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

#102 Feb 17 2011 at 12:03 PM Rating: Good
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Torrence wrote:
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I also agree. I would much rather stumble across quests given from NPC's while just out talking with NPC's spread throughout the cities (and towns!). Someone mentioned that the MMO player now needs a more streamlined experience because of time constraints. I hate to say it, but the guildleve system is even more streamlined than marking quest NPC's with giant exclamation points on their heads.


I'm going to call out all the folks who played FFXI on this one (and I'm guilty of it too).

How many NPCs exactly did you actually "stumble upon" who gave you a quest that you then completed using only their "clues"? How many did you go to an external website, such as this one or the wiki to find the NPC who gave the quest or mission? How many of you followed the instructions on the wiki step by step that were written by someone who discovered it over a period of months by trial and error?


While I see your point, the FFXI "clues" were often so ridiculously vague or simply non-existent that it was impossible to figure out a quest without outside help or being extremely lucky. That was one extreme. Putting icons over heads and giving us arrows and map markers is the opposite extreme. Why can't we want a happy medium?


Edited, Feb 17th 2011 12:05pm by Hydragyrum
#103 Feb 17 2011 at 12:04 PM Rating: Decent
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I am glad to hear from Yoshi! Many of us were wondering what was happening in development.

Auto attack might be alright, but it definitely doesn't mesh with stamina and this odd queue system they currently have. I guess it would be a fully interruptible action. They really need to add more "twitch" to combat, otherwise you may as well play a turn-based RPG.

Slimming parties and syncing them up with instanced dungeons could be a huge improvement. These are things that made me happy in other MMORPGs .. a more immersed feel, team play ... parties don't give me that atm.

NM's are a waste of my time currently. Unless you have no other jobs that you need work on .... sure there are a few drops that people want, but spending a few hours to get a few crystals and an ether ... seems pretty meh.

No mention of HQ mechanics, but I hope thats part of the synth/gear sections that were rather vague. It favors some gear slots far more than others ... and is way too random for me to ever truly take crafting seriously.

Gear wear is very annoying, and seems quite a bit faster than any realistic model would suggest. I get that its unrealistic to spend a day using the same sword and have it not dull, but it seems to be taking away from enjoyment/game-play some.

As for the markers, easy enough tweak:

Toggle-able hotkey! Just like other games do for names, because sometimes you want to know who's coming up on you, or in a crowd .. and other times you want more immersion into the game world. It may be cycle in the toggle vs ON/OFF, incorporating both PC/NPC name toggles.

Edited, Feb 17th 2011 1:09pm by SpelunkerOne
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#104 Feb 17 2011 at 12:08 PM Rating: Decent
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Torrence wrote:

How many NPCs exactly did you actually "stumble upon" who gave you a quest that you then completed using only their "clues"? How many did you go to an external website, such as this one or the wiki to find the NPC who gave the quest or mission? How many of you followed the instructions on the wiki step by step that were written by someone who discovered it over a period of months by trial and error?


Actually a great number of them, not ALL of them but the point is if you want a walkthrough you can get it - so why take away the immersion factor for people who want to find things out on their own? I don't believe in dumbing everything down to the lowest possible level.
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#105 Feb 17 2011 at 12:14 PM Rating: Excellent
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Quote:
Putting icons over heads and giving us arrows and map markers is the opposite extreme. Why can't we want a happy medium?


I'll grant you that, but aren't you assuming just a bit here?

Here's what was said:
–NEW– Addition of icons to make quest NPCs easily recognisable
–NEW– Addition of several icons to distinguish between quest types
–NEW– Addition of quest NPC locations to maps

Going by what was SAID - we will be able to find the start point of Quests, and we will be able to see whether it's quest class or mission class. Now you are ASSUMING that arrows and map markers leading us around to the rest of the quest\mission will be present as well, and that simply wasn't said in the notes.

This is where we get into trouble - not looking at what precisely was said and then adding our own assumptions to it and arguing against the feature based on our own imagined implementation.
#106 Feb 17 2011 at 12:16 PM Rating: Decent
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Hydragyrum wrote:
Torrence wrote:
Quote:
I also agree. I would much rather stumble across quests given from NPC's while just out talking with NPC's spread throughout the cities (and towns!). Someone mentioned that the MMO player now needs a more streamlined experience because of time constraints. I hate to say it, but the guildleve system is even more streamlined than marking quest NPC's with giant exclamation points on their heads.


I'm going to call out all the folks who played FFXI on this one (and I'm guilty of it too).

How many NPCs exactly did you actually "stumble upon" who gave you a quest that you then completed using only their "clues"? How many did you go to an external website, such as this one or the wiki to find the NPC who gave the quest or mission? How many of you followed the instructions on the wiki step by step that were written by someone who discovered it over a period of months by trial and error?


While I see your point, the FFXI "clues" were often so ridiculously vague or simply non-existent that it was impossible to figure out a quest without outside help or being extremely lucky. That was one extreme. Putting icons over heads and giving us arrows and map markers is the opposite extreme. Why can't we want a happy medium?


Edited, Feb 17th 2011 12:05pm by Hydragyrum


I remember in RPGs having to consult a guide wasn't a sin, I miss the good ole days. Smiley: frown The only vagueness of certain quests were because it leads you to often not traveled locations where people weren't that familiar with or usually didn't care for because it really had nothing for you.

Certain things I understood, like RDM AF1 boots quest they tell you to bury the cursed boots in an area with green light in CN iirc (been god knows how long), but there's multiple locations of such light, they don't pinpoint you straight to the one needed for the quest. So yes some quests were vague, but a lot weren't TOO vague. A lot of the time it's because no one has figured out what to do yet because it's a mix of excitement for something new and a mix of not having a full quest log entry to reference so they immediately go to the net to see if anyone else figured it out.

When I hear vague I think of:

"Get candle in Parapa Palace. Go west."

We all know how that ends up.



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#107 Feb 17 2011 at 12:21 PM Rating: Decent
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I gotta say, unless it was an older quest that I was looking for an item for, or a quest I just couldn't figure out, I would always try on my own (with the exception to the map and subjob quests in 11). And with each update, I would go to the new areas and talk to people to try and find new quests to complete. I have to say the Blue Mage opening quest in 11 was probably the most fun I had done, since I got the job on the first day, and it was a lot of shouting, and running around, and piecing things together, and the random aspect to it made it so utterly confusing since what worked for one person didn't work for another.

I do admit, I am kinda sad that it looks like the physical level bit is on the chopping block. I kinda enjoyed the fact that I almost reached the physical cap, and well, it helped a lot with leveling other jobs, however, I can see how it was making it a bit over powered (I am currently leveling up my thm, and to be able to an obnoxious amount of HP and MP makes it pretty easy to just go through and mop the floor with mobs and do it without any gear other than my weapon).
#108 Feb 17 2011 at 12:23 PM Rating: Excellent
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RE: Quest giver Icons and other items that seem to be "dummying" down the game(WoW-a-tizing)

Are these changes for 10% still playing(for free) or are they for some of the 10% who are playing and also pointed more towards the 90% who bought the game and not playing or those who have yet to buy(either PC or upcoming PS3 version)

Big picture tells me Yoshi is speaking more towards those who are on the fence...not to those playing for free at moment. He knows if they are still playing...they will be around regardless of what he does.

I am for whatever moves fill the servers so the game survives. I want a healthy FFXIV...even if it means moves are made that I don't agree with.
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#109 Feb 17 2011 at 12:33 PM Rating: Good
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Seems like a good start for the reform that the battle system badly needs. To be fair im one of those people who hates almost everything about the current system, and these changes while good still dont go far enough for me.

I hope once these changes are implimented we can see a second round of them as well. The physical level system is annoying, and needs to be removed. Also dont like being able to wear gear that is levels above you, there should be a sense of achievement for getting to wear it, which is lacking at the moment. As for auto attack that sounds good, i think the stamina bar should go too.

It's interesting to see that he's taking a pole on instances vs world content. What would most of this forum prefer? I'm imagining world content is NM's such as fafnir, and would involve competeing LS's againsted each other. I for one dont really like isntanced battles, as one of my complaints so far about the game is that everything is to easy. Adding competition for mobs would be a way to give a bit of challange and excitement to this game.
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#110 Feb 17 2011 at 12:42 PM Rating: Good
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Edit: Double Post.

Edited, Feb 17th 2011 4:34pm by RufuSwho
#111 Feb 17 2011 at 12:42 PM Rating: Excellent
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PerrinofSylph, ****** Superhero wrote:
Squealllllll!

PS I'm thinking that the death penalty would just be charging us 1 anima to use return when not in a Behest or Quest.


NayliaMR wrote:
What if it went the other way and you lost anima every time you died...sure solves the Death Warping problem :)


When you get to 0 you would be stuck.
#112 Feb 17 2011 at 12:50 PM Rating: Decent
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I am not sure auto-attack implies the implementation of Haste, seeing as how Haste could be added right now to increase energy regeneration speed - which would directly increase attack speed. I don't think auto-attack is strictly necessary, but it is nice to know that I won't have to manage every aspect of my character during fights - just the important things.

Also, given that every quest giving NPC will eventually be added to a database on a website somewhere adding a visual effect to quest NPCs will have no impact on game play aside from removing the need to tab out to find out where they are. Perhaps add an option to turn off those notifications to preserve the surprise for those that want it?

Edit: Wow, this thread moves quickly.

Edited, Feb 17th 2011 1:50pm by Lezale
#113 Feb 17 2011 at 12:54 PM Rating: Decent
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Quote:
–NEW– Rank/Level up fanfare –NEW– Examination of dramatic effects when a new rank or level is attained –NEW– Further rank/level up fanfare enhancements


YAY!!! Bell commands are back!!!
#114 Feb 17 2011 at 1:01 PM Rating: Excellent
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Torrence wrote:
Quote:
Putting icons over heads and giving us arrows and map markers is the opposite extreme. Why can't we want a happy medium?


I'll grant you that, but aren't you assuming just a bit here?

Here's what was said:
–NEW– Addition of icons to make quest NPCs easily recognisable
–NEW– Addition of several icons to distinguish between quest types
–NEW– Addition of quest NPC locations to maps

Going by what was SAID - we will be able to find the start point of Quests, and we will be able to see whether it's quest class or mission class. Now you are ASSUMING that arrows and map markers leading us around to the rest of the quest\mission will be present as well, and that simply wasn't said in the notes.

This is where we get into trouble - not looking at what precisely was said and then adding our own assumptions to it and arguing against the feature based on our own imagined implementation.


No, I summarized correctly. Under User Interface, improved mini map usability:
Quote:
Quest NPC directional indicator
Along with the fact that we already have map markers for NPCs in our journal, I stand by what I said. I was not assuming. We already have map markers, and SE is working on icons and arrows (Quest NPC directional indicator).

So, respectfully, you are wrong.

Edited, Feb 17th 2011 1:03pm by Hydragyrum
#115 Feb 17 2011 at 1:08 PM Rating: Decent
RufuSwho wrote:
When you get to 0 you would be stuck.


***** you and common sense and um math skills and stuff...

Guess I didn't think that one through... Maybe if you were @0 you could still return. I just can't think of a decent way to handle it without breaking Anima or making the repair system null/void.

Seriously, thanks for bringing that up, I didn't think about that.
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#116 Feb 17 2011 at 1:10 PM Rating: Excellent
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Yeah they're getting it right. I don't see all this being implemented for another 4-6 months though. That's a lot of work for SE.

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#117 Feb 17 2011 at 1:16 PM Rating: Good
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I don't see what's so bad about quest NPC icons. They could even make them like a throwback to FFIX's field icon (so an exclamation mark in a blue bubble pops up when you are near them.)And to everyone saying FFXIV is just copying from WoW...it's not like WoW originated any of those features. Like Shakespeare or The Beatles, Blizzard took what others had done before them and made it accessible for the masses.
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#118 Feb 17 2011 at 1:28 PM Rating: Decent
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Yeah they're getting it right. I don't see all this being implemented for another 4-6 months though. That's a lot of work for SE.

True enough; I'm really impressed with their plans.
Let's hope thay can manage to implement them - if not tomorrow, then at least at a steady pace.
Only half of those changes implemented would see me actually pay for my playtime.

Edited, Feb 17th 2011 2:28pm by Rinsui
#119 Feb 17 2011 at 1:30 PM Rating: Excellent
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Simool wrote:
I am for whatever moves fill the servers so the game survives. I want a healthy FFXIV...even if it means moves are made that I don't agree with.


^ This. We, the forum posters, represent a very small dynamic of a much larger population. I have a ton of friends at my workplace who quit FFXIV and went back to whatever it was they were playing before. The game needs to appeal to people like them or it won't survive. I'd much rather have a few things I don't like go in to play than having the game suffer because of my stubborn and unpopular ideas on what a game should be.

PerrinofSylph, ****** Superhero wrote:
RufuSwho wrote:
When you get to 0 you would be stuck.


***** you and common sense and um math skills and stuff...

Guess I didn't think that one through... Maybe if you were @0 you could still return. I just can't think of a decent way to handle it without breaking Anima or making the repair system null/void.

Seriously, thanks for bringing that up, I didn't think about that.


This was the first thing I thought of since I am always running on like 20 or less anima :\ I hope they add new travel options soon. I actually don't mind riding the boat and fishing if it saves me some anima, but I hate walking all the way to the boat.
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#120 Feb 17 2011 at 1:32 PM Rating: Good
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superdupernuker wrote:
I don't see what's so bad about quest NPC icons. They could even make them like a throwback to FFIX's field icon (so an exclamation mark in a blue bubble pops up when you are near them.)And to everyone saying FFXIV is just copying from WoW...it's not like WoW originated any of those features. Like Shakespeare or The Beatles, Blizzard took what others had done before them and made it accessible for the masses.


Not to mention that FFXI was a direct rip off of Everquest but with Final Fantasy elements. I think SE if doing a great job of keeping this game from getting too close to WoW, but I don't think there is anything wrong with borrowing popular elements from the most popular MMO of all time.
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#121 Feb 17 2011 at 1:38 PM Rating: Decent
Hydragyrum wrote:
Why can't we want a happy medium?


We do already. Get a quest, get unsure of what to do... check the log and click map.
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#122 Feb 17 2011 at 1:39 PM Rating: Decent
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When all of this is done, I'm not sure if I'm going to like the game anymore. Producer/Director really means a lot for a game's structure.
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SE:
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We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#123 Feb 17 2011 at 1:39 PM Rating: Good
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PerrinofSylph, ****** Superhero wrote:
Hydragyrum wrote:
Why can't we want a happy medium?


We do already. Get a quest, get unsure of what to do... check the log and click map.


I agree. So why do they feel they need to add icons and arrows?
#124 Feb 17 2011 at 1:41 PM Rating: Decent
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I'm worried about Behests, if parties are being reduced to 8, then it will be harder to get into a behest, and reducing/increasing the time on behests wont help because the smaller parties have a larger chance of camping the npc and taking up the invites. I just love Behest :D I hope I'm wrong though, everything else mentioned sounds splendid.
#125 Feb 17 2011 at 1:50 PM Rating: Excellent
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Torrence wrote:
I'm going to call out all the folks who played FFXI on this one (and I'm guilty of it too). How many NPCs exactly did you actually "stumble upon" who gave you a quest that you then completed using only their "clues"? How many did you go to an external website, such as this one or the wiki to find the NPC who gave the quest or mission? How many of you followed the instructions on the wiki step by step that were written by someone who discovered it over a period of months by trial and error?


I know I'll be grossly in the minority on what I'm about to say, but I rather enjoyed what Torrence is referring to here. For some odd and twisted reason, it felt neat to me to go and research what I needed to do next once I got stuck. I can't even begin to tell you how many countless hours I spent on the internet while in places where I was unable to actually play FFXI (think work, school, etc.) researching things like equipment, quests, etc. Probably my alltime favorite was to browse the crafting recipe lists, plotting my path through the next 4 or 5 levels. And when the FFXIAH website came along, it was a wrap. My notebooks would be devoid of any notes school-related, but damned if they weren't full of many gameplans for FFXI. :)

I think to say having quest icons in the game will make it a WoW clone is a bit extreme. But ultimately I am opposed to having them in the game, although not as militantly so as some seem to be.
#126 Feb 17 2011 at 1:56 PM Rating: Decent
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Introducing auto-attack to the game will open many new bonuses to the game, like haste and double/triple attack. Still waiting on my steal/mug though.
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#127 Feb 17 2011 at 1:58 PM Rating: Decent
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Simool wrote:


Big picture tells me Yoshi is speaking more towards those who are on the fence...not to those playing for free at moment. He knows if they are still playing...they will be around regardless of what he does.



Yeah, not frigging likely. I actually like a lot of what the game does now. If they remove the things I like I WILL NOT keep playing. I don't think I am alone in this.

If me not playing results in them making more money - all the power to them, but I don't think kicking players that like a lot of features the game has in the nuts is a good strategy.
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When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#128 Feb 17 2011 at 2:06 PM Rating: Excellent
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Olorinus the Vile wrote:

If me not playing results in them making more money - all the power to them, but I don't think kicking players that like a lot of features the game has in the nuts is a good strategy.


To be fair, they did ask us in the first poll if we would welcome drastic changes to the rules in Eorzea, and we replied with an overwhelming "Yes" (85%).

It's amazing how fixing some little things like the wards and SP curves can make the game so much more enjoyable that now we're more hesitant towards drastic changes.

Edited, Feb 17th 2011 2:07pm by Hydragyrum
#129 Feb 17 2011 at 2:10 PM Rating: Good
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what they could do about quest npcs is have an npc kinda like a town gossiper just chillin and he can give hints on the goings on in town and who he overheard needed help for what. all the quests would be findable on your own of course but this would be a nice little thing to point you in a direction if you need it. and it wouldnt be like guildleves where you could only do the quests he tells you about hes more of just a local friendly gossiper there to point you in the right direction. idk i think thatd appease most people.
#130 Feb 17 2011 at 2:10 PM Rating: Good
Olorinus the Vile wrote:
Simool wrote:


Big picture tells me Yoshi is speaking more towards those who are on the fence...not to those playing for free at moment. He knows if they are still playing...they will be around regardless of what he does.



Yeah, not frigging likely. I actually like a lot of what the game does now. If they remove the things I like I WILL NOT keep playing. I don't think I am alone in this.

If me not playing results in them making more money - all the power to them, but I don't think kicking players that like a lot of features the game has in the nuts is a good strategy.


If you do so love this game then why are you so against changes that will keep the game alive? wouldnt different be better than not at all?

I dont know why you play the game in its current state or what you find entertaining but you are the minority and if losing you means SE having a succesfull game.. well you're SOL.

You have defended this game time and time again and then so easily turn your back over something that would only make the game better? ......and i'm the troll?

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#131 Feb 17 2011 at 2:17 PM Rating: Good
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I'm all for change, as long as we are all moving forward and not backwards (I don't want to play FFXI-2). Don't get me wrong, I loved FFXI, I just don't want to play it again.

In the survey, I was disturbed to see the "party based questing" option. Rank missions, ZM, CoP, etc. from FFXI were great, but there were some major bottlenecks and problems with that system. When the content is released, people would rush to burn through it, then 3 weeks later, there's no one left to party up with.

I went back to revisit FFXI about 2 years ago (post-WoTG but pre-level synch), and re-rolled a new character. Finding a party to slug through ZM and CoP was almost impossible. And god forbid you weren't in the party when we finally won the airship fight, because once we passed it, we weren't coming back for anyone.

Creating quest content that can only be accomplished with full-groups is a bad idea IMO. Give players large-group PvE endgame type activities to do, but don't take away storyline missions and quests from the casuals and solo-ers.
#132 Feb 17 2011 at 2:17 PM Rating: Decent
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Quote:
If you do so love this game then why are you so against changes that will keep the game alive?


It doesn't matter whether the game is alive or not if the person in question does not like the new product.

Quote:
I'm all for change, as long as we are all moving forward and not backwards (I don't want to play FFXI-2). Don't get me wrong, I loved FFXI, I just don't want to play it again.


I have some bad news for you..

Edited, Feb 17th 2011 11:18pm by Hyanmen
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We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#133 Feb 17 2011 at 2:18 PM Rating: Decent
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So they plan to lower SP gains on DoH jobs? Why? The crafting system is already boring and pretty unrewarding why make it less rewarding and more time consuming?
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#134 Feb 17 2011 at 2:19 PM Rating: Good
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Olorinus the Vile wrote:
Simool wrote:


Big picture tells me Yoshi is speaking more towards those who are on the fence...not to those playing for free at moment. He knows if they are still playing...they will be around regardless of what he does.



Yeah, not frigging likely. I actually like a lot of what the game does now. If they remove the things I like I WILL NOT keep playing. I don't think I am alone in this.

If me not playing results in them making more money - all the power to them, but I don't think kicking players that like a lot of features the game has in the nuts is a good strategy.


I would assume SE already knows what amount of player base is expendable, which is tied into how many major changes they have planned. Right now...they have an 85% chance of being successful...knowing full well that they will lose part of the die hard 15% who only wanted small adjustments. To lose 15% to gain 50% or more...I would take that business model. They cannot afford not to at this point.

In a way...I'll bet SE was very pleased when they saw the 85% number. If it was 50%...they would have a lot more juggling and PR work to do at every step knowing half the player base was somewhat satisfied.
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#135 Feb 17 2011 at 2:20 PM Rating: Decent
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Mithsavvy wrote:
I don't mind instanced PVE as long as its done like it was in ffxi.


Exactly!

-FFXI Style BCNM/Assault/Promyvions/Missions/Einherjar/Limbus/Salvage/HNM

-Not WOW/War PublicQuests/Dungeons/Raid << NO!

FF Fanboy Bolt!
#136 Feb 17 2011 at 2:24 PM Rating: Excellent
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UncleRuckusForLife wrote:
So they plan to lower SP gains on DoH jobs? Why? The crafting system is already boring and pretty unrewarding why make it less rewarding and more time consuming?


EXP.

EXP.

You get like 7,230,000 exp a craft on DoH

You get 10 exp a kill on DoM/DoW.

This is what he is referring to.
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#137 Feb 17 2011 at 2:26 PM Rating: Decent
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Not cool with the 15 reduced to 8 man party. 8 People against NM's?!

I need more info on this, I get a limit on leve parties and what not still that's rather disappointing.
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#138 Feb 17 2011 at 2:28 PM Rating: Decent
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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).


I definitely feel that the combat system itself needs more inter-working mechanics built into it (like the 4th item on the above list hints at). They've currently tried to accomplish this, uniquely, through the Battle Regimen system, which isn't necessarily a bad system because it rewards good group cohesion and team-work... however, the actual combat tasks carried out by INDIVIDUAL party members in order to accomplish this are still inherently boring!


I've noticed alot of MMO's (at least from my personal experience) deal with this by using secondary systems to add measured complexity, depth, interest (through customization), and power (or the appearance thereof) to an otherwise simple ******* of core abilities. The good news is that Final Fantasy XIV already has the systems in place to accomplish all of these: a robust Armoury system with nearly unending potential for future improvement (I mean this positively), and the Guild Mark system (which is somewhat reminiscent of WoW's "talent" system).

However, the problem with both of these is that there simply isn't alot of great content filling them out. While the class system offers great potential in regards to personal customization, there's not alot of unique or interesting class-specific mechanics... it seems like most of the time I'm just leveling an extra class I don't really want to just to be able to "Do more damage if your next attack lands at all!" There is some harmony between classes of the same general role, but it lacks profundity.

On a side note, adding Auto-attack might make the combat seem a little more lively, but it wouldn't truly fix the big issues with the combat itself (I foresee several hours of DVR space vanishing in my near future!). Additionally, this sudden yearning for the return of Auto-attack is probably remediable with better combat/spell animations in general (I'm looking at you, FLARE and TRUNKSPLITTER-copy00035!)

From my perspective, the Battle Regimen system is a good idea, but there needs to be more individual input/thought going on under the surface. Personally, I'd like to see something more along the lines of the "personal combo system" quoted above.. but to maintain harmony with the Battle Regimen system, maybe include a couple of ability sequences per class (ex: THM casts Bio, Scourge, Shadowsear within 5 secs of each other, unlocks X Spell that can be used in a Battle Regimen... or casts another sequence to get Y spell... then all group members initiate Battle Regimen mode and use their unlocked abilities to achieve a Battle Regimen effect). Basically it's like adding a Battle Regimen within a Battle Regimen (so you can Battle Regimen while you Battle Regimen :3 ). Additionally, you could buy more spell sequences at your local Guild, and possibly introduce the option to purchase Guild-specific Battle Regimens through Faction reputation standing.

Just some thoughts
#139 Feb 17 2011 at 2:34 PM Rating: Good
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264 posts
I am happy with the direction of the game..... heh its nice for it to finally have a direction. Yes to class uniqueness, improved party play, auto attack,etc. If that mock poll I saw is any indication then things are headed in the right direction. Th people have spoken and this is what we want, not some directionless, overly sandboxed,roleplayer's wet dream. I don't mean to come a cross harsh, but the games lack of direction and lack of limitations on some things just sicken me.

Two things I am still waiting on: drastic reduction in rate of gear degradation, and changing the shield mechanics because they are so.awkward and clunky right now. Hopefully that will be synced to how parry and autoattack would work.

Final though: what's up with Companies? The info gave me the impression more of the FFXI Conquest system, and not so much a guild system. Maybe I am interpreting it wrong, but if I am not then that kinda sucks.
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I also want double eyepatches, to increase my pirate bravado.
#140 Feb 17 2011 at 2:36 PM Rating: Good
KaneKitty wrote:
"Addition of icons to make quest NPCs easily recognisable"
"Removal of character collision"
"Changes aimed at clearly defined territories [of enemies] and secure travel routes"
"Addition of an auto-MP regeneration feature"
"Instanced PvE Content (Dungeons/Raids)"

Finally - now I can play WoW when I play FFXIV!

I better roll my toon on over to the ! NPC (thankfully I can just plow through other characters, what with the removal of character-collision) and grab my 6 random quests! With Exp doubled, enemies adjusted to not get in my way, and MP constantly regenerating, I'll be able to feel like a hero in a matter of days! (Before, of course, fickle as I am, I go back to WoW because, let's face it, they are the only ones who should be making WoW clones.)


You know reading this has reminded me of a lot of threads. (Kane you can prob ignore this, I am just referencing your post, not saying anything bad about you.) WoW players complain that FFXIV isn't like WoW, FFXI players complain because FFXIV isn't like FFXI. But as soon as it gets something from one or the other, it's too clone-like and everyone runs back to their original games?

Is it just me or is that madness?
Maybe it's just Sparta, but if so I want access to it, and they da^n well better have Grade 6 nodes!
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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
#141 Feb 17 2011 at 2:37 PM Rating: Excellent
*****
11,539 posts
Quote:
–NEW– New Content –NEW– Instanced PvE Content (Dungeons/Raids) — –NEW– Examination of dungeon content for full parties (8) of high-rank members
 Ongoing examination together with battle system adjustments (8-member content)
— –NEW– Examination of dungeon content for small parties (4) of mid- to high-rank members
 Ongoing examination together with battle system adjustments (4-member content)


This alone, if properly implemented, would be enough to bring me back to FFXIV. So long as they do it like FoV where you can repeat the dungeons, and not like assaults or MMM or guildleves where you can only do a limited amount in a limited timeframe, this one thing would be enough to make me thrilled to get back to XIV.
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[ffxisig]55836[/ffxisig]

Mikhalia: and FWIW, my posts are 95% helpful, informative, or funny.
Mikhalia: only 5% or less of my posts are utter crap.
Tyapex: 393 posts of utter crap...
Mikhalia: Sounds about right.
#142 Feb 17 2011 at 2:38 PM Rating: Decent
***
3,416 posts
Quote:
Is it just me or is that madness?


People don't know what they want. That's not a very shocking revelation.
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SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#143 Feb 17 2011 at 2:42 PM Rating: Good
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9,526 posts
theSubligaravenger wrote:


You have defended this game time and time again and then so easily turn your back over something that would only make the game better? ......and i'm the troll?



I don't think that there is a general consensus that adding exclamation points to the top of quest npc's heads will "make this game better"

quests will make this game better... but I don't think it needs to be in my face like that.
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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#144 Feb 17 2011 at 2:43 PM Rating: Excellent
*****
11,539 posts
Olorinus the Vile wrote:
theSubligaravenger wrote:


You have defended this game time and time again and then so easily turn your back over something that would only make the game better? ......and i'm the troll?



I don't think that there is a general consensus that adding exclamation points to the top of quest npc's heads will "make this game better"

quests will make this game better... but I don't think it needs to be in my face like that.


What if there was an option to toggle them on or off, that way you could turn them off if you didn't want to see them (e.g. I don't either) but people who do want to see them can turn them on?
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[ffxisig]55836[/ffxisig]

Mikhalia: and FWIW, my posts are 95% helpful, informative, or funny.
Mikhalia: only 5% or less of my posts are utter crap.
Tyapex: 393 posts of utter crap...
Mikhalia: Sounds about right.
#145 Feb 17 2011 at 2:48 PM Rating: Good
**
291 posts
RufuSwho wrote:
PerrinofSylph, ****** Superhero wrote:
Squealllllll!

PS I'm thinking that the death penalty would just be charging us 1 anima to use return when not in a Behest or Quest.


NayliaMR wrote:
What if it went the other way and you lost anima every time you died...sure solves the Death Warping problem :)


When you get to 0 you would be stuck.


Hardcore mode :) Wait for a kind souled mage with raise to wander past...
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#146 Feb 17 2011 at 2:49 PM Rating: Good
Sage
**
534 posts
Mikhalia the Picky wrote:
Olorinus the Vile wrote:
theSubligaravenger wrote:


You have defended this game time and time again and then so easily turn your back over something that would only make the game better? ......and i'm the troll?



I don't think that there is a general consensus that adding exclamation points to the top of quest npc's heads will "make this game better"

quests will make this game better... but I don't think it needs to be in my face like that.


What if there was an option to toggle them on or off, that way you could turn them off if you didn't want to see them (e.g. I don't either) but people who do want to see them can turn them on?


Oh shut up...that makes too much sense. ;)
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#147 Feb 17 2011 at 2:51 PM Rating: Good
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9,526 posts
Hyanmen wrote:
Quote:
If you do so love this game then why are you so against changes that will keep the game alive?


It doesn't matter whether the game is alive or not if the person in question does not like the new product.


Exactly!

I was just reacting to the assumption that just because I enjoy this game now it means that it doesn't matter what they do to it - I will just keep playing... because that is not the case.

Basically, the person I was replying to was assuming that everyone who plays now is a blind fanboi who will play no matter what they do to the game.

I was saying that for myself - this is not the case.

If all the sudden (for example - not saying this will happen, but bear with me) people are allowed to gank me while I'm trying to level my fisher - I won't enjoy the game anymore THEREFORE I will no longer play.

I understand that SE is a business and that this game has to make money to survive. Duh. No one is arguing that. As I said - if SE figures kicking me in my metaphorical nuts is what it takes to make this game a success - all the power to them.

However, just cause I understand why they might make such decisions doesn't mean I am going to agree with them - nor does it mean I will want to play the finished product. There may be people out there who like to play games just because other people enjoy them - but I am the type of person that plays games I enjoy.

I am up for major changes. But things like marking quest givers in an obnoxious way don't add anything substantive to the game, and for me, would detract from it. I'm also not saying I would quit over that alone - but if they change all the things I like about the game I am not going to continue to play it "just because."

I don't see why that offends people. I mean, I get that you all want to hang out with me in game and stuff -

Smiley: wink
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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#148 Feb 17 2011 at 2:52 PM Rating: Good
****
9,526 posts
Mikhalia the Picky wrote:
Olorinus the Vile wrote:
theSubligaravenger wrote:


You have defended this game time and time again and then so easily turn your back over something that would only make the game better? ......and i'm the troll?



I don't think that there is a general consensus that adding exclamation points to the top of quest npc's heads will "make this game better"

quests will make this game better... but I don't think it needs to be in my face like that.


What if there was an option to toggle them on or off, that way you could turn them off if you didn't want to see them (e.g. I don't either) but people who do want to see them can turn them on?


That would be fine with me
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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#149 Feb 17 2011 at 2:53 PM Rating: Excellent
*****
11,539 posts
Simool wrote:
Mikhalia the Picky wrote:
Olorinus the Vile wrote:
theSubligaravenger wrote:


You have defended this game time and time again and then so easily turn your back over something that would only make the game better? ......and i'm the troll?



I don't think that there is a general consensus that adding exclamation points to the top of quest npc's heads will "make this game better"

quests will make this game better... but I don't think it needs to be in my face like that.


What if there was an option to toggle them on or off, that way you could turn them off if you didn't want to see them (e.g. I don't either) but people who do want to see them can turn them on?


Oh shut up...that makes too much sense. ;)


If nothing else though, they should at least try to do something specifically different; e.g. have questgiver names be orange instead of green, or maybe have the icon be a book or piece of parchment instead of a !, just so that people don't say "OMG WoW does that".
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[ffxisig]55836[/ffxisig]

Mikhalia: and FWIW, my posts are 95% helpful, informative, or funny.
Mikhalia: only 5% or less of my posts are utter crap.
Tyapex: 393 posts of utter crap...
Mikhalia: Sounds about right.
#150 Feb 17 2011 at 2:58 PM Rating: Decent
Scholar
**
544 posts
SabastianSeraph wrote:
Not cool with the 15 reduced to 8 man party. 8 People against NM's?!

I need more info on this, I get a limit on leve parties and what not still that's rather disappointing.


They can be done with 8 people. However aside from that: Alliance like in 11 (maybe?)
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Counting Sheep of Balmung



#151 Feb 17 2011 at 2:59 PM Rating: Decent
***
3,416 posts
Quote:
What if there was an option to toggle them on or off, that way you could turn them off if you didn't want to see them (e.g. I don't either) but people who do want to see them can turn them on?


Honestly, it's like making a game harder artificially. "I could defeat this monster easily, but I'll be naked and without abilities instead!". That just doesn't make much sense to me. If there was a difficulty setting and a perk of any kind to do that, I would be up for it. "Easy mode" and "Hard mode".

Edited, Feb 17th 2011 11:59pm by Hyanmen
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SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

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