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New leaked Famitsu info!Follow

#52 Mar 10 2010 at 10:20 AM Rating: Good
Louiscool wrote:
Kippen wrote:

Cyberbeing wrote:
If someone knows Japanese and wants to give a better translation, go for it.

敵を逃走させるアビがある

I read this as "Archers have an ability to make enemies run away."


"Abi have escaped to the enemy." I still think this is flee, but it's vague.
The proper translation is: "[archer] has an [job] ability that gives them the capability to escape from the enemy"

Japanese minor in action />_>/


I'm guessing it's hide instead, to capability to "run away"/"flee" from the enemy would more likely be 逃げせる.
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#53 Mar 10 2010 at 10:22 AM Rating: Excellent
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boriss wrote:
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MP will not auto-refresh. You will have to be careful with how you manage MP. There will be ways to gain MP


lolwut?

Seriously IMO this was FFXI's biggest downfall. It was the same with Morrowind and Oblivion, they added it because clearly it was needed. Basically if you have to buy spells again and/or mp regen items/pots are garbage again this is a double hit to casters.

Personally not having active regen now is a fail, it's a limitation of older games that is why it doesn't exist. I am very disappointed with hearing this and makes me want to play a caster even less.

You're making a lot of assumptions. There are lots of ways you could gain MP without auto-refresh. The Refresh spell could return, and for all we know it could be five times more powerful in this game. Aspir could be super-powerful. Recovery items could be cheap and plentiful. Gardeners might constantly dig up useful items. Or they could bring back some of the neat ways you gained MP in FFXII, like by doing damage, taking damage, or killing enemies. Any of these are more interesting than the standard hang-around-and-wait-for-MP system.

I think the one thing we can be sure of is that, since it's a roaming battle system, we won't have to sit and rest anymore.

I thought this was all great information. Especially the bit about Horticulturalists... I think that's the first hint we've gotten about the roles non-combat classes might have in combat.
#54 Mar 10 2010 at 10:25 AM Rating: Good
I'm hoping SC recovers mp/hp
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Winston Churchill wrote:
Criticism may not be agreeable, but it is necessary. It fulfills the same function as pain in the human body. It calls attention to an unhealthy state of things
#55 Mar 10 2010 at 10:29 AM Rating: Good
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Thanks Cornith for early translation, first post edited for a little more info. Although it seems obsolete now that famitsu put up their official pictures and text.

Edited, Mar 10th 2010 8:29am by Zerxion
#56 Mar 10 2010 at 10:35 AM Rating: Decent
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#57 Mar 10 2010 at 10:36 AM Rating: Good
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#58 Mar 10 2010 at 10:40 AM Rating: Decent
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Once FF13 released... the mountain of infos and screens of the last 2 and so months finally arrived.. :D Those lalafel mages are pretty awesome. °_°
#59 Mar 10 2010 at 10:48 AM Rating: Decent
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No wonder they say positioning is important. Cone AoE, Circular AoE, etc.

Really hate to be tanks this time round (>....<

AoE cray softies = Nightmares for crowd control.
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#60 Mar 10 2010 at 10:48 AM Rating: Decent
Did anyone notice under Lancer it says something like:

The lancer can strike an enemy and grant the party TP!!
#61 Mar 10 2010 at 10:59 AM Rating: Decent
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This info is mostly pleasing. xD

The only thing I'm disappointed about is the 6-8 man typical party. I thought they were gonna focus on smaller groups. :(

PS. Archers good as soloing...**** YES.
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#62 Mar 10 2010 at 11:17 AM Rating: Default
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Quote:
You're making a lot of assumptions. There are lots of ways you could gain MP without auto-refresh. The Refresh spell could return, and for all we know it could be five times more powerful in this game. Aspir could be super-powerful. Recovery items could be cheap and plentiful. Gardeners might constantly dig up useful items. Or they could bring back some of the neat ways you gained MP in FFXII, like by doing damage, taking damage, or killing enemies. Any of these are more interesting than the standard hang-around-and-wait-for-MP system.

I think the one thing we can be sure of is that, since it's a roaming battle system, we won't have to sit and rest anymore.

I thought this was all great information. Especially the bit about Horticulturalists... I think that's the first hint we've gotten about the roles non-combat classes might have in combat.


well yeah what else am i supposed to do?

Honestly though, you didn't quote all my message i stated i could be making a big deal out of nothing, which i hoped for.

From the bland information recieved it sounds like it sucks for mages to do anything. Getting MP for being hit or taking damage is completely situational and not very good. You have low mana, you take damage, you heal yourself and are kind of back to where you were. Mages have low hp usually too, you shouldn't depend on being hit to thrive. Refresh would be pointless and basically make a job like redmage needed only for refresh again(as that was mainly why people wanted them). I personally don't want 1 job to have a game dependant spell like before that others need in order to avoid doing something like resting over and over. The killing enemies sounds interesting but sounds a little too much like God of War for me, it might be implemented in a cool way but i find active regen serves an excellent purpose and doesn't make a game seem too unrealistic(in terms of the view of a game of course).

I don't know how they will fix this or what they have up their sleeve, needless to say it might be interesting or it might be flamed down until something more community friendly is accepted... we will see with the beta.

Edited, Mar 10th 2010 10:18am by boriss
#63 Mar 10 2010 at 11:31 AM Rating: Good
Elezen F are still stacked lol
Elezen F
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#64 Mar 10 2010 at 11:37 AM Rating: Decent
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Did anyone notice they didn;t use any Mitoque in the pics (>...>

I bet they trying to get more peeps to play other races. Namely "badass" Lalafell
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#65 Mar 10 2010 at 11:43 AM Rating: Decent
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Galka really doesn't look like a fatty anymore o.O
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#66 Mar 10 2010 at 11:44 AM Rating: Good
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If regular attacks are AoEs with some jobs, then pts are going to be KILLED as well as the mana pools.
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#67 Mar 10 2010 at 11:54 AM Rating: Default
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I'm disappointed by the news of wandering parties. I firmly believe that the combat system should be engaging enough that you don't need to constantly be running around to avoid boredom. Usually I play an MMO to relax after work, and the games with contstantly moving parties just feel tiring and unnecessary. Not to mention the fact that zones in a game with wandering groups can support fewer number of players because they are more likely to run into each other and cause problems.

I'm not sold on the possibility of eight player parties either. I played in Vanguard's early beta when they had eight player groups and it was extremely hectic and hard to keep track of everyone. Six members has always felt like the right number, unless several of those extra members are going to be sitting on their behinds cooking or crafting weapons and not getting in the way.

Edited, Mar 10th 2010 12:58pm by Calispel
#68 Mar 10 2010 at 12:22 PM Rating: Good
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It could simply be a party of a smaller size is incapable of handling the content.
The metrics of the game aren't chosen arbitrarily, they're a hard won victory over thousands of spreadsheets over the course of years. Chances are, 6-8 is the number of players they've "balanced the game for". It's not something to just offhandedly ignore.

Remember folks, it's all about the Guildleve system now.
Tanaka's been saying since Gamescon that he wants that to be the core method of progressing your character. It's not as simple as trying to find the crabs and colibri of the game so you can make a group with less.

The problem here is that the guildleve system allows for some form of combination. This is good, because being able to combine multiple guildleves means your pool of viable members is wider. But it's also bad because the most logical iteration of this (two people + two guildleves = duo-able content) apparently isn't the case. It seems it ramps from soloable content right up to 6 player content. Depending on how much of a pain it is to find a group, a small collection of 2-3 players might just say '***** it' and go their separate ways.

Also; that's why your "wandering". Because in camp-based progression, your objective is the mobs themselves, so you never have to move. In Quest-based progression your objective isn't limited to that, especially if group play is all about combining multiple objectives, so your constantly on-the-go.

Edited, Mar 10th 2010 1:26pm by Zemzelette
#69 Mar 10 2010 at 12:22 PM Rating: Decent
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You say that there may be no light and dark elements but in one of the pictures found in the links, there is an elemental circle encircled around a mage-type job and sure enough, the bottom and top picture seems to represent light and dark.

The bottom image has the character for "Hikari" 光 for certain but my ridiculously limited Japanese cannot figure out what the top one is.
#70 Mar 10 2010 at 12:26 PM Rating: Good
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Quote:
I'm disappointed by the news of wandering parties.


I suppose I can see your point of view, especially if FFXI is the only MMO you've ever played (I'm not assuming, I'm just saying if that's the case, it would make even more sense).

For me though, I am encouraged by that particular piece of news. For me, I started off my MMO "career" playing Ragnarok Online -- and if you were in a party, you were always on the move. Staying in one particular place for hours was unheard of, it just didn't work either considering enemies would spawn just about anywhere.

FFXI was a real change for me, the whole 'Sit here for 3 hours while we pull monster after monster back to camp' -- then I got into World of Warcraft which, like Ragnarok Online, put you in-motion quite a bit of the time. In WoW if you are partied up you are probably always moving forward in an attempt to reach a goal, often you need to fight your way to a location in the first place in order to get a goal completed / get an item / kill a boss / etc. Always moving forward, at any rate, and then fighting your way back out.

So with WoW and RO under my belt, my thoughts on this subject are positive... however, if people are FFXIers-only, I can see how this would be quite the change.

I'm looking forward to being able to play an FFXI-style game with mechanic characteristics of games of other MMOs.. I think it's going to be fantastic. Thoroughly going to enjoy what they've come up with I think!
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#71 Mar 10 2010 at 12:30 PM Rating: Good
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/em lights the Elmer signal.

♪Dananananana♪ Batman Elmer!

Edited, Mar 10th 2010 1:31pm by CupDeNoodles
#72 Mar 10 2010 at 12:31 PM Rating: Good
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I am overcome with joy in response to pretty much all of this news.




also oh god lalafell I need it

Edited, Mar 10th 2010 10:52am by Kirbster
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#73 Mar 10 2010 at 12:33 PM Rating: Decent
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#74 Mar 10 2010 at 12:48 PM Rating: Good
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KPBeta wrote:
You say that there may be no light and dark elements but in one of the pictures found in the links, there is an elemental circle encircled around a mage-type job and sure enough, the bottom and top picture seems to represent light and dark.


If I'm looking at the screenshot you are in that link, then there are 6 elements around the mage where there's a purple one above him and white below him. I dont speak Japanese but to me they look more like Thunder & Ice. They also share the same colors as FFXI.
#75 Mar 10 2010 at 12:58 PM Rating: Good
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http://www.famitsu.com/image/7130/fCB4S66mL713x6T4Mtu4iTK6I8j84d6d.html
Looks like a cone-shaped area-of-effect spell. Neat. That's one way positioning will be important. You'll have to round up the enemies into the right shape and cast from the best location.

http://www.famitsu.com/image/7130/BPCIw33CeAcVgSNXtkMHuq4RqDNHYPvz.html
The new element chart. I can't read it, but it looks to me like they're going with opposed elements instead of a wheel. It's definitely not the same as XI's, anyway. A shame.

http://www.famitsu.com/image/7130/PN3WEq36j5bGvMQx6hG7n6O5IItti4Q2.html
Area-of-effect axe attack?

http://www.famitsu.com/image/7130/OYT2xi2a18kOa7B2f3Go9E43g9ze7ZC4.html
Looks like three different combat stances to me. Offensive and defensive, but what's the top one?

I'm definitely looking forward to finding out what all of this - stuff - means. Seems there's going to be an absolute **** ton of information coming out of these photos. About time, too.
#76 Mar 10 2010 at 1:11 PM Rating: Excellent
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Quote:
If I'm looking at the screenshot you are in that link, then there are 6 elements around the mage where there's a purple one above him and white below him. I dont speak Japanese but to me they look more like Thunder & Ice. They also share the same colors as FFXI.



I'm thinking your right.

Source Image

Kanji for Thunder
Kanji for Ice

It has one too many legs (one going down the middle) to be Hikari.
(Admittedly the font is making it hard to read.)

Edited, Mar 10th 2010 2:18pm by Zemzelette
#77 Mar 10 2010 at 1:11 PM Rating: Decent
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That Galka with the axe and armor looks badass. Galka was always my least favorite race, but they look much skinnier and have more human features, so I am gonna give them a hard look in the character creation screen haha.

Wait, so when Famitsu and Dengeki are released we will see more interviews and actual gameplay pictures?
#78 Mar 10 2010 at 1:15 PM Rating: Good
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Quote:
http://www.famitsu.com/image/7130/OYT2xi2a18kOa7B2f3Go9E43g9ze7ZC4.html
Looks like three different combat stances to me. Offensive and defensive, but what's the top one?


Hmm.. well, the right is of course a defense posture (we can all see that, just describing it to get it out of the way). The top one just looks like he's attacking facing forward.. the one on the left though looks like he's also attacking, but toward the rear instead of forward. Or a "parry" of some kind?

That's just a guess though, I don't speak any Japanese at all -- I'm just going by his physical posture and trying to derive what's happening in the picture.

Looks interesting nevertheless :)


Edited, Mar 10th 2010 11:16am by happybyday
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#79 Mar 10 2010 at 1:28 PM Rating: Decent
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Zemzelette wrote:
Quote:
If I'm looking at the screenshot you are in that link, then there are 6 elements around the mage where there's a purple one above him and white below him. I dont speak Japanese but to me they look more like Thunder & Ice. They also share the same colors as FFXI.



I'm thinking your right.

Source Image

Kanji for Thunder
Kanji for Ice

It has one too many legs (one going down the middle) to be Hikari.
(Admittedly the font is making it hard to read.)

Edited, Mar 10th 2010 2:18pm by Zemzelette


With the Kanji for ice in front of me, it does indeed look like ice as opposed to light. Thanks for spotting that!
#80 Mar 10 2010 at 1:35 PM Rating: Decent
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http://www.famitsu.com/image/7130/OYT2xi2a18kOa7B2f3Go9E43g9ze7ZC4.html 
Looks like three different combat stances to me. Offensive and defensive, but what's the top one? 


Here is my guess based based on an old interview. I remember reading that they said there won't be auto attacks, instead you will control abilities done by you main hand and offhand separately. So my guess is that the top stance is just a regular stance while fighting whatever. The right stance probably refers to defensive abilities you can use with your left hand which has a shield equiped. Maybe shield bash and block? The left stance i think shows that you can use offensive abilities with your right/main hand while having a 1h weapon equipped (sword).

Again, this is just a guess, i'm probably wrong. But still fun to think about it =].
#81 Mar 10 2010 at 2:15 PM Rating: Decent
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happybyday wrote:
Quote:
I'm disappointed by the news of wandering parties.


I suppose I can see your point of view, especially if FFXI is the only MMO you've ever played (I'm not assuming, I'm just saying if that's the case, it would make even more sense).

For me though, I am encouraged by that particular piece of news. For me, I started off my MMO "career" playing Ragnarok Online -- and if you were in a party, you were always on the move. Staying in one particular place for hours was unheard of, it just didn't work either considering enemies would spawn just about anywhere.

FFXI was a real change for me, the whole 'Sit here for 3 hours while we pull monster after monster back to camp' -- then I got into World of Warcraft which, like Ragnarok Online, put you in-motion quite a bit of the time. In WoW if you are partied up you are probably always moving forward in an attempt to reach a goal, often you need to fight your way to a location in the first place in order to get a goal completed / get an item / kill a boss / etc. Always moving forward, at any rate, and then fighting your way back out.

So with WoW and RO under my belt, my thoughts on this subject are positive... however, if people are FFXIers-only, I can see how this would be quite the change.

I'm looking forward to being able to play an FFXI-style game with mechanic characteristics of games of other MMOs.. I think it's going to be fantastic. Thoroughly going to enjoy what they've come up with I think!


I've played a mixture of both and I still prefer the camping method. It's more relaxing and I have time to enjoy the combat and the people I'm playing with without having to worry about keeping up or wondering where the party leader ran off to. In those types of games people rarely talk because there's no time to type and I never get to take my hands off the keyboard because I'm either fighting or moving. It just leaves me exhausted and feeling like I just spent a few hours playing with a bunch of AI characters.

Besides that though, ... unless the majority of the game takes place in instanced zones with guildleves you'll have parties running into each other and fighting over the same content. Can you imagine a packed zone FFXI zone where all the parties had to keep moving to find something to fight? They were only able to coexist before because each party only inhabited a small space. Everquest and FFXI were of the camp variety and I enjoyed those very much. Games like Everquest 2 and Vanguard (when I played them) were of the wandering group variety and it just didn't work for me. In games like those I'd almost prefer to play solo so I can go at my own pace. People were too concerned with rushing about to maximize experience gain for it to be any fun.
#82 Mar 10 2010 at 2:37 PM Rating: Good
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Mm I'll agree that it is probably more relaxing. I guess I never think of my MMOs as a "relaxation" even though they are quite obviously a pass-time and probably should be ;)

You touch on some good points, especially where you mentioned you prefered solo play in the games that had wandering parties. I think that right there might be the hook for me on this one. I actually prefer solo play, with more occasional party play. I loved FFXI don't get me wrong, but you could often find me on my 75 white mage with a ninja sub doing strange things with Easy Prey spending hours trying to kill things on my own or skill up on my own.. I think it was a longing for that solo aspect that created those situations [without having to be a Beast Master that is].

I think that's probably why I'm looking forward to some changes.
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#83 Mar 10 2010 at 3:00 PM Rating: Good
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Quote:
I've played a mixture of both and I still prefer the camping method. It's more relaxing and I have time to enjoy the combat and the people I'm playing with without having to worry about keeping up or wondering where the party leader ran off to. In those types of games people rarely talk because there's no time to type and I never get to take my hands off the keyboard because I'm either fighting or moving. It just leaves me exhausted and feeling like I just spent a few hours playing with a bunch of AI characters.

I'm behind the roaming parties, but I'm also a fan of variety. I think that the Guildleve system sounds flexible enough to accommodate both styles if they want to do it that way. It sounds like the size and layout of leve locations will vary a lot, so it should be easy to make some that are camp-based. Then you could focus on the type you prefer.

Something else interesting I was thinking... now that it's confirmed that Disciples of the Land will have a place in combat, that makes it likely we'll see combined battle/harvesting leves. For instance, kill 20 monsters and harvest 10 of a certain plant. The Horticulturalist might not be as effective in the group as a combat job, but she can still contribute, and she's needed to finish the leve. And she needs the other party members to get past the monsters to the harvesting areas.

This could be pretty awesome.
#84 Mar 10 2010 at 3:40 PM Rating: Decent
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TP > MP seems like a technique that will be used...


Possibly a TP move that will replenish MP based upon how much TP you had when you cast.

So, sort of like a mix between scholar and dancer for the mage classes for MP gain?
#85 Mar 10 2010 at 4:25 PM Rating: Decent
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Wow, are those in game graphics? If they look like that then no wonder you need a hefty computer.
#86 Mar 10 2010 at 4:47 PM Rating: Decent
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Quote:
FFXI was a real change for me, the whole 'Sit here for 3 hours while we pull monster after monster back to camp' -- then I got into World of Warcraft which, like Ragnarok Online, put you in-motion quite a bit of the time. In WoW if you are partied up you are probably always moving forward in an attempt to reach a goal, often you need to fight your way to a location in the first place in order to get a goal completed / get an item / kill a boss / etc. Always moving forward, at any rate, and then fighting your way back out.

So with WoW and RO under my belt, my thoughts on this subject are positive... however, if people are FFXIers-only, I can see how this would be quite the change.


I have to agree with you. The first MMO I played for any length of time was FFXI back in 2004 and 2005. Then I switched to WoW and was very happy with the way that you were always changing your scenery and felt like you were doing something new. They created all of these places in FFXI but it seemed like anyone hardly ever visited them because of the way to level involved sitting in a certain area and pulling the same mobs over and over. And back when I was playing those areas would become very over crowded with people. Though who knows what it's like now. I revived my character a couple days ago (I couldn't believe they kept it around :) ) and now there's nobody anywhere, even the dunes. But my point is it would be nice to be able to level in different areas and not be confined to certain places where people are comfortable killing things.

The other thing I liked about the other MMOs I've played, not just WoW was the way you primarily leveled through questing. Sure, most of the quests were killing things, but it felt more like you were doing it for a purpose and again you were usually required to go to different areas and be moving around. I'm hoping this is what the Guildleve system is all about. And I hope that it isn't too painful to be solo or in a small group. They should just scale the content accordingly. Have really hard stuff for people who want large groups down to more trivial things people can do alone. I'm old now and don't have time to spend waiting for a party all the time :) Even in WoW where you could solo level the entire game there were things you did in groups and people did those things. And Barrens chat never left you feeling lonely LOL, maybe like ripping someones head off, but never lonely :) If there are enough people who want to group up then it will happen even if there are alternatives. Just give us the option is all I'm asking :)
#87 Mar 10 2010 at 4:56 PM Rating: Good
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The other thing I liked about the other MMOs I've played, not just WoW was the way you primarily leveled through questing. Sure, most of the quests were killing things, but it felt more like you were doing it for a purpose


YES! I definitely agree, I feel the same way on this one.


Quote:
And Barrens chat never left you feeling lonely LOL


There was always at least one Chuck Noris joke to keep me going ;) haha



Edited, Mar 10th 2010 2:57pm by happybyday
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#88 Mar 10 2010 at 6:01 PM Rating: Good
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MetalSmith wrote:
TP > MP seems like a technique that will be used...

Wouldn't be the first time.
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#89 Mar 10 2010 at 6:04 PM Rating: Good
happybyday wrote:
Quote:
I'm disappointed by the news of wandering parties.


I suppose I can see your point of view, especially if FFXI is the only MMO you've ever played (I'm not assuming, I'm just saying if that's the case, it would make even more sense).

For me though, I am encouraged by that particular piece of news. For me, I started off my MMO "career" playing Ragnarok Online -- and if you were in a party, you were always on the move. Staying in one particular place for hours was unheard of, it just didn't work either considering enemies would spawn just about anywhere.

FFXI was a real change for me, the whole 'Sit here for 3 hours while we pull monster after monster back to camp' -- then I got into World of Warcraft which, like Ragnarok Online, put you in-motion quite a bit of the time. In WoW if you are partied up you are probably always moving forward in an attempt to reach a goal, often you need to fight your way to a location in the first place in order to get a goal completed / get an item / kill a boss / etc. Always moving forward, at any rate, and then fighting your way back out.

So with WoW and RO under my belt, my thoughts on this subject are positive... however, if people are FFXIers-only, I can see how this would be quite the change.

I'm looking forward to being able to play an FFXI-style game with mechanic characteristics of games of other MMOs.. I think it's going to be fantastic. Thoroughly going to enjoy what they've come up with I think!


I agree Smiley: grin Sitting in one camp in XI got old after a while. I think that as long as SE allows for lots of roaming while keeping a steady supply of mobs, they'll have pulled off the change nicely.

I suppose this has to mean one of two (maybe both?) things:
1. Huuuuuge areas
2. Lots of instances *shudder*

Either way, I have faith XIV will deliver, and then some.
#90 Mar 10 2010 at 6:11 PM Rating: Good
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happybyday wrote:
Quote:
The other thing I liked about the other MMOs I've played, not just WoW was the way you primarily leveled through questing. Sure, most of the quests were killing things, but it felt more like you were doing it for a purpose


YES! I definitely agree, I feel the same way on this one.


I also agree with this sentiment, though I would definitely prefer it to be very different from the quest-leveling games I have played. Especially with the markers on the maps showing you where to go and the focus on solo'ing. I think experience should be included as rewards for completing quests, not just items.

To add to what a few other people have said, I absolutely love the way Lalafell look. I always liked their new faces much better than those on the Tarutaru, but after seeing them in the screenshots wearing different types of armor, it becomes them very well and adds to their appeal.

I'm also very surprised to find that female Elezen are actually not as masculine as I thought. They seem to be a bit more curvy in FFXIV. I am far from disappointed with the way the characters have turned out. Even though this game is being released a mere 2.5 years (approximately) after Age of Conan, FFXIV is crushing the excitement I felt towards the customizable characters and scenery back then. The visual appeal hit the mark.

I am disappointed there were no shots of Miqo'te. I am really anticipating when they give us more information about the split between the race, but more importantly I still want to know more about the starting cities. Rather than quell my want for information, this has only increased my greed.
#91 Mar 10 2010 at 7:50 PM Rating: Good
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happybyday wrote:
The other thing I liked about the other MMOs I've played, not just WoW was the way you primarily leveled through questing. Sure, most of the quests were killing things, but it felt more like you were doing it for a purpose


I actually disagree. I played EQ2 and LoTRO, and in those games you basically solo to level cap because these quests are by far better exp than doing party content. I feel being "forced" to party helps strengthen the community and really keeps what make MMOs unique.

I of course would like the best of both worlds. Story driven group content that gives you experience.
#92 Mar 10 2010 at 8:06 PM Rating: Decent
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437 posts
p

Edited, Mar 10th 2010 6:14pm by Ruam

Edited, Mar 10th 2010 6:16pm by Ruam
#93 Mar 10 2010 at 8:11 PM Rating: Decent
Scholar
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9,997 posts
Just a reminder that SE has said that they have streamlined the party assembling process, for those of you who are concerned that it will be difficult to make parties of 6-8. At least based on what they've said in the past, they are prepared for that problem.
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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.
#94 Mar 10 2010 at 8:11 PM Rating: Decent
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437 posts
Wow ...... I think I just picked my race...

http://www.famitsu.com/image/7130/AYO22DbmLhz6Azj2j4Ibj8se9tQ6wa96.html

or maybe....

http://www.famitsu.com/image/7130/TN484A9t29SFh1Upb6klDv9j79e1g45N.html


I like them both ! I guess it will come down to the official release and how much you can customize them...but I'm kinda leaning more to the the Lalafell.

Edited, Mar 10th 2010 6:23pm by Ruam
#95 Mar 10 2010 at 8:12 PM Rating: Good
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736 posts

Quote:
Of course, there is no rule that says an adventurer must face such dangerous tasks alone, for they may feel free to call upon the aid of their companions, as only one adventurer is required to hold a Guildleve for an entire group of adventurer's to reap the benefits. By coordinating the Guildleves of several different party members, adventurers can even plan grand campaigns built around multiple tasks.


Why do people seem to be stuck on this idea that questing and group play are like oil and water?


Quote:

Just a reminder that SE has said that they have streamlined the party assembling process, for those of you who are concerned that it will be difficult to make parties of 6-8. At least based on what they've said in the past, they are prepared for that problem.

Fair enough, I'll reserve my judgment until I see it in action. Still, doesn't that make the trio and then later quad in the you-know-what this horrible case of false advertising?

Edited, Mar 10th 2010 9:22pm by Zemzelette
#96 Mar 10 2010 at 8:19 PM Rating: Good
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495 posts
Quote:
Why do people seem to be stuck on this idea that questing and group play are like oil and water?


Thats because they only have other MMORPGs to look at and see how they did it without even thinking how its described XD. The fact that Guildleves are going to be limited on the amount you can do a day ensures that more hardcore players are going to WANT to seek out other players to get more stuff done. They help another player with a quest, they get something in return when there max guild leve amount is down. Meanwhile if they want to level further or get more crap done besides Guild Leve, they either slowly get up their solo or they get more from groups. The newest info on the miner class shows that SE envisioned a team of miners to get better results rather than just a mindless solo hobby like it is in most MMOs.
#97 Mar 10 2010 at 11:07 PM Rating: Good
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2,614 posts
Irspellxxornab wrote:
http://www.famitsu.com/image/7130/OYT2xi2a18kOa7B2f3Go9E43g9ze7ZC4.html 
Looks like three different combat stances to me. Offensive and defensive, but what's the top one? 


Here is my guess based based on an old interview. I remember reading that they said there won't be auto attacks, instead you will control abilities done by you main hand and offhand separately. So my guess is that the top stance is just a regular stance while fighting whatever. The right stance probably refers to defensive abilities you can use with your left hand which has a shield equiped. Maybe shield bash and block? The left stance i think shows that you can use offensive abilities with your right/main hand while having a 1h weapon equipped (sword).

Again, this is just a guess, i'm probably wrong. But still fun to think about it =].

I think Elmer's interview translation answers this one: the two offensive stances are slashing and piercing.
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