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#52 Apr 24 2013 at 1:22 PM Rating: Default
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Louiscool wrote:
Ostia wrote:
This is so one sided Smiley: frown I cannot comment :Smiley: frown


You are currently commenting. It's like, if I said:

Ostia, I don't want to be mean to you, so I will just say nothing. This is me, saying nothing. In case everyone forgot, I'm saying nothing because I don't want to be mean to Ostia.


Smiley: lol Come on Louis! You can play along Smiley: frown
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#53 Apr 24 2013 at 1:25 PM Rating: Decent
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Ostia wrote:
Editing this because it's too close to breaking NDA -- Wint

Also is it true you can level up to level 5 w/o leaving the first starting town ? just from doing quests inside the starting area ?


To me at least, if battles are so easy that you don't have to think about them, then combat is "slow." Rather, it feels slow because it's boring. If battles take longer but require more thought, then combat is "faster." It's not about the actual time it takes, but the player's state of mind. As the saying goes, "time flies when you're having fun."

Edited, Apr 24th 2013 5:00pm by Wint
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Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

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#54 Apr 24 2013 at 1:35 PM Rating: Good
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Follow-up on leves. When you are doing leves in a group, how often did you see NM's pop? How often did treasure chests pop? Did the frequency of these rely on the difficulty level, or was it something static you saw as soon as you went above the base level? For instance, would a 2-star leve (sorry, no idea if they still go by stars or not) give you a 20% chance to see an NM, while a 5-star gives an 80% chance? I have no idea if you are even able to answer, but just give your best guess if you can.
#55 Apr 24 2013 at 1:46 PM Rating: Decent
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Ostia wrote:
Louiscool wrote:
Ostia wrote:
This is so one sided Smiley: frown I cannot comment :Smiley: frown


You are currently commenting. It's like, if I said:

Ostia, I don't want to be mean to you, so I will just say nothing. This is me, saying nothing. In case everyone forgot, I'm saying nothing because I don't want to be mean to Ostia.


Smiley: lol Come on Louis! You can play along Smiley: frown


I'm too scared of the Wint to play along Smiley: motz but I've heard similar rumors.

Edited, Apr 24th 2013 3:47pm by Louiscool
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#56 Apr 24 2013 at 2:00 PM Rating: Default
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Ostia wrote:
How is combat slow at the start ? Is it not true that you can pretty much one shot stuff with one abilitie and that even if you use a combo, your TP will not dip down below 900... That is 900 out of 1000!!


According to the videos the TP doesn't dip that much at least in what they showed, maybe Wint can shed some light on TP/MP management during more intense combat situations but to answer that other part...no you cannot one shot anything unless you're like 10 levels above them...just like FFXIV 1.0, FFXI, WOW, Etc. The videos Square showed were generally a very high level character one shotting a low-level marmot.
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#57 Apr 24 2013 at 3:59 PM Rating: Excellent
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electromagnet83 wrote:
Wint wrote:
electromagnet83 wrote:
@ Wint, What rig do you have, what settings and resolution to you run the game on, and what is your average FPS? Would you say that the world looks better or worse than 1.0 and why?


Ah yes, I meant to post that:

Intel i7 2600k (standard clock)
EVGA P67 FTW motherboard
8gb Ripjaw Ram
2 EVGA 650 Ti BOOSTs (game doesn't support SLI yet though)
Intel 520 series SSD

Average FPS is probably between 45-60. Dips to 45 when doing a huge FATE with other people, but at most times I'm pegged at 60.

I think the game looks better personally, but I know there are some who liked the original better. There are little things, like the shadow of the tree canopy swaying moving across the forest floor, the water and ripples, the details on the mobs, they all make the game look gorgeous.


Let me add to this and hope you can answer. How is your frame rate when you're looking at the Aetheryte plaza, which you stated gets pretty jam packed? Does it bog down?

Lastly, you mentioned a chocobo porter which I'm a bit confused about. Is that like an automatic ride from one spot to the other? Is it instantaneous if so, or do you actually "ride" the automatically driven chocobo?


I'd say my frames are still in the 40's or so when running through the plaza with lots of people.

Chocobo Porters are an automatic ride, you can't steer, but your chocobo runs from place to place on an automated path.
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#58 Apr 24 2013 at 4:01 PM Rating: Excellent
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Killua125 wrote:
Wint wrote:
TP regenerates yes. You start with 1000, and each skill you use lowers that amount. As I stated in the article, while soloing or doing FATEs and Leves, TP management isn't that important unless the FATE lasts much longer than usual. Where you have to start managing your abilities and skills are when you're working as a group in a dungeon. There are limits to how fast you can progress between the healer and tank having to manage their MP and the DD keeping an eye on their TP.


If you automatically get 1000 TP after each fight, then isn't it pretty much infinite? Spam skills, monster dies, back at full TP to spam all your skills again on the next mob?

I always kinda liked how basic attacks were actually important in XI and XIV. You also use basic attacks to build TP in TERA, which has my favorite combat system. It seems like basic attacks are pointless now if you always have tons of TP to spam skills with.


Edited, Apr 24th 2013 2:46pm by Killua125


You don't automatically get 1000 TP when the fight is over, when did I say that? I said you regenerate TP.
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#59 Apr 24 2013 at 4:02 PM Rating: Excellent
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Ostia wrote:
Also is it true you can level up to level 5 w/o leaving the first starting town ? just from doing quests inside the starting area ?

Edited, Apr 24th 2013 4:58pm by Wint


Absolutely, it's pretty awesome.
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#60 Apr 24 2013 at 4:03 PM Rating: Excellent
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Kachi wrote:
Ostia wrote:
Editing this because it's too close to breaking NDA -- Wint

Also is it true you can level up to level 5 w/o leaving the first starting town ? just from doing quests inside the starting area ?


To me at least, if battles are so easy that you don't have to think about them, then combat is "slow." Rather, it feels slow because it's boring. If battles take longer but require more thought, then combat is "faster." It's not about the actual time it takes, but the player's state of mind. As the saying goes, "time flies when you're having fun."

Edited, Apr 24th 2013 5:00pm by Wint


This. Combat is slow because it is not very involved yet. Hard to do much when you only have a couple of skills.
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#61 Apr 24 2013 at 4:03 PM Rating: Default
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Wint wrote:
electromagnet83 wrote:
Wint wrote:
electromagnet83 wrote:
@ Wint, What rig do you have, what settings and resolution to you run the game on, and what is your average FPS? Would you say that the world looks better or worse than 1.0 and why?


Ah yes, I meant to post that:

Intel i7 2600k (standard clock)
EVGA P67 FTW motherboard
8gb Ripjaw Ram
2 EVGA 650 Ti BOOSTs (game doesn't support SLI yet though)
Intel 520 series SSD

Average FPS is probably between 45-60. Dips to 45 when doing a huge FATE with other people, but at most times I'm pegged at 60.

I think the game looks better personally, but I know there are some who liked the original better. There are little things, like the shadow of the tree canopy swaying moving across the forest floor, the water and ripples, the details on the mobs, they all make the game look gorgeous.


Let me add to this and hope you can answer. How is your frame rate when you're looking at the Aetheryte plaza, which you stated gets pretty jam packed? Does it bog down?

Lastly, you mentioned a chocobo porter which I'm a bit confused about. Is that like an automatic ride from one spot to the other? Is it instantaneous if so, or do you actually "ride" the automatically driven chocobo?


I'd say my frames are still in the 40's or so when running through the plaza with lots of people.

Chocobo Porters are an automatic ride, you can't steer, but your chocobo runs from place to place on an automated path.



OOOOOH this gives me a great glimmer of hope. Remember (you probably won't) when I wrote in a blog a long time ago after seeing the Square-Enix images of the Ul'dah area with the train tracks? I wonder if they'll have a porter system similar to chocobos but with trains you get on and look out the windows as you travel. That would be really awesome....
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#62 Apr 24 2013 at 4:04 PM Rating: Excellent
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Also Ostia, if you can't restrain yourself I can easily mute you until the excitement dies down. Not a threat, but I don't want to tempt you into breaking the NDA inadvertently.
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#63 Apr 24 2013 at 4:06 PM Rating: Default
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On another note. One thing I've noticed in the pictures is that gridania looks great but contrast-wise it kinda looks washed out. Like they have the contrast set really low and brightness high. Did you play with any of your monitor settings to see if it looks different? Are there any gamma/contrast settings in-game?
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#64 Apr 24 2013 at 4:24 PM Rating: Excellent
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Wint wrote:
Also Ostia, if you can't restrain yourself I can easily mute you...


Screenshot


Wint wrote:
Not a threat, but I don't want to tempt you into breaking the NDA inadvertently.



God damnit don't tease me like that!

Edited, Apr 24th 2013 6:25pm by Hyrist
#65 Apr 24 2013 at 4:28 PM Rating: Excellent
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electromagnet83 wrote:
On another note. One thing I've noticed in the pictures is that gridania looks great but contrast-wise it kinda looks washed out. Like they have the contrast set really low and brightness high. Did you play with any of your monitor settings to see if it looks different? Are there any gamma/contrast settings in-game?


The colors seems OK to me, at least I never noticed any issues like that. Their screenshots do seem to be a bit off compared to what I'm used to seeing in the beta.
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#66 Apr 24 2013 at 4:41 PM Rating: Good
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Wint, you mentioned that there was three dungeons. Did you get to experience all three, and what were your impressions of them individually? Did they scale well with the levels? Were there any feedback or comments you'd have as impressions on them from dungeon to dungeon?
#68 Apr 24 2013 at 4:47 PM Rating: Default
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Hyrist wrote:
Wint wrote:
Also Ostia, if you can't restrain yourself I can easily mute you...


Screenshot


Wint wrote:
Not a threat, but I don't want to tempt you into breaking the NDA inadvertently.



God damnit don't tease me like that!

Edited, Apr 24th 2013 6:25pm by Hyrist


Somebody rate him up for me Smiley: lol
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#69 Apr 24 2013 at 5:27 PM Rating: Good
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Done. That sh*t was funny.
#70 Apr 24 2013 at 5:33 PM Rating: Good
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http://answers.yahoo.com/question/index?qid=20081119054543AAfPnLF

I donno, I felt like this link was relevant somehow...



#71 Apr 24 2013 at 5:35 PM Rating: Excellent
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Hyrist wrote:
Wint, you mentioned that there was three dungeons. Did you get to experience all three, and what were your impressions of them individually? Did they scale well with the levels? Were there any feedback or comments you'd have as impressions on them from dungeon to dungeon?


Yes I've had successful runs on all three.

Tam Tara Deepcroft (level 15+) is a bit tough if you are in a group of only level 15's, you usually finish it with less than 5 minutes to spare. If you try to defeat every monster there and not just go for the treasure, you probably wouldn't get it done. I hope they tweak it slightly to speed things up. At 17-18 you can have a pretty easy run of it providing you know what you're doing. Even if you don't finish you still get your loot though so it's not the end of the world if you don't make it through the end.

Toto-Rak (level 25+) is probably perfectly balanced. It's doable with a group of 25, the only real challenge coming final boss fight although there are a few mob groups that can get kinda hairy if your healer isn't on the ball. That sentiment continues all the way to 29.

Haukke Manor (level 30+) is definitely too easy in my opinion. They need to up the challenge a little, as it stand right now at 30 it's pretty easy to get through and the boss fight is fun, but not nearly as tough as Toto-Rak.

Things to remember for these dungeons, you can probably clear them faster than we did, but only by skipping loot. If you fully explore and get every treasure chest, you should have a good 35-55 minutes invested depending on your level and the group. Another nice thing about them is there are Hunt Log mobs in there, so you have more than a few reasons to re-run the dungeons (the other reasons being the XP gained and treasure). I would love to see some kind of title or trophy that you could display in your mog house as a reward for completing them.
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#72 Apr 24 2013 at 5:44 PM Rating: Good
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Thanks for the reply.

In your story you wrote:
Quote:
During normal Guildleves, resource management with regard to TP and MP, is not really required. Where it becomes more interesting is when doing instanced dungeons or longer lasting Full Active Time Events, or FATEs. I noticed that I really had to manage my MP well when tanking as a Gladiator during Tam Tara Deepcroft runs, because a lot of the abilities the GLA has to manage also use MP. There is nothing worse than having a few mobs turn on your healer and you can't bring them back to you because you don't have any MP for Flash.

You mentioned TP and MP both regenerated earlier as well.

Do you know how other classes did as far as having to keep track of resources? And how frequent did you feel the need to manage resources?

The meat of my questions is trying to find out where you feel the sense of 'pressure' is coming from in combat. Some of the games seem to be more about managing your combat rotation than necessarily keeping track of what the monster is doing, and I was wondering where you personally felt the pressure was coming from as far as combat was concerned.
#73 Apr 24 2013 at 5:44 PM Rating: Default
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Can you explain the leveling process?

Do you have to repeat the instances over and over to level efficiently?

#74 Apr 24 2013 at 5:47 PM Rating: Good
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You guys are really terrible at this, you know that, right?

Edited, Apr 24th 2013 7:48pm by Hyrist
#75 Apr 24 2013 at 6:00 PM Rating: Excellent
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Hyrist wrote:
Thanks for the reply.

In your story you wrote:
Quote:
During normal Guildleves, resource management with regard to TP and MP, is not really required. Where it becomes more interesting is when doing instanced dungeons or longer lasting Full Active Time Events, or FATEs. I noticed that I really had to manage my MP well when tanking as a Gladiator during Tam Tara Deepcroft runs, because a lot of the abilities the GLA has to manage also use MP. There is nothing worse than having a few mobs turn on your healer and you can't bring them back to you because you don't have any MP for Flash.

You mentioned TP and MP both regenerated earlier as well.

Do you know how other classes did as far as having to keep track of resources? And how frequent did you feel the need to manage resources?

The meat of my questions is trying to find out where you feel the sense of 'pressure' is coming from in combat. Some of the games seem to be more about managing your combat rotation than necessarily keeping track of what the monster is doing, and I was wondering where you personally felt the pressure was coming from as far as combat was concerned.


All of your resources regenerate slowly, HP, MP, TP, CP, and GP (CP and GP are for crating and gathering).

My classes in the beta are:

Conjurer: 32
Archer: 25
Gladiator: 16

Archer is the easiest of them all, it's all about keeping DOTs and Enfeebles on the mob (poison and blind). I believe there are other abilities higher up that I haven't unlocked yet, but during dungeon fights as a group I never seemed to be lacking for TP. The other thing to remember is that during combat you still have your auto attack as well, which Yoshi wants you to think of as your base damage. If you're a pure DD like Archer or Lancer, if you run out of TP you just have to wait until you regen enough to keep using abilities. Your concern is more related with spreading those abilities out in such a way as to not steal hate from the tank.

Gladiator for me was tough. You have 2 hate management abilities at 15, Flash and Shield Bash. Shield Bash is single target only, Flash is AOE. The trick is getting everything to attack you long enough to hit Flash and solidify hate. If your DD jumps in too soon or your healer casts on you before you can get Flash off, you may spend the fight trying to pull mobs back on you. That was one odd thing I reported, it seems like if the Tank doesn't take hate at the beginning of the fight they have a much tougher time getting it back. Flash uses MP and you don't have a huge pool as a Gladiator, so you can't just keep spamming it otherwise you'll be out of MP after a few mob groups.

Conjurer isn't as tough as Gladiator. You really just have to watch your MP and not steal hate. Usually the run from mob group to mob group in the dungeon is long enough to regenerate MP, unless you are spamming Cure II instead of judiciously using Cure, and Medica (AOE cure) shouldn't be used at all if you know what you're doing. It's more of a hail mary spell if your tank loses hate and everyone is taking damage.
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#76 Apr 24 2013 at 6:06 PM Rating: Excellent
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Killua125 wrote:
Can you explain the leveling process?

Do you have to repeat the instances over and over to level efficiently?



On a good run, you can probably get 1/6 to 1/5th of a level, which is pretty decent. It will take quite a few runs to get all the gear you can possibly get as well, so there are multiple reasons for doing dungeons.

If they get boring, remember you have FATEs, Guildleves and the Hunt Log to fill in. There are a lot of options and if you don't feel like doing a particular thing one night then there is usually something else to do.

Phase 2 is really limited in what you can do, there are only a few surrounding areas and Gridania itself, but I never get bored and usually spend the beta playing at every chance I get. Most of the time I'm logged in from the time it starts until I get booted from the server Smiley: laugh One day I spent a few hours riding all over the zones we have access to, and found some fun out of the way spots (with really high level mobs Smiley: eek) and some neat views. I wish we could take screenshots and share them.
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#77 Apr 24 2013 at 6:07 PM Rating: Default
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Ok let me try to word this so I don't get into trouble:

1. When you joined others on quests did you already know someone shouted out for help or looking for level something people? How exactly can you recruit people into a team?

2. Have run into a fate you didn't want to be in and get dragged in or killed?

3. NPC's helping in battle? More info please.

4. Can you run into someone's else's quest and help even of not in the same group?
#78 Apr 24 2013 at 6:11 PM Rating: Good
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Wint wrote:
I wish we could take screenshots and share them.



There are many ways around taking screenshots of the game. Just can't post them until they decide to drop the NDA.
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#79 Apr 24 2013 at 6:13 PM Rating: Excellent
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bibibook1 wrote:
Ok let me try to word this so I don't get into trouble:

1. When you joined others on quests did you already know someone shouted out for help or looking for level something people? How exactly can you recruit people into a team?

2. Have run into a fate you didn't want to be in and get dragged in or killed?

3. NPC's helping in battle? More info please.

4. Can you run into someone's else's quest and help even of not in the same group?


1. I either made my own group or shouted to join another group. Currently the system is a bit clunky, but I expect the duty finder will help with that. A neat feature is you can invite people to join your group from across the world, you don't have to be in the same zone.

2. Personally no, but I could see that happening if you aren't careful. You don't get an option to join or not, you are automatically joined when you get close enough.

3. One FATE near Quarrymill involves taking a fort back from bandits (or holding it against bandits). NPC Lancers and Archers help you work your way past the various gates, and if you're taking the fort back and succeed, another FATE starts immediately after this one ends where a NM bandit summons a giant Aspidchelone to destroy you. Lots of fun!

4. If you aren't in that persons party, you are not allowed to attack the mobs they are fighting. I believe the message you get is "That monster is someone elses duty" or something like that.
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#80 Apr 24 2013 at 6:14 PM Rating: Excellent
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SillyHawk wrote:
Wint wrote:
I wish we could take screenshots and share them.



There are many ways around taking screenshots of the game. Just can't post them until they decide to drop the NDA.


True, however FRAPs is explicitly not allowed, and I'm not going to take the chance of running it while I'm playing Smiley: smile
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#81 Apr 24 2013 at 7:10 PM Rating: Good
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Killua125 wrote:
Wint wrote:
TP regenerates yes. You start with 1000, and each skill you use lowers that amount. As I stated in the article, while soloing or doing FATEs and Leves, TP management isn't that important unless the FATE lasts much longer than usual. Where you have to start managing your abilities and skills are when you're working as a group in a dungeon. There are limits to how fast you can progress between the healer and tank having to manage their MP and the DD keeping an eye on their TP.


If you automatically get 1000 TP after each fight, then isn't it pretty much infinite? Spam skills, monster dies, back at full TP to spam all your skills again on the next mob?

I always kinda liked how basic attacks were actually important in XI and XIV. You also use basic attacks to build TP in TERA, which has my favorite combat system. It seems like basic attacks are pointless now if you always have tons of TP to spam skills with.


Edited, Apr 24th 2013 2:46pm by Killua125


Well, after looking at some of the things wint has said and remembering the party vid from alpha.. I dont think tp is infinte. Probably at lower levels with easy mobs it is.. But im sure after growing more levels and fighting hard mobs tp/mp has to be payed more attention to. Also keep in mind it seems yoshi is gearing this game towards a more casual crowd not just hardcore gamers. Being able to solo and do it quickly is a plus on the side for casuals. But I also think it is a plus on the hardcore side also because faster battles means you have to pay more attentions and dont have time to type in between attacks (like I use to be able to do) fighting quicker means having to pay more attention as you get higher levels more skills into rotation. Just my 2 cents

Edited, Apr 24th 2013 11:15pm by SaitoMishima

Edited, Apr 24th 2013 11:27pm by SaitoMishima
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#82 Apr 24 2013 at 7:36 PM Rating: Default
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Per my discussion earlier with Wint I wanted to show an example of the poor contrast/brightness/color settings that have, at least, been shown in all the official Square-Enix pics. I have also heard on other sites who are allowed to talk about beta that the graphics are a tad washed out. I have inserted two pics below. The first, untouched. The second, with a small touch up.

In this pic you can see there is a gray "hue" that overlays the entire scene.
Screenshot


In this second pic however, in which I only adjusted the contrast, color, and brightness, you can see the scene "pops" a little more and each individual object stands out a little better rather than being washed out.

Screenshot


If there are any beta testers, ask them to include in-game controls for contrast/color/brightness, etc to really make the game shine. I suppose if push comes to shove I can simply adjust the controls on my monitor/Nvidia control panel specifically for this game....but who want's to do all that?
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#83 Apr 24 2013 at 7:40 PM Rating: Excellent
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Wint wrote:
4. If you aren't in that persons party, you are not allowed to attack the mobs they are fighting. I believe the message you get is "That monster is someone elses duty" or something like that.


Wreck-It Ralph: [Referring to his medal] I didn't win it in my game, I won it in Hero's Duty.
Vanellope von Schweetz: 'Hero's Doodie'? Pffffft!
[giggles loudly]
Wreck-It Ralph: It's not that kind of duty!
Vanellope von Schweetz: [Still laughing] I bet you really gotta watch where you step in a game called 'Hero's Doodie'! What did ya get the medal for? Wiping? I hope you washed your hands after you handled that medal!
Wreck-It Ralph: I don't have time for this.
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#84 Apr 24 2013 at 7:50 PM Rating: Good
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Wow, that's really great to hear. Love the idea of DoL classes having stealth abilities, it just makes sense.


Um.............

DoL classes had stealth abilities in 1.0 also. In fact, it was called "Stealth I" through "Stealth IV". I would have been more surprised if they did not have stealth abilities.
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#85 Apr 24 2013 at 7:58 PM Rating: Excellent
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Yunchang wrote:
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Wow, that's really great to hear. Love the idea of DoL classes having stealth abilities, it just makes sense.


Um.............

DoL classes had stealth abilities in 1.0 also. In fact, it was called "Stealth I" through "Stealth IV". I would have been more surprised if they did not have stealth abilities.


Some people here didn't play 1.0... Smiley: wink
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#86 Apr 24 2013 at 8:09 PM Rating: Good
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electromagnet83 wrote:
Per my discussion earlier with Wint I wanted to show an example of the poor contrast/brightness/color settings that have, at least, been shown in all the official Square-Enix pics. I have also heard on other sites who are allowed to talk about beta that the graphics are a tad washed out. I have inserted two pics below. The first, untouched. The second, with a small touch up.

In this pic you can see there is a gray "hue" that overlays the entire scene.
Screenshot


In this second pic however, in which I only adjusted the contrast, color, and brightness, you can see the scene "pops" a little more and each individual object stands out a little better rather than being washed out.

Screenshot


If there are any beta testers, ask them to include in-game controls for contrast/color/brightness, etc to really make the game shine. I suppose if push comes to shove I can simply adjust the controls on my monitor/Nvidia control panel specifically for this game....but who want's to do all that?


Real life is not actually super saturated. Stuff gets washed out on really bright days.

That said, their shadows in the first image aren't dark enough, which is what's giving it the pastel look. Hopefully someone mentions that to the graphics team.
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#87 Apr 24 2013 at 8:16 PM Rating: Default
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Catwho wrote:

Real life is not actually super saturated. Stuff gets washed out on really bright days.

That said, their shadows in the first image aren't dark enough, which is what's giving it the pastel look. Hopefully someone mentions that to the graphics team.


You might be right about real life but...this isn't real life, it's a fantasy cartoon(ish) video game. While the saturation is my own preference (to really make it vibrant), I can agree not everyone would like that. OPTIONS are the key. And at minimum, as you stated, they need to do something with the contrast and brightness. Get rid of that gray hue and make the shadows pop a little more. It's not that the shadows aren't dark enough. It's just that the contrast of the entire system is really low and the brightness really high.


Edited, Apr 24th 2013 10:19pm by electromagnet83
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#88 Apr 24 2013 at 10:58 PM Rating: Decent
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Prefer the washed out look myself; looks more realistic.

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But I also think it is a plus on the hardcore side also because faster battles means you have to pay more attentions and dont have time to type in between attacks (like I use to be able to do) fighting quicker means having to pay more attention as you get higher levels more skills into rotation.


This is not a good thing. Not being able to talk during battle is bad for building friendships and community, and pushes people towards voice chat applications in more hardcore settings.

I'm glad they finally decided to allow you to queue up abilities (I only brought it up every chance I got), but I wish they'd allow you to queue up 2 or 3. And while that option is less useful in highly interactive combat where it's important to be able to respond to what the monster actually does rather than just managing a rotation, I really don't expect much of that.
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#89 Apr 25 2013 at 2:28 AM Rating: Default
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Curious, what were populations like? Any surplus or lack of certain jobs/classes/party roles that stood out?
#90 Apr 25 2013 at 2:39 AM Rating: Good
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Are you able to do a compare and contrast of the classes and jobs of the beta versus 1.23?
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#91 Apr 25 2013 at 3:12 AM Rating: Decent
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Is there a way of knowing how much hate you have on a mob so you don't take it all away from the tank?
#93 Apr 25 2013 at 6:08 AM Rating: Excellent
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PandhaBear wrote:
Curious, what were populations like? Any surplus or lack of certain jobs/classes/party roles that stood out?


Packed during phase 1, a little lighter for phase 2 but not by much on my server at least. I think some people skipped phase 2 because it's almost the same as phase 1 except for the controller UI. Phase 3 should be slammed again I'm sure.

Regarding classes, there aren't really a shortage because there are NPC's in game that will auto-level your secondary jobs from 1 to 15 and from 15 to 25, so everyone can try everything out. Lots of CON's, perhaps the least common job was GLA but there were still plenty to go around.
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#94 Apr 25 2013 at 6:09 AM Rating: Excellent
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apapertiger wrote:
Are you able to do a compare and contrast of the classes and jobs of the beta versus 1.23?


I really can't actually, I only played ARC and PUG in 1.0, and neither were very high level. Sorry Smiley: frown
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#95 Apr 25 2013 at 6:10 AM Rating: Excellent
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Adzieboy wrote:
Is there a way of knowing how much hate you have on a mob so you don't take it all away from the tank?


Not really, but it was easy enough to get a feel for what you could get away with and what would be over the top. One of the best fights to learn how to hold hate is a sub-boss in Tam Tara Deepcroft named Bockman. He's a giant knight and kind of a pain, but even more of a pain if the tank loses hate because he has a nasty AOE that will decimate the back line if he hits them with it.
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#96 Apr 25 2013 at 6:38 AM Rating: Decent
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You mentioned what each stat affects, does DEX affect critical hits like it did for XI or just ranged, blocking and parrying?
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#97 Apr 25 2013 at 6:58 AM Rating: Excellent
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TommySly wrote:
You mentioned what each stat affects, does DEX affect critical hits like it did for XI or just ranged, blocking and parrying?


I took that text straight from the beta manual, so you know as much as I do Smiley: smile
  • STR - Increases melee attack power and percentage of damage mitigated from block and parry.
  • DEX - Increases ranged attack power and the chance of blocking or parrying an attack.
  • VIT - Increases max HP.
  • INT - Increases magic attack potency for Thaumaturge (Thaumaturge was not available for beta phases 1 or 2.)
  • MND - Increases m.attack and healing magic potency for Conjurer.
  • PIE - Increases max MP


Some equipment have bonuses to critical hit rating, so I'm guessing that is separate from DEX.
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#99 Apr 25 2013 at 7:29 AM Rating: Excellent
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AlexandEric made a great point that I can't leave up, but I will come back to the hate question later this evening when I can check the beta manual again. Like I said, I wasn't a good Gladiator Smiley: tongue
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#100 Apr 25 2013 at 7:52 AM Rating: Decent
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I didn't play version 1 for longer than a week I don't think, so I never got to try out crafting - do the crafting classes have their own stats or do the STR, DEX etc get put to different uses for these? I imagine the crafting gear would have some form of boost or there would be no point in it otherwise, can you go into detail on those at all if you've experienced it?
#101 Apr 25 2013 at 7:59 AM Rating: Excellent
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Wint wrote:
You don't automatically get 1000 TP when the fight is over, when did I say that? I said you regenerate TP.
It should be asked whether that is going to be the regular regeneration rate, or was it substantially increased for testing purposes?
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