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#1 Feb 10 2010 at 9:57 AM Rating: Decent
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I've been back into FFXI recently, only this time I've been playing mage jobs (never touched a mage when I used to play.)

As such, I've been trying to learn the elemental wheel, or whatever you call it, learning what is weak/strong to what.

So I'm wondering, as for elemental properties, weaknesses, and even methods of aggro and stuff, all of us FFXI players (which is a large target audience for FFXIV) know this stuff inside and out. Do you think SE will keep the same setup in FFXIV?

What if all of a sudden Ice was weak to Thunder!? That would be confusing. What if Orcs (or their FFXIV equivalent) aggro'd to magic??!?

Thoughts?
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#2 Feb 10 2010 at 10:26 AM Rating: Excellent
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Well they have already stated that they want the weather to affect the players and what they do. This was previously in FFXI aswel, so it would be safe to assume that the elemental wheel would make a return to some extent.

As for Mob behaviour? Well, we need more information, just by watching some of the in game footage already released they behave differently and I read that the Beastman type will consist of their own parties. Maybe roaming around like Formors? Who knows.

I just wish they would release something official that we can get our teeth into, instead of tiny pieces in interviews :(
#3 Feb 10 2010 at 10:41 AM Rating: Decent
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I'd be very surprised if they changed elemental properties. Most of this stuff goes back much further than FFXI, so to change it now wouldn't make sense.
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#4 Feb 10 2010 at 12:18 PM Rating: Good
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SE actually said in a recent interview that Mob aggro will be similar to FFXI as well as some new types of aggro.

Quote:
Q:Will monsters behave similarly to FFXI, with Active and Passive types, different ways to sense players, linking, and all that?
A:Of course, there will be many monsters romping around in field zones. The behavior elements from FFXI will be used again, but there will also be other unique elements the can determine a monster's behavior, like herd mentality or environmental factors.


Also, They will certainly be bringing back many things that will be considered "staples" of final fantasy MMO's in my opinion. Things that will pretty much never change no matter how many MMORPG's SE tries to make. Among those things are elemental effects, aggro types, certain mobs (such as mandragora), Chocobo's as mounts, and probably dozens of other things. They will want their games to have that "Final Fantasy" feel, just like most other video games with sequals.
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#5 Feb 10 2010 at 12:51 PM Rating: Excellent
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Arestia wrote:
Also, They will certainly be bringing back many things that will be considered "staples" of final fantasy MMO's in my opinion. Things that will pretty much never change no matter how many MMORPG's SE tries to make. Among those things are elemental effects, aggro types, certain mobs (such as mandragora), Chocobo's as mounts, and probably dozens of other things. They will want their games to have that "Final Fantasy" feel, just like most other video games with sequals.


They've actually been hinting that chocobos will not be mounts. They said something along the lines of "Chocobos will return, but will have a new role, now wait 8 months to see what we mean!"

I think they even used the word "vehicle" during an interview. So who knows. SE is known for throwing out unexpected twists.

Edited, Feb 10th 2010 12:51pm by Hydragyrum
#6 Feb 10 2010 at 4:57 PM Rating: Decent
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mess around with the elemental thing would be stupid, coz it actually make sense in RL
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#7 Feb 10 2010 at 6:32 PM Rating: Excellent
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I hope they keep the complexity of the elemental systems and whatnot intact. Those things added a lot of depth to FFXI and set it apart from other games. I really wish the days had more effects on elemental properties than they did, though.
#8 Feb 10 2010 at 8:49 PM Rating: Excellent
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Just so long as Blizzard and Thunder elemental spells aren't the only ones I'm using, I'll be satisfied.
#9 Feb 10 2010 at 10:35 PM Rating: Default
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Quote:
What if all of a sudden Ice was weak to Thunder!? That would be confusing. What if Orcs (or their FFXIV equivalent) aggro'd to magic??!?


And what if FFXIV requires you to play with your keyboard upside down?

Why care if things are different than FFXI? It's XIV, not XI-2

Edited, Feb 10th 2010 11:36pm by jpenguin
#10 Feb 11 2010 at 5:42 PM Rating: Default
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Those of us who are all about some ffxi and want a smooth transition from nipple to bottle of course, why else would such a question arise? just because its a entirely new game doesn't meant the fan base wants it to be totally different.

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#11 Feb 12 2010 at 9:47 PM Rating: Decent
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FFXI defeats the WoW.
WoW falls to level 1.


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#12 Feb 13 2010 at 2:31 PM Rating: Decent
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I agree that elemental strengths/weaknesses should play a bigger role, especially during combat. Thundaga 3 shouldn't be the end-all be-all spell to cast on everything not resistant to lightning.
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#13 Feb 13 2010 at 10:34 PM Rating: Decent
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While I'd like to see the elemental wheel return to FXIV, because it is somewhat of a staple to the FF series, I'd like to see it become far, far more nuanced or barring that reduced in importance.

Elemental wheels have been a strategic crutch for many RPGs. They appear to add a strategic element to the game, but the vast majority of the time they don't. It's a rock, paper, scissors game where you opponent (the mob) can only play one type of hand. The crab is a water type mob, he will be a water type mob throughout the whole fight, and every crab in the area you fight will be water type. There's no thinking or strategy in using lightning. It's far, far too obvious.

I just hope that if the elemental wheel is a significant part of the game that it is made vastly more complex and not... something a six year old could figure out in 5 minutes.
#14 Feb 13 2010 at 10:38 PM Rating: Good
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I hope they keep the elemental wheel. In fact, I think they should make it the standard in the offline games, too. It's the most logical and interesting system they've used. A bit complicated maybe, but learning it once is easier than starting a new game and finding out they've arbitrarily changed all the relationships for the tenth time, so now lightning and ice are opposed for some reason.

I haven't thought about it for two years and I didn't play mages very much, but I still remember that wheel. Water quenches fire, fire melts ice, ice blocks wind, wind erodes earth, earth grounds lightning, lightning zaps water. The only one that's a bit of a stretch is Ice > wind, and even that works well enough.

Edited, Feb 13th 2010 10:53pm by Borkachev
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