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#27 Feb 21 2013 at 11:01 PM Rating: Good
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Massively seems to have given it a lot of love.
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#28 Feb 22 2013 at 12:07 AM Rating: Decent
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Wint wrote:
4) This is something I wanted to write about more in depth, but it is definately different. You saw in the alpha videos that there is now a cool down timer system in place. For solo work it makes the battles faster, but my worry was with party play. I got to do The Thousand Maws of Toto Rak with the community team (Pinurabi, Bayohne, and Rukkirii), and the combat really worked well for that, especially with larger monsters. Strategy is definitely required, it's not a zerg rush kind of thing at all. You actually have to be aware of not only the boss himself but the environment around him as well. It was really fun, I'll have more detail in my writeup.
It might be just me, but this sounds a little vague. Paying attention to the environment can mean looking at the door/set of stairs/gate/portal for adds during a boss fight (like Norgannon in vanilla WoW), but can also mean avoiding icicles that fall from the ceiling while you move the boss around and deal with debuffs and other mechanics (like Hodir in Ulduar). Likewise, strategy can mean establishing an interrupt rotation between your DPS, but can also mean designating people for buffs/debuffs that are part of the boss fight.

Would you be able to elaborate a bit, Wint?

Edited, Feb 22nd 2013 1:10am by Ruisu
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#29 Feb 22 2013 at 12:51 AM Rating: Excellent
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catwho wrote:
Massively seems to have given it a lot of love.


Their correspondent is a long standing FF fan. Smiley: wink
#30 Feb 22 2013 at 7:33 AM Rating: Excellent
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Ruisu wrote:
Wint wrote:
4) This is something I wanted to write about more in depth, but it is definately different. You saw in the alpha videos that there is now a cool down timer system in place. For solo work it makes the battles faster, but my worry was with party play. I got to do The Thousand Maws of Toto Rak with the community team (Pinurabi, Bayohne, and Rukkirii), and the combat really worked well for that, especially with larger monsters. Strategy is definitely required, it's not a zerg rush kind of thing at all. You actually have to be aware of not only the boss himself but the environment around him as well. It was really fun, I'll have more detail in my writeup.
It might be just me, but this sounds a little vague. Paying attention to the environment can mean looking at the door/set of stairs/gate/portal for adds during a boss fight (like Norgannon in vanilla WoW), but can also mean avoiding icicles that fall from the ceiling while you move the boss around and deal with debuffs and other mechanics (like Hodir in Ulduar). Likewise, strategy can mean establishing an interrupt rotation between your DPS, but can also mean designating people for buffs/debuffs that are part of the boss fight.

Would you be able to elaborate a bit, Wint?

Edited, Feb 22nd 2013 1:10am by Ruisu


Well I wanted to wait for my article, but I'll give you the example I was going to write about.

During part of my hands on I got to do a run through the level 25 dungeon Thousand Maws of Toto-Rak. They've revamped it from 1.0 extensively. When you get to the boss level, there is this sticky goo over places that makes your char run slower than normal. There are also these pods that, if you get too close to, burst open and poison everyone in range. I was Archer for this so I was able to pop the pods from a distance.

When we finally made it to the boss (a giant Mite type mob with a scorpion tail), there were more of those pods all around the room, so that was one environmental aspect that I had to manage. Another was every so often the tail would swing up and start glowing and you would get a message on the screen. If the tail wasn't "defeated" then it would start spitting venom on the floor turning it a bio-hazard green in places. If you happen to run over that stuff you lose health while standing in it. So you have to watch out for the pods, you watch out for the floor, and you have take on adds the boss summons as well as the main boss itself.

We were a group of 4 that were 10 levels higher than the dungeon and we still wiped on the first run. Once we figured out a strategy for dealing with all of these things, we managed to beat it. This is what I mean also when I say there is more to it than just running in and killing everything. You have to analyze and think through how to take on the boss, so party play is definitely not dead.
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#31 Feb 22 2013 at 8:05 AM Rating: Good
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I had a question this morning after the live letter. I will perhaps expose some ignorance on my part. Will the game support multiple displays?
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#32 Feb 22 2013 at 8:36 AM Rating: Good
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I ran 1.0 with eyefinity so I sure hope ARR will as well.
#33 Feb 22 2013 at 9:07 AM Rating: Excellent
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Wint wrote:
Ruisu wrote:
Wint wrote:
4) This is something I wanted to write about more in depth, but it is definately different. You saw in the alpha videos that there is now a cool down timer system in place. For solo work it makes the battles faster, but my worry was with party play. I got to do The Thousand Maws of Toto Rak with the community team (Pinurabi, Bayohne, and Rukkirii), and the combat really worked well for that, especially with larger monsters. Strategy is definitely required, it's not a zerg rush kind of thing at all. You actually have to be aware of not only the boss himself but the environment around him as well. It was really fun, I'll have more detail in my writeup.
It might be just me, but this sounds a little vague. Paying attention to the environment can mean looking at the door/set of stairs/gate/portal for adds during a boss fight (like Norgannon in vanilla WoW), but can also mean avoiding icicles that fall from the ceiling while you move the boss around and deal with debuffs and other mechanics (like Hodir in Ulduar). Likewise, strategy can mean establishing an interrupt rotation between your DPS, but can also mean designating people for buffs/debuffs that are part of the boss fight.

Would you be able to elaborate a bit, Wint?

Edited, Feb 22nd 2013 1:10am by Ruisu


Well I wanted to wait for my article, but I'll give you the example I was going to write about.

During part of my hands on I got to do a run through the level 25 dungeon Thousand Maws of Toto-Rak. They've revamped it from 1.0 extensively. When you get to the boss level, there is this sticky goo over places that makes your char run slower than normal. There are also these pods that, if you get too close to, burst open and poison everyone in range. I was Archer for this so I was able to pop the pods from a distance.

When we finally made it to the boss (a giant Mite type mob with a scorpion tail), there were more of those pods all around the room, so that was one environmental aspect that I had to manage. Another was every so often the tail would swing up and start glowing and you would get a message on the screen. If the tail wasn't "defeated" then it would start spitting venom on the floor turning it a bio-hazard green in places. If you happen to run over that stuff you lose health while standing in it. So you have to watch out for the pods, you watch out for the floor, and you have take on adds the boss summons as well as the main boss itself.

We were a group of 4 that were 10 levels higher than the dungeon and we still wiped on the first run. Once we figured out a strategy for dealing with all of these things, we managed to beat it. This is what I mean also when I say there is more to it than just running in and killing everything. You have to analyze and think through how to take on the boss, so party play is definitely not dead.


That actually sounds like they've pulled some of the good challenging elements from WoW dungeons.
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#34 Feb 22 2013 at 9:08 AM Rating: Excellent
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kainsilv wrote:
I had a question this morning after the live letter. I will perhaps expose some ignorance on my part. Will the game support multiple displays?


As Belcrono said, I've seen 1.0 running on 3 displays, so I would hope they would take advantage of that same functionality in ARR.
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#35 Feb 22 2013 at 11:26 AM Rating: Good
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PC Gamer seems to have a half assed attempt at a story, but they do end on a hopefull/positive note... were they at the event you were at?
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#36 Feb 22 2013 at 11:44 AM Rating: Excellent
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Probably, there were 2 days of events, 2 each day. I don't want to point out who was at my actual event since I just crapped on them though Smiley: smile
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#37 Feb 22 2013 at 11:56 AM Rating: Excellent
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Wint wrote:
Probably, there were 2 days of events, 2 each day. I don't want to point out who was at my actual event since I just crapped on them though Smiley: smile


Good thinking.
#38 Feb 22 2013 at 12:01 PM Rating: Good
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Wint wrote:
Probably, there were 2 days of events, 2 each day. I don't want to point out who was at my actual event since I just crapped on them though Smiley: smile


Your answer is good and safe enough lol.
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#39 Feb 22 2013 at 4:03 PM Rating: Decent
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catwho wrote:
Wint wrote:
Ruisu wrote:
Wint wrote:
4) This is something I wanted to write about more in depth, but it is definately different. You saw in the alpha videos that there is now a cool down timer system in place. For solo work it makes the battles faster, but my worry was with party play. I got to do The Thousand Maws of Toto Rak with the community team (Pinurabi, Bayohne, and Rukkirii), and the combat really worked well for that, especially with larger monsters. Strategy is definitely required, it's not a zerg rush kind of thing at all. You actually have to be aware of not only the boss himself but the environment around him as well. It was really fun, I'll have more detail in my writeup.
It might be just me, but this sounds a little vague. Paying attention to the environment can mean looking at the door/set of stairs/gate/portal for adds during a boss fight (like Norgannon in vanilla WoW), but can also mean avoiding icicles that fall from the ceiling while you move the boss around and deal with debuffs and other mechanics (like Hodir in Ulduar). Likewise, strategy can mean establishing an interrupt rotation between your DPS, but can also mean designating people for buffs/debuffs that are part of the boss fight.

Would you be able to elaborate a bit, Wint?


Well I wanted to wait for my article, but I'll give you the example I was going to write about.

During part of my hands on I got to do a run through the level 25 dungeon Thousand Maws of Toto-Rak. They've revamped it from 1.0 extensively. When you get to the boss level, there is this sticky goo over places that makes your char run slower than normal. There are also these pods that, if you get too close to, burst open and poison everyone in range. I was Archer for this so I was able to pop the pods from a distance.

When we finally made it to the boss (a giant Mite type mob with a scorpion tail), there were more of those pods all around the room, so that was one environmental aspect that I had to manage. Another was every so often the tail would swing up and start glowing and you would get a message on the screen. If the tail wasn't "defeated" then it would start spitting venom on the floor turning it a bio-hazard green in places. If you happen to run over that stuff you lose health while standing in it. So you have to watch out for the pods, you watch out for the floor, and you have take on adds the boss summons as well as the main boss itself.

We were a group of 4 that were 10 levels higher than the dungeon and we still wiped on the first run. Once we figured out a strategy for dealing with all of these things, we managed to beat it. This is what I mean also when I say there is more to it than just running in and killing everything. You have to analyze and think through how to take on the boss, so party play is definitely not dead.


That actually sounds like they've pulled some of the good challenging elements from WoW dungeons.
That's the impression I get as well. Thank you for the clarification, Wint.
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#40 Feb 22 2013 at 4:33 PM Rating: Decent
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Quote:
During part of my hands on I got to do a run through the level 25 dungeon Thousand Maws of Toto-Rak. They've revamped it from 1.0 extensively. When you get to the boss level, there is this sticky goo over places that makes your char run slower than normal. There are also these pods that, if you get too close to, burst open and poison everyone in range. I was Archer for this so I was able to pop the pods from a distance.

When we finally made it to the boss (a giant Mite type mob with a scorpion tail), there were more of those pods all around the room, so that was one environmental aspect that I had to manage. Another was every so often the tail would swing up and start glowing and you would get a message on the screen. If the tail wasn't "defeated" then it would start spitting venom on the floor turning it a bio-hazard green in places. If you happen to run over that stuff you lose health while standing in it. So you have to watch out for the pods, you watch out for the floor, and you have take on adds the boss summons as well as the main boss itself.

We were a group of 4 that were 10 levels higher than the dungeon and we still wiped on the first run. Once we figured out a strategy for dealing with all of these things, we managed to beat it. This is what I mean also when I say there is more to it than just running in and killing everything. You have to analyze and think through how to take on the boss, so party play is definitely not dead.


That's an encouraging note on the gameplay. Particularly good to know that you died once, but won the next time. Being just one dungeon, doesn't really allay my fears at all, but perhaps a sign of good things to come.
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#41 Feb 22 2013 at 4:35 PM Rating: Good
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Nice description. I'm rather excited about the prospects of semi-scripted fights, though I have to wonder what the extent of exploration is when it comes to both finding different bosses (if possible) and finding different methods of defeating monsters like these are.

I have a standing fear that First Order Operators will continue to dominate like they typically do in MMOs unless SE can strike that sweet spot between challenge and variability.
#42 Feb 27 2013 at 6:59 PM Rating: Good
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I don't suppose you learned anything about the new arcanist/summoner? It would be nice if you had something to share in that regard.
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#43 Feb 27 2013 at 7:27 PM Rating: Excellent
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That would be nice, unfortunately it was not playable during my hands on Smiley: frown

Only thing I was told was if it was a summon in any other FF then they wanted to bring it to XIV, so I expect lots of primal fights.
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#44 Feb 27 2013 at 7:29 PM Rating: Decent
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Ohh man, that opens so many doors and excitement...
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#45 Feb 27 2013 at 7:35 PM Rating: Excellent
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The Primal story line is meant to be one of the main story lines in the game, so there should be a decent amount of emphasis on primal fights I should think.
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#46 Feb 27 2013 at 7:38 PM Rating: Decent
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All of those forgotten Summons, Esper's and Eidolon's... I'm so geeked for SMN. It makes me miss my Taru.
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#47 Feb 27 2013 at 8:11 PM Rating: Excellent
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You can all look forward to the invasion of the huge blue whale that is Bismarck....
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#48 Feb 27 2013 at 8:16 PM Rating: Decent
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Archmage Callinon wrote:
You can all look forward to the invasion of the huge blue whale that is Bismarck....


Hot mama pamaja! Is it weird I'm excited for Sylph/Remora? I also have fantasies of Phoenix rezing my party after a near wipe. Mmmmm.
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#49 Feb 27 2013 at 8:20 PM Rating: Decent
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Sylph seems like a natural desire. Remora? You might need to see someone about that.
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Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#50 Feb 27 2013 at 8:21 PM Rating: Excellent
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I have an itch right here.. *shows Kachi*
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#51 Feb 27 2013 at 8:32 PM Rating: Excellent
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Warlord Raiendel wrote:
I have an itch right here.. *shows Kachi*


Ok I Smiley: laugh at that one too much. 5 rate ups for you Smiley: tongue
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