Forum Settings
       
This Forum is Read Only

Japan expo demo and Q and AFollow

#1 Jul 07 2010 at 5:32 PM Rating: Excellent
12 posts
I saw this on another forum and decided to post it here.

http://translate.google.com/translate?hl=en&sl=fr&u=http://ffxiv.jeuxonline.info/actualite/27612/presentation-exclusive-ffxiv-aux-medias-francais-compte-rendu&ei=xwk1TO75DML48Abc5bSaAw&sa=X&oi=translate&ct=result&resnum=1&ved=0CBUQ7gEwAA&prev=/search%3Fq%3Dhttp://ffxiv.jeuxonline.info/actualite/27612/presentation-exclusive-ffxiv-aux-medias-francais-compte-rendu%26hl%3Den%26client%3Dfirefox-a%26hs%3D26y%26rls%3Dorg.mozilla:en-US:official

Since I dont speak french here is a translation from our friends at google
Quote:
Made it to the Warwick Hotel at 11 A.M., and once we entered the projection room we were greeted by different Square Enix Crew Members, all very professionnal and nice with us.

They also gave us a press book to introduce us to FFXIV for the least informed of us, and among all things, it indicated there would be an automatic translating system.

Then, at 11:15, they showed the game on a huge screen! No doubt, alpha is long gone, beta is fantastic and very fluid in comparaison. On top of this screen, there were 2 computers available for us to test the game but the planning was tight and we didn't have time for it.

At 11:30, while the attendees were waiting for the presentation, we noticed it'd be possible to configure the game from its beta version, be it graphics or controllers, which is globally a good news.

Then at 11:40, the introduction of the beta version started, and even if we didn't notice anything new, it was interesting to see that excluding the Name and First name of Avatars, the character creation was integrally in french!

The first part of the demo was about Char creation with "Tartampion Blabla", Lalafell Guest-star, made for the occasion. This creation was a bit limited in this beta version to keep the novelty for release, but it already allowed us to pick some very advanced options, such as birth date, Guardian (that will influence the char's connivence(?) points (or favor), obtained by doing some things.). Which? How? Mystery... We also learned that depending on the the ethnic orientation of characters (Fire Roegadyn/or Sea), the customization was a bit different.

Now, time for the game itself! In fact, considering the beta only happens in Limsa Lominsa, it is pretty much identical to the one we had in the benchmark, and of course, possesses an english dub and french subtitles. That being said, while waiting for introduction loading, SE guy said they tried to incorporate as few pre-calculated scenes as possible, to give a better immersion impression to the player by the integration of his character in each cutscenes. The introduction CS will be different depending on your starting city.


After then, it was time to discover the fight system, and for our greatest pleasure, it wasn't Tartampion but 2 level 40 chars (max level at this time), a Gladiator (who we can consider as a tank) and a Conjurer (fml? I'm not even sure) which, quoting "is closer from a black mage than anything"

But before unshealting our sword, a little visit of LL was imposing itself. Yes it was quick, but we could discover the harbour, which with all other transport platforms were closed until now. On this topic, SE guy said they'd be open as soon as necessary and it will be possible to board an Airship!


We discovered the Retainer service, it is possible to place it in the second covered (inside a building? not sure) market (first being dedicated to NPC sellers), and they will sell all your goods even when offline, with a 24 hours restriction for the beta. And to those who still doubted it, SE guy confirmed there won't be an integrated Auction House.


Once that was done, we moved onto Guildleves that were a little more detailed this time around, with the EXP points, rewards and reputation once completed.Finally the formed team started a low level Guildlevels called "Megalocrabe" in which 2 level 40 chars literally slaughtered monsters.


During that guildleve we noticed the TP bar went up to 3000 and that Gladiator was really oriented Tank, with abilities such as "Phalanx" that drew attention of monsters toward you, "Circular Strike" was an AoE attack or "Red Lotus II" that looked a lot like its XI counterpart.

On top of that, the debuff received by player were showing directly on the screen in the form of text accompanied with an icon, floating for some time on your char so you could notice your character received a debuff.

Finally, they completed the Guildleve and we heard the "Fanfare" music, very familiar to FF players.

But it's not done! Because after this hour-ish demo, there was a Q&A session, which, we'd like you to discover:


Q: "You said you should take care of Bombos because they could sight aggro, but why didn't they aggro at all?"

A: Aggro system is indeed present, but this time we used high level characters and it was in a low level zone, therefore it wasn't a problem. But we can ensure you such system is present.

Q: "Does timing influence rewards in Guildlevels ?" (seriously... l2alpha)

A: There is a reward table showing when you accomplish a guildlevel, listing all the rewards and time it took. We've had confirmation that following difficulty and time taken, rewards would be different.

Q: "Are there raids planned?"

A: Instanced dungeons are planned and the PVP question was very quickly dealt with, they told us it wasn't to exclude but if anything, it'd be in a really long time. For now, they're still working on a 18 players max format in a group, like FFXI, but depending on Beta testers/players feedback, it could change.

Q: "We remember in FFXI, we'd fight often NMs for equipements, will this system make a come back?"

A: Yes, but nothing is sure as of now, they may work on a repop timers for monsters.


Q: "In FFXI we sometimes had troubles to level up because there were too few EXP spots, do you have solutions for that?"

A: We're working on repop timers so that there isn't few spots of XP in a zone but a zone filled with XP spots. Once again, it will depend on players feedback.

Q: "About strategies, can you tell us more?"

A: Strategies will be, basically, a Skillchaining and Magic Bursting system like FFXI. That being said, they will allow for abilities that the whole group need to use and depending on order they could allow for special effects... Discover them!

Q: "About Crafts, will it be possible to level them all (Not 1 like FFXI)? If yes, is paying 3€ per additionnal characters a sort of message meaning that only one char is enough?"

A: As of now, yes, every crafts will be able to levelled to max level on a single char, because the game is based on "Armory", which allows for quick change of role depending on equipped weapon. That being said, to balance, there could be restrictions. As for the additionnal cost, it is legitimate to think of it as a dissuasion, but also as a commercial strategy or a wish to alleviate server load.


Q: "Beta phase will be short, is it really dedicated to help developpers make the game beta through feedbacks or is it purely commercial?"

A: Of course we can't deny the commercial side of betas, but you can rest assured that FFXIV beta is a real beta, and feedback from players are important.

Finishing with this last answer, SE guy said he saw the game change a lot between first version and current one. So, nothing is really done, and everything could change.


I copied this from some one else who summed it up pretty good
Quote:

To sum-up:
- Automatic translation system confirmed
- Beta is way better than Alpha and it's fluid
- Can start configure the game (gamepad, resolution, etc...) in Beta
- The god (sign) you choose in the chara creation will influence you with "favour points"
- Airship confirmed
- Bazaar Servant NPC system but no Auction House for now
- Guildleve gives exp, money and reputation points.
- Rewards from guildleve will differ according to time and difficulty
- Several Instance Dungeons confirmed
- NM confirmed but they work on their pop timer
- Only two strategies: Skillchain and Magic Burst but many people can be involved in to obtain different effects
- Can level all the crafts to max cap but they might change it later due to balance issues


Edited, Jul 7th 2010 7:33pm by kiddster58

Edited, Jul 7th 2010 7:35pm by kiddster58

Edited, Jul 7th 2010 7:37pm by kiddster58
#2 Jul 07 2010 at 5:55 PM Rating: Excellent
Quote:
- Can level all the crafts to max cap but they might change it later due to balance issues
Smiley: yikes Wow, that was unexpected...
#3 Jul 07 2010 at 6:05 PM Rating: Excellent
Scholar
37 posts
The unlimited craft leveling is certainly a nice surprise. Let's keep our fingers crossed for it to last through to release!
#4 Jul 07 2010 at 6:09 PM Rating: Good
Scholar
****
9,997 posts
Shouldn't be too much of a surprise, should it? The crafting classes are actual classes in XIV. Capping them would be like saying you can only level one combat class to max level. I won't be too surprised if they change it, but it doesn't make much sense either.
____________________________
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.
#5 Jul 07 2010 at 7:33 PM Rating: Excellent
***
1,457 posts
Quote:
Q: "Are there raids planned?"

A: Instanced dungeons are planned and the PVP question was very quickly dealt with, they told us it wasn't to exclude but if anything, it'd be in a really long time. For now, they're still working on a 18 players max format in a group, like FFXI, but depending on Beta testers/players feedback, it could change.


Instanced dungeons? Possibility of PvP in the future (far future of course) ? Thank you SE, thank you.

Now where the @#%^ is my alpha/beta key? I played FFXI for 7 years, FF since I was 4, and applied the day you opened the **** application site!! Jerks... :D

Edited, Jul 7th 2010 6:33pm by GuardianFaith
____________________________
Hunter Avril
Rogue Ultra
Paladin Awhellnah
Mage Shantotto
Shaman Lakshmi
Faith (Valefor)

#6 Jul 07 2010 at 7:39 PM Rating: Decent
Kachi wrote:
Shouldn't be too much of a surprise, should it? The crafting classes are actual classes in XIV. Capping them would be like saying you can only level one combat class to max level. I won't be too surprised if they change it, but it doesn't make much sense either.


It makes sense because SE wants players to be at least somewhat reliant upon one another in as many areas of the game as possible. If you can max all crafting professions, you have no use for other crafters. If I'm not mistaken, FFXI originally had a skill cap of 60 on all crafting professions and when they raised the cap to 100, the added the teeter-totter restriction.
#7 Jul 07 2010 at 7:48 PM Rating: Excellent
Scholar
****
9,997 posts
The key to that is multi-crafter synthesis though, not caps. Just like the answer to making combat players dependent on eachother isn't to cap their classes, but to require multiple bodies to achieve a task.
____________________________
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.
#8 Jul 08 2010 at 12:15 AM Rating: Excellent
Sage
*
78 posts
I think they should make every crafting possible to a level, but only 1 or 2 can be maxed. Like this it will be a bigger help to acquire low level items, but high level ones will require team work.

I see no point in limiting low level crafting, mostly because that will just make it harder on people to get those items. And by previous experiences, the most frustrating times in any mmorpgs it is when you are low/mid level and can't get equipment to be stronger, also cannot afford buying it from someone else, so you are kinda stuck in using things that aren't for your level and surviving trough it, skipping a bunch of equip/weapons levels while you save up for a new set.

Also as said before, the multi-crafter system is a great idea, recently added to FFXI, the synergy system gives a new meaning to crafting.

:) at least this is how I feel about this and I don't think I whole lot of people will spend their time gathering materials and crafting low level items to sell them at a affordable price for the level the item is for.

Edited, Jul 8th 2010 2:17am by aeryne
#9 Jul 09 2010 at 9:59 AM Rating: Good
*
74 posts
Quote:
NM confirmed but they work on their pop timer


I hope they won't create some crazy pop timers this time, I remember there was a Yagudo NM in XI which has a 72 hours window for it to pop after its being killed. Lucky that I was a hardcore player back to the days and got it dropped the item but its almost impossible for the casual players to camp such NM. Im not saying they should go all the way to casual friendly but just not too much.
____________________________
俺はまだまだ強くなれる。
This forum is read only
This Forum is Read Only!
Recent Visitors: 15 All times are in CST
Anonymous Guests (15)