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Dengeki (9/25) - InterviewFollow

#52 Sep 12 2009 at 9:00 AM Rating: Decent
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[quote](camping, perhaps) is very important in this game. ************ my life. Lost hope, GO!
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#53 Sep 12 2009 at 11:01 AM Rating: Decent
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Elmer wrote:

With Aetheryte and Warp Points handling so much of the traveling, it might not make sense to have Chocobos just be straight up mounts. In XI, you could ride and dig from the start, but other Chocobo activities came later, such as raising and racing, so even then it wasn't all decided from the get-go. They just don't have a solid plan to share yet, or perhaps are just rationing their information.


I think they should allow us to mount black Chocobos this time. It would be cool to fly over the landscape and maybe even useful for reaching certain areas not able to be teleported to directly. Chocobo knight would be another good idea. Most people in FFXI wanted that class already and Chocobo knight could be a recon class in long drawn out fights. It would work like a DRG+wyvern in FFXI. If your mount loses enough HP, re runs off though and you're basically a knight for a short time.

#54 Sep 13 2009 at 4:07 AM Rating: Good
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Crafters will have other unique abilities, such as being able to add their own colors or patterns to the equipment they make.


Now thats sweet!
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#55 Sep 13 2009 at 3:13 PM Rating: Excellent
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I guess SE finally indicated how they will force people into party play - by potentially allowing unlimited guildleve 'quests' (that is, you can do as many as you like if you join quests which someone else has initiated). The limit per person makes sense for the casual gamer since they wouldn't have time to do so many anyway, and it also forces the more dedicated players to meet new players if they want to maximise achievements (hence, you won't see linkshells/guilds monopolising events).

I hope they have a good macro builder to input standard skill combos/chains, otherwise constant button mashing for farming or 'exp' could get tiring very quickly...as someone already stated, communication will be tough if everyone is too busy pressing buttons.

The other issue is the balancing mechanism for being able to change jobs anywhere...this should at least mean that various NMs will probably have different modes, so that the tactics will constantly shift. If so, I hope the inventory system is robust enough to cope with having to carry multiple sets of equipment for multiple jobs!
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#56 Sep 13 2009 at 6:26 PM Rating: Good
Actually what I gather from this is not that any guildleves will be soloable, but that you start one, join up with other people to complete it, and have your own unique goal as part of the party.

They shared for instance that some crafter guildleves might involve going into a dungeon for which they might need the help of a combat class, and some combat class guildleves might involve escorting crafters.

So what I gather from this is that you can only get credit for doing a certain amount of your own tasks, but you can always join parties to help other people finish their own.
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#57 Sep 13 2009 at 6:48 PM Rating: Good
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Zackary wrote:
Quote:
(camping, perhaps) is very important in this game.
@#%^ my life. Lost hope, GO!


Elmer wrote:
Tanaka didn't mention camping and that was a personal comment that translator decided to throw in.
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#58 Sep 14 2009 at 2:31 PM Rating: Decent
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The guildleve limit on "quests" reminds me of Atlantica Online's system of "stamina" - after gaining a certain level, you could only initiate half the number of battles you could per day previously, however, the battle limit per day could be extended by partying up with more players and "sharing" their battles.

Quote:
Guildleve is basically the daily life of an adventurer in Eorzea. First, the player goes to an adventurer's guild where they can take on a number of Guildleves. Then they gather at the Aetheryte with other adventurers or go it solo.


It makes sense that a casual gamer should be able to solo some of the guildleves. It would be ridiculous if you weren't rewarded for assisting/joining another character's quest, otherwise, why would you bother (aside from being nice)?

I just hope they have enough variety that the solo quests aren't simply limited to fedEx styled quests and provide modest rewards i.e. create soloable NMs with similar gear as a HNM quest, but with slightly lesser quality rewards (e.g. think of it as getting a NQ drop vs a HQ drop, perfectionists/elitists will aim for the white box whereas average player can be happy with NQ).

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#59 Sep 15 2009 at 10:16 AM Rating: Decent
If you're going to have to have others repair your equipment, does that mean Rare/EX is going away? Cool.

Or maybe there's just a way for them to repair it while you're still wearing it.
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#60 Sep 15 2009 at 10:36 AM Rating: Decent
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Master KigerShinobi wrote:
If you're going to have to have others repair your equipment, does that mean Rare/EX is going away? Cool.


How did you reach that conclusion?
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#61 Sep 16 2009 at 10:24 AM Rating: Good
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communication will be tough if everyone is too busy pressing buttons.


You mean like how it is in FFXI for every job but the melee classes?
I've had to constantly press buttons leveling RNG, COR and RDM and was still able to communicate.

You end up deciding what is more important, telling others what to do or hitting your spell/ranged attack/job ability macro. Of course that's also why I've hated finding reps for these jobs while still fighting. It's not like you have a lot of time to search for and communicate to others when everything you do requires a macro press.

Nonetheless, its been part of FFXI since its inception, its just going to apply to all jobs rather than just ranged/mage jobs.
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#62 Sep 16 2009 at 10:33 AM Rating: Default
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maybe they will have like... an autobot feature... something that will let you go afk for a maximum of 5 minutes per 24hour period or something (to prevent abuse) it would be a basic "target -> party leader's target -> engage and auto attack.
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#63DuoMaxwellxx, Posted: Sep 16 2009 at 12:43 PM, Rating: Sub-Default, (Expand Post) why does this sound more like guild wars or WoW than FF? sooo the crystals teleport you to every area you wanna go, instead of you having to walk, run, choco, airship or sail there? that kinda makes the exploration aspect a lot less fun.
#64 Sep 27 2009 at 3:12 AM Rating: Decent
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Man, I can't believe they are going to continue polishing the graphics.. The game already looks stunning!
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#65 Sep 27 2009 at 6:33 AM Rating: Decent
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DuoMaxwellxx wrote:
why does this sound more like guild wars or WoW than FF? sooo the crystals teleport you to every area you wanna go, instead of you having to walk, run, choco, airship or sail there? that kinda makes the exploration aspect a lot less fun.

you get all these quests from crystals instead of NPCs? thats not fun either


I'm thinking you'll have world travel much the same as FFXI. But when you get to the towns or outposts they will have crystals that trasport you to the guildleve areas.

Think of it like assault mission gates.
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#66 Sep 27 2009 at 7:42 AM Rating: Decent
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...with perhaps a single "area" in FFXIV being equivalent to the size of a full region in FFXI.


That's what I like to see.

And dammit show us some human female already...

Edited, Sep 27th 2009 11:59am by ChargingFattyTuna
#67 Sep 27 2009 at 8:05 AM Rating: Good
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I'm confused. The thread says (9/25) but the article was from 2+ weeks ago.
#68 Sep 27 2009 at 8:19 AM Rating: Excellent
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Quote:
I'm confused. The thread says (9/25) but the article was from 2+ weeks ago.


4 weeks ago actually.
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We really want to compete against World of Warcraft and for example the new Star Wars MMO.

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