Forum Settings
       
This Forum is Read Only

yay! FFXIV site updatedFollow

#1 Mar 13 2010 at 12:14 AM Rating: Excellent
**
348 posts
http://na.finalfantasyxiv.com/ wooho!
____________________________




#2 Mar 13 2010 at 12:20 AM Rating: Decent
10 posts
I noticed the music earlier, but is there something else there I haven't seen?
#3 Mar 13 2010 at 12:25 AM Rating: Default
Virtualcrush wrote:
I noticed the music earlier, but is there something else there I haven't seen?


Not a whole lot of new information that hasn't been released already. The screenshots and discipline information we've been looking over for the last few days have been added to the official site, but that's about it.
#4 Mar 13 2010 at 12:29 AM Rating: Decent
**
736 posts
Now that is confusing translation.

The fanbase almost seems to universally translate Conjurer's Fire, Protect, Shock Spikes, etc. as Weaponskills.
The Official site just translated them as Spells.

Also Siphon MP -> Siphon TP

MP or TP?
What exactly is being expended here?


Edited, Mar 13th 2010 1:51am by Zemzelette
#5 Mar 13 2010 at 12:34 AM Rating: Decent
***
1,159 posts
Nothing happens when I click on the classes or the battle diagram. Something must have broke.
#6 Mar 13 2010 at 12:36 AM Rating: Default
Zemzelette wrote:

Now that is confusing translation.

The fanbase almost seems to universally translate Conjurer's Fire, Protect, Shock Spikes, etc. as weaponskills.
The Official site just translated them as Spells.

Also Siphon MP -> Siphon TP

MP or TP?


I would expect that the abilities listed under the "Abilities" section on the Conjurer page would be the ones that use TP.
#7 Mar 13 2010 at 12:37 AM Rating: Default
**
348 posts
Yes, not any NEW info,, but atleast now its in english, so as someone already noticed... a few small differences from what was posted through the last few days. Regardless its nice to see that the NA folks were not forgotten heh ^.^ Plus, i can look at those new Screenshots to keep me fulfilled for a bit longer heh
____________________________




#8 Mar 13 2010 at 12:51 AM Rating: Decent
**
736 posts
Does that mean magic users are sans weaponskills?

And why does it bother to point out that that Abilities cost TP sometimes?
Like on Chakra, Chameleon, and Comrade in Arms? Shouldn't that be expected if they all require TP?

That also means there is all of two spells in the entire game that can add HP to someone else, Sacrifice and Cure.

There is no way to recover MP, currently.

Hopefully Elemental affinity is mostly a defensive thing, because if there is an offensive part to it there's going to be Fire galore.

It's kind of disappointing really.
The melee classes come off so in depth and fully fleshed out. The magic users just seem lacking in comparison. Like, you could ostensibly make an entire career out of a tanking pugalist, but an offensive magic caster or even a pure healer is going to be a handful of button mashing. Your sort of forced to hybridize just to get a meaty playing experience (assuming that you can).

Edited, Mar 13th 2010 2:16am by Zemzelette
#9 Mar 13 2010 at 12:59 AM Rating: Default
Zemzelette wrote:


Does that mean magic users are sans weaponskills?

And why does it bother to point out that that Abilities cost TP sometimes?
Like on Chakra, Chameleon, and Comrade in Arms? Shouldn't that be expected if they all require TP?

Furthermore, elemental specialization for a mage is prettymuch worthless.


How many magic users ever actually used weapon skills in FFXI for anything other than solo farming? If you look at the "Abilities" section for both magic classes listed, they list abilities that make a ton of sense to have linked to TP. I think it's a pretty smart move on SE's part, depending on how it's implemented. It translates to abilities made available that have the potential to scale based on certain factors of the encounter rather than being on a flat cooldown. That's not to say that they can't/won't have weapon skills, but it means that they'll have a more practical application for TP than mediocre melee-based damage leading to a WS.
#10 Mar 13 2010 at 1:04 AM Rating: Decent
***
1,102 posts
Perhaps spells use a combination of MP and TP. The amount of TP effecting something like critical hit rate.
____________________________
------------------
#11 Mar 13 2010 at 1:21 AM Rating: Decent
**
736 posts

Soloing is actually kind of valuable this time around :p

Beyond that, although we don't know if you can hybridize and what is fair game. Weaponskills seem the most likely to be sacrosanct, by virtue of your weapon being your job, and the skills being seemingly dependent on the weapon. If magic users don't have weaponskills, or just have weaponskills that don't actually relate to their gameplay, that means nothing is really safe.

Potentially, there could be no point to actually being a magic user. They could just be a glorified cache of abilities for melee classes to cherry pick.


I'll try to keep an open mind until I see it in action.
As there's still two whole branches of jobs that has yet to be revealed, and quite a few questions of gameplay that are still fuzzy.


Edited, Mar 13th 2010 2:25am by Zemzelette
#12 Mar 13 2010 at 1:46 AM Rating: Good
Zemzelette wrote:

Soloing is actually kind of valuable this time around :p

Beyond that, although we don't know if you can hybridize and what is fair game. Weaponskills seem the most likely to be sacrosanct, by virtue of your weapon being your job, and the skills being seemingly dependent on the weapon. If magic users don't have weaponskills, or just have weaponskills that don't actually relate to their gameplay, that means nothing is really safe.

Potentially, there could be no point to actually being a magic user. They could just be a glorified cache of abilities for melee classes to cherry pick.


I'll try to keep an open mind until I see it in action.
As there's still two whole branches of jobs that has yet to be revealed, and quite a few questions of gameplay that are still fuzzy.


I'm not at all sure what your concern is. You haven't exactly been clear as to how gaining TP from casting spells and then being able to use it to activate spell-related abilities could be construed as a bad thing.
#13 Mar 13 2010 at 2:47 AM Rating: Decent
**
736 posts
Putting aside that all that hypothetical talk about hybridization, you mean?

It's the spells themselves.

If you wanted to take the DPS route with conjurer you have for, untold how many hours, one spell in your ********
You can cast Fire. You can eventually do all sorts of interesting things to Fire, but the summary of your experience as playing that class is going to be that one spell.

I was never a fan of elemental rock-paper-scissors. (Although for the record it's at least functional in a questing kind of game.) So it's not as though I'm missing the strategy here, what feels missing is the variety. Nobody wants to stare at the same **** particle for god knows how many untold hours. We fingered Blizzard the culprit in XI, and said how tired we were of that mono-elemental thing being force down our throats. And here it is again. How the heck have we not improved on this seemingly simple aspect of aesthetics?

They kind of set it up like a branching choice of specialization between dps and support healing, but not really. There just a terminal lack of options. I suppose that's because on the pugilist side of things, the branching makes sense. Tanks use DPS as a part of hate-holding (in most games anyway), and the biggest caveat of being DPS is walking the hate line so survivability is reasonable boon, the abilities end up having a rational overlap. Healing and DPS are polar opposites. What does overlap are the magic equivalent of stances, which only goes to highlight how few the remaining options are. Because magic 'stances' count among the abilities you can choose from and melee stances don't seem to.

Elemental affinity could of have been interesting, but essentially the lack of options for each element (assuming protect is earth and cure is water) makes it another non-choice. If casting Fire increase your Fire attribute, guess what your attribute's going to be if you wanted to play DPS? Same for casting Cure and water on the Healer side of things.



Edited, Mar 13th 2010 3:56am by Zemzelette
#14 Mar 13 2010 at 2:54 AM Rating: Default
[quote=Zemzelette]Putting aside that all that hypothetical talk about hybridization, you mean?

It's the spells themselves.

If you wanted to take the DPS route with conjurer you have for, untold how many hours, one spell in your ****************

I really have no idea wtf you're talking about or where you're getting your information from, but it seems to me like you're just not quite there with your concerns right now, so when you can actually manage to put together something that makes sense I'll make sure to read it and respond.
#15 Mar 13 2010 at 3:00 AM Rating: Default
**
736 posts
Maybe it's time to ask you what you mean, exactly?
How does that list being a spellist as opposed to a weaponskill list seem so appealing? (So much that you seem to be defending it?)

Edited, Mar 13th 2010 4:00am by Zemzelette
#16 Mar 13 2010 at 3:03 AM Rating: Default
Zemzelette wrote:
Maybe it's time to ask you what you mean, exactly?
How does that list being a spellist as opposed to a weaponskill list seem so appealing? (So much that you seem to be defending it?)

Edited, Mar 13th 2010 4:00am by Zemzelette


What I want to know is where you came to the conclusion that there will be no weaponskills for casters. You don't honestly believe that's a comprehensive list of all of the abilities that will be available to those classes, do you? I take it as a sampling of what the classes will have at their disposal, not the end-all, be-all "if it's not on this list don't expect to see it in the game" shenanigan.
#17 Mar 13 2010 at 3:13 AM Rating: Good
**
736 posts
You well know none of us here can speak for the game, not you or I. I think I voiced my concerned based on what I've seen to the best of my ability. If you hadn't asked for clarification, I wouldn't have pursued it past my post that ended in 'wait and see'.

I'm not really here to debate my feelings, merely express. You can share them or write me off, just like any other post :p

I'm not really sure what I did to deserve angry Aurelius. But I apologize, I didn't mean to agitate you.

Edited, Mar 13th 2010 4:15am by Zemzelette
#18 Mar 13 2010 at 3:24 AM Rating: Good
Zemzelette wrote:
You well know none of us here can speak for the game, not you or I. I think I voiced my concerned based on what I've seen to the best of my ability. If you hadn't asked for clarification, I wouldn't have pursued it past my post that ended in 'wait and see'.

I'm not really here to debate my feelings, merely express. You can share them or write me off, just like any other post :p

I'm not really sure what I did to deserve angry Aurelius. But I apologize, I didn't mean to agitate you.


You know what I think this board could really use? Fewer people getting upset or overly concerned about things based on the snippets of information we've been given. It's like the beta furor stirred up at VanaFest has got everyone coiled up into nervous bundles of anticipation and it's cutting off the flow of blood to their brains. I have no real issue with speculation, and I have no issue if people generate their own misconceptions based on incomplete information. If you know not all of the information is there, why try to fill in the gaps and then lead yourself to a feeling of disappointment? It makes no sense to me. Confusion? Sure. I can live with that. Uncertainty converting to disappointment? Baseless. Spare yourself the anxiety.

And in an unprecedented move, I'll apologize if you feel that you're receiving the brunt of my ire. There's altogether too much dumb floating around here lately and you're the last person I'd have expected to see allowing the lack of information to lead to disappointed conclusions. I know that's not you, so let's all just do our part to stamp out the dumb and breed an informed community and let those **** bent on working themselves into an ulcerous frenzy to their own devices.
#19 Mar 13 2010 at 8:44 AM Rating: Good
**
736 posts
Your right of course. :)
What can I say? I have a special place in my heart for magic classes, I guess I'm prone to more emotional knee-jerk reactions. But your right, I am verbosely moping over potentially a lot of nothing at all. There's no saying what's going to happen, and it's a much healthier state of mind to look on the bright side instead. I almost feel kind of silly now :3
#20 Mar 13 2010 at 1:17 PM Rating: Excellent
***
2,614 posts
Reading this thread, you'd think that people have a lot more information than we actually do.

I'm 100% sure that the abilities and spells revealed so far are just a handful of the ones available... maybe the first five you unlock on the job. I can be 100% sure because the Conjurer, which is hyped up as the master of six elements, only has one elemental nuke listed. Plus, so far it looks like it's the only healing class in the game -- with one healing and one protective spell? I doubt it. And the Thaumaturge, which is "unparalleled in its powers of destruction," doesn't seem to have a single direct damage spell or ability listed. There will be plenty more spells coming - maybe dozens, if they stick with the tiered system of past games.

What this update seems to indicate that this week's interviews didn't is that spells are the mage's equivalent of weapon skills. It looks like you get one or the other, which is fine with me. Mage weapon skills were useless in FFXI -- a waste of time for the developers to even implement. In this game they either had to scrap them or make them useful.

But it sounds to me like spells in this game don't just replace weapon skills - they're actually a variation of weapon skills. TP seems to have some use in spellcasting, but MP is still around, too. Maybe TP modifies the effect of your spells, and the more you have the more damage/healing you do with the same amount of MP. Or maybe TP can sometimes be used in place of MP, which would address the concerns over MP management.

I love the direction they've gone with melee weapon skills. Most of them have some long-term strategic effect on the battle, like modifying your upcoming attacks or binding the enemy, and those that are straight damage have to be triggered in response to certain events in the battle. There's no more of this spamming your highest-damage weapon skill as soon as it reaches 100% from XI.
#21 Mar 13 2010 at 1:35 PM Rating: Default
Scholar
**
279 posts
Why exactly do people think TP is involved with spells? They have other abilities that the TP could be used for, why do people think it's used withs spells? Doesn't make much sense to me.
____________________________
WoW - Quel'dorei <ON HOLD>

Main: Tancoo (80 Tauren Enhance Shaman)
Other: Saraah (63 BE Paladin)
Raymund (47 Troll Hunter)

FFXI - Carbuncle <RETIRED>
Raymund - 45 DRG, 42 PLD, 26 BLU, 30 RNG, 1 NIN <- I miss you Buster!
#22 Mar 13 2010 at 1:46 PM Rating: Decent
Sage
Avatar
*
51 posts
They have some weapon descriptions if you guys didn't notice.
____________________________
Name: Huey Hiiirule
Server: Ultros
PSN: Link-2the-Past
#23 Mar 13 2010 at 3:10 PM Rating: Good
**
495 posts
Quote:
Why exactly do people think TP is involved with spells? They have other abilities that the TP could be used for, why do people think it's used withs spells? Doesn't make much sense to me.


Because SE said as such in their latest interview?

Quote:
- The Thaumaturge is said to boast the highest attack power of all classes. What kind of spells will have this power?

A: I'm going to have to keep that under my hat for now. I will tell you that spells are not only based on MP, but there are some that consume TP.



And it does make sense ever since we found out even Pugilist has MP. It seems they are going to make TP and MP all points to be expended and only MP can't be regenerated naturally, you have to have some ability, spell or item to regenerate mp while TP can be regenerated just by doing actions, like attack, casting spells, getting hit etc.
#24 Mar 13 2010 at 4:42 PM Rating: Good
Scholar
*
209 posts
Quote:
They have some weapon descriptions if you guys didn't notice.


It talks about pugilist duals in UlDah. More support for colliseum type PvP maybe?
____________________________
"If it could go wrong, it happened in the Dunes." - Sephrick
#25 Mar 13 2010 at 4:58 PM Rating: Good
***
1,159 posts
mithrandrk wrote:
Quote:
They have some weapon descriptions if you guys didn't notice.


It talks about pugilist duals in UlDah. More support for colliseum type PvP maybe?


That part has been there for a while actually.
#26 Mar 13 2010 at 5:08 PM Rating: Decent
Scholar
*
65 posts
Quote:
Reading this thread, you'd think that people have a lot more information than we actually do.


after reading the this post i was wondering the same thing

i can only think of two ways tp and mp work in conjunction.
you get tp form casting regular spell and use that TP to use more powerful spell (like ancient magic)

or you can use spell to to gain TP, and just like ffxi summers in increases the damage done if use with tp

and with both of these option does not mean you can't use tp for regular weapons skills.
Just my thought no info to back it up

Edited, Mar 13th 2010 6:09pm by lacesus
#27 Mar 13 2010 at 5:14 PM Rating: Excellent
**
444 posts
If you've played XIII, you'll notice a lot of similarities with XIV thanks to these latest revelations.
Magics that use TP are present in XIII: Full Cure, Quake, Libra, Dispelga, even Summoning requires TP. I can easily see some major spells requiring TP in XIV. Like the highest tiers for nukes (Blizzaga, Thundaga, etc) or healing magics (Curaga) for example.
And it's totally doable seeing as almost everything you do, including spellcasting, gives you TP.

Edited, Mar 14th 2010 12:15am by Eeri

Edited, Mar 14th 2010 12:15am by Eeri
#28 Mar 13 2010 at 9:03 PM Rating: Good
**
495 posts
Quote:
If you've played XIII, you'll notice a lot of similarities with XIV thanks to these latest revelations.
Magics that use TP are present in XIII: Full Cure, Quake, Libra, Dispelga, even Summoning requires TP. I can easily see some major spells requiring TP in XIV. Like the highest tiers for nukes (Blizzaga, Thundaga, etc) or healing magics (Curaga) for example.
And it's totally doable seeing as almost everything you do, including spellcasting, gives you TP.


Yep just have the lower tier stuff give tp back and than the higher "Oh crap" stuff like full-cure, high end damage moves and enfeebles expend that tp accumulated. This way it allows even some the earlier stuff to be useful in the late game field, and it saves the game from being a "Let everything go till you run out of mana" approach that has been a ton of strategy in FFXI as of late (or in that case let out all your Weaponskills and magic XD). This way you can manage your mp and tp so that you try to get the most efficient damage at the right times instead of expending all your mp on high end nukes and than having no mp or tp leftover to continue further. A system like that might even make something like skill chains useful again to maximize damage on those occasions the mages have tp.
#29 Mar 14 2010 at 9:27 AM Rating: Decent
*
90 posts
Why does that Aurelius guy seem to just quote everyone and tell them how their wrong? It was like every other post for a while there haha
____________________________
Scientists have discovered that saliva actually causes cancer. But only when swallowing small amounts over a long period of time
#30 Mar 14 2010 at 10:52 AM Rating: Good
Avatar
****
4,150 posts
Speaking of screenshots, I noticed they have the same group of four people fighting as in the last set of screenshots they put up:

male Hyuran Archer
female Elezen Gladiator
female Lalafell (Conjurer?)
Roegadyn Marauder
____________________________
FFXI-Garuda 2003-2009; Lakshmi 2011-8/20/13 (retired)
FFXIV: ARR - Ghost Bear, Balmung server
#31 Mar 15 2010 at 1:43 PM Rating: Good
Sage
*
182 posts
Hey.. just a quick question.. was the website un-updated? 2 days ago there was tons of new info on it. Now i go there today and its all gone
____________________________
#32 Mar 15 2010 at 1:54 PM Rating: Decent
**
562 posts
Who or what, are "the twelve?"

If you look up Miner----->In action it says " Scan the land, work the mines, know the market, trust the twelve"

So maybe I missed something?
____________________________
The more I train, the harder I get. The harder I get, the more lethal I am. The more lethal I am, the fewer opponents. The fewer opponents, the less to lose. The less to lose, the more I let up. The more I let up, the more room for mistakes. The more room for mistakes, the more I train.

#33 Mar 15 2010 at 3:04 PM Rating: Decent
***
2,010 posts
What I don't understand is how all of Aurelius' posts managed to get sub-defaulted. He has a point - way too much wild speculation and panicking going on (but then again, seems like it's pretty much the same thing every week or so I come back here).

I think that SE learned a valuable lesson in XI: MP = liability, TP = nearly endless energy source. Allowing mages more ways to generate and utilize this endless energy source (let's face it, ws's for mages in XI are a ******* joke) in addition to the more "traditional" mana pool is going to end up making XIV a much, much more fun and exciting game.

Hope they get it right.
#34 Mar 15 2010 at 3:07 PM Rating: Good
Avatar
*
129 posts
*sob*, no update on the EU-site @ http://eu.finalfantasyxiv.com/

And I find it somehow funny that they use different layouts for japanese, english(NA) and english(uk)/french/german.
____________________________
Signature Image
#35 Mar 15 2010 at 3:25 PM Rating: Excellent
*
77 posts
ReiThor wrote:
Who or what, are "the twelve?"

If you look up Miner----->In action it says " Scan the land, work the mines, know the market, trust the twelve"

So maybe I missed something?


The Twelve are the primary gods of Eorzea. They have so far revealed three of them: Llymlaen, goddess of navigation; Nymeia the Spinner, goddess of fate; and Oschon the Wanderer, an earth based deity. The RPC (Roleplay Coalition) is compiling said lore related data as it comes.
____________________________
Final Fantasy XIV Role-play Coalition (RPC): www.ffxiv-roleplayers.com
#36 Mar 15 2010 at 5:33 PM Rating: Decent
**
791 posts
I was sort of worried about the music in this game until I listened to the stuff that's up on the NA site now. It sounds so ******* epic.
____________________________


#37 Mar 15 2010 at 5:37 PM Rating: Decent
**
562 posts
Quote:
The Twelve are the primary gods of Eorzea. They have so far revealed three of them: Llymlaen, goddess of navigation; Nymeia the Spinner, goddess of fate; and Oschon the Wanderer, an earth based deity. The RPC (Roleplay Coalition) is compiling said lore related data as it comes.


That makes perfect sense. Thanks for the info!
____________________________
The more I train, the harder I get. The harder I get, the more lethal I am. The more lethal I am, the fewer opponents. The fewer opponents, the less to lose. The less to lose, the more I let up. The more I let up, the more room for mistakes. The more room for mistakes, the more I train.

#38 Mar 16 2010 at 2:38 PM Rating: Decent
**
401 posts
Eeri wrote:
If you've played XIII, you'll notice a lot of similarities with XIV thanks to these latest revelations.
Magics that use TP are present in XIII: Full Cure, Quake, Libra, Dispelga, even Summoning requires TP. I can easily see some major spells requiring TP in XIV. Like the highest tiers for nukes (Blizzaga, Thundaga, etc) or healing magics (Curaga) for example.
And it's totally doable seeing as almost everything you do, including spellcasting, gives you TP.


That is a really cool idea, I obviously haven't played FF13 (don't have a console that has it) and could see that as a really viable action to take with mages in 14.

Edited, Mar 16th 2010 3:39pm by Ipwnrice
____________________________
FFXI: Server Ifrit
Licksthekitty - 68THF/41WHM/37NIN/30BLM/20COR Mithra Retired

WoW: Realm Darkspear
Claybosmash - 80 Orc Warrior Retired
Ipwnrice - 70 Undead Rogue Retired


This forum is read only
This Forum is Read Only!
Recent Visitors: 21 All times are in CST
Anonymous Guests (21)