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#102 Aug 14 2010 at 4:23 PM Rating: Good
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Can you name your retainer, is it randomly assigned, do you choose from a list of possible names, or are they just called "Retainer"?

In addition, do you get to design how they look?
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#103 Aug 14 2010 at 7:14 PM Rating: Default
What are the combat animations like?
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#104 Aug 14 2010 at 7:57 PM Rating: Good
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Belcrono wrote:
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 :)


I liked it too, but as I understand it, you cannot change gear midcombat. Weapons, I don't know about but definitely not armor.
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#105 Aug 14 2010 at 8:21 PM Rating: Decent
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The only limitation on changing equipment is to be in passive mode.

At the same time, there is nothing stopping you from whacking a mob, going passive, changing equipment with a macro, and then going back to whacking the mob in active mode atm. It takes all of 5 seconds to do.

in phase 2 the skill sets didn't save, nor were there macros for them, but phase 3 introduces macros. I'll have to play around with it. But I have to say that yes, you can have a 15 man party whacking a mob, the tank gets low on HP, so you can change to passive, sword and shield, and use the provoke equivilant, and start tanking while the other tank changes to pugilist and heals or something.

As far as I know, there is nothing stopping you from doing the above.

I could be wrong, I haven't had much time to play phase 3 yet.
#106 Aug 15 2010 at 12:47 AM Rating: Decent
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Sounds interesting. What about the DoM, can they cast at all without being engaged with the mob? Like could I run around kiting in passive mode or would I have to engage and cast, disengage, change equipment, engage and cast again?
#107 Aug 15 2010 at 12:50 AM Rating: Good
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I believe most of the recent questions have been addressed well enough at this point, so if you want me to address a question that I missed, let me know.

Quote:
Can you name your retainer, is it randomly assigned, do you choose from a list of possible names, or are they just called "Retainer"?

In addition, do you get to design how they look?


Your retainer comes with a default name, and then you also assign it a "nick" name specific to you. For each clan and gender combination, there are 5 preset retainer appearances currently, and no, you cannot customize them. So there are, what, 75 options, I believe.

Quote:
What are the combat animations like?


The combat animations are designed with motion capture, so naturally they're realistic enough. But they're also based on how Japanese move and fight, so they don't necessarily represent the western visual ideals of combat.
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#108 Aug 15 2010 at 12:56 AM Rating: Good
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Belcrono wrote:
Sounds interesting. What about the DoM, can they cast at all without being engaged with the mob? Like could I run around kiting in passive mode or would I have to engage and cast, disengage, change equipment, engage and cast again?


That's an interesting question that I'd like to know too; whether casting requires you to be engaged in melee combat or in active mode.
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#109 Aug 15 2010 at 1:00 AM Rating: Good
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"Mister Beta Tester, how many licks does it take to get to the tootsie roll center of a tootsie pop?"
..Just kidding. On a more serious note, do they tax retainers' goods as they did in Jeuno and Whitegate bazzars for FFXI? With said retainers being restricted to certain areas, one would think that it would be a bit difficult to get around said taxes while AFK bazaaring or otherwise occupied.
#110 Aug 15 2010 at 3:36 AM Rating: Good
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Casting requires you to be in active mode (your weapon is held in hand). During active mode, your running speed is decreased so you will not outrun monsters. This prevents kiting. What you can do is cast a spell, then run during the casting time. This allows u to position urself for cures and buffs.

DoM do get an ability called Repose that is basically Bind in FFXI. It prevents a monster from moving but damage will remove it. I never use it though, u end up getting hit during Repose use and another hit moving away so whats the point.

Edited, Aug 15th 2010 5:38am by Imaboomer
#111 Aug 15 2010 at 5:52 AM Rating: Decent
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Hmm, not really a fan of being forced to engage as a spellcaster. Especially not considering how clunky I've heard the process is right now (hope that is fixed), not to mention that sure it was possible in FFXI with stpc, but I hated it compared to not engaging. Hopefully SE have come up with better controls/systems than XI for this.

Also I love kiting in most games, so that is a bit of a dissapointment. Oh well, will have to wait and see how it all turns out.

Thanks for the info.
#112 Aug 15 2010 at 11:56 AM Rating: Default
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I've been reading a lot of negative comments on the Controls and camera scheme the current Beta phase uses. I ask if someone out there with access to Beta forums if this is being adressed at all by the community or even SE themsleves?

I am big time spoiled by Mouse + Keyboard configuration. Is targetting mobs with the mouse possible? Can you target allies? (By clicking on the toon itself or by clicking the Party Window?) Also, is there any mentioning of Custom Keybindings? FFXI used the Function keys for basic targetting, but I haven't used those keys since my Diablo 1 days...

Here's hoping I can bind that ability bar from 1 to 9 to 1-5, r, f, c, t, g, v, plus whatever Cntrl Variants I'll need :)
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#113 Aug 15 2010 at 11:59 AM Rating: Good
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Mikhalia the Picky wrote:
Belcrono wrote:
Sounds interesting. What about the DoM, can they cast at all without being engaged with the mob? Like could I run around kiting in passive mode or would I have to engage and cast, disengage, change equipment, engage and cast again?


That's an interesting question that I'd like to know too; whether casting requires you to be engaged in melee combat or in active mode.


Casting requires you to be in active mode.
#114 Aug 15 2010 at 12:01 PM Rating: Good
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Belcrono wrote:


Also I love kiting in most games, so that is a bit of a dissapointment. Oh well, will have to wait and see how it all turns out.


I'm pretty sure you can kite if you cast gravity on the monster
#115 Aug 15 2010 at 1:15 PM Rating: Good
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Someone asked about the thigh-high boots. . I didn't see it answered but they are the starting pants for both mauraders and archers. I've seen a pair of white ones running around, so they are craftable. . . I just don't know what skill or at what level.
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#116 Aug 15 2010 at 3:08 PM Rating: Default
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Quote:
Can you target allies? (By clicking on the toon itself or by clicking the Party Window?) Also, is there any mentioning of Custom Keybindings? FFXI used the Function keys for basic targetting, but I haven't used those keys since my Diablo 1 days...


You can target allies using tab key. This will cycle through anyone in the nearby vicinity. Not good. You cannot click on the party window to target someone. F keys do not function as targeting party members. Not sure what u mean by cutom keybinding.
#118 Aug 15 2010 at 4:31 PM Rating: Good
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Quote:
You can target allies using tab key. This will cycle through anyone in the nearby vicinity. Not good. You cannot click on the party window to target someone. F keys do not function as targeting party members. Not sure what u mean by cutom keybinding.


Yes it's really tough to heal your team mates without a F-key targeting. I know heals are AoE, but if they're too far away from you, then it's rather dicey in getting heals to land on time.

Also if a mob burrows and then pops up at your feet, it's also very difficult to re-establish the target. Both tabbing and trying to mouse click on the mob seem to fail.
#119 Aug 15 2010 at 7:11 PM Rating: Decent
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Targeting is an issue that they have made comments on, as well as the keyboard and mouse issues people have been having.

That being said, most of these people aren't used to client side lag, rather they only know server side lag.

Instead of being slingshotty, you mostly experience a lag between pressing a key and the execution of the command you entered. This sucks with the keyboard because it doesn't gradually speed you up, but rather you instantly start running. it's annoying when there is a delay and then suddenly you skyrocket off in XY direction.
#120 Aug 15 2010 at 8:27 PM Rating: Decent
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First, thanks to all of the beta testers who are taking time off from playing to answer questions! :)

Second, can one of you please explain further the class/physical level effects, specifically how do you set abilities? Is there a limit to the amount you can have on at one time ala the subjob system in FFXI (i.e. if you have leveled Pugilist, Conjurer and Gladiator, can you only go Pug/Gla, Con/Gla, etc.)? Or are there 'slots' and certain abilities are weighted with points ala the Blue Magic system in FFXI (i.e. you have Pug/Gla/Con abilities available, 16 'slots' for abilities and certain abilities take up 1 or more slots)? If it's the latter, are abilities from your class limited by your physical level?

MAJOR thanks in advance!
#121 Aug 15 2010 at 8:48 PM Rating: Decent
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You can borrow abilities from any class you want and from as many classes as you want. You are limited only by ability points - you gain ability points as you level up your Physical Level (I believe) - so basically, ability X takes up 3 AP, say you only have 3 AP in total, once you set ability X you can't set any more abilities. So far that's the only limitation I've run across, I don't know if there are any abilities limited by class (although I'm sure there will be).
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#122 Aug 15 2010 at 9:01 PM Rating: Decent
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Ok, so it IS like the Blue Magic system, that's pretty freakin' awesome! Thanks for the quick reply!
#123 Aug 29 2010 at 12:37 PM Rating: Decent
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What do The Twelve Guardians do in the game? what benefits do you get ect? Oh and do you get Titles like in FF11?
#124 Aug 29 2010 at 1:40 PM Rating: Good
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KarlHungis the Prohpet wrote:
Casting requires you to be in active mode.


You don't have to be in active mode to cast a offensive, defensive, or a TP move. But of course the act of casting it will make you draw your weapon. More to the point, you don't need to press <F> to go into combat stance to cast a spell.
#125 Aug 29 2010 at 1:50 PM Rating: Good
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Bishop007 wrote:
What do The Twelve Guardians do in the game? what benefits do you get ect? Oh and do you get Titles like in FF11?

What the Guardians do hasn't been established for retail yet. Right now, if you invoke your Guardian's Aspect during a guildleve, all of them give an increased chance of skill point gains.

So far, I haven't seen any titles, but that's because I don't think you have the ability to check other players yet.
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#126 Aug 29 2010 at 3:05 PM Rating: Decent
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Some questions were half answered or not answered yet.

For clarity Physical = physical level (stats/elements), Job = class/skill/etc (archer, weaver, conjurer)

Action points
Your 'cross class' skills, are usually gained at base + x/lvl of the job. So if you're conjurer at level 2 when you get your 6 base spells, you have 6 action points and can apply 2 of them (they're 3 each). At level four you get cure for 2 aps, so you fill in your now 8 ap's with no mp attack, thunder, fire, and cure. Etc. Physical Level does NOT affect these points.

Not all action point skills will go cross class. There's an attribute called affinity that if you're wielding a conjurer staff, for example, you can't whip out concussion (a pugilist TP move). Some abilities cross class, some don't. It's experimentation, they're not described that way yet properly.

Groups
Groups are still being experimented with. I've been in everything from a 2 man party to a 10 man brigade. The brigade... sucks. There's not enough hate control and your tank cannot handle mobs worth a 10 man group. The mobs are packing some serious special TP abilities and CAN one shot.

Also, hate control can be tough. You would expect a conjurer doing half the damage of a marauder who's established 2-3 hits already on a mob would be safe before they nuke/heal, but no. You will *need* provoke and taunt to keep hate properly situated.

On the flip side, groups ARE good. 4-5 ppl can make equivalent or better job xp then solo, because you will get job xp more often, and in higher values, against tougher mobs (tested). When you get in, you'll notice at the end of the fight you'll see (you gain x physical xp. You gain y Job XP). The job xp is a total of all the little xp's you earned through the fight on each action you took. You do not receive this tp until the mob dies (tested). So, no, you can't walk up to something 20 levels higher then you, nuke till it kills you, and xp that way.

Some nicities about grouping though is there's more damage and the like and special 'hit directions' on certain mobs, so you can get around to the back and get a little damage boost, or maybe hit it from the side and 'break' something (I haven't seen the second, 'breaking' part, but one of the interviews discussed it and the mechanics are in place for it).

Pigeonholing is going to be INCREDIBLY tough for longer sit-and-grind parties, especially on healers. The reason is simple: There's very little in the way of mp regen. You do not naturally regen MP at all, you have to return to a crystal. There are some abilities for the DoM's that will help with some mp regen as they get more powerful, but I wouldn't expect a dedicated healer to last long away from an aetherite crystal or node (nodes are sub-camps, think region/area for camp(crystal)/node)

Expect everyone to need to have picked up cure (Conjurer 4) at the least for solid parties. It's 12 mp and even DoW classes should get 8-9 casts out of it. Also b/w fight regen isn't BAD. It's not going to make up for cure in a high-speed party, but it should keep the non-tanks viable.

Retainers
I got a good chance to muck with retainers. You can call them at the market (or theoretically in your house when it opens). Market in LL was at the southern islands. You can give them nicknames, or the original name given, and they're unique (I believe to retainers. MrArmor was already taken. ;) ) They're also single name. They get 80 slots, and you can store stuff in them, sell stuff in the market via them (it's like the pit of zombies, be prepared), or request sales. You can also hand stuff to them to leave on the market and hopefully some crafter will come by with the right materials and repair it for you, if he likes the price you offered.

I didn't see any retainer with more then 10 items for sale (one screen). That may be because I only went through 70 or so of them before frustration set in deeply and I didn't have that much stuff for my own retainer to muck around with.

For those looking for the 'quick hit' in the market, it's going to be shards (crystals). Just be aware that it seemed the majority of those came from DoL classes, NOT killing. Killing gets you supplies for crafting.

Targetting
Targetting is a royal PITA. However, yes, you can get away with no mouse (which is good, thing's laggier then dirt). Tab gets you through all targets on screen. F9 is self. F11/F12 deals with players/party members. It's NOT great, though, because you must UNLOCK the target to chuck a cure on a friendly.

Edited, Aug 29th 2010 5:06pm by GUDare
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#127 Aug 29 2010 at 3:06 PM Rating: Good
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So I didn't want to create a thread purely based on this so I've posted it in here...so when do you think the new open Beta client or updates will be available to download..the date the open Beta is meant to start or possibly before? Any guesses?
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#128 Sep 01 2010 at 12:45 PM Rating: Decent
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Is the combat any faster then in FF XI? How about normal running speed?
#129 Sep 01 2010 at 12:57 PM Rating: Default
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Quote:
Is the combat any faster then in FF XI? How about normal running speed?


If your action gauge is filled well enough, you can chain attack by spamming ability after ability. Otherwise, if you are using ability gauge by gauge, its similar to FFXI auto attack. Running speed! I played lalafell in beta and they run as if they are on steroids or chocobo mazurka! Their legs move abnormally fast. But thats animation, the running speed is faster than FFXI. I liked FFXI run speed better because its slower and doesnt feel like ur rushing through a zone or city.
#130 Sep 06 2010 at 4:24 AM Rating: Default
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1. Can you jump?

2. Can you take fall damage or are there invisible walls blocking everything that might hurt you?

3. Can you get a mount? Any other fast travel options?

4. Do players from every region play on same servers? Like Japanese, French, Russians and everyone else on same servers, creating lots of "JP ONLY" etc. groups?
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#131 Sep 06 2010 at 8:24 AM Rating: Good
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How about grouping up? Do you have to write in a LFG channel that you are interested in a group or is there a tool that helps you find a group?
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#132 Sep 06 2010 at 8:28 AM Rating: Good
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The grouping system is pretty crappy right now. No lfg, no /sea. You prettymuch just click on someone and invite them. You also have to be able to physically select someone to invite them. You cant see party members on your map yet either >.> All of this i hope will be changed on launch... I suppose you could /shout that you want a group, but that will get old fast.
#133 Sep 06 2010 at 8:34 AM Rating: Good
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Kachi wrote:
I believe most of the recent questions have been addressed well enough at this point, so if you want me to address a question that I missed, let me know.




I've been really curious about the elemental affinities. Someone else recently posted that they have a significant effect on the likelihood of finding that element's shards and crystals. But in terms of the effects on elemental resistance or additional bonuses on elemental based attacks, I've been really curious if they've increased the effectiveness (or if there is any direct effect whatsoever) of these. In FFXI, my personal opinion is that there wasn't enough of this. It existed, but the effects were kinda bland. I kinda want it to be worth it to actually have an elemental build on a character.
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#134 Sep 06 2010 at 8:53 AM Rating: Decent
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Quote:
1. Can you jump?


No

Quote:
2. Can you take fall damage or are there invisible walls blocking everything that might hurt you?


Just like in FFXI, most higher ledges are blocked off by an invisible wall. There isn't any system for fall damage.

Quote:
3. Can you get a mount? Any other fast travel options?


Chocobos are available, like in FFXI, but there isn't very much detail released as to how to obtain or use them.

Quote:
4. Do players from every region play on same servers? Like Japanese, French, Russians and everyone else on same servers, creating lots of "JP ONLY" etc. groups?


There is a single list of server which people from every region join, a la FFXI.

As you can see, the game mechanics are very similar to FFXI in some aspects.
#135 Sep 06 2010 at 9:28 AM Rating: Default
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Thanks for taking the time to reply :) Now I know to avoid this game aswell. <.<
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#136 Sep 06 2010 at 9:58 AM Rating: Good
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Quote:
Thanks for taking the time to reply :) Now I know to avoid this game aswell. <.<


Because of the inability to jump? XD
#137 Sep 06 2010 at 10:19 AM Rating: Decent
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these were some questions i am still trying to get answered

are there custom guilds or do i have to join a guild made by the company? can i make my own guild? how do i go about doing so...

can i buy potions in town to improve my stats, regen HP faster while fighting?

on the point allotment can anyone explain which each one is for
vitality
str,
dexterity
piety
intel
blah blah..
how each effects yourself str is obvious and so is vitality but what else will training those improve?


can you send contents between your characters on the same server? how do i go about doing this? same with gil? is it possible?
#138 Sep 06 2010 at 10:46 AM Rating: Decent
1. there are in game guilds for every class, linkshells are player comunities, like guilds in many other games
2. Potions and general buff items are in the game, very few are available at low levels and are expensive, mostly because you really don't need them in the early part of the game
3. STR is phsical damage
VIT is hp and physical defence
DEX is accuracy
WIL is magical attack
MND is MP and Magical defence
PIE is magical accuracy
4. on release you will have to pay an extra monthly fee for each aditional character, and it's probably possible, but overly complicated and unnececary
#139 Sep 06 2010 at 7:53 PM Rating: Default
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Quote:
Because of the inability to jump? XD


Haha, no :P Can't jump in Mass Effect either but its über fun game still. What annoys me the most is those foreigners on every realm making things complicated, like you get kicked from a group because you're not Japanese.

Edited, Sep 6th 2010 9:53pm by DjKuja
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#140 Sep 07 2010 at 12:09 AM Rating: Decent
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How do i use the chat translator? this is confusing, so when i hit tab in chat, set it to japanese : type my message , it will display in japanese for others ,but how do i translate other japanese being typed?
#141 Sep 07 2010 at 12:14 AM Rating: Decent
Jangien wrote:
How do i use the chat translator? this is confusing, so when i hit tab in chat, set it to japanese : type my message , it will display in japanese for others ,but how do i translate other japanese being typed?


You don't. They have to use the auto-translator to enter specific phrases/items in order for it to be translated for everyone else. If they type in strictly Japanese/German/whatever, it shows up on everyone's screen in that language.
#142 Sep 07 2010 at 12:16 AM Rating: Decent
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So i can type a response in japanese but not read their response? that seems rather silly...

anyways then mozilla has a fun little plugin called IMtranslator that translate the japanese fairly well.
just gotta be fast
#143 Sep 07 2010 at 12:20 AM Rating: Decent
Jangien wrote:
So i can type a response in japanese but not read their response? that seems rather silly...

anyways then mozilla has a fun little plugin called IMtranslator that translate the japanese fairly well.
just gotta be fast


The auto-translator doesn't translate word for word. If you use the auto-translator to say something to someone, the idea is that they would use the auto-translator to respond. It's limited, but it gets the job done.
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