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Letter from the Producer, III (02/17/2011)Follow

#1 Feb 17 2011 at 6:12 AM Rating: Excellent
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http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=d42a71f1f1db30e806596335e2816df108bbfbf4

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Hello again, to all of you continuing to enjoy FINAL FANTASY XIV.

Your devoted Yoshi-P is here, back for my third letter, despite some stiff shoulders that have been giving me trouble lately. What are you gonna do, right?

Patch 1.15a went live with all of the intended content (resulting in a bit of behest-induced fever on some forums, hehe), and the dev team is now on the next step in improving the game. After balancing skill and experience point awards in 1.15a, I logged in and clandestinely took part in a few behests. I was left with the impression that everyone seemed to be having a good time. And it reinforced my conviction that MMORPGs are all about people getting together and having a good time.

Of course, we're still on the fence a bit about balancing the degree of difficulty for fifteen-member parties, but I personally am of the opinion that everyone playing together is what makes the game fun. And so that is the direction in which I would like to take the game, and take it as quickly as possible. It was for that reason that I opted to balance the skill and experience points rewards first, with the intention of later tackling the difficulty level, rather than vice versa. Further balancing adjustments are ongoing, and are being based on the new designs in place for a maximum party size of eight members, as well as the smaller four-member party, both of which I've added to our list of intended changes.

I kept a close eye on how things went for the week or so following the release of 1.15a. Not surprisingly, the maximum number of members and levels of difficulty for behests were less than ideal. Therefore, in the coming days we'll be looking into further improvements to bonuses awarded when participating in groups of nine or more. For now, I'd be happy to think that we've already taken care of some balancing issues that relate directly to future content. Also, the amount of experience points awarded to Disciples of the Hand is a bit on the large side, and will be balanced to be more akin to those awarded to Disciples of War and Magic.

A bit wordy for a lead-in, I know, but now we can move on to what many of you no doubt are waiting to hear about. As I mentioned in my last letter, our FINAL FANTASY Players' Poll the Second begins today, focusing primarily on the battle system. I've set the deadline at one week from today. I apologise for shortening the submission period from last time, but quick responses will lend themselves to quick results. I hope you all take the time to submit your answers and have your voices heard!

Next, I'd like to post the updated list of planned changes. There have been a number of changes to the list since 1.15a was released, both new additions as well as progress updates. Items marked as –NEW– have either been added or updated. Those tasks that are in grey have been completed, and will be removed from the chart as of my next post. Consider yourselves warned! (I apologise for my chart being a bit artless... It isn't the easiest thing in the world to read, I know.)


HUGE TABLE

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We've received a lot of feedback from players regarding collision detection issues hampering player movement, and are working on resolving these now. Unfortunately, fixing all of them in one fell swoop would pose too great a risk, and so we'll be addressing them in stages. We've also completed our examination of the balancing and placement of freely roaming enemies, and are in the midst of holding meetings now to begin implementing the planned changes. Also, the routes players take when travelling through areas must also be adjusted so as not to have a negative influence on quest balance. All told, we'll be making changes of this sort up until the onset of spring.

We are also in the process of putting together a new workflow to handle the development of new quests and sidequests. Though we will begin releasing these in the next patch, it will be difficult to release a large number of them at once. It is certainly possible to continue developing quests until we reach a target number, and then release them simultaneously, but this would slow the rate at which this new content would become available. I prefer to release fewer quests regularly as part of the monthly patches instead. This may give the impression of less content per patch, but I'd like to try it this way for a span of about two months or so and see how it goes. At the same time, we'll gradually be implementing system-side changes related to quests as well, aimed at improving user-friendliness.

I’d now like to speak about the battle system and its forthcoming changes. The tasks laid out for the overhaul of the battle system are being divided up and divvied out, and the office is a maelstrom as we try to settle upon the final specs for the system itself. Hardly a day goes by that we don’t have a battle-related meeting of some sort, and it is my strong hope that we finalise a direction to take as soon as possible after receiving your feedback and opinions from the second poll.

We are also looking into players using death warps (or blood warps, or whatever other name you wish to give them). We will be making a decision on how to address this following the release of quests. After all, having a bunch of adventurers committing suicide isn't very FINAL FANTASY-esque, now, is it?

And finally, a few words on the large-scale PvE content I tacked onto the end of the list last time. Our current thinking is that this will be content aimed at high-ranked or endgame players, and are now looking into design aspects and costs, as well as viability for middle-ranked players, together with NMs. Hopefully, we'll be able to get all of our ducks in a row, hammer out an engaging battle system, and bring a slew of new and exciting challenges to all of you soon!

I suppose that just about does it for this Yoshi-P letter. For those interested, in my next letter, I am hoping to talk about items and the in-game economy. The more astute observers among you may have already noticed that a few changes pertaining to these topics have already been added to the list... ^^;

How about this weather, huh? Cold enough for you? Well, I suppose that depends entirely on where you are... But it’s cold in Tokyo. It looks like influenza is popping up all over the place, regardless, so take care of yourselves lest you miss out on your adventures in Eorzea!

Until next time, keep your hopes high and your noses to the gri—bad choice of words. Just keep having fun!

FINAL FANTASY XIV Producer & Director, Naoki Yoshida


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The table is very informative. All the things coloured in grey are the things that have been done. Items marked NEW are things that have been edited or added to the "To Do" List.

This does not really set out what will be coming in the patch tomorrow, as the notice states that the Comprehensive Patch Details wont be released until after it has been implemented

Edited, Feb 17th 2011 7:15am by Magnesium02
#2 Feb 17 2011 at 6:23 AM Rating: Good
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Interesting that they're intending to reduce max party size to 4-8. I wonder how that will affect behest's current 15-player limit.
#3 Feb 17 2011 at 6:25 AM Rating: Decent
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We are also in the process of putting together a new workflow to handle the development of new quests and sidequests. Though we will begin releasing these in the next patch, it will be difficult to release a large number of them at once. It is certainly possible to continue developing quests until we reach a target number, and then release them simultaneously, but this would slow the rate at which this new content would become available. I prefer to release fewer quests regularly as part of the monthly patches instead. This may give the impression of less content per patch, but I'd like to try it this way for a span of about two months or so and see how it goes. At the same time, we'll gradually be implementing system-side changes related to quests as well, aimed at improving user-friendliness.


Quote:
And finally, a few words on the large-scale PvE content I tacked onto the end of the list last time. Our current thinking is that this will be content aimed at high-ranked or endgame players, and are now looking into design aspects and costs, as well as viability for middle-ranked players, together with NMs. Hopefully, we'll be able to get all of our ducks in a row, hammer out an engaging battle system, and bring a slew of new and exciting challenges to all of you soon!


Loving it, just loving the **** out of it.
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#4 Feb 17 2011 at 6:30 AM Rating: Good
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Looks good.

I'm sure DoH wont be happy though ^^

Plus penaties for deaths? Uh-Oh...
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#5 Feb 17 2011 at 6:32 AM Rating: Good
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Metin wrote:
Looks good.

I'm sure DoH wont be happy though ^^

Plus penaties for deaths? Uh-Oh...


Personally as a main DoH I might not be very happy but I'm sure it's strange getting over 1k SP on some synths
Penalty for death would be a plus in my point of view... characters should fear getting killed, as it is at the moment it's not even a mild incovenient.
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#6 Feb 17 2011 at 6:33 AM Rating: Default
I've noticed they added in two options I am heavily against...

1.) Auto-attack system.
2.) Equipment requirements based on class/rank.

I for one enjoy the combat system as it is. Some tweaking yes, but forcing an auto-attack upon us just takes away from the whole thing. If so I hope they at least offer in an way to toggle the auto-attack on or off. I like having some control over the outcome, not just engage in battle and hope my delay against attacks isn't so long that I die before the target does. Then there's the equipment requirements. I don't mind CERTAIN equipment (Maybe endgame or special gear added down the line?) being added they may require it, but making all gear like that would severely hinder many means of customization. For one, you'll be required to drag around even more gear or settle for cookie-cutter equipment to save space. In FFXI it wasn't so much of a problem unlike here. Thanks to the Armoury System you can change classes on the fly where in FFXI you needed to find a Moogle. That means if you decide "Okay, I wanna be an Archer now." you gotta carry around ARC specific gear, and if you suddenly decide to play another one, gotta get that gear now too! Many people (including myself actually.) carry around multiple pieces of weapons to switch classes depending on their moods or need in a situation.

And then there's the purpose of roleplay. Not everybody uses high ranked gear in battle, roleplayers use it to create casual "outfits" for their characters. Sometimes they might even use a piece of gear (like I do, subligar on ARC due to an in-character preference when she hunts.) not designed for their class just because this is what the character may use. FFXIV is the first game I've found so far that offers us such customizations and one of the reasons I still keep playing! Not to make a QQ rant here but seriously, they mess with the features I enjoy such as the two listed above, I'm afraid I won't be hanging around... Anyone else see a feature that they're strongly against?
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#7 Feb 17 2011 at 6:37 AM Rating: Excellent
Let's look at some of the -NEW- stuff. Some key interests I have noted as bold/italic/underlined.

(Under the planned category)
Storylines and world quests
Quest-related system changes
Rank/Level up fanfare
Emote usability improvements
Auto-translate dictionary update
Reexamination of class-based requirements for gear
Synthesis interface improvements
Introduction of new synthesis concepts
Retainer system improvements
Party system changes
Battle adjustments for new party system
Auto-attack system
Character collision detection
Environment collision detection
Enemy distribution adjustments
Reexamination of stats
Instanced PvE Content (Dungeons/Raids)


(Under the Current Tasks Category)

Development and release of supplemental storylines and world quests
Addition of icons to make quest NPCs easily recognizable
Addition of quest NPC locations to maps
Addition of confirmation windows for accepting/refusing quests
Ability to abandon accepted quests
Examination of dramatic effects when a new rank or level is attained
Ability to target by clicking on character name displays
Display of text commands for each emote on the emote list
Update of auto-translate dictionary contents
Addition of class-specific gear to enhance class uniqueness and goal-oriented play
Examination of synthesis recipe balancing
Expansion of synthesis recipe history (currently stores eight recipes)
Adjustments to the item synthesis process
Examination of new synthesis concepts
Ability to summon retainers currently operating a bazaar
Examination of maximum single party size
Redesign of UI elements in line with new party system
Adjustments to degrees of difficulty and bonuses for behests for full parties (8 members)
Examination of an auto-attack feature
Removal of character collision
Adjustments to positioning algorithms of enemies in relation to PCs
Adjustments to ranged attack algorithms of enemies
Risk analysis of collision detection adjustments to improve movement response
Examination of free-ranging enemy distribution
Addition of an auto-MP regeneration feature


(Under the Future Tasks Category)
Introduction of additional quests
Addition of several icons to distinguish between quest types
Division of map data for various quest types
Opt from among several rewards upon quest completion
Examination of new log config settings
Further rank/level up fanfare enhancements
Addition of an "attacking enemies only" type to targeting system
Examination of additional information display on unit frames
Alphabetization of emote list
Reexamination of recommended class system for gear
Implementation of synthesis recipe balancing
Ongoing improvements to recipe history feature
Initial development following settling on concepts(synthesis)
Ability to save retainer location
Addition of a menu option(to toggle head gear)
Reduction of "full" party size from 15 to 8 members
Release of "small" parties made up of 4 members

Examination of a buffing system and party display for small and full parties
Adjustments to period of time between behest resets
Examination of risks of and scale of changes for an auto-attack system
Ongoing adjustments of algorithms as necessary(of enemies in relation to PCs)
Ongoing adjustments of algorithms as necessary(to ranged attack algorithms of enemies)
Ongoing adjustments to environment collision detection
Gradual adjustments to roaming enemy distribution
Ongoing adjustments to enemy size
Ongoing reeaxmination of attributes and stats
Examination of dungeon content for full parties (8) of high-rank members
Examination of dungeon content for small parties (4) of mid- to high-rank members

Now this is the kind of approach I like to see, and this is just a tiny part of it.

Edited, Feb 17th 2011 8:01am by StateAlchemist2

Edited, Feb 17th 2011 8:05am by StateAlchemist2
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#8 Feb 17 2011 at 6:39 AM Rating: Good
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Sir SamusKnight wrote:
Anyone else see a feature that they're strongly against?


Not really, Im not too keen on the auto attack also but at the same time I'm not too concerned, they appear to be revamping the entire battle system so I will see what they come up with and will always try to take a positive approach
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#9 Feb 17 2011 at 6:41 AM Rating: Good
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Sir SamusKnight wrote:
I for one enjoy the combat system as it is. Some tweaking yes, but forcing an auto-attack upon us just takes away from the whole thing. If so I hope they at least offer in an way to toggle the auto-attack on or off. I like having some control over the outcome, not just engage in battle and hope my delay against attacks isn't so long that I die before the target does.


They should learn from Allods online Warrior/Paladin combat, that is what's done right with Stamina system and no Auto Attack.
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#10 Feb 17 2011 at 6:44 AM Rating: Excellent
Sir SamusKnight wrote:
I've noticed they added in two options I am heavily against...

1.) Auto-attack system.
2.) Equipment requirements based on class/rank.

I for one enjoy the combat system as it is. Some tweaking yes, but forcing an auto-attack upon us just takes away from the whole thing. If so I hope they at least offer in an way to toggle the auto-attack on or off. I like having some control over the outcome, not just engage in battle and hope my delay against attacks isn't so long that I die before the target does. Then there's the equipment requirements. I don't mind CERTAIN equipment (Maybe endgame or special gear added down the line?) being added they may require it, but making all gear like that would severely hinder many means of customization. For one, you'll be required to drag around even more gear or settle for cookie-cutter equipment to save space. In FFXI it wasn't so much of a problem unlike here. Thanks to the Armoury System you can change classes on the fly where in FFXI you needed to find a Moogle. That means if you decide "Okay, I wanna be an Archer now." you gotta carry around ARC specific gear, and if you suddenly decide to play another one, gotta get that gear now too! Many people (including myself actually.) carry around multiple pieces of weapons to switch classes depending on their moods or need in a situation.

And then there's the purpose of roleplay. Not everybody uses high ranked gear in battle, roleplayers use it to create casual "outfits" for their characters. Sometimes they might even use a piece of gear (like I do, subligar on ARC due to an in-character preference when she hunts.) not designed for their class just because this is what the character may use. FFXIV is the first game I've found so far that offers us such customizations and one of the reasons I still keep playing! Not to make a QQ rant here but seriously, they mess with the features I enjoy such as the two listed above, I'm afraid I won't be hanging around... Anyone else see a feature that they're strongly against?

Not to sound crass or anything, but it would seem silly to leave the game because you -don't- have to mash your number '1' key anymore, or because all of a sudden you can't wear a piece of gear that didn't favor your class anyway. I mean if that's a game-breaker for you, I am really surprised that your still here. Personally, these things are a benefit. Now I can auto-attack on CON and THM, and not be distracted away from heals. Now I have an incentive to work towards a piece of gear, rather than feeling like I just walked out of Wal-Mart.

Of course I completely respect your opinion, just seems an odd thing to dislike. To each their own! :D
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#11 Feb 17 2011 at 6:45 AM Rating: Decent
meh

lets wait and see tomorrow what they do

so far its still all talk and no walk

and stop going on about allods mari
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#12 Feb 17 2011 at 6:45 AM Rating: Decent
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Sir SamusKnight wrote:
I've noticed they added in two options I am heavily against...

1.) Auto-attack system.
2.) Equipment requirements based on class/rank.

I for one enjoy the combat system as it is. Some tweaking yes, but forcing an auto-attack upon us just takes away from the whole thing. If so I hope they at least offer in an way to toggle the auto-attack on or off. I like having some control over the outcome, not just engage in battle and hope my delay against attacks isn't so long that I die before the target does. Then there's the equipment requirements. I don't mind CERTAIN equipment (Maybe endgame or special gear added down the line?) being added they may require it, but making all gear like that would severely hinder many means of customization. For one, you'll be required to drag around even more gear or settle for cookie-cutter equipment to save space. In FFXI it wasn't so much of a problem unlike here. Thanks to the Armoury System you can change classes on the fly where in FFXI you needed to find a Moogle. That means if you decide "Okay, I wanna be an Archer now." you gotta carry around ARC specific gear, and if you suddenly decide to play another one, gotta get that gear now too! Many people (including myself actually.) carry around multiple pieces of weapons to switch classes depending on their moods or need in a situation.

And then there's the purpose of roleplay. Not everybody uses high ranked gear in battle, roleplayers use it to create casual "outfits" for their characters. Sometimes they might even use a piece of gear (like I do, subligar on ARC due to an in-character preference when she hunts.) not designed for their class just because this is what the character may use. FFXIV is the first game I've found so far that offers us such customizations and one of the reasons I still keep playing! Not to make a QQ rant here but seriously, they mess with the features I enjoy such as the two listed above, I'm afraid I won't be hanging around... Anyone else see a feature that they're strongly against?


If I read it correctly they still looking to see what impact if any an auto-attack feature would cause on the current system, personally I don't see a feasable way unless they make all basic attacks free in stamina and make these the auto-attack.

In regards to gear, and if I read it properlly once more, it looked to me to be more like a JSE or AF than anything else, dont think there will be a huge ammount of it.
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#13 Feb 17 2011 at 6:47 AM Rating: Decent
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I'll contradict myself now, I dont like the Instanced PvE content. In every other MMO I've played I have quite disliked it. I want it to make sense in a fantasy world kinda way but it never seems to in my mind, I'm pretty sure most people will be for this change and I'm in the minority I know, it just doesnt work for me. I hope these guys can make it work well and make it make sense
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#14 Feb 17 2011 at 6:47 AM Rating: Decent
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Ooh, I'm liking the looks of the -NEW- stuff.
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#15 Feb 17 2011 at 6:51 AM Rating: Excellent
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Sephrick wrote:
Interesting that they're intending to reduce max party size to 4-8. I wonder how that will affect behest's current 15-player limit.


It will lower Behest from 15 to 8 as well.

He mentions it somewhere in that long essay. I'm too tired to track it down.

Though there also is (in the table) an adjustment to make Behest occur more frequently.

I hope he opens up some more camps, since Behest is the place to be these days and he knows it. I wonder if he Dev-hacked his way into Horizon Behest. Heh.
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#16 Feb 17 2011 at 7:02 AM Rating: Decent
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I don't mind instanced PVE as long as its done like it was in ffxi.

I still want lots of non-instanced content though.

Adding some level and class restrained gear will be nice for acting as a goal/reward. The game needs lots more of those.

Auto-attack is cool, but it is mostly irrelevant in a game like this where you are pretty much spamming abilities anyway. I think it hurts nothing, and adds convenience for those who like to farm and grind tiny exp at the same time.

STILL, my one beef - when will we get a functional player search feature?????? My goodness.... wtf!? We are going to have to beat it out of them.
#17 Feb 17 2011 at 7:02 AM Rating: Decent
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I hope he opens up some more camps, since Behest is the place to be these days and he knows it. I wonder if he Dev-hacked his way into Horizon Behest. Heh.


Theres rumours in Ul'dah Yoshi-P is actually the Horizon Battlewarden, Dunno how true this is a Lalafell Told me.
#18 Feb 17 2011 at 7:07 AM Rating: Excellent
Mithsavvy wrote:
I don't mind instanced PVE as long as its done like it was in ffxi.

I still want lots of non-instanced content though.

Adding some level and class restrained gear will be nice for acting as a goal/reward. The game needs lots more of those.

Auto-attack is cool, but it is mostly irrelevant in a game like this where you are pretty much spamming abilities anyway. I think it hurts nothing, and adds convenience for those who like to farm and grind tiny exp at the same time.

STILL, my one beef - when will we get a functional player search feature?????? My goodness.... wtf!? We are going to have to beat it out of them.


Bring your K Club and meet me at SE; only way we'll leave there is with /sea or in body bags. ^^;
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#19 Feb 17 2011 at 7:09 AM Rating: Good
widnes wrote:
I hope he opens up some more camps, since Behest is the place to be these days and he knows it. I wonder if he Dev-hacked his way into Horizon Behest. Heh.


Theres rumours in Ul'dah Yoshi-P is actually the Horizon Battlewarden, Dunno how true this is a Lalafell Told me.


I believe it. I was at Horizon yesterday or the day before and no one joined the behest. (Surprised? I was.) The battlewarden announced it was time to go and then started running around the camp (completely uncharacteristically). Maybe it was Yoshi-P.
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#20 Feb 17 2011 at 7:13 AM Rating: Good
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I got excited filling in the Poll, I'm just hoping they don't go too overboard with some of those changes.
I guess I'll just have to wait and see how they work things out.

I'm particularly worried about the Auto-attack feature, and how they'll adjust the rest of the battle system around it.
Oh, and I liked hearing about possible changes to party sizes and their bonuses.

Edited, Feb 17th 2011 6:15am by Kirby
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#21 Feb 17 2011 at 7:15 AM Rating: Excellent
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Quote:
Alphabetization of emote list


About time! This has annoyed me since I first started this game.
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#22 Feb 17 2011 at 7:23 AM Rating: Excellent
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–NEW– Addition of icons to make quest NPCs easily recognizable


Call me old fashioned, but this is NOT a feature I want to see. Hopefully they have more tact than plastering a giant green exclamation mark over NPCs.

As for why I'm against it, the first reason is immersion. I like a minimalist UI. When I have my windows closed I want to see a natural believable world. Icons over peoples' heads are not natural. Second, it quite obviously divides quest NPCs from filler NPCs to the point that filler NPCs just become eye-candy since no one's going to talk to you if you don't have an icon on your head. And it's not like there are THAT many non-vendor NPCs to begin with, I don't see why we need icons.

Other than that I'm very much looking forward to all these changes even if some are a bit extreme (battle).

Edited, Feb 17th 2011 7:24am by Hydragyrum
#23 Feb 17 2011 at 7:37 AM Rating: Good
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Sir SamusKnight wrote:
Anyone else see a feature that they're strongly against?


This:
-Addition of icons to make quest NPCs easily recognisable.
That's also one of the things that differenciated FFXI from other MMORPGs and I loved: Talking to random NPCs to see a CS triggered and starting a quest. I really enjoyed talking to many NPCs and see whetever they had a quest or not. I don't like NPCs with an exclamation point over their head, it kind of breaks the immersion to me.

-Addition of quest NPC locations to maps.
Well, if this is after triggering a quest, I'm OK with it otherwise, more or less the same as above. I'd rather have to use my brain to remember where the NPC is (and his name) than associating a NPC with the color of its exclamation point.

-Examination of the implementation of jumping.
Still not a big fan of this...

On the other hand, what I particularly appreciate:
-Development and release of supplemental storylines and world quests
Although one of the two would have been fine with me, having both is even greater!

-Examination of dramatic effects when a new rank or level is attained
Awesome, so I'm not missing why everyone says 'congratulations' to me during a fight XD

Addition of class-specific gear to enhance class uniqueness and goal-oriented play
Very nice, specially if the classes are 'balanced' and one is not overpowered. I just hope people get more opened to start parties without the 'best setup' possible as it was in FFXI. Too many times there was Damage Dealers job looking for party but people wanted SAM or THF or whatnot and not this one (no love for DRK :P).
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To add to those, if you can get this DeLorean up to 88 MPH, you'll be able to play this game in 2019 when they've finally implemented mounts.

#24 Feb 17 2011 at 7:37 AM Rating: Decent
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I was kind of liking the 15cap parties. It meant that everyone from the linkshell could come over and join in. I hope there will be alliances.
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#25 Feb 17 2011 at 7:42 AM Rating: Excellent
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RedGalka wrote:
I was kind of liking the 15cap parties. It meant that everyone from the linkshell could come over and join in. I hope there will be alliances.



i dont mind alliances for the large scale PvE fights, but i find 15 man partys take no skill just button bashing over and over. i used to love the smaller groups in 11 which took that bit more skill, Just my opinion tho :D
#26 Feb 17 2011 at 7:42 AM Rating: Good
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Metin wrote:
I'll contradict myself now, I dont like the Instanced PvE content. In every other MMO I've played I have quite disliked it. I want it to make sense in a fantasy world kinda way but it never seems to in my mind, I'm pretty sure most people will be for this change and I'm in the minority I know, it just doesnt work for me. I hope these guys can make it work well and make it make sense


I was kind of thinking the same, immersion-wise, but then the argument in the poll about avoiding competition from different parties convinced me: HNM camping was long, painfull, frustrating and whatnot. Salvage, limbus and such was much better even though challenging!
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yfaithfully wrote:
To add to those, if you can get this DeLorean up to 88 MPH, you'll be able to play this game in 2019 when they've finally implemented mounts.

#27 Feb 17 2011 at 7:46 AM Rating: Good
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130 posts
Kirutaru wrote:
Though there also is (in the table) an adjustment to make Behest occur more frequently.


The table says: Adjustments to period of time between behest resets. Sorry but it does not mean that behest will be more frequent, it can also mean the opposite. The only sure thing is that it's going to change :P.
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yfaithfully wrote:
To add to those, if you can get this DeLorean up to 88 MPH, you'll be able to play this game in 2019 when they've finally implemented mounts.

#28 Feb 17 2011 at 7:49 AM Rating: Decent
Grand Master Alchemist StateAlchemist2 wrote:

Not to sound crass or anything, but it would seem silly to leave the game because you -don't- have to mash your number '1' key anymore, or because all of a sudden you can't wear a piece of gear that didn't favor your class anyway. I mean if that's a game-breaker for you, I am really surprised that your still here. Personally, these things are a benefit. Now I can auto-attack on CON and THM, and not be distracted away from heals. Now I have an incentive to work towards a piece of gear, rather than feeling like I just walked out of Wal-Mart.

Of course I completely respect your opinion, just seems an odd thing to dislike. To each their own! :D


Actually I've never mashed one single attack (used to I suppose at first, but with ARC I'm usually using multiple attacks and focus on building up my stamina and picking off the target over time.) for a longest time. And given as many skills as we are to use, I think it's kind of ridiculous to do that. Now, I'd be open to say an option to toggle this, remove the Battle Regimen button there and replace it with an auto-attack toggle button. This way you can go into lazy-mode or plot some sort of strategy. For battle regs, those back to what we had like in FFXI with Skillchains, they worked much better that way I think. And these days I never see anyone preparing attacks to stack up with a battle regimen since they rarely seem to work correctly.

But yes, for me having all gear converted into being a required rank/class to use is a big issue. JSE style stuff (I guess CSE being Class-Specific Equipment) would be perfectly fine I think. Stuff that's REALLY hard to obtain or has incredible stats would be ideal to use under this circumstance. This might apply to end-game or really nice stuff that's designed to set classes apart. That type of class or rank specific gear I wouldn't mind at all. I just don't care to be forced to carry around six sets of gear because I want to keep archer, thaumaturge, gladiator, culinarian, puglist, and possibly lancer weapons on hand. Then you need to account for gear designed for the land and hand classes if you happen to repair your own equipment out in the field. Overall, if they were to convert every piece of gear into requiring this rank or that class to equip not only will everyone have to re-gear themselves, it would virtually make the Armoury System broken I'd imagine. :/
____________________________
FINAL FANTASY XIV Roleplayer

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



#29 Feb 17 2011 at 7:49 AM Rating: Good
**
465 posts
Hydragyrum wrote:
Quote:
–NEW– Addition of icons to make quest NPCs easily recognizable


Call me old fashioned, but this is NOT a feature I want to see. Hopefully they have more tact than plastering a giant green exclamation mark over NPCs.

As for why I'm against it, the first reason is immersion. I like a minimalist UI. When I have my windows closed I want to see a natural believable world. Icons over peoples' heads are not natural. Second, it quite obviously divides quest NPCs from filler NPCs to the point that filler NPCs just become eye-candy since no one's going to talk to you if you don't have an icon on your head. And it's not like there are THAT many non-vendor NPCs to begin with, I don't see why we need icons.

Fully agree, I hope they scrap this...

Sephrick wrote:
Interesting that they're intending to reduce max party size to 4-8. I wonder how that will affect behest's current 15-player limit.

This I'm thrilled about, though. 8 is much more manageable, and the performance of each individual will be more important.
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Lodestone
#30 Feb 17 2011 at 7:52 AM Rating: Decent
24 posts
Metin wrote:
I'll contradict myself now, I dont like the Instanced PvE content. In every other MMO I've played I have quite disliked it. I want it to make sense in a fantasy world kinda way but it never seems to in my mind, I'm pretty sure most people will be for this change and I'm in the minority I know, it just doesnt work for me. I hope these guys can make it work well and make it make sense

I agree. I did however, love the BCNMs in XI and hope this is what they meant by their statement.
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#31 Feb 17 2011 at 7:54 AM Rating: Excellent
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130 posts
widnes wrote:
RedGalka wrote:
I was kind of liking the 15cap parties. It meant that everyone from the linkshell could come over and join in. I hope there will be alliances.


i dont mind alliances for the large scale PvE fights, but i find 15 man partys take no skill just button bashing over and over. i used to love the smaller groups in 11 which took that bit more skill, Just my opinion tho :D


What?!?! it takes a lot of skill to know when to stop watching T.V. at the right time to thrown in a skill or a heal XD
Seriously, I agree too althoguh I will regret my leaching cession in behests ;-)
____________________________

yfaithfully wrote:
To add to those, if you can get this DeLorean up to 88 MPH, you'll be able to play this game in 2019 when they've finally implemented mounts.

#32 Feb 17 2011 at 7:55 AM Rating: Good
Sir SamusKnight wrote:
Grand Master Alchemist StateAlchemist2 wrote:

Not to sound crass or anything, but it would seem silly to leave the game because you -don't- have to mash your number '1' key anymore, or because all of a sudden you can't wear a piece of gear that didn't favor your class anyway. I mean if that's a game-breaker for you, I am really surprised that your still here. Personally, these things are a benefit. Now I can auto-attack on CON and THM, and not be distracted away from heals. Now I have an incentive to work towards a piece of gear, rather than feeling like I just walked out of Wal-Mart.

Of course I completely respect your opinion, just seems an odd thing to dislike. To each their own! :D


Actually I've never mashed one single attack (used to I suppose at first, but with ARC I'm usually using multiple attacks and focus on building up my stamina and picking off the target over time.) for a longest time. And given as many skills as we are to use, I think it's kind of ridiculous to do that. Now, I'd be open to say an option to toggle this, remove the Battle Regimen button there and replace it with an auto-attack toggle button. This way you can go into lazy-mode or plot some sort of strategy. For battle regs, those back to what we had like in FFXI with Skillchains, they worked much better that way I think. And these days I never see anyone preparing attacks to stack up with a battle regimen since they rarely seem to work correctly.

But yes, for me having all gear converted into being a required rank/class to use is a big issue. JSE style stuff (I guess CSE being Class-Specific Equipment) would be perfectly fine I think. Stuff that's REALLY hard to obtain or has incredible stats would be ideal to use under this circumstance. This might apply to end-game or really nice stuff that's designed to set classes apart. That type of class or rank specific gear I wouldn't mind at all. I just don't care to be forced to carry around six sets of gear because I want to keep archer, thaumaturge, gladiator, culinarian, puglist, and possibly lancer weapons on hand. Then you need to account for gear designed for the land and hand classes if you happen to repair your own equipment out in the field. Overall, if they were to convert every piece of gear into requiring this rank or that class to equip not only will everyone have to re-gear themselves, it would virtually make the Armoury System broken I'd imagine. :/

Oh ok! Yes, Archer is pretty much the only FFXI-esque class in this game. Nock, Nock, Buff(optional) fire, Buff(optional) WS, shed hate, repeat. Normal attack spam, mostly if your afraid of aggro or hate.
As far as gear goes, right now we basically have the standard "no-one uses this anymore since the game has been out for 6 years and there is a plethora of other, better stuff to use" gear. THey could safely leave most of the current gear as-is (maybe with some adjustments) and as they add new gear maybe be stricter on requirements (as far as rank/class goes).
____________________________
Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost.
Data Center: Primal; Server: Ultros; Free Company: The Kraken Club; Grand Company: The Maelstrom; Chocobo: Kweh
#33 Feb 17 2011 at 7:55 AM Rating: Decent
24 posts
My issue around behests is they are currently by far the quick way to Sp per unit time. People already "camp" numerous behests (at least on Besaid, and I dont imagine its unique to the server I play in) - dropping the behest limit to 8 would turn it into HNM-style camping in XI, and thats pretty pathetic.

Basically, they need to nerf behest Sp. Simple as. I hope they do, since I'd enjoy them with my linkshell, but I hate how it is now - camping the warden and ganking mobs as a 15-man party with randomers.

- Eli
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#34 Feb 17 2011 at 7:59 AM Rating: Decent
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589 posts
Totally, on Palamecia it's especially evident at Camp Horizon.

In other news I got 11k SP on a Behest last night, that's a personal best.

I'm not sure I like the question in the new poll asking if the Physical Level system should be abolished....
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Solomon Grundy | Born on a Monday | Excalibur Server | Abyss: Welcome to a Higher Quality of Nerding™
#35 Feb 17 2011 at 8:04 AM Rating: Decent
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130 posts
Sir SamusKnight wrote:
For battle regs, those back to what we had like in FFXI with Skillchains, they worked much better that way I think. And these days I never see anyone preparing attacks to stack up with a battle regimen since they rarely seem to work correctly.


Actually, they do work properly when the attacks do not miss and are pretty convenient to use. We were doing a grind party and choosed with a member to team up to start the fight with a BR to reduce the ennemy's defence to fasten the kills. It really was not very hard/slow to use and with getting some habit, we could fire one in less than 5s:
-type /br on (or macro it although it's faster to type it in chat and then 'space', 'up arrow', 'enter' to start it)
-choose the attack.
-press 'G' when both are ready (which can be seen on the screen, no need to say a thing).

No timing involved, just three quick steps. The effect of the BR was also visible as the melees said their damage was noticably increased. Now, they would need to work on awesome animations like the skillchains were!
____________________________

yfaithfully wrote:
To add to those, if you can get this DeLorean up to 88 MPH, you'll be able to play this game in 2019 when they've finally implemented mounts.

#36 Feb 17 2011 at 8:13 AM Rating: Decent
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63 posts
Honestly I feel really ****** about this new letter.
It's clear that Yoshida is listening to the players, but is he doing it the right way? I'm talking about auto attack and auto refresh. Both of them were the source of a lot of whining at the beginning, but anyone above r30 knows they're not a problem, on the contrary they currently are the only things that make the battle system fun and unique.

MP management is hard at the beginning, but it's part of the fun: you have to be wise and don't waste mp if your regen skill is on CD; after you get syphon mp you don't even need to use that skill, your mp are always full. Plus it adds some battle strategies during NM fights (for exemple you don't want the nm in an empty area, you wanna be sure you have a source of mp next to you, even if it's an aggressive mob) and it forces the players to comunicate and build different strategies (casting Stonesking before syphon mp since you won't be able to heal for a few seconds, or even asking a DD mage to heal in your place while you cast syphon).

The Auto Attack feature would change drastically the battle system IN THE WRONG WAY. The assence of an auto attack feature, the battle regimen system with different debuff depending on the type of skill you use (wich involves normal attacks too) currently is the only thing that adds strategy to the battle system and that makes it different from any other game.

If Yoshi-P wanna listen to the players he has to do it wisely, he can't just throw in game all of the things the players between rank 1 and 20 asked before quitting the game...
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#37 Feb 17 2011 at 8:26 AM Rating: Decent
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1,566 posts
Quote:
If Yoshi-P wanna listen to the players he has to do it wisely, he can't just throw in game all of the things the players between rank 1 and 20 asked before quitting the game...
----------------------------


I see your point with this but do keep in mind there's a lot of other things on the way.

What if these small/large-scale events he's mentioned make mp management as it is now impossible? Especially I'd max party sizes reduce to 8 people. I wouldn't be so quick to assume this is all to just make those who whine the loudest happy. Yoshi-P strikes me as a man with a plan.
#38 Feb 17 2011 at 8:38 AM Rating: Good
alcide wrote:
after you get syphon mp you don't even need to use that skill, your mp are always full.


This IS the reason they need to implement MP-regeneration (while resting a.k.a. /sit). These abilities are too good. MP is never an issue. Add MP-regeneration, and reduce the effectiveness (whether by increasing the timer, or removing the ability to siphon mp from monsters that have no mp a.k.a. monsters that are pure melee, etc. or by increasing a monsters resist rate to it) of Siphon MP/Stygen Spkies, and lower the MP gained from the THM/CON 10 Minute ability. This will induce more strategy then the current system, because you WILL have to manage your MP consumption.
____________________________
Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost.
Data Center: Primal; Server: Ultros; Free Company: The Kraken Club; Grand Company: The Maelstrom; Chocobo: Kweh
#39 Feb 17 2011 at 8:43 AM Rating: Good
24 posts
Agree, nevermind that you can cast it on dead mobs as well, which is basically a gimme for 100MP every fight, even sub-R30
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#40 Feb 17 2011 at 8:44 AM Rating: Good
**
568 posts
Coyohma wrote:
Hydragyrum wrote:
Quote:
–NEW– Addition of icons to make quest NPCs easily recognizable


Call me old fashioned, but this is NOT a feature I want to see. Hopefully they have more tact than plastering a giant green exclamation mark over NPCs.

As for why I'm against it, the first reason is immersion. I like a minimalist UI. When I have my windows closed I want to see a natural believable world. Icons over peoples' heads are not natural. Second, it quite obviously divides quest NPCs from filler NPCs to the point that filler NPCs just become eye-candy since no one's going to talk to you if you don't have an icon on your head. And it's not like there are THAT many non-vendor NPCs to begin with, I don't see why we need icons.

Fully agree, I hope they scrap this...

Sephrick wrote:
Interesting that they're intending to reduce max party size to 4-8. I wonder how that will affect behest's current 15-player limit.

This I'm thrilled about, though. 8 is much more manageable, and the performance of each individual will be more important.



What the ****?!

Obviously they don't want us talking to any of the non-quest NPCs =(

Anyway at least they are adding quest no matter how hard they are trying to ***** it up.



"Possible introduction of traditional names such as paladin, monk, white mage, etc."
This is in the same section as quests. Here my English skills fail me. Does this mean I should be expecting to see BLMs in the game finally? Or does it mean that items featured in the same column aren't part of what's in the next patch?

Do you see the middle column as a list of stuff that will be in the next patch or just view it as a general to-do list?



I'll wrap it up by repeating: No "!!!" signs above quest-NPCs heads please or I'll feel like I'm playing a game that's made for "special"-people!
#41 Feb 17 2011 at 8:44 AM Rating: Good
***
2,010 posts
Quote:
I'll contradict myself now, I dont like the Instanced PvE content. In every other MMO I've played I have quite disliked it.


Every other MMO is not FF. I'd be expecting instanced content somewhere in between FFXI's Dynamis and Einherjar. Stuff that should have been truly instanced from the beginning - now they have a shot to make it the right way from the start. I don't expect dungeon crawls WoW-style to be popping up.

Quote:

Icons over peoples' heads are not natural.


Honestly, neither are names over peoples' heads. If you are really against the icon in the name of immersion, then turn off /names entirely and truly play the game as if it's real.

Either that or they could continue using named NPCs as quest givers, and the random "Angry Adventurer" names as the "filler", though I don't see how that's much more immersive....

Quote:

I'm talking about auto attack and auto refresh. Both of them were the source of a lot of whining at the beginning, but anyone above r30 knows they're not a problem, on the contrary they currently are the only things that make the battle system fun and unique.


It doesn't make it unique - it makes it frustrating. SE has always been afraid of giving mages refresh - yet melee can swing all day long with 0 fatigue. It's been unbalanced and unfair for over a decade and I'd like to see it go away in this game.

I don't see how anyone can be arguing that mashing the number 1 key over and over makes the game more fun and challenging. It's just taking up a space on the action bar that could be used for something else.




Edited, Feb 17th 2011 9:49am by Torrence
#42 Feb 17 2011 at 8:46 AM Rating: Decent
**
429 posts
I have mixed feelings about the auto-attack thing.

On one hand, having to repeatedly press a button for a required basic attack feels silly. You pretty much HAVE to use that attack, and I feel that pressing buttons should involve tactical choice (i.e. Do I want to use ability X or ability Y right now?).

On the other hand, I really don't want to return to FFXI's slow paced system of only using an ability every 15-60 seconds. I think a good amount of time between each spell or TP attack is about 5 or 6 seconds.

EDIT:

What if something like the following happened?

1. Auto-attack implemented.
2. TP done away with.
3. All moves that required TP now have a 4-5 second individual cooldown to prevent spamming.
4. Maybe add a basic personal combo system; i.e. TP move X increases the damage of your TP move Y by 10% for 5 seconds after use or using fire spells on a monster makes it 10% weaker to water spells for 5 seconds (ala FFXI ancient magic).

Edited, Feb 17th 2011 10:02am by Wolfums
#43 Feb 17 2011 at 8:51 AM Rating: Decent
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*
77 posts
I was originally against auto refresh, but grand master's post has stirred some interest in me.

If auto refresh is literally one tick every 5 seconds then i'm all okay with it. if MP were to regenerate like HP, then I am not so happy.

Originally, in RPG's MP was designed for running through dungeons and not really designed for single encounters. If you play any old dragon quest game, then smart mp use was very important and made your heart pump as you were whittling away at a dungeon and hope to death that you had enough for the final boss.

We've seen a lot of RPGs step away from requiring MP at all. the result of those are breezier dungeons but more complicated single battles.

Right now what we have that resembles any type of dungeon run through are guildleves and MP is never an issue there.
#44 Feb 17 2011 at 8:56 AM Rating: Good
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182 posts
I'm kinda on the fence about auto-attack, if they decide to implement it, I would want them to change XIV's battle system to be closer to FFXII's but faster paced.

Edited, Feb 17th 2011 9:57am by TerraSonicX
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#45 Feb 17 2011 at 8:56 AM Rating: Default
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63 posts
Grand Master Alchemist StateAlchemist2 wrote:
alcide wrote:
after you get syphon mp you don't even need to use that skill, your mp are always full.


This IS the reason they need to implement MP-regeneration (while resting a.k.a. /sit). These abilities are too good. MP is never an issue. Add MP-regeneration, and reduce the effectiveness (whether by increasing the timer, or removing the ability to siphon mp from monsters that have no mp a.k.a. monsters that are pure melee, etc. or by increasing a monsters resist rate to it) of Siphon MP/Stygen Spkies, and lower the MP gained from the THM/CON 10 Minute ability. This will induce more strategy then the current system, because you WILL have to manage your MP consumption.


Trust me, against NMs you still need a strategy. Using Syphon on the same mob gives you lower mp; with two mages after a couple of syphons the NM runs out of mp so you can't do it on him, you have to do it on different mobs in order to have enough mp and since the mages can't stop healing, one of the DDs have to stop fighting the NM and run around looking for mobs and take them near the mages.

I remember one particular fight against Uraeus when 4 DD d/ced (me included XD). The party didn't have enough DPS and the fight was taking too long, causing the mages to overheal. So once we got back in game we started to gather as much mobs as we could near the mages to make sure they had enough mp. Ok, it was an accident, but this is an exemple of how the current system allows you to be still usefull even if you can't join the fight.

Torrence wrote:

It doesn't make it unique - it makes it frustrating. SE has always been afraid of giving mages refresh - yet melee can swing all day long with 0 fatigue. It's been unbalanced and unfair for over a decade and I'd like to see it go away in this game.

I don't see how anyone can be arguing that mashing the number 1 key over and over makes the game more fun and challenging. It's just taking up a space on the action bar that could be used for something else.


You've got 3 different normal attacks with different effects, you've got skills that buff tp generation and a lot of ws. Usually i never hit the same button in sequence of more then 3 times, if i do it it's only at the end of a long Guildleve party when i'm too tired to play fair.
If you spam 1 it's only by your choice.

Just to be clear, i'm not a white knight, the battle system has A LOT of issues, but i think the right way to act is to improve it, not scrap it from the foundations

Edited, Feb 17th 2011 10:08am by alcide
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#46 Feb 17 2011 at 9:03 AM Rating: Decent
Wolfums wrote:
I have mixed feelings about the auto-attack thing.

On one hand, having to repeatedly press a button for a required basic attack feels silly. You pretty much HAVE to use that attack, and I feel that pressing buttons should involve tactical choice (i.e. Do I want to use ability X or ability Y right now?).

On the other hand, I really don't want to return to FFXI's slow paced system of only using an ability every 15-60 seconds. I think a good amount of time between each spell or TP attack is about 5 or 6 seconds.


I do use in most cases, the first attack often but I never sit there spamming it. And by spam I mean mashing it repeatedly waiting for stamina to recover just to use it. I try to work around my attacks. For example, on Archer I do the usual 2x multishot followed up by Ferocity and Hawk's Eye. This tends to be my opener. From there I will usually use a lock-on and strafe away from the enemy approach mixing in Light and Heavy Shot attacks. I throw out a Concussive Blow II or Puncture II weaponskill depending on my TP and the enemy, heal a little, use Trifurcate if possible, Light Shot for triple damage, and so on... With PUG I mix it between Light Strikes and Pummel for TP and toss in Concussive Blow II, Skull Sunder if my TP's low enough, etc. But with auto-attack it would precisely what you said, waiting every few moments to use an attack. It may be that way with the stamina system but it gives you an opportunity to stand back and let hate build up on the tank without having to turn the other way (Which in FFXI I've found didn't always work.) or disengage the enemy.

And I forget how many times I've seen someone sleep a target or bind something just to have somebody wake it up or break the bind effect because of the auto-attack. Auto-attack could especially prove problems with ranged classes and trying to avoid waking a target or breaking bind. Archer, Conjurer, and Thaumaturge can't step away from an enemy to prevent it and currently facing away from the target still makes you turn around and attack it. So unless there's an option to toggle it on or off it's potential for disaster. Also, admittedly I don't really know alot about the Battle Regimens, just what I did know (and heard) is they weren't worth using. But if they have been figured out I retract what I said about it and apologize. I'll have to look into it more later.

EDIT: Wanted to add something about the MP Regen. I haven't actively played a DoM class that much since they made changes allowing spells to be more effective, but at that time I never had much of MP problems. MP Regen might be an interesting thought, perhaps allow it to only recover when you have TP and are in a passive mode. Once your TP burns out, the MP regen effect wears off. Just cut the recovery rate down so you don't recover a large amount.

Edited, Feb 17th 2011 7:10am by SamusKnight
____________________________
FINAL FANTASY XIV Roleplayer

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



#47 Feb 17 2011 at 9:03 AM Rating: Excellent
Scholar
38 posts
I can't understand why people are so up in arms over Auto-Attack. It will only be for basic attack it's not like it will use all your abilities and weapon skill's for you. I for one welcome it as it will allow me time to focus on using my other abilities as opposed spamming basic attack then having to scoot around my bars to get to abilities. As I play with a controller this will help me a lot as I won't have to keep going back to select 1 or 2 for my basic attacks.

Also it might mean I can actually socialise with my party for a change because as it is now if I stop to type out a message it will kill my DPS.

My guess is they will probably make it an on/off toggle anyway so you can turn it off for important fights to stop you from accidently hitting something you shouldn't and where timing is important.

Also if they are doing this I hope they get rid of stamina. Just use cool down timers on abilities, it gets really annoying when you have to stun something quickly only to find out you don't have enough stamina to use it quick enough. Yes I know some people will say use your stamina more efficiently then but it still seems like an completely unnecessary mechanic in the game. If cool downs were adjusted properly then it would be fine. If all my abilities are all ready to be used at the same time and I feel like using them all to put together a huge assault then I should be able to.

As for the MP regen I agree with others. For me it doesn't seem to be an issue with Siphon MP I never run short. If they were to decrease it and make you able to /sit to regain MP though they would need to address a few things. As it is at the minute grind parties are roaming ones. You don't really stop in one spot like in FFXI to give you a chance to /sit and regain MP so not sure if maybe this is something they could look at with mob placements.

All in all I am looking forward to all the changes and can't wait for the updates.


Edited, Feb 17th 2011 10:25am by AlexiaKidd
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#48 Feb 17 2011 at 9:07 AM Rating: Decent
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12,709 posts
Sir SamusKnight wrote:
I've noticed they added in two options I am heavily against...
2.) Equipment requirements based on class/rank.

And then there's the purpose of roleplay. Not everybody uses high ranked gear in battle, roleplayers use it to create casual "outfits" for their characters.



While this is a roleplaying game...let's face it, gameplay comes first. It already doesn't make sense we can wear pretty much anything at any rank and when it comes to battles we're only hurting ourselves in the end by this current system.

I'm personally against auto-attacking because depending on implementation it will mean Haste has to be finally implemented and I'm not at all looking forward to which mage class gets haste.
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#49 Feb 17 2011 at 9:13 AM Rating: Default
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602 posts
Quote:
We are also looking into players using death warps (or blood warps, or whatever other name you wish to give them). We will be making a decision on how to address this following the release of quests. After all, having a bunch of adventurers committing suicide isn't very FINAL FANTASY-esque, now, is it?


**** you all, people. I made a thread in the feedback forum addressing this and suggesting return should be 0 anima and everyone gave me **** about it.
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Marauder, Weaver & Alchemist.

#50 Feb 17 2011 at 9:21 AM Rating: Good
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35 posts
He said XP from DoH, not SP. Which makes sense, DoH get crazy amounts of XP. So I don't think that change is going to make too many people mad.
#51 Feb 17 2011 at 9:21 AM Rating: Decent
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126 posts
I must say this guy (Naoki Yoshida) really puts a smile on my face :) I love seeing that he has his own ideas about the game and that he actually plays it. I feel like he's part of the FFXIV community and not just some faceless suit telling us we'll take what he gives and like it.

Hooray for Yoshi-P
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