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What do you want to see in 2.0?Follow

#27 May 26 2013 at 7:57 PM Rating: Excellent
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electromagnet83 wrote:
add DirectX 11 to my wishlist


Planned for 6 months after launch.
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#28 May 26 2013 at 7:59 PM Rating: Default
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1. More solo content for when your buds are not on

2. I like the golden saucer idea but I don't want it advanced as stated earlier I would like to see something like a giant airship that rotated between cities. Like the old gambling ships going down the Miss.

3 I'm very interested in the sieges like in XI "never did one" or world vs world that sounded cool.

4. I'd like to see something like a PvP with monsters, I can't remember what RPG I played once but it did something like that were you would summon monsters to fight in an arena.
#29 May 26 2013 at 8:07 PM Rating: Decent
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Wint wrote:
electromagnet83 wrote:
add DirectX 11 to my wishlist


Planned for 6 months after launch.


Wishes CAN come true!
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#30 May 26 2013 at 8:59 PM Rating: Decent
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Kachi wrote:


Generally speaking, implementing a GCD is saying, "We're going for strategic gameplay." You can't use abilities quickly and consecutively, which means they've taken reflex-based skill out of the game for the most part. That's not inherently bad if you can back it up with genuinely strategic skill, but most likely you're going to end up with a single move that is spammed over and over, or at times, have rotations that you use frequently. In better examples, you need to use a specific strategy against a certain type of opponent, but most often even that becomes easy to figure out, and it once again becomes rinse and repeat gameplay.

Strategic gameplay requires the game to throw surprises at you--enemies with complimentary strengths and weaknesses partnering up, etc. Complex problems that require analysis to overcome.

Hate to say it, but that's really just unlikely. Combat will probably suffer from the same identity crisis as most MMOs--not requiring much of any particular kind of skill, so not being particularly challenging, so become boring rather quickly.


Thank you for the explanation. For all of our sake, I hope it doesn't turn into a tap 1-button battle system. With that said, if the game content beyond the battle system is interesting I don't think it will matter. We play MMOs (at least for the most part) for the immersive experience. We all know they don't have the most innovative battle experience that exists. There is only so much reinventing of the wheel you can do before you change the entire dichotomy of the MMO experience. If they are able to include content which is engaging, repeatedly interesting, and most importantly fun to play, then an average MMO battle system will be just fine.
#31 May 26 2013 at 9:07 PM Rating: Good
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Strategic encounters in group settings. Hopefully use of CC of some kind, or auxiliary roles to support healers, tanks, etc. I don't want it to turn into a run in, kill mob.
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#32 May 26 2013 at 9:55 PM Rating: Excellent
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I never played XIV so I had no idea if it was in there to begin with, though I would like mini games that we could play if we're not out leveling or crafting~
#33 May 26 2013 at 11:08 PM Rating: Decent
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je355804 wrote:
Kachi wrote:


Generally speaking, implementing a GCD is saying, "We're going for strategic gameplay." You can't use abilities quickly and consecutively, which means they've taken reflex-based skill out of the game for the most part. That's not inherently bad if you can back it up with genuinely strategic skill, but most likely you're going to end up with a single move that is spammed over and over, or at times, have rotations that you use frequently. In better examples, you need to use a specific strategy against a certain type of opponent, but most often even that becomes easy to figure out, and it once again becomes rinse and repeat gameplay.

Strategic gameplay requires the game to throw surprises at you--enemies with complimentary strengths and weaknesses partnering up, etc. Complex problems that require analysis to overcome.

Hate to say it, but that's really just unlikely. Combat will probably suffer from the same identity crisis as most MMOs--not requiring much of any particular kind of skill, so not being particularly challenging, so become boring rather quickly.


Thank you for the explanation. For all of our sake, I hope it doesn't turn into a tap 1-button battle system. With that said, if the game content beyond the battle system is interesting I don't think it will matter. We play MMOs (at least for the most part) for the immersive experience. We all know they don't have the most innovative battle experience that exists. There is only so much reinventing of the wheel you can do before you change the entire dichotomy of the MMO experience. If they are able to include content which is engaging, repeatedly interesting, and most importantly fun to play, then an average MMO battle system will be just fine.


While history has proven that you can churn out a carbon copy, boring MMO and people will still play it for at least a little while, I think that given that combat is the vast majority of the play experience, a reinvention of the MMO experience is more than welcome. So while it might not make the game an abysmal failure, I don't expect it to be spectacular or especially successful.
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#34 May 27 2013 at 4:30 PM Rating: Good
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To expand on an earlier post in this thread...

6. Auction House?

If anyone could fill me on on how the in-game economy is planned to function that would be much appreciated. If I recall, 1.0 never had an AH? Cheers.
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#35 May 27 2013 at 6:27 PM Rating: Default
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chomama wrote:
To expand on an earlier post in this thread...

6. Auction House?

If anyone could fill me on on how the in-game economy is planned to function that would be much appreciated. If I recall, 1.0 never had an AH? Cheers.


According to Yoshi no AH. There will be a board that you click to search through items for sale where prices are ultimately dictated by what people are willing to pay...so basically an auction house lol
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#36 May 27 2013 at 6:46 PM Rating: Excellent
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electromagnet83 wrote:
chomama wrote:
To expand on an earlier post in this thread...

6. Auction House?

If anyone could fill me on on how the in-game economy is planned to function that would be much appreciated. If I recall, 1.0 never had an AH? Cheers.


According to Yoshi no AH. There will be a board that you click to search through items for sale where prices are ultimately dictated by what people are willing to pay...so basically an auction house lol


According to Yoshi, there will be an AH...

http://forum.square-enix.com/ffxiv/threads/58180-Letter-from-the-Producer-LIVE-Part-IV-Q-A-Summary?highlight=Auction

Quote:
A: Basically we will be totally re-making retainers and the market system from scratch.
We’ll be adding all the Auction House features people are asking for, and make it so that only your own retainer and those you want to appear are displayed in the market wards. It’s a bit difficult to explain. It’d be better to have our players try it for themselves in the Beta, the same time we run server stress tests.

We will also be fixing the system so that you can search for materia-enhanced items, and tell whether or not an item is HQ. In the Beta, we’d like to see how much stress the search feature can take, so please search away.


Edited, May 27th 2013 7:47pm by Wint
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#37 May 27 2013 at 6:59 PM Rating: Decent
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Wint wrote:
electromagnet83 wrote:
chomama wrote:
To expand on an earlier post in this thread...

6. Auction House?

If anyone could fill me on on how the in-game economy is planned to function that would be much appreciated. If I recall, 1.0 never had an AH? Cheers.


According to Yoshi no AH. There will be a board that you click to search through items for sale where prices are ultimately dictated by what people are willing to pay...so basically an auction house lol


According to Yoshi, there will be an AH...

http://forum.square-enix.com/ffxiv/threads/58180-Letter-from-the-Producer-LIVE-Part-IV-Q-A-Summary?highlight=Auction

Quote:
A: Basically we will be totally re-making retainers and the market system from scratch.
We’ll be adding all the Auction House features people are asking for, and make it so that only your own retainer and those you want to appear are displayed in the market wards. It’s a bit difficult to explain. It’d be better to have our players try it for themselves in the Beta, the same time we run server stress tests.

We will also be fixing the system so that you can search for materia-enhanced items, and tell whether or not an item is HQ. In the Beta, we’d like to see how much stress the search feature can take, so please search away.


Edited, May 27th 2013 7:47pm by Wint


You and your logic, research, and knowledge. Pssh
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#38 May 27 2013 at 7:31 PM Rating: Decent
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Wint wrote:
electromagnet83 wrote:
chomama wrote:
To expand on an earlier post in this thread...

6. Auction House?

If anyone could fill me on on how the in-game economy is planned to function that would be much appreciated. If I recall, 1.0 never had an AH? Cheers.


According to Yoshi no AH. There will be a board that you click to search through items for sale where prices are ultimately dictated by what people are willing to pay...so basically an auction house lol


According to Yoshi, there will be an AH...

http://forum.square-enix.com/ffxiv/threads/58180-Letter-from-the-Producer-LIVE-Part-IV-Q-A-Summary?highlight=Auction

Quote:
A: Basically we will be totally re-making retainers and the market system from scratch.
We’ll be adding all the Auction House features people are asking for, and make it so that only your own retainer and those you want to appear are displayed in the market wards. It’s a bit difficult to explain. It’d be better to have our players try it for themselves in the Beta, the same time we run server stress tests.

We will also be fixing the system so that you can search for materia-enhanced items, and tell whether or not an item is HQ. In the Beta, we’d like to see how much stress the search feature can take, so please search away.


Edited, May 27th 2013 7:47pm by Wint


Thanks for posting that link Wint. What a great read about the game. Not only was my question answered but I discovered some potentially rad concepts I was unaware of as well. Gratitude Boss, and Electro as well. Smiley: smile
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#39 May 27 2013 at 7:40 PM Rating: Excellent
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You can check out the entire forum, those are all of the Letter from the Producers.
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#40 May 28 2013 at 8:13 AM Rating: Excellent
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Monster diversity.

I do NOT want to see a level 75 marmot that will kill my level 50 character I decide to aggro it. Marmots and such should be level 1-15 tops.
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#41 May 28 2013 at 9:03 AM Rating: Good
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Actual Open World events.

The biggest flaw in 1.0, IMO was that it was a beautiful LIFELESS world. When they added Imperial Attacks and Atomos attacks on camps, it was some of the most fun I had, because there was lively events happening! It didn't matter that there was enormous lag and that I couldn't see my character half the time!

The last 2-3 months of 1.0 gave me the most hope for the future of 14. The events that they pushed out and said "F*ck it, we know the engine can't handle this but we want to do it anyway" showed the possibilities and ideas the devs have for ARR.
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#42 May 28 2013 at 9:08 AM Rating: Excellent
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Louiscool wrote:
Actual Open World events.

The biggest flaw in 1.0, IMO was that it was a beautiful LIFELESS world. When they added Imperial Attacks and Atomos attacks on camps, it was some of the most fun I had, because there was lively events happening! It didn't matter that there was enormous lag and that I couldn't see my character half the time!

The last 2-3 months of 1.0 gave me the most hope for the future of 14. The events that they pushed out and said "F*ck it, we know the engine can't handle this but we want to do it anyway" showed the possibilities and ideas the devs have for ARR.


FATEs or something else? One of the first FATEs I participated in was an army of Opo-opos invading Hrystmill, it was a lot of fun Smiley: smile
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#43 May 28 2013 at 9:11 AM Rating: Good
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Wint wrote:
Louiscool wrote:
Actual Open World events.

The biggest flaw in 1.0, IMO was that it was a beautiful LIFELESS world. When they added Imperial Attacks and Atomos attacks on camps, it was some of the most fun I had, because there was lively events happening! It didn't matter that there was enormous lag and that I couldn't see my character half the time!

The last 2-3 months of 1.0 gave me the most hope for the future of 14. The events that they pushed out and said "F*ck it, we know the engine can't handle this but we want to do it anyway" showed the possibilities and ideas the devs have for ARR.


FATEs or something else? One of the first FATEs I participated in was an army of Opo-opos invading Hrystmill, it was a lot of fun Smiley: smile


No, definitely the FATEs. I wish there were some FATEs in Gridania so I could talk more about them. Regardless, I'm looking forward to all the various FATEs they can dream up.
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#44 May 28 2013 at 9:17 AM Rating: Excellent
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Louiscool wrote:
Wint wrote:
Louiscool wrote:
Actual Open World events.

The biggest flaw in 1.0, IMO was that it was a beautiful LIFELESS world. When they added Imperial Attacks and Atomos attacks on camps, it was some of the most fun I had, because there was lively events happening! It didn't matter that there was enormous lag and that I couldn't see my character half the time!

The last 2-3 months of 1.0 gave me the most hope for the future of 14. The events that they pushed out and said "F*ck it, we know the engine can't handle this but we want to do it anyway" showed the possibilities and ideas the devs have for ARR.


FATEs or something else? One of the first FATEs I participated in was an army of Opo-opos invading Hrystmill, it was a lot of fun Smiley: smile


No, definitely the FATEs. I wish there were some FATEs in Gridania so I could talk more about them. Regardless, I'm looking forward to all the various FATEs they can dream up.


Ah OK, thanks for observing the NDA Smiley: thumbsup Didn't mean to tempt you there Smiley: laugh
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#45 May 28 2013 at 9:19 AM Rating: Excellent
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Things I want to see:

1. Lots of different endgame content with horizontal gear progression

2. Open-world NMs (if it's just FATEs, so be it)

3. Airship battles

4. Mounted combat

5. Thief class

6. Interesting holiday events that don't revolve around ringing a bell

7. Open-world experience parties

8. Epic, HNM-style boss battles (don't need to be open world, wouldn't mind if there were some, even if also instanced versions)
#46 May 28 2013 at 9:25 AM Rating: Excellent
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Quote:
6. Interesting holiday events that don't revolve around ringing a bell


Would you like to chase a floating eye and emoting at it for a swimsuit!?
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#47 May 28 2013 at 9:41 AM Rating: Excellent
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Louiscool wrote:
Quote:
6. Interesting holiday events that don't revolve around ringing a bell


Would you like to chase a floating eye and emoting at it for a swimsuit!?


Nope!
#48 May 28 2013 at 3:08 PM Rating: Excellent
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Louiscool wrote:
Quote:
6. Interesting holiday events that don't revolve around ringing a bell


Would you like to chase a floating eye and emoting at it for a swimsuit!?


YEP!

lol
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#49 May 28 2013 at 6:01 PM Rating: Good
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I would like to see live events like the Matrix Online used to do (and I"m sure others did as well). All of a sudden Morpheus would contact your party/guild and ask to meet up. That kinda stuff would be awesome.
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#50 May 28 2013 at 7:45 PM Rating: Excellent
BartelX wrote:
Things I want to see:

1. Lots of different endgame content with horizontal gear progression

2. Open-world NMs (if it's just FATEs, so be it)

3. Airship battles

4. Mounted combat

5. Thief class

6. Interesting holiday events that don't revolve around ringing a bell

7. Open-world experience parties

8. Epic, HNM-style boss battles (don't need to be open world, wouldn't mind if there were some, even if also instanced versions)


All these, particularly 3 and 4. I want boarding parties and chocobo cavalry charges!

I would love to see 2 as well. In XI I loved just running into an NM and frantically trying to get backup from your LS. Me and a friend randomly ran into Charbydis once and held him long enough for backup to get there and get an LSmate his Joyeuse Smiley: grin
#51 May 28 2013 at 7:54 PM Rating: Excellent
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One of my favorite experiences in FFXI was when I camped Kreutzet for my Sirocco Kukri. After waiting approximately 9 hours without a pop, wind weather finally showed up and he spawned.

"Kreutzet pop! Need help ASAP!"

The only problem was, there were only 5 people on my LS at the time, and I think all but 1 were busy, and that 1 was at least a 20 minute trip away. So I did the only thing a solo thf could do... I solo'd, and I kited, and I solo'd some more.

Somehow, after close to an hour of near death, bloody bolt spam, running from triple stormwinds, etc, I was able to beat him. To this day I don't know how I did it. I know for a fact I zoned him once and was incredibly lucky that he didn't despawn on me.

By the time the hour was up, about 4 people from the LS had logged on and come to watch. I asked them not to help unless I was clearly going to die, and even then to only claim it and raise me so I could finish my task. I never died, I never needed the assistance, and I got my prize. It was one of those moments in gaming where you just put your controller down (playing on PS2 at the time with no windower, plugins, etc) and smile. It was truly an amazing feeling. I hope to be able to achieve that again in ARR.
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