rating: Good
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It is worrysome. But if there's one company that I feel could pull it off, it's SE. Let's let them try, that's the only way to make it work after all ;).

Edited, Aug 28th 2009 10:35pm by Hyanmen
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#12 Aug 28 2009 at 3:24 PM Rating: Default
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/facepalm


Ok, so now to repair my armor I need to give it to someone, or level a craft to X level... yea, nothing is gonna get stolen at all...
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#13 Aug 28 2009 at 3:58 PM Rating: Decent
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sixgauge wrote:
Thanks for posting this..

Quote:
Tanaka: Since the weapons have durability this time around, you can't keep on fighting with the same weapon over and over. Crafting becomes an essential element of the game. The fighting class will either be asking help from crafters or level up a crafting skill on their own!

..but this kind of worries me a bit. The durability part sounds feasible, but I take the following to mean that you will need crafters to create a NEW item or you will need crafters to repair your item.


maybe weapons specifically are not very rare... so it won't be that big of a deal.. like... most of the super cool awesome items are in other equips such as like... powerup accessories you equip to your weapon or something (these wouldn't get damaged) just throwin it out there
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#14 Aug 28 2009 at 4:16 PM Rating: Good
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FYI: Info updated!
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#15 Aug 28 2009 at 4:16 PM Rating: Decent
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Quote:
It is worrysome. But if there's one company that I feel could pull it off, it's SE. Let's let them try, that's the only way to make it work after all.


Yeah like crafting in FFXI was so well implemented. Slow. Dull. Too many breaks even with superior crafting skill.
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#16 Aug 28 2009 at 4:18 PM Rating: Default
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Unless repairing armor/weapons is hella expensive, I won't be leveling any crafter job. Having armor/weapons that wear down is a guaranteed income stream but I only expect 10% or less to focus on it.
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#17 Aug 28 2009 at 4:19 PM Rating: Good
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Quote:
Yeah like crafting in FFXI was so well implemented. Slow. Dull. Too many breaks even with superior crafting skill.


Yeah, it's like they were trying to revolutionize the crafting of MMO's in FFXI and mix it with the main game instead of just making it a minigame. Excellent comparison.

These guys are creative when they want to be, that's what I've learned from 6 years of playing. It might be win or fail, but I very much doubt it'll be the same as what we've been used to.

Edited, Aug 29th 2009 12:20am by Hyanmen
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#18 Aug 28 2009 at 5:20 PM Rating: Decent
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Yay! confirmation that you can work on your own armor/weapons via the system :) when they said it would just cost money in an old interview that scared me, but no worries now~

And this whole "armor path with weapon" sounds really interesting. Sounds like it can add a lot of variety which is something we had be wondering about.

I can't wait for stupid TGS to get because common sense tells me it'll be TASTY ^.^

ty for finding this tidbit~

EDIT: thanks added

Edited, Aug 28th 2009 9:22pm by bleystrife
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#19 Aug 28 2009 at 5:52 PM Rating: Good
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Obiar wrote:
Unless repairing armor/weapons is hella expensive, I won't be leveling any crafter job. Having armor/weapons that wear down is a guaranteed income stream but I only expect 10% or less to focus on it.

Not necessarily. It wouldn't be too difficult to implement a service or trade system where a crafter could trade or "sell" durability to a fellow adventurer without actually transitioning ownership of the item.
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#20 Aug 28 2009 at 6:33 PM Rating: Good
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The Bardalicious of Doom wrote:
Not necessarily. It wouldn't be too difficult to implement a service or trade system where a crafter could trade or "sell" durability to a fellow adventurer without actually transitioning ownership of the item.


I too think SE has solved the trade problem/expanded it. So no one will get caught in a scam/ripoff. Your response made me think of being escorted to Jueno for the first time by a higher level player. There was 3 of us and it was a blast! (despite my 6 hour choco license shock).I see something similar for a trade services aspect for materials and repairing durability. Being escorted to dangerous lands and protected so the crafter can gather materials in return for crafting an item/items and repairing armor/weapons and hopefully upgrading with new abilities. After all the more items to craft the more chance for skill up. I loved crafting in FFXI. So I'm sure I will get bit by the bug again. I plan to offer the same trade services (hopefully) and have no problem synthing items for free (they have materials) or at discounted prices (I have materials) . The more chances for skill ups!
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#21 Aug 28 2009 at 8:49 PM Rating: Decent
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From an Interview wrote:
However, there will be some things a Blacksmith simply cannot do, and if you wish to travel to the deepest, darkest recesses of a dungeon, you may need some front line jobs to back you up. This is where the weapon durability system comes in. While crafters need tough fighting jobs to help them, those same fighters need Blacksmiths to repair their weapons.


It would seem that a crafter would become an essential part of a party, just as a healer or tank. Only the crafter's role would be to keep the party's gear repaired?
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#22 Aug 28 2009 at 9:02 PM Rating: Excellent
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Quote:

It would seem that a crafter would become an essential part of a party, just as a healer or tank. Only the crafter's role would be to keep the party's gear repaired?


This is not something I had thought of, and definitely an interesting possibility. Personally, I'm more inclined to think that the degradation of armor will be slower than that, making armor repair a thing of after-dungeon work. But it does bring up some interesting points. "White Mage for armor" may well not be too far fetched. I wonder if we'll see some sort of support "Red Mage for armor" sort of thing as well if this is the case? Something like enemy defense degradation, causing weapon malfunction.... Personally I'm not holding my breath, but it is a fascinating possibility.

It brings up all sorts of ideas for non-conventional party roles (still support, but spun in a way I, at least, have never seen before).

Edited, Aug 29th 2009 1:03am by Hulan
#23 Aug 28 2009 at 10:24 PM Rating: Good
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Allegory wrote:
I find it worrisome like many other here do. A MMORPG with strong crafting elements can be a good game, but no MMORPG has really done crafting well yet. For every MMORPG I've seen and read about, crafting has always been a mini-game and never a full game.

I see one possible outcome of this being that there will be a small minority of players who create primarily crafting characters--because these players truly enjoy crafting--and a large majority that pick combat classes because they wish to play was they see as the actual game. Those who pick combat classes will craft, but they'll do it because they are required to do so to suppor ttheir combat not because they enjoy that element.


I think SE is going to be that MMORPG that is going to bring that strong crafting element your looking for. Not everyone is going to craft to keep up with their combat requirements. Some are going to craft out of pure greed, some will not speak English!!! And some people will buy Gil from them...And some like myself will be a High Fashion Lalafell Tailor by day and a twisted Black Mage by night. Seriously believe it or not a lot of people enjoy crafting. The way the system seems you will be able to do what you enjoy in a awesome way. And your right three are going to be that small minority that just lvl crafting and nothing else, but I guarantee it's not because of the joy of crafting, it'll be for the joy of RP. Or an Alt..... =P
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#24 Aug 28 2009 at 11:13 PM Rating: Good
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The more I hear about FFXIV the more it reminds me of SWG before they F*@$&'d everything up. I'm looking forward to seeing how it turns out :3
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#25 Aug 28 2009 at 11:20 PM Rating: Default
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So no more NM/HNM camping? That is very very dissapointing.
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#26 Aug 28 2009 at 11:26 PM Rating: Good
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I too will miss the sit-and-wait game. But I think I found the solution! Find out if your local DMV has free wifi!
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#27 Aug 28 2009 at 11:29 PM Rating: Excellent
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Cirvantes wrote:
So no more NM/HNM camping? That is very very dissapointing.
Good riddance. It's most of the reason I couldn't stand XI once I got to 75.
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#28 Aug 28 2009 at 11:33 PM Rating: Good
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Wait, wait, wait... I just matched the avatar with the name.

Zackary is a girl? Or is this some inside joke that developed under my radar?
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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 28 2009 at 11:37 PM Rating: Good
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Kachi wrote:
Zackary is a girl? Or is this some inside joke that developed under my radar?
*this*
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#30 Aug 28 2009 at 11:58 PM Rating: Default
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Zackary wrote:
Cirvantes wrote:
So no more NM/HNM camping? That is very very dissapointing.
Good riddance. It's most of the reason I couldn't stand XI once I got to 75.


I really liked HNM camping. It really made endgame have a community feel to it. And there were always instances like Dynamis for people who didn't like this aspect of endgame. I don't think it's fair to those of us who enjoyed NM camping to totally take it out of the game and force us into instancing.
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#31 Aug 29 2009 at 1:27 AM Rating: Default
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Quote:
* Short guild leves are developed for those who do not have much time.


So, the people that don't have much time won't be able to do all other guild leaves that requires more then 30 min or/and requires more people then one? Intresting.


Quote:
HNM guild leaves are being developed for large groups and are being considered to be implemented in the game at launch. (HNMs confirmed?!?!)


Nice :D, Endgame will almost be same as old FFXI ?


Quote:
* Aside from just items and money, NM(Notorious monsters) may present rare item drops in Guild leves.


5% droprate ;D ?

Edited, Aug 29th 2009 5:32am by Maldavian
#32 Aug 29 2009 at 1:59 AM Rating: Default
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Quote:
So, the people that don't have much time won't be able to do all other guild leaves that requires more then 30 min or/and requires more people then one? Intresting.


Obviously.

Quote:
Nice :D, Endgame will almost be same as old FFXI ?


FFXI endgame structure is good, I hope they bring it back without the f*ck ups from zilart era.

Quote:
5% droprate ;D ?


Do troll some more, it's entertaining.

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#33 Aug 29 2009 at 3:17 AM Rating: Decent
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Kachi wrote:
Wait, wait, wait... I just matched the avatar with the name.

Zackary is a girl? Or is this some inside joke that developed under my radar?
You don't OOT nearly enough to get it.

PS: I could have swore I posted a picture of myself in my 10k thread in SAM forums. But I went and looked and apparently not. Smiley: bah

Edited, Aug 29th 2009 8:55am by Zackary
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#34 Aug 29 2009 at 10:33 AM Rating: Good
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I haven't OOT'd in years. There was a year or so when I posted there all the time, but somehow no one ever seemed to remember me anyway (except for the ****** The ***** always remember.) Same thing happened in the general FFXI forum, which eventually lead to my current sig.

Anyway, I lurked, I learned, and we are not amused.
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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.
#35 Aug 29 2009 at 11:01 AM Rating: Good
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/facepalm


Ok, so now to repair my armor I need to give it to someone, or level a craft to X level... yea, nothing is gonna get stolen at all...

I'd only let someone I trust do it, like a friend or family member that plays alongside me.

Outside of that, I plan on leveling fishing and cooking alongside each other. Depending on how food works in this game, I plan on trading food for equipment repair.
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#36 Aug 29 2009 at 12:37 PM Rating: Good
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I think they will make it kinda like WoW with trading so that there's a "non trading" windows where you can put armor in to modify it without handing out the actual item. If they're going to add a materials windows in that system it would be golden! No risk at all then^^
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#37 Aug 29 2009 at 12:56 PM Rating: Good
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Its possible that you dont actually have to "TRADE" the item TO a person for it to get repaired.

It could just show up in a mutual window, and repaired there, and no actual exchange of equipment needs to happen.

Perhaps repairing of equipment will literally be an "Ability" and cost AP or MP.
So you'd actually "cast" the repair-spell on someone?
#38 Aug 30 2009 at 8:10 AM Rating: Good
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Am I the only one uncertain about the whole lack of auto-attack thingie? And the whole combat system in general. I'm not sure how I'd feel having to constantly use abilities in battle. Sure grinding gets pretty mindless when its just engage -> kill -> next. But then with this system it's more like engage -> ability/ability/ability/ability -> next. Could get tedious if you're say, trying to farm some crafting materials on squishy-weak mobs.

I guess if they are hot-keyed to say 1,2,3,4,5 without needing ctrl/alt it might be a-ok. Say make 5 your relatively "neutral" low-cost low-timer damage move (the first you get most likely) and just spam that on stuff. The only worry is we basically lose haste-stacking. Even if you maxed haste it'd still depend on how many times you can mash a button compared to FFXI where you reach 80%, sit back and enjoy the pure carnage.

Really it's far too early to tell, but knowing video games in general I'm sure it'll be fine in the end. Perhaps take a bit of getting used to. I certainly am interested in crafting this time around, I hope it becomes feasible to level a craft alongside an appropriate job to be self-sufficient. Opens up a whole world of RPing value as well.
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#39 Aug 30 2009 at 9:42 AM Rating: Decent
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I guess if they are hot-keyed to say 1,2,3,4,5 without needing ctrl/alt it might be a-ok. Say make 5 your relatively "neutral" low-cost low-timer damage move (the first you get most likely) and just spam that on stuff. The only worry is we basically lose haste-stacking. Even if you maxed haste it'd still depend on how many times you can mash a button compared to FFXI where you reach 80%, sit back and enjoy the pure carnage.


I thought it had been mentioned that there was a sort of timeline on which you could queue up commands. This way weapon speed and other factors would still play a role. You could queue up your next few commands and then take a look at what's going on, maybe cancel your most recent and then set it to something else. Perhaps there would be a way to interrupt your queued commands in case you need to do something now in an emergency. This is what I envisioned when the first information about the battle system came out. This is the only way I could see them doing it without auto attack.
#40 Aug 30 2009 at 9:51 AM Rating: Decent
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I thought it had been mentioned that there was a sort of timeline on which you could queue up commands. This way weapon speed and other factors would still play a role. You could queue up your next few commands and then take a look at what's going on, maybe cancel your most recent and then set it to something else. Perhaps there would be a way to interrupt your queued commands in case you need to do something now in an emergency. This is what I envisioned when the first information about the battle system came out. This is the only way I could see them doing it without auto attack.


Sorry for the double post, but I had an interesting thought. Seeing your own queued commands would be necessary, but seeing what your party has queued up would be very interesting, especially if certain techniques feed off of each other. I'm not just talking skill chains, I mean if a certain technique were to make enemies more vulnerable to fire magic for the next ~5 seconds, then you could strategically queue up commands without relying on catching some rolling text in the chatlog. The whole system would be a lot more involved, and require more strategy than a boring auto-attack. Every class would require strategic, skilled players instead of just needing somebody who has great gear.
#41 Aug 30 2009 at 10:09 AM Rating: Good
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Cirvantes wrote:
Zackary wrote:
Cirvantes wrote:
So no more NM/HNM camping? That is very very dissapointing.
Good riddance. It's most of the reason I couldn't stand XI once I got to 75.


I really liked HNM camping. It really made endgame have a community feel to it. And there were always instances like Dynamis for people who didn't like this aspect of endgame. I don't think it's fair to those of us who enjoyed NM camping to totally take it out of the game and force us into instancing.




I don't think it will take the community feel out at all. Just the wait time. You'll still need a community of people to get the task done. And if you REALLY want to sit around and do nothing you can sit around town if you want. Otherwise, you and your group can spend your time together productively.
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#42 Aug 30 2009 at 1:13 PM Rating: Decent
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Durability sounds iffy. Either it means there won't be a tank class in XIV, or it means nobody but the rich will be interested in leveling it (and that would mean it would be harder to find a tank in XIV than XI, which people complained a lot about)

That or your armor breaks from casting spells like cures also.
#43 Aug 30 2009 at 1:20 PM Rating: Decent
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Quote:
Am I the only one uncertain about the whole lack of auto-attack thingie? And the whole combat system in general. I'm not sure how I'd feel having to constantly use abilities in battle. Sure grinding gets pretty mindless when its just engage -> kill -> next. But then with this system it's more like engage -> ability/ability/ability/ability -> next. Could get tedious if you're say, trying to farm some crafting materials on squishy-weak mobs.


I'm hesitantly trusting them to make the battles appropriately strategic. i.e., the same strategy will not work for every mob, not even every mob of the same type. Hopefully it won't be like FFXI where a crappy AI could play your job just as well as you because there's a pretty simple routine to it.
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#44 Aug 30 2009 at 1:46 PM Rating: Excellent
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Quote:
/facepalm


Ok, so now to repair my armor I need to give it to someone, or level a craft to X level... yea, nothing is gonna get stolen at all...


1.) Open trade window.

2.) Place item in "will not be traded section."

3.) Place x ammount of gil in trade for services rendered.

4.) Crafter tink tinks item in his trade window.

5.) Close window, armor is repaired.

6.) Thank each other and step away.

There will be no theft, this problem was remedied many years ago by other game developers.
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#45 Sep 01 2009 at 2:36 PM Rating: Decent
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It all depends on the rate of durability degradation.

Bearing in mind that SE is designing FFXIV for casual players, I would assume that the rate is not so drastic that a crafter would be required after each battle (with the exception of NMs or HNMs, which might be coded to reduce durability faster such that a crafter is needed on standby in an alliance).

I hope they make the interface for crafting interaction convenient e.g. like a "looking for party" sign, you could either indicate you require [cloth/wood/metal/insertcraft] crafting services, or are offering such services. This would drastically lower the amount of unproductive shouting around town/dungeons.

For example, if you were a Paladin, you would flag up for smithing repairs, and perhaps you could list your gear in a "repair bazaar", so that any smith could come up, check your bazaar and repair items for you, without the hassle of having to trade items.
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#46 Sep 02 2009 at 4:31 AM Rating: Decent
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Displace's interview wrote:
* Sundi wants to expand the GM team from FFXI to help with the beta of FFXIV.

* The Special Tast Force will be back for FFXIV, and use of SE security tokens may become required.


I'm honestly amazed no-one has picked up on this, unless you're all kind of blanking it out like I am. Still, you never know, the GMs might get an overhaul for XIV.

BAHAHAHAHAHAHA

Edit= Quote phail D:




Edited, Sep 2nd 2009 12:32pm by MBSE
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#47 Sep 02 2009 at 10:12 PM Rating: Good
Well I'm one of the people who is seriously considering being a crafter main. >:)

Having a character that is a legendary crafter and skilled tradesman just sounds awesome. Hopefully you can sign your equipment you make, that is a *must*.

Hopefully, they also add a lot more customization into crafting, a variable quality level a little more in-depth than just the random +1 chance. For instance, maybe 1% faster attack, or +1 damage, etc.

Maybe even the ability to really make custom equipment if you have the materials.

For instance, first you decide the weapon type you want to make, then you decide the material to form the damage, speed, skill level etc, then you can add, say a fire crystal, that adds fiery damage, or maybe some rare parts of some mob for some +dex boost, etc etc.
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