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Famitsu - Alpha Test Hands-On!Follow

#102 Apr 08 2010 at 8:44 AM Rating: Excellent
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No I couldn't because I was carrying 8 FREAKING staffs, 3 sets of blm equipments, some Dragoon equipments, plus other stuffs....I usually ran around with 5 empty slots >:(
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#103 Apr 08 2010 at 9:03 AM Rating: Default
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Well that's your own fault then. ;)
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#104 Apr 08 2010 at 9:17 AM Rating: Excellent
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It is a little early to be getting upset at the mp system you don't even know how it works or how quickly mp will be consumed. You may like it better than any other mmo. I singled your post out but all these posts about people complaining about little things here and there have no idea what the dynamics of the game are going to be like. That includes the allocation of experience to enhance stats on your own. Can we all wait and play the game before we judge the system that SE has been working on for 5 years. I have faith it will be the best mmo to date.
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#105 Apr 08 2010 at 9:19 AM Rating: Default
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To all those worried about allocating stat points and the min/max crowd. It won't be as free as the article makes it sound, this is SE we are talking about here after all. There will be limitations by class/wapon/level just like in FFXI where you can only get 5 weapon skill ups per "physical level".

This looks all very good so far, can't wait for my invitation.

KJ
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#106 Apr 08 2010 at 9:21 AM Rating: Decent
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yay no one seems to have commented on the most awesome part of this info


"There is a "weakened state" after dying -- HP/MP are lowered and it lasts for 5 minutes"

weakness is back in all its glory ; ;





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#107 Apr 08 2010 at 9:22 AM Rating: Decent
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I'm trying to think of what Physical level could mean for progression.

I imagine it has something to do abilities that have nothing to do with class or maybe the amount of "sub job" abilities you can slot in or things like that represent the over all ability of the player but not necessarily the strength in combat.

Arg, need more information!


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#109 Apr 08 2010 at 10:06 AM Rating: Decent
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They had to put weakened in - otherwise you would just get constant zerging...
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#110 Apr 08 2010 at 10:09 AM Rating: Decent
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Quote:
Guys!!! I think there will be female Rogadyn and Male Miqo and this is why after reading this look back where status and equip screen shot is and look what it says.. Roegadyn / Seawolf / Male thats what it says.. What do you guys think?


Hmmm... I think a Miqo'te's would definitely look something like: Miqo'te / Keeper of the Moon / Female. Yep. Something like that....

Doesn't mean we will be able to play a male Miqo'te or a female Roegadyn, though.
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#111 Apr 08 2010 at 10:20 AM Rating: Decent
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Doesn't the NDA apply for Famitsu?
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#112 Apr 08 2010 at 10:29 AM Rating: Decent
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I think weakness being back is also a highlight of this news update, and it will probably be accompanied by some kind of weapon/armor degrade. That would be enough for a death penalty, and for the people that complained about losing exp, you should be happy (if you don't lose exp of course). I believe that raising during combat is part of the FF name so it means that you can still raise while in combat which is great. It also means that people can't just keep raising and whacking on the monster until its dead, which is also great.

I also noticed a screen-shot of a Thaumaturge after defeating a mob, and he earned 3 points of experience, 9 points of thaumaturge experience, his thaumaturge rank rose to level 2, and he awakened the skill "Blood Rite". Then I also seen a screen-shot of someone hand to hand skill reaching level 36. Judging by this the regular experience is for your physical skill (which effects all jobs), the job experience is just for that job which earns abilities as it ranks up, and the weapon levels up as well which improves acc and attack and gives you weapon skills (like in FFXI?).
#113 Apr 08 2010 at 10:35 AM Rating: Decent
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I hope since we have the freedom to put our points anywhere like Demon's Souls, that there at least be a mini cap for people so they don't have to keep re-creating characters. Example: Personal level 10, STR can only be at 30 Max
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#114 Apr 08 2010 at 10:40 AM Rating: Decent
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I think it may work where you level a certain discipline and that increases your stats according to that discipline. Then increasing your physical level just allows you to add some points to different stats to help boost you in certain areas almost like merit points you accumulate from the beginning. This would keep people from crippling themselves. Just my speculation.
#115 Apr 08 2010 at 11:38 AM Rating: Good
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BluemageOfDoom wrote:
voice types!?!
Will are adventurer finally be able to speak back in missions/story!?!

i just hope there are more kinds of response options or a good range personality options.

*cross fingers* hopes for robot/logical/smart type personality voice options.

Edited, Apr 7th 2010 9:26pm by BluemageOfDoom


Everquest II lets you pick from like 10 different voices. Sinister, cheerful, flirty, intellect, etc. And there are a couple of race specific voices too... Ogre, Troll, etc. Voices are only used in emotes. You can select 2 or 3 different battle grunt packs, or be silent in battle. I expect it to be similar in FFXIV.
#116 Apr 08 2010 at 12:00 PM Rating: Decent
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Can't say I'm excited about the character growth system either. It doesn't make sense to have the different jobs sharing the same stat sheets. Pumping points into melee related stats could severely impact your ability to play a Disciple of Magic, and that goes against the "one character, any job" play style. Not to mention the fact that having higher stats would make the leveling of new jobs almost trivial. There has to be some kind of balance here. Either capped stats based on job level, or separate stat sheets per job. I hope it's the latter so I don't have to be so concerned about what I want to play a year from now during the first week into the game.
#117 Apr 08 2010 at 12:10 PM Rating: Decent
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I'm excited about the reference to cutscenes mainly because I felt it always added something to the story. Automatically blocking other random chat will be a nice touch. Aion tried to use CS's and failed because they were too short and majority of them had no purpose.

Choosing our voice means we may hear ourselves call out the Ability we use and/or spell when cast. We may also speak our parts of the dialogue in some CS's.

I think the Luck stat will factor in Critical Hit Rate along with Treasure Hunter (Focusing on that would give you THF). Also moving while casting is a sweet edition for magic users and means that solo kiting is likely to play a part in the game as well as stationary positions for maximum effectiveness in a party. I still expect some hidden stats on gear/weapons since that is SE's style.

I'm impressed with what I have seen so far. Keep it up SE!
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#118 Apr 08 2010 at 12:38 PM Rating: Decent
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arkangelic wrote:
yay no one seems to have commented on the most awesome part of this info


"There is a "weakened state" after dying -- HP/MP are lowered and it lasts for 5 minutes"

weakness is back in all its glory ; ;


Weakness alone is fine with me if we're allowed to raise in active mode to help stem off zerging. Weakness sucks though when you combine it with xp loss and a long *** run from a home point thats miles away. So long as the weakness is the only penalty I don't have a major problem with it, the xp loss and leveling down is hopefully dead.
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#119 Apr 08 2010 at 12:38 PM Rating: Decent
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In the picture it shows Roegadyn / Seawolf / Male....I know there are npc Roegadyn that might be female...maybe even playable race?
#120 Apr 08 2010 at 1:16 PM Rating: Decent
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I definitely agree to what Kachi mentioned.
the physical stats would best stay for one Disciple.

but then, think about this, when you pick up a different weapon, your PHYSICAL stat changes, that will be ridiculous.

In FFXI, the stats are built up when we leveled and we couldnt choose which stat to upgrade, thats fine (i didnt mean merit)

now in FFXIV,
i pick up a sword and shield to become a Gladiator, my VIT suddenly boosted coz i put all my PP into VIT...
i pick up an axe and become a marauder, now my VIT drops coz i upgraded STR for this class...
doesnt that sound a lil ridiculous?

i beleive SE probably would make us have some "pre-requisistes"(sp. lol)
lets say if you want to upgrade STR, when you level up to a certain level, you cant go up anymore until your DEX, VIT, INT are also raised.

that will probably solve the problem players having a Marauder of 100STR and 16VIT... hmmmm
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#121 Apr 08 2010 at 1:43 PM Rating: Decent
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i feel you guys, but i think its a good problem, id rathe rhave the choice to mess up teh stats or make them incredible, then to never have the choice at all.
#122 Apr 08 2010 at 1:46 PM Rating: Decent
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if you bought gear in ffxi, you definately did worry about stats. once you knew what stats were best for your class, we all went loot whoreing for the best stats on equiptment for our class. Either way you look at it, you will be focusing on stats i think
#123 Apr 08 2010 at 2:24 PM Rating: Decent
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jhayden wrote:
if you bought gear in ffxi, you definately did worry about stats. once you knew what stats were best for your class, we all went loot whoreing for the best stats on equiptment for our class. Either way you look at it, you will be focusing on stats i think


But those stats were easy to adjust with a few simple equipment swapping macros. Plus, no matter what equipment you were wearing, you always had the base stats to be able to be effective which were determined by your job. With this point allocation system, it seems that a player has to choose to bias their stats toward a specific disciple without the ability to easily change between them. Even if you could reallocate your exp, it would be a cumbersome process. Who wants to spend time reallocating five plus million points worth of exp because they decided to play a mage instead of a warrior that day? I'm disappointed by how this appears to work so far.

(Edit: It also appears to go against the spirit of the armoury system as described on the official website.)

Edited, Apr 8th 2010 4:33pm by Calispel
#124 Apr 08 2010 at 2:45 PM Rating: Good
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The game looks awesome so far! Just bought my PS3 a week ago and am waiting (im)patiently.
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#125 Apr 08 2010 at 3:09 PM Rating: Decent
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Rusty, I think you just cleared it up for me ^^
I was really trying to figure out how it was going to work.
So Physical Level is could be your actual Class level, your stats only change if you change your class. When you increase your class level you would get stat points for that class which you can increase. Those stats are then stuck to that class, so if you change class the stats change to however they are for that specific class. The Physical and Magical stats change depending on your equipment and stats on that class like in other games.

I'm just wondering though, if you had to change weapon for each class wouldn't it abit troublesome O.o
My mate was hoping to use a 2H sword as a Gladiator, do you think that they will make a class for each type of weapon?
#126 Apr 08 2010 at 3:43 PM Rating: Good
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I'd be a little worried about allotting out my own stats too, IF any mistakes were permanent. But would SE really give us no way to reset our stats? I would hope not.
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#127 Apr 08 2010 at 4:28 PM Rating: Good
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I'm really liking all the info in the new famitsu. That's probably a first for me in regards to this game. I love the new ease of traveling, the expanded character creation, the voices for your character, what seems like a much deeper and expansive leveling system that allows for far more freedom than FFXI did. The only other two things I really want to hear, is that combat has been sped up and is more challenging, and that we can create multiple characters free of charge to suit my roleplaying needs.
#128 Apr 08 2010 at 6:04 PM Rating: Good
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If anything combat has been slowed down and, personally, I like that. I would prefer slower combat than mash the buttons
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行く河の流れは絶えずしてしかも元の水にあらず。よどみに浮かぶ泡沫はかつ消えかつ結びて久しくとどまりたる例なし世の中にある人と住みかも全くのごとき。 -方丈記
#129 Apr 08 2010 at 6:06 PM Rating: Decent
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I don't think SE would let us set out own stats without a way to reset them. They will either make items or have an option you have to pay for to reset it.
#130 Apr 08 2010 at 6:11 PM Rating: Decent
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As far as the min/maxing thing goes, the 6-on-6 type fights where the tank has difficulty holding hate on all mobs may come into play. If a mage has only upped MP/INT and still has 50 HP at high levels, he could easily pick up hate from one of the 6 and get crushed like a Lalafell at Roegby practice. So, everyone will have to stay a little balanced.

The MP thing doesn't worry me too much. It says mages have a non-MP type attack. Between mages running out of MP and archers running out of arrows, I imagine they are making guildleves an appropriate length that conservation is important, but manageable.
#131 Apr 08 2010 at 6:33 PM Rating: Good
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*Speechless*...

First of all, thank you for this Elmer... the interface and overall graphics are nothing short of spectacular (as definitely expected from SE). I do like the main menu and the overall game dynamics. Simply awesome xD
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#132 Apr 08 2010 at 6:41 PM Rating: Decent
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Agreed. The game world itself is simply gorgeous.
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行く河の流れは絶えずしてしかも元の水にあらず。よどみに浮かぶ泡沫はかつ消えかつ結びて久しくとどまりたる例なし世の中にある人と住みかも全くのごとき。 -方丈記
#133 Apr 08 2010 at 7:17 PM Rating: Decent
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Rudra wrote:
I think the physical level stats will be shared to all of your jobs.

If each job has its own physical stats then I could simply level a Marauder with all STR stats and spam {Brandish} to an enemy using my TP and after my TP's all gone I could switch to an all INT Thaumaturge and cast {Fire} using all my MP and when the enemy attacks I could switch weapon to my all VIT Gladiator to defend.

If this is the case what's the point of stats allocation?


Well, you can only switch jobs in passive mode.
Can only be in passive mode out of combat.
Then you would gain exp for 2 different jobs..smart, I guess, if you want all jobs maxed....

This is only What I think. I could be wrong, who knows. :)
#134 Apr 08 2010 at 7:27 PM Rating: Good
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I think someone mentioned earlier that it has been stated switching jobs during combat is not possible. Going into passive mode, however, is possible and the devs have stated you can do so to regain health during combat. Unless new information is out somewhere that contradicts that...
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行く河の流れは絶えずしてしかも元の水にあらず。よどみに浮かぶ泡沫はかつ消えかつ結びて久しくとどまりたる例なし世の中にある人と住みかも全くのごとき。 -方丈記
#135 Apr 08 2010 at 8:35 PM Rating: Good
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The last interview they gave dropped this bombshell

Quote:
- Healing Players will be able to heal (i.e. rest to recover HP) only when in Passive Mode. If you switch to Active Mode, perhaps to do battle, the effect of healing will end. It is possible to heal mid-battle, but only after switching back to Passive Mode first.


I'll reserve my grumbling for seeing it in action.
But you know, this whole physical level thing could serve to control mid-battle class swaps.

Say the distribution of your stats is somewhat set in stone, meaning you can redistribute them by visiting the appropriate NPC and paying your token fine but generally in the field you have to live with what you've got. A person who chooses to specialize limits their options on what classes they can practically be during the course of an encounter. So they're less likely to go about twitchy-switching. This is true for the course of the guildleve as well.

As a bonus, if stats are temporarily-fixed choosing a more balanced approach to your stats translates into some truly tangible versatility. As such a player is not only well rounded within their chosen role, but has an expectation of efficiency assuming others during a battle or over the course of the leve.




Edited, Apr 8th 2010 10:56pm by Zemzelette
#136 Apr 08 2010 at 8:44 PM Rating: Excellent
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Famitsu wrote:
- Disciples of Magic have a basic magical ranged attack that does not consume MP.


Am I the only one excited about this?
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#137 Apr 08 2010 at 9:05 PM Rating: Good
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It may be ranged, it may be magical, it may not consume MP... but I bet it doesn't do a whole lot of damage either. ;)
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#138 Apr 08 2010 at 9:09 PM Rating: Decent
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shinichoco wrote:
It may be ranged, it may be magical, it may not consume MP... but I bet it doesn't do a whole lot of damage either. ;)


Reminds me of wands in WoW.
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#139 Apr 08 2010 at 10:45 PM Rating: Good
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DkDerek wrote:
Well, you can only switch jobs in passive mode.
Can only be in passive mode out of combat.
Then you would gain exp for 2 different jobs..smart, I guess, if you want all jobs maxed....

This is only What I think. I could be wrong, who knows. :)


Yes I was wrong about the changing jobs during battle theory. But just a minute ago a magical talking bird confirmed to me that physical stats stay the same even when changing jobs... a talking bird... I must've been drinking too much :)
#140 Apr 09 2010 at 12:27 AM Rating: Decent
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Now I'm iffy about my speculation. Cuz, like you said if you are a Gladiator that wants to wield a g.sword you don't want it to change you class from gladiator. Man I wondered if SE thought long and hard about the physical lvl aspect. Cause now I don't know what to think.

I saw the live stream and I saw how the point allocation worked.

Its like merits, in ffxi, really. You level up and you have 76 points to use. You start putting points into str. and in the beginning it takes 3 points to raise str. 1 level and as you keep going that 3pts. turns into 4pts to raise 1lvl then 6pts to raise 1lvl and so on. So the total points(76) you had at the start will deplete faster than if you were to distribute them into some else like vit. witch would still has the 3pts = 1 lvl raise. So, that is the balance part of it that I'm not worried about.

Now I'm starting to think that we only have one stat sheet to work with, like people have been saying. So weapons are their own build. S,o your character focusing on physical damage, on their stat sheet, would be able to use pretty much any weapon, base on physical stats. Now at the same time, sure you are free to level up the spell casting type weapons for the fun of it, or just to have that utility. But, when the time comes to seriously use it in a serious party, you would want to re-allocate your stat sheet to make using that casters' weapon be at its fullest potential.

But the question lies. If thats the case re-allocatin is free and is done from our menu and from anywhere in the world. Because you can't be two zones away from town for it to be an NPC type activation.

I'm sure alpha testers have equip a different weapon to see what true. But we won't know till its our turn to play.

I'm not gonna think about it anymore.


Edited, Apr 9th 2010 2:31am by Rustyshield
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#141 Apr 09 2010 at 1:32 AM Rating: Decent
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in the armor screen, you can see "tp 0/3000 (3000)", so i guess we can increase max tp ^^

that's some big ws there XD(i guess "weaponskill" will only use few hundred tp)

edit : also, all the stats are (___x), that's 4 digit max i think

Edited, Apr 9th 2010 3:34am by DarkBiBi
#142 Apr 09 2010 at 4:43 AM Rating: Decent
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So now SE confirmed that we can reset PPs and reallocate the points, any complaints? I hope its not as easy as going into the menu anywhere out in the field and just switching points on the fly, maybe a quest or something, if its easy to reallocate PPs everyone is gonna become a carbon copy of one another sooner or later.
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#143 Apr 09 2010 at 5:36 AM Rating: Good
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sixgauge wrote:
I'm excited about the reference to cutscenes mainly because I felt it always added something to the story. Automatically blocking other random chat will be a nice touch. Aion tried to use CS's and failed because they were too short and majority of them had no purpose.

Choosing our voice means we may hear ourselves call out the Ability we use and/or spell when cast. We may also speak our parts of the dialogue in some CS's.


I'm excited about those prospects as well. I've never been a fan of the "silent protagonist".
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#144 Apr 09 2010 at 10:01 AM Rating: Decent
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full hour of someone who got banned streaming it http://www.justin.tv/calvyno/b/261945023
#145 Apr 09 2010 at 11:40 AM Rating: Decent
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Thanks for the link, but I think it'll get deleted soon.
#146 Apr 09 2010 at 11:50 AM Rating: Decent
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Zichu wrote:
I don't think SE would let us set out own stats without a way to reset them. They will either make items or have an option you have to pay for to reset it.


I was almost going to agree, then I remembered the lord only knows how many merits I have in XP and doubted my first instinct
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#147 Apr 09 2010 at 11:51 AM Rating: Decent
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(-_-lll Tons of ppl wanted to get into the testing. And he risk it all (>...<

Now he got banned...
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#148 Apr 09 2010 at 4:51 PM Rating: Decent
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Calispel wrote:
Thanks for the link, but I think it'll get deleted soon.


It did get deleted, but you can fiddle with Google's cached links to watch it still. Not that I'm saying to do that...
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#149 Apr 09 2010 at 5:33 PM Rating: Decent
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arkangelic wrote:
yay no one seems to have commented on the most awesome part of this info
"There is a "weakened state" after dying -- HP/MP are lowered and it lasts for 5 minutes"
weakness is back in all its glory ; ;


Yeah but that's ALL that was mentioned. No loss of "xp/skill points" or the need to repair or anything like that.
Its possible too that the weakness isn't that big of a deal after one death meaning that you aren't shut out for the full weakness duration until you die a few times in a row.
#150 Apr 10 2010 at 11:02 AM Rating: Decent
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http://www.4gamer.net/games/092/G009287/20100409070/ <--- for those who knows JP.
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#151 Apr 10 2010 at 12:12 PM Rating: Decent
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If physical level doesn't change upon changing class/changing weapons, then what becomes of being a noob on a new job?

Say I want to try out Pugilist for the first time after being a Physical Level 20 Marauder... I understand that my hand-to-hand stats will still be level 1 I assume, but will I have access to all the Physical Points of a Level 20? If our physical level never reverts back to Level 1 when playing a new class, we will truly only ever be a noob once. Which is sad because I'm really good at being a noob.

And once someone reaches the max physical level the first time... they can basically play every class as a pro. Just skill up the weapon type and re-allocate stat points as needed on the fly for whatever class you want to play. I'm not sure I like that idea.
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