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Battle, Char Creation videosFollow

#1 Jun 17 2010 at 12:14 AM Rating: Excellent
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2 new videos. 1 is on the battle system
http://www.gametrailers.com/video/e3-2010-final-fantasy/700314

and 1 is with the Character Creation(Lalafall)
http://www.gametrailers.com/video/e3-2010-final-fantasy/700312

Nice to see a Lalafall since that what i'm going to be in ffxiv. Now just be nice to see if they come out with the other races Character Creation, and hopefully they dont make them like MISSION IMPOSSIBLE >.> (or at least without that guy.)

Edited, Jun 17th 2010 2:19am by Zalongamer
#2 Jun 17 2010 at 12:32 AM Rating: Good
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Regarding the character creation, I'm not a fan of slider bars and the abominations that invariably follow, but I'm hoping for more depth in terms of face and hair options at retail.

Interface is pretty slick though.
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#3 Jun 17 2010 at 12:48 AM Rating: Decent
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Is it odd that I'd love to see body hair options on the male character creations...?

What's wrong with enjoying a man with a rugged chest??

Edited, Jun 17th 2010 6:48am by Astarataru
#4 Jun 17 2010 at 12:55 AM Rating: Excellent
Astarataru wrote:
Is it odd that I'd love to see body hair options on the male character creations...?

What's wrong with enjoying a man with a rugged chest??

Edited, Jun 17th 2010 6:48am by Astarataru


What would be odd is body hair options on female characters Smiley: lol
#5 Jun 17 2010 at 1:15 AM Rating: Decent
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What would be odd is body hair options on female characters

EQ2 offers this, quite hilarious



Edited, Jun 17th 2010 3:15am by samosamo
#6 Jun 17 2010 at 1:27 AM Rating: Decent
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What about facial Hair?.... or even hair a little bit south of that lol
#7 Jun 17 2010 at 1:59 AM Rating: Good
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My main concern is the hairstyles. 8 ain't enough. Hairstyle is probably the single most defining characteristic, and one of the only recognizable ones from a distance. At least they will probably be good-looking ones, as having ugly options is almost the same as none at all, but I'm sure they could do much better.

I'd almost rather see more hairstyles than new races (almost).
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#8 Jun 17 2010 at 2:16 AM Rating: Decent
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wow, if i have seen it right, you got auto HP refill while your running?

and these Cards, are they some kind of team mission that you can do after forming a party?

I dont know a lot about the alpha, only joined the communitie now to gather some infos about this awsome game.
#9 Jun 17 2010 at 4:25 AM Rating: Decent
mmolma wrote:
wow, if i have seen it right, you got auto HP refill while your running?

and these Cards, are they some kind of team mission that you can do after forming a party?

I dont know a lot about the alpha, only joined the communitie now to gather some infos about this awsome game.


It's the guildleve system.
http://na.finalfantasyxiv.com/ >>> Gameplay >>>> Guildleves will explain it.
#10 Jun 17 2010 at 7:18 AM Rating: Decent
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Kachi wrote:
My main concern is the hairstyles. 8 ain't enough. Hairstyle is probably the single most defining characteristic, and one of the only recognizable ones from a distance. At least they will probably be good-looking ones, as having ugly options is almost the same as none at all, but I'm sure they could do much better.

I'd almost rather see more hairstyles than new races (almost).


Well, perhaps since this is a beta version there will be more? While watching the miqo'te creation video, however, I was pleased with the selections.
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#11 Jun 17 2010 at 7:51 AM Rating: Good
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Astarataru wrote:
Is it odd that I'd love to see body hair options on the male character creations...?

What's wrong with enjoying a man with a rugged chest??

Edited, Jun 17th 2010 6:48am by Astarataru


Chest like a wool shirt and armpits so hairy the lalafell can swing of them like tarzan? hehehe, for some reason I dont think you were thinking about that much body hair.. lol.
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#12 Jun 18 2010 at 7:26 AM Rating: Excellent
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A lot of people have said this already but the hair style selections are disappointing. However, I'll give them mad props for the hair highlights options and also the fact that your "characteristics" option you can choose any or all. That's pretty awesome. Most games just let you pick one.
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#13 Jun 19 2010 at 6:07 PM Rating: Good
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They need to show more party combat imo, one reason people will keep saying it boring is they see one person fighting one monster exchanging blows, I think if they showed more of the group combat, much of this would be alleviated. Im also sick of seeing forum posts on these videos about how "mmos should be action games" there's plenty of that suit that taste, is something for another audience so bad?

edit: while there was another two members in that vid, they pretty much only occasionally auto attacked

Edited, Jun 19th 2010 8:12pm by Silverwyrm
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#14 Jun 19 2010 at 6:27 PM Rating: Decent
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The whole stamina gauge they had going on actually reminds me a lot of Demon's Souls.

Can't be a bad thing, can't wait to test it out.
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#15 Jun 19 2010 at 6:50 PM Rating: Decent
Silverwyrm wrote:
They need to show more party combat imo, one reason people will keep saying it boring is they see one person fighting one monster exchanging blows, I think if they showed more of the group combat, much of this would be alleviated. Im also sick of seeing forum posts on these videos about how "mmos should be action games" there's plenty of that suit that taste, is something for another audience so bad?

edit: while there was another two members in that vid, they pretty much only occasionally auto attacked


I think that our best chance of seeing organized party play will be if SE released a video of a dev team party fighting a group of challenging mobs or a boss-type mob. Right now, the legit videos we're seeing are brief alpha/beta snippets of either Tanaka demosntrating very basic functionality or members of the press who are given 10 minutes or less to figure things out. And the not-so-legit videos we may or may not see are typically provided by people who still don't really know wtf they're doing and are playing under less than ideal circumstances.
#16 Jun 20 2010 at 8:34 AM Rating: Decent
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I really do want to see some people who know exactly what they're doing gameplay wise actually playing it. I want to know if it's the same thing as FFXI when you sheathe you weapon your character stops moving until the animation is complete. Seems to be what it looks like in that video but I don't know for sure whether or not they just stopped hitting the run button.
#17 Jun 20 2010 at 12:44 PM Rating: Decent
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Those mobs really flee a pretty good distance. I wonder how it will be in areas where mobs agro. I mean think about trying to chase down something that runs like that in an area where mobs are not passive and easy to kill. Ah.. reminds me of the good old days in the dunes and seeing "Train to Selbina" being shouted as people ran in terror from goblins.
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#18 Jun 20 2010 at 1:04 PM Rating: Decent
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Those mobs really flee a pretty good distance. I wonder how it will be in areas where mobs agro. I mean think about trying to chase down something that runs like that in an area where mobs are not passive and easy to kill


I think thats going to be a part of the whole thing. If mob flees, you chase it down and kill everything on the way if they aggro. Makes the game feel more active than simply camping in the same place for hours on end, while you're basically doing the same thing here but moving from one place to another, doing objectives.

That's what I think it could be like.
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#19 Jun 20 2010 at 6:12 PM Rating: Decent
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Also seeing a lot of people saying they want it to be an "action game". I think they are too used to the usual mmo were you run around spamming all your attacks soon as they fall off cooldown, as opposed to skills being something more of a resource in battle that you think about which one you should use. I'll be glad if this game has a more tactical battle system, rather than the finger smash fest I play a lot of nowadays
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#20 Jun 20 2010 at 6:22 PM Rating: Decent
Silverwyrm wrote:
Also seeing a lot of people saying they want it to be an "action game". I think they are too used to the usual mmo were you run around spamming all your attacks soon as they fall off cooldown, as opposed to skills being something more of a resource in battle that you think about which one you should use. I'll be glad if this game has a more tactical battle system, rather than the finger smash fest I play a lot of nowadays


I'm not sure what games you've been playing. In the ones I've played, the people who just mash buttons when things come off cooldown are typically bad players. I guess I'm not really sure what you mean by "more tactical". You can only take things so far in an MMO before it becomes so convoluted that only a small handful of players can ever get things right. Based on some videos I haven't seen, you can clearly see that the simple task of keeping 3 people grouped together and fighting the same mob is apparently beyond the abilities of a lot of people in XIV so far. See what I mean? All this talk of "more tactical"...ehhh...I dunno. Some people really do want "more tactical", but sadly most of them don't really have an real ideas on how to make it so. They just say "more tactical" and that's the best they can come up with. A lot of times, however, people who say they want "more tactical" either a) lack the basic dexterity to play a faster paced game and "more tactical" sounds less lame than "slow enough for my clumsy/arthritic joints to keep up" or b) have absolutely no idea what they want, they just have a bias and "more tactical" sounds less lame than "ya, I got nothin".
#21 Jun 20 2010 at 6:24 PM Rating: Decent
Hyanmen wrote:
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Those mobs really flee a pretty good distance. I wonder how it will be in areas where mobs agro. I mean think about trying to chase down something that runs like that in an area where mobs are not passive and easy to kill


I think thats going to be a part of the whole thing. If mob flees, you chase it down and kill everything on the way if they aggro. Makes the game feel more active than simply camping in the same place for hours on end, while you're basically doing the same thing here but moving from one place to another, doing objectives.

That's what I think it could be like.


I'd kind of like to see how it would play out if people were on the ball and could actually land a snare or a root on the fleeing mobs before they get too far away. Assuming the fleeing mobs aren't made immune to roots/snares specifically for those levequests, I think that controlling them so they can't flee might be a more strategic way of dealing with things. Hard to say.
#22 Jun 20 2010 at 8:22 PM Rating: Good
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Recently played WoW LotRO and AoC myself, in all of those I am simply pressing the same rotation, eg: mashing keys in a specific order, to win. I am pressing alot of buttons, but I am not thinking about what I am pressing, I just do it like every other fight, with some slight variations for specific ones. PvP is often excluded from this but XIV doesn't/wont have major pvp so I am excluding that part.

So what I mean is, in those games, every skill is just "another button to press when the cooldown is gone" Very few of them actually matter in the timing, and very few of them are used any differently in one fight to the next. Since FXIV doesn't seem to be skill spamming, but rather you need to gain tp to use them, my hope is that you need to choose which skill you are using intelligently (or maybe even save some for in case a situation arises) rather than simply hitting the next in rotation. I don't mind the slower combat, but I'd like to see the actions taken mean more, or planning to use a skill ahead of time (much like setting up skill chains in XI, where everyone gathered tp, communicated, got ready, then chained them together) rather than using it just because I can, moreover when "because I can" is all that is needed to maximize its effectiveness.

Short: I'd like to see the timing of abilities/skills be meaningful.
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#23 Jun 20 2010 at 9:18 PM Rating: Decent
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Short: I'd like to see the timing of abilities/skills be meaningful.


Idk, I found a lot of abilities that have varying effects based on many factors.

Like a skill that boosts the defense of the mob you're currently engaged in, but lowers the defense of other monsters.

Or a ranged skill that hits everything between you and the target.

And skills that work better on flying/plant targets, or are ineffective.

Skills that are based on reaction time..

Skills that take something to give something else (HP>TP, MP>HP, TP>HP etc.)

Lots of possibilities, but in the end the execution is what matters.
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#24 Jun 20 2010 at 9:43 PM Rating: Decent
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I'd kind of like to see how it would play out if people were on the ball and could actually land a snare or a root on the fleeing mobs before they get too far away. Assuming the fleeing mobs aren't made immune to roots/snares specifically for those levequests, I think that controlling them so they can't flee might be a more strategic way of dealing with things. Hard to say.


Perhaps a mob can't flee if it is completely surrounded? That would make sense considering SE said that character placement would be key?

But, it did seem like the crab was set to flee that far. The crab led the player right to the other leve-mobs. Maybe it's just SE's way of showing us where to go next in guildleves (or maybe just this one specifically, for the testers)?
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#25 Jun 20 2010 at 9:49 PM Rating: Decent
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i agree about the hairstyles being too less.
hopefully they will have at least 50 of them...
ppl recognize you from distaince by what u r wearing or ur hair styles/ colors
and if there are only 8 styles.. even there are gonna be numerous combination of base hair color and highlight, we will still be seeing twins and identical charachters on the 5000+ players server.

how about a bald lalafell, dreadlock elezen, mohawk Roedaegyn, or even an afro miqo'te?
even the hairstyles wont look good, let there be lots of choices.
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#26 Jun 21 2010 at 4:49 AM Rating: Decent
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All this talk of "more tactical"...ehhh...I dunno.


It's pretty simple. The battles are equations, and the more complicated the equations, the more tactical they are. A battle can have as many variables as the creators give it, and more variables that fluctuate more heavily add to the tactics. Granted you don't have to actually do calculations, but you do have to have an idea of how the numbers are going to be affected by your actions.

Generally, to make things more tactical, you just increase the number of important decisions to be made (I could easily give a hundred specific examples). Helps a lot when you have a reasonably smart enemy though. I'm not sure how realistic it is to ask for more than simple scripts though.

Maybe there are a lot of people that don't quite know how to vocalize this, but they still know what they like. They've played other RPGs and MMOs that require greater tactical ability, and they want to see it in XIV.
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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.
#27 Jun 21 2010 at 7:26 AM Rating: Good
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For hair. If you look at the Lalafall one, to the Miqo'te, the lalafall only has 4, while the Miqo'te(MISSION IMPOSSIBLE vid) has 8. Just by that, I would think they havent put all them in for beta.
#28 Jun 21 2010 at 8:27 AM Rating: Decent
Mictam wrote:
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I'd kind of like to see how it would play out if people were on the ball and could actually land a snare or a root on the fleeing mobs before they get too far away. Assuming the fleeing mobs aren't made immune to roots/snares specifically for those levequests, I think that controlling them so they can't flee might be a more strategic way of dealing with things. Hard to say.


Perhaps a mob can't flee if it is completely surrounded? That would make sense considering SE said that character placement would be key?

But, it did seem like the crab was set to flee that far. The crab led the player right to the other leve-mobs. Maybe it's just SE's way of showing us where to go next in guildleves (or maybe just this one specifically, for the testers)?


SE reference to character placement involves hit tables and damage modifiers that are influenced by where you're standing and how you're oriented relative to the target. Directly off the top of my head, there are at least two classes that get a snare or a root of some kind and if I looked closely I'm sure I'd find more. Snares and roots typically exist specifically to keep things from running away, which is why I was curious as to whether or not applying them in those situations would make anything easier or, in the case of the levequest we saw, SE would make the mobs immune for the levequest since they're actually leading you to where you find the next group of mobs you need to kill.
#29 Jun 21 2010 at 9:15 AM Rating: Decent
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At first in the battle video when he decided to use... Red lotus blade, I just went /facepalm, sorry, but showing off the same freaking move in every movie (and often nothing more) is starting to get really old. Fortunately he said some, at least to me, new things and showed some cool new moves, which was nice. Was a cool video.

I would like to get some more info and videos of the magic classes though. Doesn't feel like they want to show off much of anything, but at least with the melee classes I've seen a few movies, maybe I've missed the rest, but I've yet to see a single magic class video and how it all works. Then again, I'd love to see some more magic classes to begin with, but a peak at how magic in general works would still be nice.
#30 Jun 21 2010 at 9:18 AM Rating: Good
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At first in the battle video when he decided to use... Red lotus blade, I just went /facepalm, sorry, but showing off the same freaking move in every movie (and often nothing more) is starting to get really old.


This is the first official video where combat is being shown >_>.

Or second? Either way, lol.

Edited, Jun 21st 2010 3:22pm by Hyanmen
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#31 Jun 21 2010 at 10:48 AM Rating: Decent
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Well at least at gamescom the same move was shown, and the E3 video where the "new beta combat" is shown and then this. I dunno if any of those others are unofficial, but those are basically the ones I've seen and red lotus blade has made an appearance in every one of them.

I guess it just bothers me because we get so little info to begin with, add that to the fact that whenever we actually get to see something, it is often things we've already been shown.

Of course this might not have bothered me much if it wasn't a FFXI move. Seing it bothered me already the first time, seeing it for a third time annoys me more. I think mostly because I am in the camp of those who want a new game, not FFXI-2. I am not saying XIV is heading that way I am just saying that every little thing that goes in that direction is a thing I don't like lol. FFXI in itself is rehash galore, I guess I'm just bored with it and want new things.
#32 Jun 21 2010 at 10:53 AM Rating: Decent
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They could show off a bit more than they have so far but they take such a straight forward approach to the presentation, lol.

If combat has changed, they'll show exactly what has changed and nothing more, or even leave out important things like Battle regimens which have definitely seen improvements too.

Doesn't affect the game in the long run though so eh, I can deal with it. It is what it is.
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#33 Jun 21 2010 at 10:59 AM Rating: Decent
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Yeah I agree, I guess I just had to mini-nerdrage a little because I, for some inexplicable reason considering SE's trackrecord with mmo and secracy, had expected something more out of e3.
#34 Jun 21 2010 at 12:06 PM Rating: Decent
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Zalongamer wrote:
For hair. If you look at the Lalafall one, to the Miqo'te, the lalafall only has 4, while the Miqo'te(MISSION IMPOSSIBLE vid) has 8. Just by that, I would think they havent put all them in for beta.

While I am in agreement with you that not all options have been included in the Beta character creator (Tanaka has said this already) the 4 vs. 8 hairstyles might not be the best indicator of this because if you put the males and females together, that makes 8 different hairstyles. But this would be pretty half-assed on SE's part if they were going to leave it that way so I doubt we have to worry. ^^
#35 Jun 22 2010 at 10:12 AM Rating: Decent
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P.S. If you're a Beta tester.. you should make lots of character creation videos! <3 They're my favorite.
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