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#52 Aug 12 2010 at 6:49 AM Rating: Decent
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Dagger99 there is a Auction House in Limsa Luminsa but curently it's not active/available for testing. Almost all commerce in beta has been through vendors. lol
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#53 Aug 12 2010 at 6:53 AM Rating: Good
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If you'll indulge me...

I have to ask. . . is this essentially a graphically overhauled FFXI with a new storyline and a shake up in character development? IE, am I gonna jump into this and think "Wow, this is just like I remember FFXI being"

Is the experience received from killing mobs capped like it was in XI?

is the difference between physical levels similar to FFXI [level 1-2= 500 xp, 2-3 750, etc]

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#54 Aug 12 2010 at 7:25 AM Rating: Decent
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Are the mobs still set to "Easy Prey" And "Even match" etc
and have you seen any nm's :P
#55 Aug 12 2010 at 7:39 AM Rating: Default
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Score: Good If you'll indulge me...

I have to ask. . . is this essentially a graphically overhauled FFXI with a new storyline and a shake up in character development? IE, am I gonna jump into this and think "Wow, this is just like I remember FFXI being"

Is the experience received from killing mobs capped like it was in XI?

is the difference between physical levels similar to FFXI [level 1-2= 500 xp, 2-3 750, etc]


Their is a RANK exp cap when killing mob.
For CLASS exp the more you use your weapon the more exp you get for that weapon and the faster your CLASS raises. So if your in a party and you do nothing you'll get RANK exp but no CLASS exp.

To a certain extent yes and no. you have 2 exp meters one for rank and one for the class you are using.
You gain Rank exp by killing mobs and quest and Guild Leves. When you level your rank you can allocate points to increase your stats. Str, Dex and so on. You also get points to your elemental defence stats you can allocate.

Class exp goes toward your class you are using. when you lvl you gain skills you can use.

So no matter what CLASS you are on all RANK exp goes to the same pot and you only get CLASS exp for the class you are playing.


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#56 Aug 12 2010 at 7:43 AM Rating: Default
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NO NM's yet.

They have areas that you can get one shot-ed. Certain areas of the map are for higher LVL's but you can still go their at low LVL's and find mobs to kill. Its kinda tough at times to figure what ones you can kill. By each mobs mane their is a color and that represents how tough they are. Red is incredibly tough, but in certain areas you can kill the RED ones easily so I'm a little confused to really tell how hard they are.
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#57 Aug 12 2010 at 9:21 AM Rating: Good
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I'll try answering a few myself, although I haven't gotten all that far in the beta.

Quote:
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?

Every time you gain a physical level, you earn a certain number of points to be added to your stats (STR, DEX, AGI, etc.; not HP or MP) and a certain number of points to add to the elemental stats (fire, thunder, etc.). You may assign these however you like, and (at least for now) it always seems to cost one point to add one to a stat. Currently it is possible to reallocate points, but it has been strongly hinted that this ability won't be present (or at least will be much more limited) later on.

Quote:
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?

It doesn't seem like it; on my conjurer I went full-on thunder element (zero points in everything else) and didn't notice a difference in my thunder damage versus other elements. I also didn't take that class very far, though, so....

Quote:
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.

If you're doing guildleves, you can set the difficulty according to the size of the party, and accordingly you get more XP for harder enemies. Aside from that, there doesn't seem to be any sort of stricture on party sizes, so they really seem to be leaving it up to us. (That said, you only improve your class rank by gaining skill, and you can only gain skill by actually performing actions. If you have a group of 15 running around mowing down easy mobs, you won't be performing too many actions and hence won't gain rank too quickly, although your physical level may do pretty well from it!)

Quote:
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?

Physical level = stats, HP, MP, elemental. Class rank = what abilities you have access to. I have heard rumors from some beta testers that your stats may be capped according to your class rank, but I cannot confirm this.

Quote:
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 ?

There is no language setting in the game at this point. I haven't tried using the Japanese IME, but if I get around to it I will and report back.

Quote:
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/

Currently that door doesn't open.

Quote:
I have to ask. . . is this essentially a graphically overhauled FFXI with a new storyline and a shake up in character development? IE, am I gonna jump into this and think "Wow, this is just like I remember FFXI being"

Is the experience received from killing mobs capped like it was in XI?

is the difference between physical levels similar to FFXI [level 1-2= 500 xp, 2-3 750, etc]

FFXIV has some similarities to FFXI but mostly not in gameplay ways. Seeing the cutscenes and talking to NPCs and such is reminiscent of FFXI, but the actual "doing" of things (fighting mobs, doing leves, partying, and especially crafting and gathering) don't seem at all FFXIish to me.

Quote:
Are the mobs still set to "Easy Prey" And "Even match" etc
and have you seen any nm's :P

There is (currently at least) no /check command. When you target a mob you see a symbol next to its name, and its color tells you the difficulty: blue for EP, green for DC, yellow for EM, orange for T, red for VT+. And no NMs, sorry.
#58 Aug 12 2010 at 10:05 AM Rating: Decent
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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.


You wouldn't HAVE to turn them in on at certain times. The NPC's would move around as if they were living a life, sure at lightsday Joe Smo might be manning the counter, but on Darksday, he's off so he's out playing with Joe Smo Junior.

Dynamic cities are a great idea, sure, it'll make it slightly more difficult for people qwho are doing those quests from reading the walk though off of ZAM, but it can add to the life of the game world IMMENSELY.
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#59 Aug 12 2010 at 10:53 AM Rating: Good
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I don't really get the point of physical level. If you are PL 15 and switch classes to say a level 1 archer, your HP and MP scale down. Mobs con vs your class level. You could be PL 30 level 1 archer, and a level 5 mob will con red to you. Your stats do not change (according to the equipment window), and I haven't paid attention if your defense scales down... because I guess I just assumed it does. Basically a PL15 archer1 would be a little stronger than a PL1 archer1, but not by a ridiculous amount. Personally, I'd rather they get rid of the retarded dual leveling thing altogether because it really makes no sense, it's confusing, and there's not much point to it.

Str = melee damage, Vit = physical defense, Dex = melee accuracy, Int = magic damage, Mnd = magic defense, Pie = magic accuracy. I have no idea if elemental resistances effect spell damage, but I had always assumed it was just magic defense. I don't know what affects cure. AFAIK the stats are not working and do nothing in beta. You can reassign a dozen or so points every hour or so.

Max PT size is 15. The optimal size is 1. For each additional person that joins your PT, xp, skillups, and rewards get sliced in half. This is why it's much more beneficial to solo. Surely this will change for release, but as of right now it's a big solo fest. People occasionally group up and kill 10 mole rats, but they are gimping their rewards when they do, and the groups almost always last less than 45min.

Class skillups are based on how many times you do stuff to the mob. Each time you hit the mob or cast a spell on a mob, you have a chance to skill up. This means mages level slower than melee. If you play a healer, you will get 0 skill ups unless you attack the mob. This is another dumb thing that will hopefully be changed... but might not be.

Speaking of mages, there is no way to rest and regen your MP out of combat. You can return to an aetheryte crystal and refill it, or use an ability once every 30min that gives you a decent chunk of MP back (but not all). At level 10+ or so, mages get various ways to siphon mana from mobs. Mages get a few attacks that use no mana. I think SE is trying to make it so instead of resting and not doing anything to regen mana, they want you up and actively attacking the mob siphoning mana back.

There is no sitting or resting. Your character will be either standing, or KO'd.

You can't inspect other players or /sea /who them, so there is no way of knowing what level and class other players are, or what kind of gear they have.

You can currently equip any gear in the game no matter what level/class you are, but I'm gonna guess this is not intended. The gear does list classes that can use it, yet any class can use it. This must either be a bug, or intended for the beta because the only gear we have access to is dropped/crafted right now.

There are no NMs, and it seems SE is being careful not to give beta testers a significant advantage at release... so they are keeping a ton of content locked away. If they let NMs in the beta, that would be a little unfair eh?

Your weapon degrades ridiculously fast at level 12+... it's almost unplayable. This is surely a balance issue that will be fixed for launch. There are some bugs with skillups. You might have heard of surplus points. Basically your skill ups get divided into points you get, and points that go away and you can't have (surplus points). Noone is sure why this happens. It seems IMO, the more your weapon durability goes down, it still does the same damage, but your skillups are less. I don't know how this would make sense for armor and jewelery, but they degrade much much slower, even as a tanking gladiator.





Now for personal opinions....

I haven't seen anyone else mention it, but the sound effects are extremely cheesy and cartoony. The music is not as good/memorable as FFXI scores.

Combat is fun and a good pace, but targeting is a huge pain. Positioning mobs is cumbersome and will take some getting used to. Some mobs constantly run away from you which gets annoying really fast. It adds tactics such as needing people to bind the mob, but I didn't find chasing mobs around and dealing with clunky camera controls to be very fun.

It seems running around and doing leves (kill 10 rats quests) is the method SE is pushing on players for leveling up and grouping. I hope camping and grinding will still be a viable option. Considering you can currently only do 8 leves every 2 days, I don't know how this will play out yet.

My overall experience of the beta test is it gets boring quick. Combat is fun, and the story line is neat, but because almost everyone solos, it gets old fast. I can see some of the FFXI magic, but the soloing, guild leves, and sound effects ruin the experience for me.

I expect many issues will be fixed for release and shortly after release. Also, expect the servers to crash and be down for a day or two when this beast goes live. Don't be all surprised QQing and ******** on forums when it happens... just a part of MMO launches. The game still needs a ton of work for release, but it can be done with the resources SE has access to. We still have over a month of 16 hour days developing and slamming out code =P. I'm sure by PS3 launch, the game will start polishing up very nicely.

Edited, Aug 12th 2010 12:07pm by xXMalevolenceXx
#60 Aug 12 2010 at 11:08 AM Rating: Decent
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Good informative fact post xXMalevolenceXx!
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#61 Aug 12 2010 at 11:30 AM Rating: Good
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I am sorry if this has been answered/asked already, but are there absolute level caps anyone knows about yet, and if there are, what are they (ex.: until recently in FFXI, a job could only go to 75)?
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#62 Aug 12 2010 at 11:30 AM Rating: Decent
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Ohiyo!

It has been asked a few times, but still couldn't find the answer:
Is FFXIV limited to 1280x720 / 1920x1080 or are there also some "weird" settings like 1680x1050 possible?

thanks for all the brilliant information thus far



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Anthania
#63 Aug 12 2010 at 11:34 AM Rating: Good
There's a ton of resolutions options in the config - no need to ****** about with registry settings in 14 for a proper setup by the looks of things. Although, the full-screen non windowed mode is a pain in the bum.
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#64 Aug 12 2010 at 11:38 AM Rating: Good
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VayMasters wrote:
Quote:
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.


You wouldn't HAVE to turn them in on at certain times. The NPC's would move around as if they were living a life, sure at lightsday Joe Smo might be manning the counter, but on Darksday, he's off so he's out playing with Joe Smo Junior.

Dynamic cities are a great idea, sure, it'll make it slightly more difficult for people qwho are doing those quests from reading the walk though off of ZAM, but it can add to the life of the game world IMMENSELY.


...or frustration when it's applied to every quest and NPC.

I can't think the guild shop timers were adored by the playerbase in XI. It's essentially the same effect, just the NPC doesn't actually move.

Now, you might be better off asking if NPCs changed their clothes daily or something, but DO NOT ***** with their routines. Guides or not, it also runs counter-intuitive to casual play when you could've finished a quest 15-20 minutes ago, but the guy you needed decided he wanted to walk his pet chocobo.
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#65 Aug 12 2010 at 11:56 AM Rating: Excellent
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xXMalevolenceXx wrote:
I don't really get the point of physical level. If you are PL 15 and switch classes to say a level 1 archer, your HP and MP scale down. Mobs con vs your class level. You could be PL 30 level 1 archer, and a level 5 mob will con red to you. Your stats do not change (according to the equipment window), and I haven't paid attention if your defense scales down... because I guess I just assumed it does. Basically a PL15 archer1 would be a little stronger than a PL1 archer1, but not by a ridiculous amount. Personally, I'd rather they get rid of the retarded dual leveling thing altogether because it really makes no sense, it's confusing, and there's not much point to it.

Str = melee damage, Vit = physical defense, Dex = melee accuracy, Int = magic damage, Mnd = magic defense, Pie = magic accuracy. I have no idea if elemental resistances effect spell damage, but I had always assumed it was just magic defense. I don't know what affects cure. AFAIK the stats are not working and do nothing in beta. You can reassign a dozen or so points every hour or so.

Max PT size is 15. The optimal size is 1. For each additional person that joins your PT, xp, skillups, and rewards get sliced in half. This is why it's much more beneficial to solo. Surely this will change for release, but as of right now it's a big solo fest. People occasionally group up and kill 10 mole rats, but they are gimping their rewards when they do, and the groups almost always last less than 45min.

Class skillups are based on how many times you do stuff to the mob. Each time you hit the mob or cast a spell on a mob, you have a chance to skill up. This means mages level slower than melee. If you play a healer, you will get 0 skill ups unless you attack the mob. This is another dumb thing that will hopefully be changed... but might not be.

Speaking of mages, there is no way to rest and regen your MP out of combat. You can return to an aetheryte crystal and refill it, or use an ability once every 30min that gives you a decent chunk of MP back (but not all). At level 10+ or so, mages get various ways to siphon mana from mobs. Mages get a few attacks that use no mana. I think SE is trying to make it so instead of resting and not doing anything to regen mana, they want you up and actively attacking the mob siphoning mana back.

There is no sitting or resting. Your character will be either standing, or KO'd.

You can't inspect other players or /sea /who them, so there is no way of knowing what level and class other players are, or what kind of gear they have.

You can currently equip any gear in the game no matter what level/class you are, but I'm gonna guess this is not intended. The gear does list classes that can use it, yet any class can use it. This must either be a bug, or intended for the beta because the only gear we have access to is dropped/crafted right now.

There are no NMs, and it seems SE is being careful not to give beta testers a significant advantage at release... so they are keeping a ton of content locked away. If they let NMs in the beta, that would be a little unfair eh?

Your weapon degrades ridiculously fast at level 12+... it's almost unplayable. This is surely a balance issue that will be fixed for launch. There are some bugs with skillups. You might have heard of surplus points. Basically your skill ups get divided into points you get, and points that go away and you can't have (surplus points). Noone is sure why this happens. It seems IMO, the more your weapon durability goes down, it still does the same damage, but your skillups are less. I don't know how this would make sense for armor and jewelery, but they degrade much much slower, even as a tanking gladiator.





Now for personal opinions....

I haven't seen anyone else mention it, but the sound effects are extremely cheesy and cartoony. The music is not as good/memorable as FFXI scores.

Combat is fun and a good pace, but targeting is a huge pain. Positioning mobs is cumbersome and will take some getting used to. Some mobs constantly run away from you which gets annoying really fast. It adds tactics such as needing people to bind the mob, but I didn't find chasing mobs around and dealing with clunky camera controls to be very fun.

It seems running around and doing leves (kill 10 rats quests) is the method SE is pushing on players for leveling up and grouping. I hope camping and grinding will still be a viable option. Considering you can currently only do 8 leves every 2 days, I don't know how this will play out yet.

My overall experience of the beta test is it gets boring quick. Combat is fun, and the story line is neat, but because almost everyone solos, it gets old fast. I can see some of the FFXI magic, but the soloing, guild leves, and sound effects ruin the experience for me.

I expect many issues will be fixed for release and shortly after release. Also, expect the servers to crash and be down for a day or two when this beast goes live. Don't be all surprised QQing and ******** on forums when it happens... just a part of MMO launches. The game still needs a ton of work for release, but it can be done with the resources SE has access to. We still have over a month of 16 hour days developing and slamming out code =P. I'm sure by PS3 launch, the game will start polishing up very nicely.

Edited, Aug 12th 2010 12:07pm by xXMalevolenceXx


Thanks for answering my question about your personal opinion on the game. I had asked that question a few posts back. Other information that I have seen from other beta testers basically says the same thing. You took the time to layout a good deal of information on a variety of topics. The information you provided was well worded and true to your feelings, again I thank you for that. :)
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#66 Aug 12 2010 at 11:58 AM Rating: Decent
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Quote:
...or frustration when it's applied to every quest and NPC.

I can't think the guild shop timers were adored by the playerbase in XI. It's essentially the same effect, just the NPC doesn't actually move.

Now, you might be better off asking if NPCs changed their clothes daily or something, but DO NOT ***** with their routines. Guides or not, it also runs counter-intuitive to casual play when you could've finished a quest 15-20 minutes ago, but the guy you needed decided he wanted to walk his pet chocobo.


It would be fine if the actions for NPCs had a 3 to 5 minute timer. I agree it can become a hinderance if they go to bed for the night, but they can do a little scene or interaction that makes it feel more lively as long as it doesn't take too long, and you can locate them if they do.
#67 Aug 12 2010 at 12:04 PM Rating: Decent
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I am a little curious as to the balance between DoW and DoM so far. This is of course something that will change especially since it is still in Beta (and probably even after), but after reading some preview of beta not too long ago where it said DoW both killed faster and had to rest a lot less, making exping solo painfully slow for a DoM compared to DoW it would be cool to hear what you guys think so far.
#68 Aug 12 2010 at 12:29 PM Rating: Decent
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Quote:
xXMalevolenceXx wrote:
Class skillups are based on how many times you do stuff to the mob. Each time you hit the mob or cast a spell on a mob, you have a chance to skill up. This means mages level slower than melee. If you play a healer, you will get 0 skill ups unless you attack the mob. This is another dumb thing that will hopefully be changed... but might not be.


I plan on being a healer. Like what you said, I hope this will change. Just because I/we do not attack and support, we get 0 skill ups? That is pretty painful especially if my attacks do little damage to a mob in a party, it won't be beneficial.
#69 Aug 12 2010 at 12:32 PM Rating: Good
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greenminttea wrote:
Quote:
xXMalevolenceXx wrote:
Class skillups are based on how many times you do stuff to the mob. Each time you hit the mob or cast a spell on a mob, you have a chance to skill up. This means mages level slower than melee. If you play a healer, you will get 0 skill ups unless you attack the mob. This is another dumb thing that will hopefully be changed... but might not be.


I plan on being a healer. Like what you said, I hope this will change. Just because I/we do not attack and support, we get 0 skill ups? That is pretty painful especially if my attacks do little damage to a mob in a party, it won't be beneficial.

Both mage classes have offensive and defensive spells. You could attack in between rounds of healing if you want skillups.
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#70 Aug 12 2010 at 12:37 PM Rating: Good
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yeah but honestly in a hardcore party people are just going to want you to spam heals and buffs - and rightly so... it doesn't make sense to me that spellcasters wouldn't get skill ups for, you know... casting spells

[edit]

that said I can see the difficulty with buffs and heals giving skill up since you could just stand by a crystal and self spam them... lol. I hope they find a solution that is fair...

Edited, Aug 12th 2010 11:40am by Olorinus
#71 Aug 12 2010 at 12:40 PM Rating: Good
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Olorinus wrote:
yeah but honestly in a hardcore party people are just going to want you to spam heals and buffs - and rightly so... it doesn't make sense to me that spellcasters wouldn't get skill ups for, you know... casting spells

I agree with you. I think you should get skillups for casting Cure, Stoneskin, etc. Maybe even get higher skillups for healing more HP with Cures.

Speaking of which, I do not believe you get skillups from one class's line when you're maining another class. What I mean is, you wouldn't get Thaumaturgy skillups for casting Sacrifice when you're a Conjurer. Keep that in mind if you use both classes.
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#72 Aug 12 2010 at 12:41 PM Rating: Good
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good to know and that also makes sense... like in FFXIV you couldn't gain blu skill points when you are subbing it...
#73 Aug 12 2010 at 12:50 PM Rating: Good
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What class gets the **** thigh high boots or the wader/chap type leggings? I just want to be that class now lol. Is it Fisherman?

I saw the info that all classes can wear any gear, but which gear so far is the sexiest? Which gear that you see on someone running by makes you go Oh My Gosh? ^ ^

I'm not shallow, I just wanna be smexy!!
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And on the 7th day God created Miqo'te.
On the 8th day God saw that they were sad and lonely, God then threw down a Squarenix staff member and thus was born the male Miqo'te.
#74 Aug 12 2010 at 1:02 PM Rating: Excellent
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Tolerance4u wrote:
What class gets the **** thigh high boots or the wader/chap type leggings? I just want to be that class now lol. Is it Fisherman?

I saw the info that all classes can wear any gear, but which gear so far is the sexiest? Which gear that you see on someone running by makes you go Oh My Gosh? ^ ^

I'm not shallow, I just wanna be smexy!!

I'm not sure which classes can wear thigh high boots. What I do know for a fact is that you cannot remove your undergarments, either the shirt or the bottoms. Trust me ... I've tried.
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#75 Aug 12 2010 at 3:07 PM Rating: Decent
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Datswap. :P
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#76 Aug 12 2010 at 3:22 PM Rating: Excellent
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Ralrra wrote:
Tolerance4u wrote:
What class gets the **** thigh high boots or the wader/chap type leggings? I just want to be that class now lol. Is it Fisherman?

I saw the info that all classes can wear any gear, but which gear so far is the sexiest? Which gear that you see on someone running by makes you go Oh My Gosh? ^ ^

I'm not shallow, I just wanna be smexy!!

I'm not sure which classes can wear thigh high boots. What I do know for a fact is that you cannot remove your undergarments, either the shirt or the bottoms. Trust me ... I've tried.


GASP!!!! perv!!!!! .....
*gives ya a high five*
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#77 Aug 12 2010 at 3:41 PM Rating: Decent
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1. How important are tanks and healers? Are the absolutely needed to do anything or are they just nice to have?
2. Are damage dealers pretty self-sufficient? Can they keep themselves going pretty reliably?
3. Or am I wrong? Are the roles of tank/healer/damage dealer blurred or non-existent?

Sorry if it's been asked before, but I'm about to go to class and I wanted to get a couple questions in before I leave.



Edited, Aug 12th 2010 4:47pm by ShinoHaven
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#78 Aug 12 2010 at 4:13 PM Rating: Excellent
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Hoo boy.

Quote:
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.


They aren't present yet. The models have just been found in the .dats.

@Physical level
Essentially, imagine that skill level and job level are flipflopped from XI. Your physical level never changes regardless of what class you're on, and controls your STR/DEX/VIT/INT/MND/PIE (Piety being magical accuracy), as well as your elemental alignment. Thus far, there's a small but observable bonus from the stats you get, and you actually rise in physical level too quickly in the last two phases. Your skill level is more like your job level from XI, and is the more important indicator of your strength.

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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?


It is true, though it's misleading because the box is labeled "resistance." I can't say yet how much it impacts spell damage, and I would expect changes in balance yet again.

Quote:
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.


There isn't a recommended party size. It's impossible to say what will be the ideal, but you gain skill rank based on the actions you take versus the monster you're fighting. Since skill is currently the thing you're trying to get, the fastest way before was to solo at first and then small parties. Now the fastest way is to piggyback guildleves. These are questions that we won't know the answer to in beta because retail will be different.

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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.


Armor doesn't seem to break, but seems to become proportionately less effective as it weakens. So a 100% weapon is better than a 50% weapon. This is my impression, at least. Durability drops very slowly though... most armor has a number greater than 10,000 as its durability. Early in the game, it's easier to just replace armor with the reward armor from guild leves.

All creatures seem to drop loot, but not gil anymore. Previously you got substantial gil just from doing leves.

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I have to ask. . . is this essentially a graphically overhauled FFXI with a new storyline and a shake up in character development? IE, am I gonna jump into this and think "Wow, this is just like I remember FFXI being"

Is the experience received from killing mobs capped like it was in XI?

is the difference between physical levels similar to FFXI [level 1-2= 500 xp, 2-3 750, etc]


I don't know what your impression will be. There are many similarities on the surface, but it's definitely a different game. Some people think it's too similar and some don't. The gameplay and world differs significantly enough for me, personally, and I certainly didn't hope for a FFXI-2.

It doesn't seem to be capped per se, but currently that question barely applies. You get skill based on what you do in battle more or less.

Skill levels (not physical levels) are more like job levels in XI. And yes, that's somewhat similar.

Quote:
Are the mobs still set to "Easy Prey" And "Even match" etc
and have you seen any nm's :P


More or less. There's a helmet-shaped emblem coded blue to red that tells how difficult the monster's party is compared to your party. Though in the open world, monsters are rarely in a party. I don't believe there have been any NMs in the game as of yet, though it looks like they just added models for some, and we get xp fast enough now that we can actually test "end game".

@Thighboots; I believe several classes wear them. I don't know which off the top of my head, but you'll be able to see from the character creator when you pick your class.
Quote:

1. How important are tanks and healers? Are the absolutely needed to do anything or are they just nice to have?
2. Are damage dealers pretty self-sufficient? Can they keep themselves going pretty reliably?


It's possible to solo, so no, they aren't absolutely needed. Because you can equip healing abilities yourself, everyone can heal a fair bit, even damage dealers. However, they are certainly nice to have. Roles are rather poorly defined so far, though. When people begin to have several classes leveled and can really mix and match abilities, roles will be much more fleshed out.

As for my personal impressions-- I will keep it simple. I tend to reserve judgment on most things, this game being no exception. I will say that SE actually seems to be doing a good job of listening to the feedback they've been getting and actually acting on it. I've been making a lot of suggestions and can tell that they are listening to the testers. The game has made a lot of progress from alpha to phase 3-- some of that progress I still have yet to see-- but there is still a lot of work to be done. By the end of phase 2, I could tell that the game would be ready for retail. It will be ready by the release date, no question.

The game is still fairly buggy, but they've been quick about fixing them. The only real concern is how polished the gameplay will be by release. I believe it will be polished enough to appease most FF fans. Whether or not the gameplay will actually be "impressive" I can't really say. Comparing a new game to games that have been out for years, obviously it will be pale in certain ways.

I think most of the gameplay is fun enough, except for gathering. Some people like gathering though, so maybe that's just me. I think it's awful.

I know a lot of people are wondering about balance, and to this I can only say that early in a game's life, there is usually no real balance. We won't know if the game is balanced until months into retail. No one will. We don't even know what content we are balancing it against yet-- it hasn't been implemented!
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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.
#79 Aug 12 2010 at 4:14 PM Rating: Decent
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I'll do one more wave of questions, and no promises after that.
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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.
#80 Aug 12 2010 at 4:39 PM Rating: Good
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Thank you Kachi for your answers in regards to your opinion on the game. I have just seen so much negativity from beta testers that I guess I needed a pick-me-up. Absolutely I reserve judgement as I do know its still a work in preogress atm. Im sure once the dust has settled it will be a gem, or maybe a black pearl, some think they are precious others throw them back lol.

YAY thighhigh boots!! I don't care what class can wear them, I'm so gonna be it! lmao >)
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#81 Aug 12 2010 at 4:45 PM Rating: Decent
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Is the in game music good? Is it fitting for the game?
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#82 Aug 12 2010 at 4:59 PM Rating: Decent
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Is it easier to fight multiple mobs at once?
#83 Aug 12 2010 at 5:02 PM Rating: Good
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Seriha wrote:
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.


I actually wouldn't mind that to some extent but what I'm really talking about is NPCs that go about their lives like normal people, they go to the market, they go to sleep, they have a home, the guards have names and they have shifts, sometimes they ask you to do something for them, other times you're asked to do completely different things from the same person. Maybe hoodlums come out at night you need to teach lessons to. Maybe seasonally they get pest infestations. Maybe some old guy asks a harvester to pick his weeds or you offer to do it without being asked. Maybe sometimes they die from disease or war or just old age and new children are born or people move in.

I know it's a lot to ask but I really do think the MMO that can manage to do this as well as having a good combat system will be the ultimate game. Anyway, taking away from the topic at hand.
#84 Aug 12 2010 at 11:02 PM Rating: Decent
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Thx a lot for your time.

- Does people in beta tend to party as it is more efficient or do they just solo on their side? and if they do team up, since there is no defined role, does people tend to just take anyone in their party and quickly forget about them after the quest, or is there a stronger sense of community?

- Is it possible to define yourself as a certain carreer like conjurer or lancer, or is it so easy to change carreer that players are just all the same?
#85 Aug 12 2010 at 11:34 PM Rating: Good
insanekangaroo wrote:
Is the in game music good? Is it fitting for the game?


As taste in music is so entirely subjective, it's hard to answer this. I think the in game music is great. I don't even mind the battle music that a lot of people seem to hate. Overall, I'd say it's fitting and good.



zuogehaomeng wrote:
Is it easier to fight multiple mobs at once?


Easier than in 11? Yes, by quite a bit. But who knows what changes the retail release will bring. So much is always changing in the Beta.



WhiteRain wrote:
Thx a lot for your time.

- Does people in beta tend to party as it is more efficient or do they just solo on their side? and if they do team up, since there is no defined role, does people tend to just take anyone in their party and quickly forget about them after the quest, or is there a stronger sense of community?

- Is it possible to define yourself as a certain carreer like conjurer or lancer, or is it so easy to change carreer that players are just all the same?


I see people trying to party a lot in fact. Currently, the class points (class exp) and Physical Exp given during higher difficulty Levequests is substantially more than if you were to solo. Plus, in Beta, finding solo mobs that aren't overcamped is a bit of a challenge.

I would say it's definitely easy to define yourself. But not only by one class. You're able, with some limitations to mix and match skills from other classes. You could have gladiator moves on lancer, pugilist on marauder, etc etc. Going with only one class for your entire career would be limiting your potential to play how you like.
#86 Aug 13 2010 at 12:00 AM Rating: Good
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From one beta tester to another: what servers are you guys on? I've got two characters on Shadowlord.
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#87 Aug 13 2010 at 12:04 AM Rating: Good
I was first auto-rolled on Sephiroth. I'm now on Ultimecia.
#88 Aug 13 2010 at 12:31 AM Rating: Decent
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zuogehaomeng wrote:
Is it easier to fight multiple mobs at once?


Different classes have different forms of AOE.

Lancer skills for example have more straight line AOE's. Or more "skill hits enemies between you and your target"
Thaumaturge abilities are more cone AOE's
Conjurer has more traditional circle AOE's

I find it difficult while playing solo to line the mobs up for them to be encompassed in the area of effect.
That being said however when playing in a group it's much easier to position yourself to gain the advantage and hit multiple mobs at once.
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#89 Aug 13 2010 at 3:28 PM Rating: Decent
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I heard that guildleves have a cooldown and that there are multiple versions/difficulties of a guildleve depending on how many people are in your party.

My question is: is there a separate cooldown for the same guildleve's different difficulties?

For example, is there a different cooldown for the solo version, 2 player party version, 3 player party version, etc?
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#90 Aug 13 2010 at 4:26 PM Rating: Decent
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Since things seem to have slowed down a lot and others are picking up the slack, feel free to keep posting questions.

Quote:
Is the in game music good? Is it fitting for the game?


A lot of people dislike the battle music, and while the music is certainly decent at least, one thing to consider is that the area we're in is essentially one zone the size of an entire region in FFXI... all with the same short music track. So it gets old. My girlfriend is constantly complaining about how sick of the music she is and begging me to put on headphones.

Personally I think the music is fairly good, but most any tune will wear on you when it's only three minutes long and on an infinite loop.

Quote:
Is it easier to fight multiple mobs at once?


Easier than in XI? Hm, in the sense that you have more AOE abilities, yes. The targeting is more or less the same as XI, though they're still working on it.

Quote:
- Does people in beta tend to party as it is more efficient or do they just solo on their side? and if they do team up, since there is no defined role, does people tend to just take anyone in their party and quickly forget about them after the quest, or is there a stronger sense of community?

- Is it possible to define yourself as a certain carreer like conjurer or lancer, or is it so easy to change carreer that players are just all the same?


I have barely had a chance to play phase 3, so I can't say what the current party trends are, unfortunately. Hopefully people have caught on to helping eachother do guildleves. Not much sense of community though, but that's in part because it's beta. Most people aren't here to make friends.

I will add that the current party system allows you to start a party and define certain criteria for new members-- anyone who meets these criteria can join your party automatically, which takes a lot of the burden off of the leader.

You could conceivably be a career "class" but that really wouldn't take advantage of the game mechanics. It may be best early on to level a couple of jobs with desirable abilities that come early, like Pugilist's Second Wind (heals HP for TP), and then become a career "something" before launching in to other classes. Having said that, you can design your own class, so sticking to one is really limiting yourself.

Quote:
From one beta tester to another: what servers are you guys on? I've got two characters on Shadowlord.


I'm on Jecht this time because that's where the Role-Playing Coalition decided to go. Previously I've been on Sephiroth, Garland, and another server I forgot.

Quote:
I heard that guildleves have a cooldown and that there are multiple versions/difficulties of a guildleve depending on how many people are in your party.

My question is: is there a separate cooldown for the same guildleve's different difficulties?

For example, is there a different cooldown for the solo version, 2 player party version, 3 player party version, etc?


Currently each "Camp" has a cooldown on all guildleves of two real life days. So if you have 4 leves available at Camp Bearded Rock, those are all the leves you will have at that location for the next 2 days. Use them wisely-- don't do a 5 star leve (alliance level difficulty) while solo.

So, no, same cooldown, though it would be cool if they were on different ones. Personally I wish they made some of them require a party.
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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.
#91 Aug 13 2010 at 5:47 PM Rating: Good
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Just a side note, the beta really doesn't have that much content in it. Just the bear minimum needed to test the systems and how the players feel about them. Seriously, as far as quests and levequests, there is maybe 3 hours worth of content in the game atm. It's very hard to judge the game off from that.

So any question about the how many quests or what the NPC are like is really irrelevant atm. The only questions that can be answered to any degree of certainty regarding what will be released would possibly be how different mechanics work, but even those have changed a couple times since march.
#92 Aug 13 2010 at 8:39 PM Rating: Good
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I'm really hoping that elemental resistances will actually matter in this game and worth working toward a build. it was implemented in FFXI, but honestly it could have been a lot better. I feel like adding elements in that matter can really add some extra character to the game. So my question is, how well does elemental resistance actually work so far?
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#93 Aug 14 2010 at 2:10 AM Rating: Good
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i know that people have talked about ideal party size, and that there is some solo options available depending on mobs. my question is...is there any indication if the game will require parties like FFXI did in order to level up, or does it seem that you will be able to solo when you want for decent return (ie not painful)? i know that it's beta, and that there are bugs, and all that stuff. just was wondering if any potential 'indicitation' factors. the party thing is going to be a make/break for me, i hated "having" to party to do anything in ffxi.
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#94 Aug 14 2010 at 2:20 AM Rating: Good
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Alayic wrote:
i know that people have talked about ideal party size, and that there is some solo options available depending on mobs. my question is...is there any indication if the game will require parties like FFXI did in order to level up, or does it seem that you will be able to solo when you want for decent return (ie not painful)? i know that it's beta, and that there are bugs, and all that stuff. just was wondering if any potential 'indicitation' factors. the party thing is going to be a make/break for me, i hated "having" to party to do anything in ffxi.


You can solo fine if you just do guildleves, but the number of guildleves is capped at a certain number every 48 hours. So if you just play for a few hours every few days, you'll have enough leves to always keep you busy and it will feel very solo friendly.

If you play every day for more than a half an hour or so, then you'll probably need to group up quite a bit just to keep from going crazy. There aren't enough mobs to really solo grind reliably, so once again you're going to rely on guildleves, but to stretch them out you're going to have to share leves between an entire group. Ie, if 6 people have 3 leves each, you all get to do 18 leves, compared to doing 3 leves each if you were all solo.

Later on there are going to be dungeons and probably notorious monsters which will require grouping up in order to kill at a reasonable level.

Edited, Aug 14th 2010 4:21am by KarlHungis
#95 Aug 14 2010 at 3:18 AM Rating: Decent
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KarlHungis the Prohpet wrote:
Alayic wrote:
i know that people have talked about ideal party size, and that there is some solo options available depending on mobs. my question is...is there any indication if the game will require parties like FFXI did in order to level up, or does it seem that you will be able to solo when you want for decent return (ie not painful)? i know that it's beta, and that there are bugs, and all that stuff. just was wondering if any potential 'indicitation' factors. the party thing is going to be a make/break for me, i hated "having" to party to do anything in ffxi.


You can solo fine if you just do guildleves, but the number of guildleves is capped at a certain number every 48 hours. So if you just play for a few hours every few days, you'll have enough leves to always keep you busy and it will feel very solo friendly.

If you play every day for more than a half an hour or so, then you'll probably need to group up quite a bit just to keep from going crazy. There aren't enough mobs to really solo grind reliably, so once again you're going to rely on guildleves, but to stretch them out you're going to have to share leves between an entire group. Ie, if 6 people have 3 leves each, you all get to do 18 leves, compared to doing 3 leves each if you were all solo.

Later on there are going to be dungeons and probably notorious monsters which will require grouping up in order to kill at a reasonable level.

Edited, Aug 14th 2010 4:21am by KarlHungis


The last part about dungeons and NMs sparked my interest, is this something that is confirmed or are you just speculating (reasonably so I might add, but nevertheless you never know with SE if it isn't confirmed... and even then sometimes hehe)?

Edited, Aug 14th 2010 5:19am by Belcrono
#96 Aug 14 2010 at 3:40 AM Rating: Good
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Belcrono wrote:
KarlHungis the Prohpet wrote:
Alayic wrote:
i know that people have talked about ideal party size, and that there is some solo options available depending on mobs. my question is...is there any indication if the game will require parties like FFXI did in order to level up, or does it seem that you will be able to solo when you want for decent return (ie not painful)? i know that it's beta, and that there are bugs, and all that stuff. just was wondering if any potential 'indicitation' factors. the party thing is going to be a make/break for me, i hated "having" to party to do anything in ffxi.


You can solo fine if you just do guildleves, but the number of guildleves is capped at a certain number every 48 hours. So if you just play for a few hours every few days, you'll have enough leves to always keep you busy and it will feel very solo friendly.

If you play every day for more than a half an hour or so, then you'll probably need to group up quite a bit just to keep from going crazy. There aren't enough mobs to really solo grind reliably, so once again you're going to rely on guildleves, but to stretch them out you're going to have to share leves between an entire group. Ie, if 6 people have 3 leves each, you all get to do 18 leves, compared to doing 3 leves each if you were all solo.

Later on there are going to be dungeons and probably notorious monsters which will require grouping up in order to kill at a reasonable level.

Edited, Aug 14th 2010 4:21am by KarlHungis


The last part about dungeons and NMs sparked my interest, is this something that is confirmed or are you just speculating (reasonably so I might add, but nevertheless you never know with SE if it isn't confirmed... and even then sometimes hehe)?

Edited, Aug 14th 2010 5:19am by Belcrono


I'm speculating on NMs of some sort because every MMO has "named" enemies with special loot or lore. Dungeons I've heard about second hand from other beta testers, but I haven't dug through the beta forums or any thing to find that confirmed. What I've been told is that they won't be in at launch but some dungeons should be added shortly after. What form they'll take, I haven't heard. It could be that I'm mistaken, but I can't imagine what sort of mid or end game will exist without strongholds and lairs to storm and conquer.

Edited, Aug 14th 2010 5:42am by KarlHungis
#97 Aug 14 2010 at 4:17 AM Rating: Decent
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Can you maximize all disciplines? Or can you only get each one to a certain point if you wanna go multiple?

Edited, Aug 14th 2010 6:35am by Kitprower
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#98 Aug 14 2010 at 5:03 AM Rating: Decent
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Hi there

I only have some questions about the combat system.

Is it a stand still and hit buttons or is it active move around combat? I have been playing DDO for over 4 years and are spoiled with the ability to move and position and fight etc. The limitations on fighting made me not like, WOW, Lord of the Rings etc.

So the actual question is - can i back/kite/circle and fire a bow in combat? Can i move and cast spells or do i have to stand still and do it?
#99 Aug 14 2010 at 5:15 AM Rating: Good
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sidgarret wrote:
Hi there

I only have some questions about the combat system.

Is it a stand still and hit buttons or is it active move around combat? I have been playing DDO for over 4 years and are spoiled with the ability to move and position and fight etc. The limitations on fighting made me not like, WOW, Lord of the Rings etc.

So the actual question is - can i back/kite/circle and fire a bow in combat? Can i move and cast spells or do i have to stand still and do it?


No it's definitely not a stand still and smack buttons combat system. . in fact you don't attack at all unless you use a command to do so, every action you take in combat is a decision. You can't just lock on and walk away from your keyboard or you would just stand there and get beat. In phase 2 when I leveled conjurer I found I could move around while casting and very seldom was I ever interrupted. As a pugilist in phase 3 I circle, try to hit the mob from the back while they're busy casting, etc. I really enjoy the battle system in this game.

Also, someone asked if you can maximize all disciplines, and the answer is most likely. I haven't seen anything to suggest otherwise.
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#100 Aug 14 2010 at 5:31 AM Rating: Decent
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Ty for the quick answer - sounds very interesting....
#101 Aug 14 2010 at 4:11 PM Rating: Decent
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Is it possible to change equipment mid-battle? By that I mean, when in active mode can I switch my equipment or can I only do it out of combat? Or perhaps only when I am in passive mode, even though I have a mob chasing me or w/e?

I know most people will probably tell me to go die in a fire for saying this, but personally I actually liked the system of being able to optimize your equipment sets and switch during combat. I liked working on different sets for different spells/abilities. Partly because I get bored easily and changing equipment a lot at least somewhat slowed the process down a bit (I don't like wearing equipment that have no use other than looks so town gear was never my thing). Also it gave me more things to work for, I love getting things for my character, but as soon as I feel I have the perfect setup or w/e is the time I get bored. With so many different equipment sets that were worth getting I "never" got bored. Also, I just like the idea of optimizing every little thing about my character, it was cool.

What I didn't like was of course the inventory issues, which I hope are fixed either way, and the fact that there weren't enough macro lines. So like I said I am curious as to how it is in beta right now, can I switch equipment during combat, would inventory space be an issue and how long macros can I make?

Thanks guys!

PS. Don't hate on me too much :)
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