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Revisit: Large Scale Version Update 2011Follow

#1 Dec 26 2010 at 3:27 AM Rating: Good
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Lets break this down and chit chat...

Quote:


Quests

-The addition of new guildleves
-Adjustments to existing guildleves
-The addition of new main scenario quests
-The addition of new class quests
-The addition of new tutorial quests
-Adjustments to existing tutorials



I'm glad they're adding more guildleves, hopefully they even give us a larger variety to choose from per city instead of having to run to all 3 cities to achieve the max possible at your level (speaking of regional leves)...either way, bring on the variety, I like this addition. As for main scenario and class quests I'm gonna assume those are post R50 so I don't are much for those now but that's cool for the rank 50s. And the more tuts the better, make this a seamless transition for the PS3 players who for the most part probably don't know what the term hard core is....or unuserfriendliness for that matter.

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Combat

-Further adjustments to classes
-Further adjustments to combat balance
---The further differentiation of actions to enhance class identities
---Adjustments to the effect of various parameters
-Adjustments to enemy population and territory
-The addition of notorious monsters (NMs)
-The addition of new battle content
---The addition of notorious monster-related battle content
---The addition of hamlet defense battles
---The addition of item exchange quests
-The addition of graphic displays to better clarify the effective ranges of actions
-The addition of countdown timers on status icons
-The addition of an "/assist" text command



This is majorly necessary, if they can adjust combat to the point where partying is as fun as it was in FFXI, I think plenty of people would enjoy the grind but I don't see an SP fix 'til we're closer to PS3 release, I think they've been hush hush about it for that reason, because they wanna slow down leveling up. As for enemy population I hope they keep it dense but we still need room to actually kill mobs without risk of AoE. More NMs, hamlet defense? cool, i'm liking sounds of this - hopefully this is mid-range content though and I HOPE, please god, don't let it be a zerg fest like behest...I say smaller party restrictions, like 5-7 people and strategy, that would be awesome imo.

Item exchange quests I'm hoping these are you're regular run of the mill NPC quests. I think it'd be a nice change of scenery for most of us and they're really standard to most MMOs so might as well have 'em. I think the status timers already made their way in the game and it would be nice to have graphical display for AoE attacks/buffs/etc. so that's a good addition, especially for mages. And honestly, I know people love "/assist" macro but what is it exactly? is it the "help" from FFXI so someone can assist you in a fight? that's a good addition imo.

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Items Synthesis Gathering

-Further adjustments to existing synthesis recipes
-The addition of new synthesis recipes
-Further improvements to synthesis controls
---The addition of a reference list that contains all previously used recipes
-Improvements to repair controls
---A reduction of the number of commands necessary to begin repairs
-The addition of a manual sort function for items
-The addition of a gameplay feature that determines the quality of materials obtained from battle and gathering



Love the recipe book. No further comments, I barely craft, but I bet crafters are looking forward to some of this?

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Market Retainers

-Further adjustments to retainers
---An increase in retainer inventory capacity
---An increase in the number of items that can be placed in a retainer's bazaar
---A fix assuring that retainers do not leave their bazaar locations after server maintenance
---The addition of a sale/purchase history
---Functionality changes to the "buying" feature
-The addition of a delivery service



This is all great improvements to retainers and buying/selling functionality, I'm looking forward to sales history too, I always forget what I sold and for what price. And delivery service? freakin finally...this is all good improvements.

Quote:

UI

-Changes to main menu display format
-Changes to inventory list display format
-Improvements to various user-interface layouts
-Improvements to the Interactions menu
-The addition of a help text window
-The reorganization of on-screen information
-The reformatting of existing widgets, allowing for access of multiple windows at the same time
-Improvements to Actions & Traits menu response time
-Improvements to mouse and keyboard controls
---Improvements to character controls
---The addition of drag and drop functionality
---The addition of mouseover popup help text
---The addition of right-click menus
---The addition of a feature that will allow the cutting and pasting of macro buttons from the macro palette


Love that we're getting UI improvements, this is looking more like what a PC game should look like and unfortunately this should've been in the game at release...too bad SE are so stubborn, this would've saved so much of their player base - I hope its not a case of too little too late but this is all welcome. And I love the fact that they're letting us go with what's more comfortable, so if we use a gamepad we can choose the UI in place currently.

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Communication

-The addition of "companies" (player-run guilds)
---The addition of company-owned ships
---The addition of company-owned buildings
-Improvements to existing linkshell features
-The addition of an in-game/Lodestone mail feature
-The addition of new search features


This I'm looking forward to the most. I hope its a lot of hands on content for companies, I hope the "buildings" are like halls, maybe we can set up shop in there too with discounted prices for guild members, I hope they give us the party based crafting they talked about at one point, etc., etc. Can't wait to see what its all about. I'm also glad they're giving us in game/lodestone mail feature, makes it easier getting in contact with friends in game without logging in...and new search features? maybe what we're used to from FFXI.

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Others & Lodestone

-The addition of player titles
-The addition of new linkshell page features
-The addition of a company page
-The addition of a linkshell and company search feature
-An expansion of viewable character information



Interesting, dunno what player titles constitute of, maybe they give a better "label" as to what you are. So far in this game Gladiator is really vague - gladiator could be a startup for a Thief build, equip a dagger, borrow a few abilities, etc. so maybe titles will help slot you into what role YOU wanna play in a party - so when someone looks up Gladiator they don't automatically think tank. As for lodestone features, I'm interested to see what they are but not really important to me but we'll see. What do you guys think?
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#2 Dec 26 2010 at 3:44 AM Rating: Decent
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Keep in mind that list is from Tanaka's reign. The new administration could be focusing on the same or completely different things. Many of us believed we would get the Nov patch, Dec patch then the next patch would not be until March with the PS3 release. To be perfectly honest, I think the current administration would be stupid to do that. The PS3 release is now on hold until further notice. The game is currently free until further notice. They need to get more stuff out quickly and while the things listed in this update are nice, there are a *lot* more things they need to get done.

The thought of companies and such is kind of exciting for me, but I would rather them fix the game play issues. We also need more content and things to do in large groups otherwise forming a company is... quite frankly a little pointless =/

I am hoping for them to update what their intentions are for the game this week or shortly after the first of the year. If they don't do this, I feel the game is only going to lose more players. I also think they seriously need to push some of the more important features: perhaps hamlet defense, exchange quests, game play mechanics (synths, combat, gathering, and the retainer related stuff) into a mid to late January patch. I think that hamlet defense it's anything like beseiged or conquest(from FFXI:WoG?), and a few quests may be enough to tide people over till they can do the more guildleves/NMs stuff. I think most of us are kind of tired of guildleves, to be honest.

Anyway, those are just my thoughts.
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#3 Dec 26 2010 at 3:55 AM Rating: Decent
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All of these are great addition, but these are the first team plans as I remember?
Looking forward to these additions but also want to see more quests that don’t involve leveling a certain class to get it, like leveling GLA to 20 to get a quest then GOL to 20 to get a quest, I want quests with cut seen related to cities or nations, just like what we had in FFXI.

Chocobo? Who doesn't want to ride one? Why it's not in the game yet and why it's not mentioned in any update yet?
AF gear? class specific gear?

Mail service, they call it delivery? I hope it works as mail or better.

Yes I know am asking a lot, and these things might be added in the future, but we are talking SE here, they have FFXI and know what people want, why not add them from the start?

Look at RIFT by TRION, it’s a new game that is coming next month or the month after, and it has almost everything that other games had and they implemented other features that other games had but didn’t work correctly and they fixed them.
I hope SE invest more in FFXIV and not just give us small updates from time to time in the future.
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#4 Dec 26 2010 at 4:00 AM Rating: Good
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Quote:
As for main scenario and class quests I'm gonna assume those are post R50


I think there's only 3 class quests currently for each class.(r20, 30, & 36) I'm not far enough to see for myself in the main storyline, but an LS friend made it sound like r46 is currently the last for that. So I was thinking the additional class/main quests may just be filling in what's currently missing there...
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#5 Dec 26 2010 at 4:11 AM Rating: Good
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TwistedOwl wrote:
Quote:
As for main scenario and class quests I'm gonna assume those are post R50


I think there's only 3 class quests currently for each class.(r20, 30, & 36) I'm not far enough to see for myself in the main storyline, but an LS friend made it sound like r46 is currently the last for that. So I was thinking the additional class/main quests may just be filling in what's currently missing there...


Well I was thinking they can't fill in between, otherwise it would jumble up the ongoing story BUT if they make different stories they can do that I guess - i.e., new Archer storylines with an entire quest line..that'd be cool.
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#6 Dec 26 2010 at 4:35 AM Rating: Good
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SolidMack wrote:
TwistedOwl wrote:
Quote:
As for main scenario and class quests I'm gonna assume those are post R50


I think there's only 3 class quests currently for each class.(r20, 30, & 36) I'm not far enough to see for myself in the main storyline, but an LS friend made it sound like r46 is currently the last for that. So I was thinking the additional class/main quests may just be filling in what's currently missing there...


Well I was thinking they can't fill in between, otherwise it would jumble up the ongoing story BUT if they make different stories they can do that I guess - i.e., new Archer storylines with an entire quest line..that'd be cool.


I'd definitely like to see r40 & 50 class quests, perhaps another in between. There could be other things goin' on there as well...
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#7 Dec 26 2010 at 4:59 AM Rating: Excellent
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If the rank cap is currently at 50, I'm hoping that the addition of new storyline quests beyond Rank 50 will require a group/party to complete.

Missions (specifically CoP missions with level caps) were what I enjoyed the most in XI.
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#8 Dec 26 2010 at 6:07 AM Rating: Excellent
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shinichoco wrote:
Keep in mind that list is from Tanaka's reign. The new administration could be focusing on the same or completely different things.


I would think by now that these plans have already been well underway by the time the new development team is taking shape. If they were to completely abandon the route they were taking to try something completely new, that would just put them under more criticism for not following through. I think they plan on adding more than what was planned on that list, but I doubt we will have anything from that list that was scrapped.
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#9 Dec 26 2010 at 6:10 AM Rating: Decent
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shinichoco wrote:
Keep in mind that list is from Tanaka's reign.


To be honest that won't matter depending on how close those items were to being done. You don't just throw away assets. I personally think it will be a while before we see content that's 100% from the new restructured team. I'm sure the pace at which things are included and such is all because of them, I'm just saying that they will most likely continue to use code or assets from the previous regiem until there isn't any left.
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#10 Dec 26 2010 at 6:44 AM Rating: Good
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ShockTopMagic wrote:
If the rank cap is currently at 50, I'm hoping that the addition of new storyline quests beyond Rank 50 will require a group/party to complete.

Missions (specifically CoP missions with level caps) were what I enjoyed the most in XI.


Agreed but they need to fix party play first - I dunno about everyone here, but I prefer strategy over zerging, I really think they need to bring party cap from 15 down to something manageable, like 6-8 people max and have alliances in which 2 parties join into 1. If they fix party play, I'm all for what you're saying - if not, I could care less then, I don't wanna run around like a maniac with a crapload going on on screen at one time, barely get a shot in before a mob dies...and rinse and repeat.
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#11 Dec 26 2010 at 7:56 AM Rating: Decent
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UltKnightGrover wrote:
shinichoco wrote:
Keep in mind that list is from Tanaka's reign. The new administration could be focusing on the same or completely different things.


I would think by now that these plans have already been well underway by the time the new development team is taking shape. If they were to completely abandon the route they were taking to try something completely new, that would just put them under more criticism for not following through. I think they plan on adding more than what was planned on that list, but I doubt we will have anything from that list that was scrapped.

PerrinofSylph wrote:


To be honest that won't matter depending on how close those items were to being done. You don't just throw away assets. I personally think it will be a while before we see content that's 100% from the new restructured team. I'm sure the pace at which things are included and such is all because of them, I'm just saying that they will most likely continue to use code or assets from the previous regiem until there isn't any left.


Let's just say, I would rather not make that assumption lest I be disappointed should it turn out to be wrong. Can you honestly tell me you don't feel a little anxiety over the new management? Can you honestly tell me that you wouldn't be a lot more relieved and happier to hear something from the new head honcho confirming what their plans were even if it's just to say that they are still moving forward with the current plans?
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行く河の流れは絶えずしてしかも元の水にあらず。よどみに浮かぶ泡沫はかつ消えかつ結びて久しくとどまりたる例なし世の中にある人と住みかも全くのごとき。 -方丈記
#12 Dec 26 2010 at 9:39 AM Rating: Decent
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ShockTopMagic wrote:
If the rank cap is currently at 50, I'm hoping that the addition of new storyline quests beyond Rank 50 will require a group/party to complete.

Missions (specifically CoP missions with level caps) were what I enjoyed the most in XI.


Unless they change their design ideas, they simply can't do that. They've designed themselves into a corner. Every class has to be able to complete the missions, because every class is equal right? that means every mission has to be completeable by using stone throw for the DOL/DOH guys.
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#13 Dec 26 2010 at 9:56 AM Rating: Decent
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KujaKoF wrote:
ShockTopMagic wrote:
If the rank cap is currently at 50, I'm hoping that the addition of new storyline quests beyond Rank 50 will require a group/party to complete.

Missions (specifically CoP missions with level caps) were what I enjoyed the most in XI.


Unless they change their design ideas, they simply can't do that. They've designed themselves into a corner. Every class has to be able to complete the missions, because every class is equal right? that means every mission has to be completeable by using stone throw for the DOL/DOH guys.


yeaaa they really need to steer away from this, its a stupid idea.
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#14 Dec 26 2010 at 10:16 AM Rating: Good
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SolidMack wrote:
KujaKoF wrote:
ShockTopMagic wrote:
If the rank cap is currently at 50, I'm hoping that the addition of new storyline quests beyond Rank 50 will require a group/party to complete.

Missions (specifically CoP missions with level caps) were what I enjoyed the most in XI.


Unless they change their design ideas, they simply can't do that. They've designed themselves into a corner. Every class has to be able to complete the missions, because every class is equal right? that means every mission has to be completeable by using stone throw for the DOL/DOH guys.


yeaaa they really need to steer away from this, its a stupid idea.


They should have had branching quests or something. At the end of the day, the basic designed goal for the game is to kill crap. I get that some people have personal goals to just make money etc, but there are rarely built in rewards for essentially making gil and trading it or items made to NPC's for rewards (i get that leves kinda do this, but if you make that argument you've missed my point).

I know they wanted crafter to be equal, but it just doesn't work. Its cheapening the 'killing' portion of the game.
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#15 Dec 26 2010 at 11:02 AM Rating: Decent
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Actually it can work.

There is no reason why they cant design quests where there are two or 3 ways to succeed...

a) kill the boss
b) bribe the boss with rare gathered items
c) craft the boss some rare item.. / make a rare plot item that would allow the crafter to kill the boss easily

(There are many varieties of the ones listed above)

There is no reason why they HAVE to choose the kill monster route for every single storyline quest.

Crafters took a big hit with the addition of the search function, it would be a real shame if they screwed up the one thing in this game that actually worked well at release.

Regardless of the empty state of the rest of this game, the crafting in ffxiv is actually the most interesting of any mmo ive played. (Perhaps not quite EvE's level, but that is a very different genre).

Edited, Dec 26th 2010 12:04pm by Alias3
#16 Dec 26 2010 at 11:41 AM Rating: Good
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Parley is an option for crafting job.

I believe parley will be added as part of the item trade quests (based on Parley's description and tutorial). I think that the multiple ways to finish the missions are a good thing, and for those who want to fight that option is in the game now. Parley is key for some of the current class quests too.

Edited, Dec 26th 2010 12:41pm by AceAmallie
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#17 Dec 26 2010 at 11:45 AM Rating: Decent
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Today for the first time, I went Behest part! it quit fun actually.

but

At the end there should be like big boss spawn or something

and

they should give out better reward, cool stuff or something nice.

#18 Dec 26 2010 at 11:45 AM Rating: Good
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Alias3 wrote:
Actually it can work.

There is no reason why they cant design quests where there are two or 3 ways to succeed...

a) kill the boss
b) bribe the boss with rare gathered items
c) craft the boss some rare item.. / make a rare plot item that would allow the crafter to kill the boss easily

(There are many varieties of the ones listed above)

There is no reason why they HAVE to choose the kill monster route for every single storyline quest.

Crafters took a big hit with the addition of the search function, it would be a real shame if they screwed up the one thing in this game that actually worked well at release.

Regardless of the empty state of the rest of this game, the crafting in ffxiv is actually the most interesting of any mmo ive played. (Perhaps not quite EvE's level, but that is a very different genre).

Edited, Dec 26th 2010 12:04pm by Alias3

If you have advanced to the rank 30 Storyline quest you will have a scenario that allows you to choose between fighting the quest mobs or initiating a "parley" with them. Parley is a minigame that does not involve fighting. So for those of you who feel that DOH/L are getting gypped in fighting missions; this is a solution that SE has already implemented.

Oops! Looks like Ace already mentioned this in a post 5 minutes ago >.< Sorry for the redundancy!

Edited, Dec 26th 2010 12:48pm by moemoe
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#19 Dec 26 2010 at 11:50 AM Rating: Default
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everything sounds good now lets get it done gogogo!!!
#20 Dec 26 2010 at 11:54 AM Rating: Decent
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I would like to see SE implement a way for the classes to work together like the original ideas for leves seemed to allude to. Take the boss idea for example; you take a miner and a few different crafts people to the zone with your party. You fight your way through to the inside of a cave. There you find a mining node, mine said node for quest specific ore. The crafsmen within the party make a weapon that must be used to defeat the ending boss, or perhaps use the ores ro make a key to get in to the final zone for the boss fight. I would to see the craft classes be needed in a way similiar to this for special content, it would get everyone involved and allow for people who like to specialize in one class not to be left out.
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#21 Dec 26 2010 at 11:55 AM Rating: Good
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No worries moemoe, you added onto what I mentioned with better specifics. I was giving an overview of parley and not specifics, I have a feeling that some people rather have evidence of it to back up my assertions.



KCZY wrote:
Today for the first time, I went Behest part! it quit fun actually.

but

At the end there should be like big boss spawn or something

and

they should give out better reward, cool stuff or something nice.




Behest is repeatable every hour on the hour and has no limit. When the game first started everyone complained behest gil rewards were too low and wanted them raised. Now that the SP system is the way that is it the gil reward being intentionally low (and mentioned even by the npcs) makes sense considering how each hour the 15 players can produce easily 50k+ at the rank 20 spots and even more higher up. If the average player participates in behest several times a day or even a few over the course of the week, with leves and all, the amount of gil being added to the game is absolutely insane.

Behest being a low source of income is probably a good thing. Though some people do behests simply because they are easy ways to obtain previously rare materials and such and selling those could still equate to 100k+ per hour for less then 15 minutes of work.
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#22 Dec 26 2010 at 12:39 PM Rating: Decent
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RenaultBenoit wrote:
I would like to see SE implement a way for the classes to work together like the original ideas for leves seemed to allude to. Take the boss idea for example; you take a miner and a few different crafts people to the zone with your party. You fight your way through to the inside of a cave. There you find a mining node, mine said node for quest specific ore. The crafsmen within the party make a weapon that must be used to defeat the ending boss, or perhaps use the ores ro make a key to get in to the final zone for the boss fight. I would to see the craft classes be needed in a way similiar to this for special content, it would get everyone involved and allow for people who like to specialize in one class not to be left out.


I don't see this happening for 2 reasons. 1 is that crafters/gatherers gain SP differently, they would gain nothing on the journey down there (and if they did, its WAY too easy to level crafts). 2 what happens if the guy fails at making the sword? You've just wasted the entire groups leve. If that was an option, theres no way I'd do it unless I had a capped crafter.
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#23 Dec 26 2010 at 2:10 PM Rating: Good
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KujaKoF wrote:
RenaultBenoit wrote:
I would like to see SE implement a way for the classes to work together like the original ideas for leves seemed to allude to. Take the boss idea for example; you take a miner and a few different crafts people to the zone with your party. You fight your way through to the inside of a cave. There you find a mining node, mine said node for quest specific ore. The crafsmen within the party make a weapon that must be used to defeat the ending boss, or perhaps use the ores ro make a key to get in to the final zone for the boss fight. I would to see the craft classes be needed in a way similiar to this for special content, it would get everyone involved and allow for people who like to specialize in one class not to be left out.


I don't see this happening for 2 reasons. 1 is that crafters/gatherers gain SP differently, they would gain nothing on the journey down there (and if they did, its WAY too easy to level crafts). 2 what happens if the guy fails at making the sword? You've just wasted the entire groups leve. If that was an option, theres no way I'd do it unless I had a capped crafter.


Muahaha, be good to the weaver or at the crucial moment I may decide to roll the dice and Hasty Hand that sh*t!Smiley: grin

Seriously though, these discussions always have me re-checking the XIV main page and it still says this for Blacksmith...
Quote:
Blacksmithing techniques are capable of weakening enemies constructed of metal, as well as discovering loot that would otherwise be overlooked by the untrained eye.

Of course it also says Pugilist gets the "Steal" ability, so I don't know what to think of that. Except that during the speculation over the summer, there was a lot of stuff that sounded cool and hasn't made it into the game so far. Including the videos of team-crafting & such. And it's a head-scratcher for me, leaving me wondering "Was that b.s. to help sell the game? Or were there serious upgrades planned to implement this missing stuff?" And now it's "What does the changes to the dev team do to all of that?"

The problem with the main storyline isn't because they have to make it easy just for the crafters & gatherers. Everything's easy across the board, even the class quests for the DoW/DoM. You can't blame crafters for the DoW class quests being easy-mode. They're just not very challenging to begin with. Same with the fighting path of the storyline quests. That could be more challenging while still giving DoL/DoH other options to complete it, but it isn't.(Though I've heard the r42 & 46 quests offer some challenge)

There's plenty of room for making interesting, cooperative content that provides more of a challenge. Hopefully future content doesn't continue in easy-mode fashion....





Edited, Dec 26th 2010 6:38pm by TwistedOwl
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#24 Dec 26 2010 at 2:45 PM Rating: Decent
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KujaKoF wrote:
RenaultBenoit wrote:
I would like to see SE implement a way for the classes to work together like the original ideas for leves seemed to allude to. Take the boss idea for example; you take a miner and a few different crafts people to the zone with your party. You fight your way through to the inside of a cave. There you find a mining node, mine said node for quest specific ore. The crafsmen within the party make a weapon that must be used to defeat the ending boss, or perhaps use the ores ro make a key to get in to the final zone for the boss fight. I would to see the craft classes be needed in a way similiar to this for special content, it would get everyone involved and allow for people who like to specialize in one class not to be left out.


I don't see this happening for 2 reasons. 1 is that crafters/gatherers gain SP differently, they would gain nothing on the journey down there (and if they did, its WAY too easy to level crafts). 2 what happens if the guy fails at making the sword? You've just wasted the entire groups leve. If that was an option, theres no way I'd do it unless I had a capped crafter.

Although I didn't mention it, I was thinking a quest on this scale would be a full rank 50 party. Of coarse it would almost have to be. You are right on the sp side it'd be hard to implement something like that unless the reward was a set thing, like say a voucher for armor/item, or more like a reward for a leve.
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#25 Dec 26 2010 at 8:28 PM Rating: Good
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KujaKoF wrote:
Unless they change their design ideas, they simply can't do that. They've designed themselves into a corner. Every class has to be able to complete the missions, because every class is equal right? that means every mission has to be completable by using stone throw for the DOL/DOH guys.


That will prove to be a foolish plan, and only result in lacklustre battles in which you watch an NPC fight instead of you. >_<;

Crafting classes are classes in name only; regardless of the fact that there is a crafting mini-game, they're obviously far less developed than Disciples of War of Magic -- just look at their ability lists! In short, all "classes" should not be able to progress equally... plus, what kind of person plays an MMO and never wants to fight anything? @_@
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#26 Dec 26 2010 at 8:35 PM Rating: Good
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KaneKitty wrote:
KujaKoF wrote:
Unless they change their design ideas, they simply can't do that. They've designed themselves into a corner. Every class has to be able to complete the missions, because every class is equal right? that means every mission has to be completable by using stone throw for the DOL/DOH guys.


That will prove to be a foolish plan, and only result in lacklustre battles in which you watch an NPC fight instead of you. >_<;

Crafting classes are classes in name only; regardless of the fact that there is a crafting mini-game, they're obviously far less developed than Disciples of War of Magic -- just look at their ability lists! In short, all "classes" should not be able to progress equally... plus, what kind of person plays an MMO and never wants to fight anything? @_@


Right. Its like they lowered the bar for DOM/DOW just to keep them kinda on the same level.
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#27 Dec 26 2010 at 9:19 PM Rating: Decent
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According to SE though, the DoM/DoH classes played an important role in some battles. I think someone mentioned it in this topic, where the crafting or gathering class will have some debuffing techniques against certain mobs - so maybe that's where the tougher storyline bosses come into play, those that require a party to down and as part of that party some DoH/DoL classes play important roles.
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#28 Dec 26 2010 at 9:25 PM Rating: Good
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SolidMack wrote:
According to SE though, the DoM/DoH classes played an important role in some battles. I think someone mentioned it in this topic, where the crafting or gathering class will have some debuffing techniques against certain mobs - so maybe that's where the tougher storyline bosses come into play, those that require a party to down and as part of that party some DoH/DoL classes play important roles.


Yeah, but like so many other things they said, it just didn't happen.
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#29 Dec 26 2010 at 11:58 PM Rating: Decent
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KujaKoF wrote:
SolidMack wrote:
According to SE though, the DoM/DoH classes played an important role in some battles. I think someone mentioned it in this topic, where the crafting or gathering class will have some debuffing techniques against certain mobs - so maybe that's where the tougher storyline bosses come into play, those that require a party to down and as part of that party some DoH/DoL classes play important roles.


Yeah, but like so many other things they said, it just didn't happen.


Like what? I don't think its a case of broken promises, they just released the game too soon - I think what they promised is still on the agenda but out of curiosity, what "many things" did they tell us about that aren't in the game yet and from a design view point have no chance of making it in the game? I think we just need to be a little more patient.
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#30 Dec 27 2010 at 12:19 AM Rating: Excellent
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SolidMack wrote:
KujaKoF wrote:
SolidMack wrote:
According to SE though, the DoM/DoH classes played an important role in some battles. I think someone mentioned it in this topic, where the crafting or gathering class will have some debuffing techniques against certain mobs - so maybe that's where the tougher storyline bosses come into play, those that require a party to down and as part of that party some DoH/DoL classes play important roles.


Yeah, but like so many other things they said, it just didn't happen.


Like what? I don't think its a case of broken promises, they just released the game too soon - I think what they promised is still on the agenda but out of curiosity, what "many things" did they tell us about that aren't in the game yet and from a design view point have no chance of making it in the game? I think we just need to be a little more patient.


If we're just talking features, all I can think of at the top of my head was the pugilist stances, and I believe Gladiator had 2 'modes' too originally. Those all seemed to be cut because they were too complex for SE.

However, I was referring in general to how the game released didn't much resemble the one described on the teaser/preview website.
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#31 Dec 27 2010 at 12:27 AM Rating: Decent
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KujaKoF wrote:
SolidMack wrote:
KujaKoF wrote:
SolidMack wrote:
According to SE though, the DoM/DoH classes played an important role in some battles. I think someone mentioned it in this topic, where the crafting or gathering class will have some debuffing techniques against certain mobs - so maybe that's where the tougher storyline bosses come into play, those that require a party to down and as part of that party some DoH/DoL classes play important roles.


Yeah, but like so many other things they said, it just didn't happen.


Like what? I don't think its a case of broken promises, they just released the game too soon - I think what they promised is still on the agenda but out of curiosity, what "many things" did they tell us about that aren't in the game yet and from a design view point have no chance of making it in the game? I think we just need to be a little more patient.


If we're just talking features, all I can think of at the top of my head was the pugilist stances, and I believe Gladiator had 2 'modes' too originally. Those all seemed to be cut because they were too complex for SE.

However, I was referring in general to how the game released didn't much resemble the one described on the teaser/preview website.


Yea good point, forgot about the stances, wonder what happened there. But as for the general state of the game the game was released in, I say what they promised is coming, but I don't know if I would've hyped up certain things that weren't in the game at release if I were them. Oh well, what's done is done I guess, I hope the PS3 can give this game a boost...I guess that all depends on what they do from now 'til then, I think it should be pretty good.
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