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#1 Aug 11 2010 at 9:56 PM Rating: Good
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So I really had no intention of doing this, but a storm in the region has ruined all of my other plans for the evening, back up plans and all. Can't even watch Dexter on netflix. ****.

So for as long as I'm feeling generous, I'll answer questions about the beta, maybe even to those of you who are habitually ******** :)
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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.
#2 Aug 11 2010 at 10:03 PM Rating: Good
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About how many NPCs are there in town and about what percentage of them either say useful things or give you quests or otherwise have some sort of useful purpose?

Edited, Aug 11th 2010 10:03pm by Yogtheterrible
#3 Aug 11 2010 at 10:03 PM Rating: Good
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does it seem like it would be expensive/difficult to level crafting without doing a lot of combat?
#4 Aug 11 2010 at 10:17 PM Rating: Good
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Quote:
About how many NPCs are there in town and about what percentage of them either say useful things or give you quests or otherwise have some sort of useful purpose?


Total shot in the dark here, but I'd guess around 250? There seem to be plenty of NPCs that are there "for flavor", but currently there is no "talk to random NPC to start quest" system in place. Of course a lot of them are shopkeeps, leve clients/quest stops, or serve other purposes.

Quote:
does it seem like it would be expensive/difficult to level crafting without doing a lot of combat?


No, probably not, but this depends on how they might adjust the gil reward for starting leves. Currently, you get plenty of gil to start up a craft. I don't know what the gil reward is like for the actual crafting leves, but it might be enough on its own. If not, you could still get your feet wet with crafting immediately, and if you were able to complete the level 20 leves, you'd probably be able to craft independently within the first two weeks easily.
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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.
#5 Aug 11 2010 at 10:24 PM Rating: Good
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Thanks!

I'm also wondering what kind of skills do crafters and gatherers get? Can they be equipped across classes? would there be any point? Also can gatherers equip DoW/DoM skills? Would that be useful?
#6 Aug 11 2010 at 10:26 PM Rating: Good
How pricey does archer seem at the moment, IE how much does it cost to craft/buy arrows.
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#7 Aug 11 2010 at 10:28 PM Rating: Good
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I have a question: What does Resilience do, and what does Wield Rate on a shield do?
#8 Aug 11 2010 at 10:29 PM Rating: Good
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Kachi wrote:
Quote:
About how many NPCs are there in town and about what percentage of them either say useful things or give you quests or otherwise have some sort of useful purpose?


Total shot in the dark here, but I'd guess around 250? There seem to be plenty of NPCs that are there "for flavor", but currently there is no "talk to random NPC to start quest" system in place. Of course a lot of them are shopkeeps, leve clients/quest stops, or serve other purposes.


That's going to bother me...One of my biggest pet peeves in MMOs is the static cities that seem to have no purpose besides the AH and a few quest givers. I'd even like a good city without purpose if at least it weren't static and all of the NPCs either stood in one spot or walked in circles, day and night. Give me a dynamic city SE! Oh well, suppose it wont happen for years to come...probably lose interest in games by that time.
#9 Aug 11 2010 at 10:33 PM Rating: Decent
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Q: How many people are using the term "DPS" vs how many people are using the term "DD" when referring to classes that are neither tanks nor healers?
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#10 Aug 11 2010 at 10:35 PM Rating: Excellent
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Quote:
That's going to bother me...One of my biggest pet peeves in MMOs is the static cities that seem to have no purpose besides the AH and a few quest givers. I'd even like a good city without purpose if at least it weren't static and all of the NPCs either stood in one spot or walked in circles, day and night. Give me a dynamic city SE! Oh well, suppose it wont happen for years to come...probably lose interest in games by that time.


Limsa Lominsa is extremely dynamic. There's a lot of points of interest in it and I like talking to the NPCs far more than in XI.
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#11 Aug 11 2010 at 10:36 PM Rating: Good
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Quote:
I'm also wondering what kind of skills do crafters and gatherers get? Can they be equipped across classes? would there be any point? Also can gatherers equip DoW/DoM skills? Would that be useful?


Predominantly they get skills that help them craft/gather-- improved results, finding gathering spots more easily, that kind of thing. At least in beta, they don't get nearly as many skills as combat classes and still feel very minigame-ish. Unfortunately I can't give you very definitive answers because they've changed it a bit for phase 3 and I have yet to try out that content since.

So far the only skill that seems like it might have some cross-class use is a sprint type ability that helps gatherers get to gather points faster. Crafters and gatherers have no real combat ability to speak of (can only throw rocks). I'm not actually sure if they can equip DoW/DoM abilities, but I assume that without actual weapons they can't use the abilities regardless. You definitely cannot attack with your crafting/gathering implements.

Now on the flipside, there seem to be plans to allow combat classes to equip crafting and maybe gathering abilities so they might be able to do those things without doing a complete "switch," but I've no idea how that would work.

Wish I could give you better answers, but considering they took away the crafting leves last phase and I found the gathering horribly boring, I really haven't played around with them much lately, plus I don't know what changed in this recent update.
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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.
#12 Aug 11 2010 at 10:39 PM Rating: Good
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Rjain wrote:
Quote:
That's going to bother me...One of my biggest pet peeves in MMOs is the static cities that seem to have no purpose besides the AH and a few quest givers. I'd even like a good city without purpose if at least it weren't static and all of the NPCs either stood in one spot or walked in circles, day and night. Give me a dynamic city SE! Oh well, suppose it wont happen for years to come...probably lose interest in games by that time.


Limsa Lominsa is extremely dynamic. There's a lot of points of interest in it and I like talking to the NPCs far more than in XI.


I don't mean dynamic as in interesting or exciting, if that's what you thought. I mean dynamic as changing, not constant, expanding, growing. Because any game city is exciting the first time you see it but since I've never seen a city that actually changes with time or circumstance (WoW is kinda getting close with it's phasing thing) as a real city might that excitement quickly goes away.

Kinda goes past what I originally asked though...would be content with NPCs that actually mattered.
#13 Aug 11 2010 at 10:42 PM Rating: Decent
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Here's a good one. . . How do retainers actually work???
#14 Aug 11 2010 at 10:46 PM Rating: Good
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I have a question about character customization. I watched a video on youtube earlier and it dealt with the miqote race, most of it was pretty straight forward, but there was an option (think its the bottom most one). What does that option do? The vid I watched had pretty lousy quality so everything was pretty blurry. One option seemed to add a crescent or something similar to the character's forehead but I couldn't see any of the other options.
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#15 Aug 11 2010 at 10:47 PM Rating: Good
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Oh lawdy, can of worms.

Quote:
How pricey does archer seem at the moment, IE how much does it cost to craft/buy arrows.


They only give you 100 warped arrows to start, but warped arrows from the NPC are only 1 gil each. Currently other arrows must be crafted. I don't know how much it would be to craft better arrows-- the economy is not nearly stable enough to guess what market values will be at retail.

Quote:
I have a question: What does Resilience do, and what does Wield Rate on a shield do?


Tough questions-- you may need to clarify. These are stats you've seen on weapons/shields? If so, I don't really know what they do for sure, and if they were from early game phases these stats may not even exist anymore. You do gain shield skill as you use your shield, but it's not clear what this does yet either. Of course, it's fair to speculate that it increases your block rate and/or extends the length of time you keep your shield up.

Quote:
That's going to bother me...One of my biggest pet peeves in MMOs is the static cities that seem to have no purpose besides the AH and a few quest givers. I'd even like a good city without purpose if at least it weren't static and all of the NPCs either stood in one spot or walked in circles, day and night. Give me a dynamic city SE! Oh well, suppose it wont happen for years to come...probably lose interest in games by that time.


Well, it's certainly not "next-gen" in that sense, but the environment is rather beautiful, even if it isn't as alive as it could be. It's certainly a half-step up from XI, at least.

Quote:
Q: How many people are using the term "DPS" vs how many people are using the term "DD" when referring to classes that are neither tanks nor healers?


I would guess slightly more than the number of people who call their characters "toons." :P

Nobody has really talked much in previous phases-- very much a solo experience. They've only just added linkshells, certain party incentives, and made chatting a bit easier.

____________________________
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.
#16 Aug 11 2010 at 10:57 PM Rating: Good
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Kachi wrote:

Tough questions-- you may need to clarify. These are stats you've seen on weapons/shields? If so, I don't really know what they do for sure, and if they were from early game phases these stats may not even exist anymore. You do gain shield skill as you use your shield, but it's not clear what this does yet either. Of course, it's fair to speculate that it increases your block rate and/or extends the length of time you keep your shield up.



Resilience is a stat that exists on all armor, along with defense, magical defense and... can't recall what the other one is but there are four stats. Only resilience isn't self explanatory.

Wield rate is a stat on shields. AFAIK both of these exist in P3.
#17 Aug 11 2010 at 10:58 PM Rating: Good
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Here's a good one. . . How do retainers actually work???


Retainers are more or less bazaar mules. Their interface isn't so simple that I could easily explain it.

At the lowest level, they are in-game mules that you can easily transfer your items to without having to log in and out. You can also set them up in the Market Wards to bazaar your goods. I believe you can also designate items for them to purchase automatically at a max price, but you have to have at least one of the items already, it seems. I believe they can also somehow repair items or display your own items for others to repair, but I'm iffy on how this works.

So in a sense, they're great at what they do. As the hub of commerce... well, let's just hope they finish the Auction House before retail.

Quote:
I have a question about character customization. I watched a video on youtube earlier and it dealt with the miqote race, most of it was pretty straight forward, but there was an option (think its the bottom most one). What does that option do? The vid I watched had pretty lousy quality so everything was pretty blurry. One option seemed to add a crescent or something similar to the character's forehead but I couldn't see any of the other options.


You probably mean one of two things. You might mean the bottom option under the "face" setting, which is called "Features." This is the chin, and because many changes are very subtle and the screen skips a bit when you change an option, it can be difficult to notice that this is what it changes.

Or you mean the last option in the overall menu, which is "Characteristics" and adds things like scars, tats, and facial hair. Some of these options are small (like moles) and some of them can be obscured by certain hairstyles, so it's not uncommon for them to be invisible on certain characters.

Previously there were options on tattoos and face paint that only had one color by default, but they just added a few color options. e.g., now an Elezen Duskwight tattoo can be not only white, but black, red, or blue. They also just added a couple of options for different ears.
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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.
#18 Aug 11 2010 at 11:01 PM Rating: Excellent
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Even as a beta tester I still wasn't sure about one thing. When selecting any race, you get to choose different types. What's the difference if you can change the color of skin, hair and facial features?

I never understood that.

It could be that later on they may have more options, but for now it was just strange to me cause you can make type 1 look exactly like type 4 and 2, and 3 and etc.

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#19 Aug 11 2010 at 11:02 PM Rating: Good
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Quote:
Resilience is a stat that exists on all armor, along with defense, magical defense and... can't recall what the other one is but there are four stats. Only resilience isn't self explanatory.

Wield rate is a stat on shields. AFAIK both of these exist in P3.


I hadn't noticed it, and I'm not sure what it does. If I had to hazard a guess, it might be the rate at which durability is lost, perhaps specifically the amount of durability lost on a KO.

Unfortunately you're asking about specific stats that haven't been explained by SE, and I'm sure no one has really taken the time to test them thoroughly, so I would be hard pressed to find anyone who could give you a solid answer.
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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.
#20 Aug 11 2010 at 11:06 PM Rating: Good
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Quote:
Even as a beta tester I still wasn't sure about one thing. When selecting any race, you get to choose different types. What's the difference if you can change the color of skin, hair and facial features?

I never understood that.

It could be that later on they may have more options, but for now it was just strange to me cause you can make type 1 look exactly like type 4 and 2, and 3 and etc.


It seems to merely be a jumping point for your character-- like many character creators, they start you off with a choice of premade characters to start from. Some had speculated that maybe there were slightly different skin textures or body types, but no one could actually tell if that was the case... as near as I can tell, there is no difference at all.

Perhaps there were intended differences though, in light of the fact that there's no discernible difference between certain facial features either, and many of them are extremely subtle even though there is a noticeable difference.
____________________________
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.
#21 Aug 11 2010 at 11:20 PM Rating: Good
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I'll ask it straight so give it to me straight:

Is female character chest size adjustable?
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Mikhalia: and FWIW, my posts are 95% helpful, informative, or funny.
Mikhalia: only 5% or less of my posts are utter crap.
Tyapex: 393 posts of utter crap...
Mikhalia: Sounds about right.
#22 Aug 11 2010 at 11:21 PM Rating: Decent
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Storm having passed, I'm off to do other things. Feel free to keep posting questions, and I'll address what I can when I can. In the mean time, other testers are of course welcome to pick up my slack :d
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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.
#23 Aug 11 2010 at 11:23 PM Rating: Excellent
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Quote:
Is female character chest size adjustable?


Oh ok, last one. It is secretly adjustable with face type. Certain face types have bigger chests than others.

Also, I found <Can you do it for me?> in the autotranslator.
____________________________
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.
#24 Aug 11 2010 at 11:28 PM Rating: Good
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Whats is the role non DoW classes in battle?
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#25 Aug 11 2010 at 11:31 PM Rating: Decent
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Here's several...

* With the character creation can you change anything other than your character's facial features? Such as can you make a character taller or shorter, change the muscle tone, proportions? An example might be some of the customization options found in Aion. You can change leg length, arm length, foot size, waist, bust, etc.

* Are there any known benefits from creating a race native to a certain city? In fact is there any information what city is native to what race yet?

* After you create a character is there a "dressing room" option of sorts that allows you to change your hairstyle or color? Basically is there any options to do re-customizations within reason?

* While it'll likely change, what benefits may there be over choosing one race over another? Are they at this point similar to their FFXI counterparts?

* Is there any special method or way certain races speak? Mithra have a habit of rolling their r's and Tarutaru often rhyme or adding "aru" to some words that have t's in them. Do Miqo'te or Lalafell inherit the traits of their counterparts from FFXI? This kind of information could be important for roleplayers before FFXIV goes live.

* Since you can apparently choose a voice in the customization does this mean our characters speak outside of the usual grunts and yells? And about speech, do NPCs speak in both cutscenes and regular play or is it mostly just a bunch of text?

* Can you sit in chairs or lay down on beds/floors? As a roleplayer my LS in FFXI would sometimes have us meeting in the bars or taverns around Vana'diel and it kinda sucked having to sit on the floor and just imagine we were sitting on chairs/stools.

I had more but I think this should suffice for now.
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#26 Aug 11 2010 at 11:40 PM Rating: Decent
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Quote:
Also, I found <Can you do it for me?> in the autotranslator.


I think we all (well most) had a little fun with the auto-translator in FFXI. But man it could get annoying sometimes lol. Seeing <Mithra> <Fun> <Hole> (or whatever) 400 times a day kind of got old.

But with that said, kind of cant wait to see what people come up with in XIV. At least it will be humorous for the first week or so, even for an old 32 year old as myself.
#27 Aug 11 2010 at 11:44 PM Rating: Good
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What differences do the races have? Is the only difference HP/MP, or are there racial bonuses?
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#28 Aug 11 2010 at 11:46 PM Rating: Good
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Kachi wrote:
Quote:
Is female character chest size adjustable?


Oh ok, last one. It is secretly adjustable with face type. Certain face types have bigger chests than others.

Also, I found <Can you do it for me?> in the autotranslator.


I believe only the Elvaan, er...Elzen Females have the capacity to adjust bust size. I don't know if the Hume er Hur Females do. I know the Mi'qote do not have that luxury.

SamusKnight wrote:
Here's several...

* With the character creation can you change anything other than your character's facial features? Such as can you make a character taller or shorter, change the muscle tone, proportions? An example might be some of the customization options found in Aion. You can change leg length, arm length, foot size, waist, bust, etc.

* Are there any known benefits from creating a race native to a certain city? In fact is there any information what city is native to what race yet?

* After you create a character is there a "dressing room" option of sorts that allows you to change your hairstyle or color? Basically is there any options to do re-customizations within reason?

* While it'll likely change, what benefits may there be over choosing one race over another? Are they at this point similar to their FFXI counterparts?

* Is there any special method or way certain races speak? Mithra have a habit of rolling their r's and Tarutaru often rhyme or adding "aru" to some words that have t's in them. Do Miqo'te or Lalafell inherit the traits of their counterparts from FFXI? This kind of information could be important for roleplayers before FFXIV goes live.

* Since you can apparently choose a voice in the customization does this mean our characters speak outside of the usual grunts and yells? And about speech, do NPCs speak in both cutscenes and regular play or is it mostly just a bunch of text?

* Can you sit in chairs or lay down on beds/floors? As a roleplayer my LS in FFXI would sometimes have us meeting in the bars or taverns around Vana'diel and it kinda sucked having to sit on the floor and just imagine we were sitting on chairs/stools.

I had more but I think this should suffice for now.


You do not have free reign on character creation like Aion or Oblivion. There are preset layouts that you can pick and choose from. For example, the selection of height is: Tallest, Taller, Average, Short, Very Short. Another would be hair. You can change the style of hair to accommodate for 8 types. Hair color I think there's maybe 28 colors about; I don't remember exactly.

No known advantages to any races being associated with any city.

Currently there are no know ways to change your style; you get what you get. I've not heard anything on the Beta forums or anything from SE on that matter that they would be implementing ways to change features.

There are virtually no benefits to choosing one race as opposed to another. You start off with a standard 15 points across all stats and you gain points as you go; roughly 4-6 points depending on what class I guess. My pugulist I was getting 6 points, as opposed to my culinarian I was getting 4. I could be that it's beta 3 and they've changed it but that's what I was seeing.

Negative, right now there are only voices in the dramatic CS's. The other CS's only have text and animations like in FFXI. Just FYI, Limsa-Lominsa is a pirates town so they speak like "aye aye capn," and "git ta swabbin' the deck ya scally-wag" etc...

Voices are only heard when you do certain emotes like: Angry, or Cheer, or Joy etc.

I haven't been able to sit anywhere, but then again I haven't tried so I'll try. I don't think you can sit anywhere as most of the chairs and such are taken. Otherwise the NPC's are all standing.
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#29 Aug 11 2010 at 11:46 PM Rating: Decent
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Quote:
What differences do the races have? Is the only difference HP/MP, or are there racial bonuses?


Not sure if it was answered in this thread or another, but as of right now i believe none.
#30 Aug 11 2010 at 11:50 PM Rating: Decent
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I wanna know if crafting has a chance of failing and loosing the ingredient? Similar to xi
#31 Aug 11 2010 at 11:52 PM Rating: Good
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Quote:
Whats is the role non DoW classes in battle?


DoM are not that different from DoW role-wise, but are more healer, status and AOE oriented, I guess. Crafters and gatherers have no real role in battle.

I'll try to do these real quick:

* With the character creation can you change anything other than your character's facial features? Such as can you make a character taller or shorter, change the muscle tone, proportions? An example might be some of the customization options found in Aion. You can change leg length, arm length, foot size, waist, bust, etc.

Height- yes. But aside from different race/clans, there are no other differences in body types. Oh, except for what I just said about busts.

* Are there any known benefits from creating a race native to a certain city? In fact is there any information what city is native to what race yet?

No, no known benefits, and apparently no planned benefits. We know what nations are most predominant to certain races, but it's not like XI. All races are pretty equally represented regardless of nation.

* After you create a character is there a "dressing room" option of sorts that allows you to change your hairstyle or color? Basically is there any options to do re-customizations within reason?

No, not yet.

* While it'll likely change, what benefits may there be over choosing one race over another? Are they at this point similar to their FFXI counterparts?

Currently there are no differences. If they do add differences, they have said they will be much smaller than in XI.

* Is there any special method or way certain races speak? Mithra have a habit of rolling their r's and Tarutaru often rhyme or adding "aru" to some words that have t's in them. Do Miqo'te or Lalafell inherit the traits of their counterparts from FFXI? This kind of information could be important for roleplayers before FFXIV goes live.

Less than in XI. More like, Limsans talk like pirates. You can sometimes see a little Taru speak, but it's not every single Lalafell. Overall, races are more homogenized, at least culturally. Naming conventions are mostly the same, except that Roegadyn don't have Galkan names.

* Since you can apparently choose a voice in the customization does this mean our characters speak outside of the usual grunts and yells? And about speech, do NPCs speak in both cutscenes and regular play or is it mostly just a bunch of text?

No, they don't. You character will do grunts, laughs, etc. when you /emote mostly, and that's where the voice comes into play. NPCs only speak in the opening CS so far-- after that, it's all text. Though they did just add a nice text box for NPC chat that's separate from the chat log. I believe they plan to add voicing for all major CSs, but so far the few main quests are not voiced.

* Can you sit in chairs or lay down on beds/floors? As a roleplayer my LS in FFXI would sometimes have us meeting in the bars or taverns around Vana'diel and it kinda sucked having to sit on the floor and just imagine we were sitting on chairs/stools.

You can't sit in chairs. I think there may be an emote to lie on the floor, but I'm not sure.

And now I'm gone for really reals.
____________________________
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.
#32 Aug 12 2010 at 12:31 AM Rating: Decent
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I so hope they plan to change the sitting thing... Many MMO's out there let you sit down on benches or chairs, even the non-MMO's. WoW has chairs for people to sit it, Phantasy Star Universe had chairs and benches too character's could sit in. Aion has a seat that "magically" appears when you go to sit down. ****, Phantasy Star Online (GC, BB, X-Box) had inflatable chairs that came out of your ****. Point is, a nice aspect for roleplayers is being able to sit at a table or something and not plop down on the floor.


Ah anyway, how about I ask some stuff about our houses unless they've yet to implement that... Are there customizable housing for characters? If so...

* In Runes of Magic you were able to place your furnishings anywhere you like at any angle. Does FFXIV offer anything similar to this or is it ala-grid style like FFXI?

* Can other players visit your home whenever they wish or must they be in a party like the mog house function for invitations?

And more...

* What's the maximum allowed members for a party?

* Is there any type of level-sync allowing players of different leves to group together and get the same experience or however XP is handled?

* How is inventory space handled? Some games have a grid system that certain items take up more space than others (Diablo for example) and others just had inventory slots (FFXI) an each item unless it stacks takes up one slot.
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Sair Gammonari - Hyur Midlander Male - Conjurer (Somewhat retired.)
Mihana Zhralyia - Miqo'te Seeker of the Sun Female - Archer



#33 Aug 12 2010 at 12:42 AM Rating: Good
SamusKnight wrote:
****, Phantasy Star Online (GC, BB, X-Box) had inflatable chairs that came out of your ****.


Hahaha, this made my evening. I had totally forgotten about the colorful, floating chairs in the PSO lobbies. Also, I agree with you that sitting in a chair; or any type of furniture for that matter is fairly integral to game immersion. It's just a lot more aesthetically pleasing than being sprawled out over the ground.
#34 Aug 12 2010 at 12:43 AM Rating: Default
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I'm not in the beta so I'll do my best at what I know:

SamusKnight wrote:
Ah anyway, how about I ask some stuff about our houses unless they've yet to implement that... Are there customizable housing for characters? If so...

* In Runes of Magic you were able to place your furnishings anywhere you like at any angle. Does FFXIV offer anything similar to this or is it ala-grid style like FFXI?

* Can other players visit your home whenever they wish or must they be in a party like the mog house function for invitations?


There isnt' a mog house yet, although there are plans for one. Not much is known.

SamusKnight wrote:
And more...

* What's the maximum allowed members for a party?

* Is there any type of level-sync allowing players of different leves to group together and get the same experience or however XP is handled?

* How is inventory space handled? Some games have a grid system that certain items take up more space than others (Diablo for example) and others just had inventory slots (FFXI) an each item unless it stacks takes up one slot.


1) I think 12 or 15? I can't remember.
2) Not that I'm aware of, but this would be a superb thing to take from XI.
3) It's a list like XI was.
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#35 Aug 12 2010 at 12:47 AM Rating: Decent
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Q: What's the point of a physical level seperate from class levels?

For example:
If you have a Marauder at lv 9 + a Physical level at lv 9 and you switch to lv 1 Archer: Would you have to kill lv 1 mobs again or lv 9 mobs because of your Physical level?

If it's lv 1 mobs again then what benefits would you get from already having a lv 9 Physical level?
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#36 Aug 12 2010 at 12:57 AM Rating: Good
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Oh the inflatable PSO chair races around the lobby, what fun. I'd forgotten about that!
Lets see, bust size has been covered and is apparently implemented on the sly with face types oddly enough.
We're without a /sit, and the retainer instancing needs some kind of search or at least an arrangement based on whats being sold.
Here's one I've yet to see:
Whats the deal with moogles in this game? I saw one in a screen shot a while back but haven't heard a factual word about them.
#37 Aug 12 2010 at 1:00 AM Rating: Good
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Commander Crissaegrim wrote:
SamusKnight wrote:
****, Phantasy Star Online (GC, BB, X-Box) had inflatable chairs that came out of your ****.


Hahaha, this made my evening. I had totally forgotten about the colorful, floating chairs in the PSO lobbies. Also, I agree with you that sitting in a chair; or any type of furniture for that matter is fairly integral to game immersion. It's just a lot more aesthetically pleasing than being sprawled out over the ground.


I don't even care if they did something similar to that, if a chair or stool just seemingly appeared out of thin air. Explain it with the theory that we take a magic stool out of our bags to sit on. Explain it as an enchanted stool that we can conjure up. Just sum it that we have seeds up our butts that grow into a stool (Pardon the pun here) at will, anything! I can't recall how many times during an RP I've said "Man I wish they had chairs we could sit on." and everyone agreed with me.

EDIT:

Dagger99 wrote:
Here's one I've yet to see:
Whats the deal with moogles in this game? I saw one in a screen shot a while back but haven't heard a factual word about them.


Wasn't there talk about them supposedly being a playable race when talk of FFXIV first came around? I wonder what happened to that, more so is what they look like this time around. Since FFVI (FFIII in US terms) came out the look and appearance of moogles has varied. FFXI's look alot like they did back then but they've generally changed in appearance and size through various games. In some of the later FF games they grew giant honkers and had tinier wings, and in some of the FFT series they change drastically looking more humanoid and had longer ears (Montblanc from FFTA for example.) until they changed into the little pudgeballs with slanted crescent-shaped eyes we've seen in FFXI. And I recall the FF Chronicles games saw what resembled cottonballs with a head and feet.

Edited, Aug 12th 2010 12:08am by SamusKnight
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Mihana Zhralyia - Miqo'te Seeker of the Sun Female - Archer



#38 Aug 12 2010 at 1:05 AM Rating: Default
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RedGalka wrote:
Q: What's the point of a physical level seperate from class levels?

For example:
If you have a Marauder at lv 9 + a Physical level at lv 9 and you switch to lv 1 Archer: Would you have to kill lv 1 mobs again or lv 9 mobs because of your Physical level?

If it's lv 1 mobs again then what benefits would you get from already having a lv 9 Physical level?


I'm not positive on this, again I'm not in the beta, as I understand it, your physical level dictates how many stat points and abilities you can allocate and your class level dictates what abilities you have learned.

I could be mistaken as this is only my interpretation. Someone who is actually in the beta should clarify this.
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#39 Aug 12 2010 at 1:23 AM Rating: Decent
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My question is what is your opinion on the game thus far, bugs and other things that will be fixed not considered. I know it's a work in progress and more will be added as time goes by I'm sure, but how does the game make you feel so far, is it fun, is it similar or very different to FFXI?

One more question, this may be hard if you haven't pt'd alot yet. Are players pigeon holing classes? An example would be do pt's expect a conjurer to Heal no matter what? Are the expecting a tank per se? I know some of this stuff may be a bit down the road, it's just something I have been wondering, and np if it is not clear enough to say yet.

Thank you in advance for your answers, :)
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#40 Aug 12 2010 at 1:35 AM Rating: Good
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Yogtheterrible wrote:
Rjain wrote:
Quote:
That's going to bother me...One of my biggest pet peeves in MMOs is the static cities that seem to have no purpose besides the AH and a few quest givers. I'd even like a good city without purpose if at least it weren't static and all of the NPCs either stood in one spot or walked in circles, day and night. Give me a dynamic city SE! Oh well, suppose it wont happen for years to come...probably lose interest in games by that time.


Limsa Lominsa is extremely dynamic. There's a lot of points of interest in it and I like talking to the NPCs far more than in XI.


I don't mean dynamic as in interesting or exciting, if that's what you thought. I mean dynamic as changing, not constant, expanding, growing. Because any game city is exciting the first time you see it but since I've never seen a city that actually changes with time or circumstance (WoW is kinda getting close with it's phasing thing) as a real city might that excitement quickly goes away.

Kinda goes past what I originally asked though...would be content with NPCs that actually mattered.


While I understand where you're coming from, this is not something to wish for. Why? Imagine a quest you could only start between 04:00-06:00 on Firesday, where the mobs only show in rainy weather at night, while who you turn into can only be found at some location on midnight at Lightsday.

I know I'd also like to see the world change some based on our actions, but in this case, a little suspension of disbelief is a good thing.
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#41 Aug 12 2010 at 1:49 AM Rating: Decent
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Something I just thought about... I've heard all this talk about skill points and assigning points, how exactly does this work? Do you need to assign points to your class to improve a stat (Like adding points into INT to boost your MP) or learn a skill? Are these points once spent become permanent? With so many options to your character I can imagine alot of trial and error to figure out what skills are best and what builds work the most efficient for farming, soloing, or parties, and what type of build would most benefit a party. Unless you can reassign points at will either for free or a price not many are gonna be too happy having to start over because their choices so early in the game made their character gimped.
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FINAL FANTASY XIV Roleplayer

Sair Gammonari - Hyur Midlander Male - Conjurer (Somewhat retired.)
Mihana Zhralyia - Miqo'te Seeker of the Sun Female - Archer



#42 Aug 12 2010 at 1:52 AM Rating: Good
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I ask this question in other thread but wasn't able to get an answer so i'm wondering if you would know abt it.

Quote:
Could i ask a question too?

1. I saw a couple of SS that wrote Element Resistance, we were in the impression that aligning ourself to a certain element will increase the damage output from that element spell. Is this true?


Once again thanks for the SS and information, we have been straving for the past 2~3 mths thus there will be tons of questions


Thanks in advance
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#43 Aug 12 2010 at 1:53 AM Rating: Decent
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whats the "Recommended" party size when trying to xp? i know theres a max capacity but will it still work the same way as ffxi while using more members? or are they trying to just use more roles within a party to xp effectivly.



Edited, Aug 12th 2010 3:55am by widnes
#44 Aug 12 2010 at 2:01 AM Rating: Good
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RedGalka wrote:
Q: What's the point of a physical level seperate from class levels?

For example:
If you have a Marauder at lv 9 + a Physical level at lv 9 and you switch to lv 1 Archer: Would you have to kill lv 1 mobs again or lv 9 mobs because of your Physical level?

If it's lv 1 mobs again then what benefits would you get from already having a lv 9 Physical level?


I'm not it beta either, but here what i think.
You mostly be fighting Lv1 mobs.
Since the weapon you are using is Lv1, it wont have that much acc and such vs Lv9 mobs. Like weapon lvl in ffxi. You could be Lv75, but I don't think you use a Lv100 skill weapon vs Lv75 mobs. You wont hit them.
Could even say if you physical Lv is 15/50/100. You mostly wont want to use a Lv1 class to fight at those higher lvls.
Edit: Also you wont really have any high lvl ability's, but atk mostly, untell you lvl the class itself.

Edited, Aug 12th 2010 4:03am by Zalongamer
#45 Aug 12 2010 at 2:07 AM Rating: Decent
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widnes wrote:
whats the "Recommended" party size when trying to xp? i know theres a max capacity but will it still work the same way as ffxi while using more members?


OP had said already that group play hasn't really been fully implemented yet (It's been a mostly solo experience so far.) so I doubt there's any info on it yet. But I would imagine that it's similar to FFXI in that way. The average party consisted of 6 people and you could form an alliance with 2 other parties making 18 people overall. So if it follows FFXI's standards it should be 6. However if it's 12 like someone was saying above then it's either 4 if you can make an alliance of 3 parties, 6 if there's the max is 2, or just 12 if you can't make alliances. So for normal XP I couldn't imagine any more than 4-6 members. Any more and it may get too confusing and clutter up your screen trying to pinpoint who has hate, who is healing, and who should be taking the damage.

On this I'd like to throw out another question, it was mentioned earlier that armor has a durability... Is it known yet if armor can or may break if the durability drops below a certain factor? Durability factors sucked greatly in some games because it meant you either needed to keep a spare set of armor around for prolonged tanking or had to make pit stops to make repairs. And some games the durability of armor and weapons slowly dropped each time they were repaired.

And with the question of durability and repairs, how is the overall rate of gil making? Do all creatures/enemies have potential to drop sellable loot (eyes, wings, limbs, feathers, etc.) at a normal rate to sustain your cash flow? FFXI was known to be terribly stingy on loot and cash and I can only imagine how hard it would be to make repairs if you couldn't afford to do so.

Edited, Aug 12th 2010 1:11am by SamusKnight
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FINAL FANTASY XIV Roleplayer

Sair Gammonari - Hyur Midlander Male - Conjurer (Somewhat retired.)
Mihana Zhralyia - Miqo'te Seeker of the Sun Female - Archer



#46 Aug 12 2010 at 4:05 AM Rating: Good
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Hi, first of all thank you for being so kind to offer this thread. I've been waiting for some confirmation on several questions regarding inputs allowed in the game. Referring to the below :-
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The auto-translate feature has been added.
Players can utilize this feature by pushing the Tab key while in chat mode. The tool will automatically complete a partially input word, as well as translate the word to the language indicated in the viewing player’s language settings.
----------

Questions :-
1) Is there a specific configuration to change the language settings ? If there is, what languages are available at this point ?

2) I heard that Japanese IME input is possible for the version in testing now, but would it be possible to input some Japanese characters and <tab> to autotranslate(read:auto-complete-sentence), provided answer in 1) allows selection of Japanese as the language setting ?

Reason is that I would be very delighted if it's possible to access both sides ( or maybe other languages ) of the translator...
#47 Aug 12 2010 at 4:53 AM Rating: Decent
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Found this on another forum:
http://img823.imageshack.us/f/auctionhouse.png/
Looks like the acution house logo, no?
It could be a trick, so any beta testers want to check it out for us to be sure?
Its supposedly located here:
http://img651.imageshack.us/f/oialx.jpg/

There's a nice ray of hope in these times still full of speculation.
#48 Aug 12 2010 at 4:57 AM Rating: Excellent
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Zalongamer wrote:
RedGalka wrote:
Q: What's the point of a physical level seperate from class levels?

For example:
If you have a Marauder at lv 9 + a Physical level at lv 9 and you switch to lv 1 Archer: Would you have to kill lv 1 mobs again or lv 9 mobs because of your Physical level?

If it's lv 1 mobs again then what benefits would you get from already having a lv 9 Physical level?


I'm not it beta either, but here what i think.
You mostly be fighting Lv1 mobs.
Since the weapon you are using is Lv1, it wont have that much acc and such vs Lv9 mobs. Like weapon lvl in ffxi. You could be Lv75, but I don't think you use a Lv100 skill weapon vs Lv75 mobs. You wont hit them.
Could even say if you physical Lv is 15/50/100. You mostly wont want to use a Lv1 class to fight at those higher lvls.
Edit: Also you wont really have any high lvl ability's, but atk mostly, untell you lvl the class itself.


No offense, but I don't want anymore guesses but facts.
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#49 Aug 12 2010 at 5:01 AM Rating: Good
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RedGalka wrote:
Zalongamer wrote:
RedGalka wrote:
Q: What's the point of a physical level seperate from class levels?

For example:
If you have a Marauder at lv 9 + a Physical level at lv 9 and you switch to lv 1 Archer: Would you have to kill lv 1 mobs again or lv 9 mobs because of your Physical level?

If it's lv 1 mobs again then what benefits would you get from already having a lv 9 Physical level?


I'm not it beta either, but here what i think.
You mostly be fighting Lv1 mobs.
Since the weapon you are using is Lv1, it wont have that much acc and such vs Lv9 mobs. Like weapon lvl in ffxi. You could be Lv75, but I don't think you use a Lv100 skill weapon vs Lv75 mobs. You wont hit them.
Could even say if you physical Lv is 15/50/100. You mostly wont want to use a Lv1 class to fight at those higher lvls.
Edit: Also you wont really have any high lvl ability's, but atk mostly, untell you lvl the class itself.


No offense, but I don't want anymore guesses but facts.


Red - Your sig is amazing.

That's all.
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#50 Aug 12 2010 at 5:02 AM Rating: Default
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Well heres a guess anyway. If you are at level cap then decide to switch jobs/weapons your skill in that weapon is very low. If you try to attack a mob much higher than your job or weapon skill, you'll miss because of the low accuracy you have with that weapon. Wasn't it kind of like that in XI with leveling up your weapons and whatnot?
#51 Aug 12 2010 at 6:44 AM Rating: Good
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Mikhalia the Picky wrote:
RedGalka wrote:
Q: What's the point of a physical level seperate from class levels?

For example:
If you have a Marauder at lv 9 + a Physical level at lv 9 and you switch to lv 1 Archer: Would you have to kill lv 1 mobs again or lv 9 mobs because of your Physical level?

If it's lv 1 mobs again then what benefits would you get from already having a lv 9 Physical level?


I'm not positive on this, again I'm not in the beta, as I understand it, your physical level dictates how many stat points and abilities you can allocate and your class level dictates what abilities you have learned.

I could be mistaken as this is only my interpretation. Someone who is actually in the beta should clarify this.


Physical level determines your stats, period. You get a set amount of HP and MP, and you can allocate one pool of points between Strength, Dexterity, Stamina, Intellect, Mind, and Piety (mmmm, PIE!). You can allocate another pool between the various elements.

Class level determines basically everything else.

So, as a level 1 archer with a physical level of 9, you'd might hit level 1 mobs harder than some one with a physical level of 1, or take less damage, or whatever (depends how you allocated your stats) and you'd have more HP and MP. You probably wouldn't want to tangle with level 10 mobs because your stats wouldn't overcome your low level (you'd miss a lot, still do low damage, etc). It's possible that if you had a physical level of 30 and a class level of 1, you could go after level 10 mobs, but there's not a great benefit when you can just trivially destroy those level 1 mobs that still give full experience.

An interesting fact: Gear does not have a minimum level to use. It has an "optimal" level. If you're using gear that's too high for your current level, the stats simply scale down to your level. Also, every class can wear every armor that has been seen so far, although obviously if it has strength on it it's not going to be ideal for a mage, nor int for a pugilist, etc.

Edited, Aug 12th 2010 8:45am by KarlHungis
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