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#52 Jun 14 2013 at 5:59 PM Rating: Excellent
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On the subject of combat...

As you get more abilities there will most likely be a rotation involved. It will not be a "spam" fest.

For example, even at level 7 on Archer: Keep DoT up on mob, keep acc buff up from straight shot, use heavy shot in between. Add about 6 more abilities in there and you won't be spamming anything. You obviously never played anything besides FFXI, or had no idea what you were doing in the other games you played. Since everyone keeps using WoW for an example of a spam fest, let's take a look at what a Warlock needs to do for a normal boss fight:

Single Target Rotation

Apply Agony and keep it up.
Apply Corruption and keep it up.
Apply Unstable Affliction and keep it up.
Cast Haunt when:
you have a Soul Shard;
Haunt's debuff is not applied on the target;
you will not have to refresh any of your DoTs for the next 8 seconds;
you will not need to use Life Tap in the next 8 seconds.
Cast Malefic Grasp as a filler.
When the enemy is below 20% health, Drain Soul replaces Malefic Grasp in the rotation. Doing so will grant you more Soul Shards than you can possibly spend. This means that you should always refresh your DoTs by using Soulburn and Soul Swap (this causes Soul Swap to apply all your DoTs on the target).

At the pull, apply your doTs with Soulburn and Soul Swap.

Remember to apply and maintain Curse of the Elements if no one else in your raid/party can provide the same debuff.


All classes have their own distinct strategy of maximizing DPS, if you just sat and spammed everything you'd do about 15% of what you're capable of. If SE is following in the footsteps of games like WoW and Rift, combat will be far more complicated than you may think.



Edited, Jun 14th 2013 8:04pm by Transmigration
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#53 Jun 14 2013 at 6:26 PM Rating: Good
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sandpark wrote:
I am not doing ARR beta due to waiting on my fiance to get her pc up to snuff. What I want to see here is scores given by you for this beta comparing it to other mmos. On a scale from 1-10 for different categories.

Story: 9

Quests: 8

Combat: 6.5 (only played pug, still pretty generic 1-2-3-1)

Visuals: 9

Accessibility: 8

Good Tutorials: 9

Crafting: N/A (haven't tried yet)

Pace of level progression: 10

FATES: 10

Fun: 9

Uniqueness of systems: 7

Music: 9

Overall rating: 8.5 (closer to 9 compared to other mmos)

Edited, Jun 14th 2013 6:53pm by sandpark

#54 Jun 14 2013 at 6:30 PM Rating: Decent
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Killua125 wrote:

The big thing for me is the mindless gameplay. The battle system suffers from the same issues that it did before. I read in a Q&A that significant changes have been made, but I think that's limited to enemy behavior.

So, in combat, I'm still just spamming through my skill cycles over and over, until the monster dies. I think a big issue is the TP, but I haven't tested a magic-based class yet. Since you get 1000 TP instantly for each fight, and that never runs out, there's really no risk/reward, if that makes sense.

Then, when you aren't battling, you're just going from NPC to NPC completing fetch quests and deliveries. For me, if they're going to use the quest grind/theme park formula, they really had to make the combat fun, and I don't think they achieved that. The game feels tedious while fighting and while not fighting.


Unless I misunderstood, a document that someone posted here (Hallie I think) describes that they'll be removing the global cooldown more or less completely. If that's true, it would at least pick up the gameplay to be on par with games like WoW (which would by no means impress me, but would at least make it tolerable enough that I might play through the story). However, my concern is the absurd amount of counter-balancing that this would require.

I mean, I guess I'm at the point where it's like this: I'm sure the story and world are great. However, I can watch the cutscenes online without having to endure hundreds of hours of tedious gameplay. Is it exactly the same? No. But it is a worthy tradeoff for hundreds of hours of grinding if the gameplay isn't compelling. If I can get as much satisfaction as the rest of you without even purchasing the game, something is very wrong.

Hyrist wrote:
Kachi wrote:
And certainly after the travesty that was 1.0, when the community all but gave SE the okay to release,...


Um... the community was pretty much screaming at them about the problems and SE's responce was "We'll fix it". It was a far cry from the community giving them an all clear. Quite the opposite in fact. There were of course a select vocal community that was utterly devoded to just getting the game out, to the detrement of the game itself. However they were a sire few.

The situation here in ARR is is pretty much the opposit. The majority of the complaints is pushed forward by the same 10 people. (I made a list) While arguing was heavily preventive and whining existed, real feedback was fairly well discussed. And Yoshida took the time to address the major concerns for each aspect of the game.

So criticism as it stand isn't so much as 'squeeky wheel'. There's a place to be critical of the game, and it's very well designated places that's been proven that if your feedback catches traction, it WILL be addressed. (Not to be confused with 'fixed')

Edited, Jun 14th 2013 5:57pm by Hyrist


That's some uh... nice... McCarthyism? lol
I was there during the alpha and beta. Most operated under the assumption that what things needed to be fixed would be fixed, and focused on the things that were good. It's no different here. Most people are not happy with the gameplay, which is 90% of the game. They are operating under the assumption that it will be fixed. But ANY game designer knows that fixing one thing usually means breaking something else. This is not some simple thing to fix that can be rolled out in a week. Literally the most important part of the game is completely unfinished/untested, just a few weeks before the launch.
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#55 Jun 14 2013 at 6:38 PM Rating: Excellent
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Not going to dig too deep because I don't want to lose progress to the inevitable wipe, but I'm basically of the mind the game is satisfactory for what it is and intends to do. Granted, I may go sour grapes at endgame if progression is solely "RAID OR GTFO!" but there should hopefully be enough to keep me away from that in leveling multiple jobs for a few months, if not more.

On the hardware end, had a few hiccups here and there like stuttering in more busy areas or screen tearing during the intro CS, but I'm not ignorant of the fact it could just be my PC showing its age relative to some other issues I've had with games. I guess I should be glad I'm not getting the crash I've been getting frequently with Rift, but sometimes that can take hours to manifest. Still, if I can avoid that, gravy. Already picked the game up on sale, so just a matter of waiting until P4 to get more invested.

Now that I think about it, I don't think I saw a single rogadyn while running around Gridania on Adamantoise. Unsurprisingly, most avatars were female with Hyur and Miqo'te being the frequent sights.
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#56 Jun 14 2013 at 6:39 PM Rating: Good
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I won't lie, as a level 9 Gladiator..I'm a bit bored. And I'm directing that solely at combat.

FATES are a direct knock off of Rift's "events" which I was never a huge fan of..

I can't stand out dumbed down the questing is..Just to add preface to this, when I first started playing DAoC in 2001 I had to print off a map and keep track of where I was...(I know this doesn't mean much) but questing these days is FAR too simple IMO

I hope with the live release the game is a bit more difficult. I understand they want you to powerlevel your way through so you find as many bugs as possible but I'm fighting mobs well out of my level range and putting the smack down on them(I'm a tank too..)

I don't know how I feel all together..It's pretty...It's polished...It's FF...but it's a bit too dumbed down and feels a lot like I'm playing a game that started as a PC MMO and was adapted for a console*hmm.....

JUST MY OPINION! I'm not going to let it stop me(yet)
#57 Jun 14 2013 at 6:47 PM Rating: Good
Ravashack wrote:
If you didn't start as Marauder, I think you need to hit level 15.


Then I'll walk my *** over while beating on things!
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#58 Jun 14 2013 at 7:26 PM Rating: Default
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sixstroke wrote:
I won't lie, as a level 9 Gladiator..I'm a bit bored. And I'm directing that solely at combat.

FATES are a direct knock off of Rift's "events" which I was never a huge fan of..

I can't stand out dumbed down the questing is..Just to add preface to this, when I first started playing DAoC in 2001 I had to print off a map and keep track of where I was...(I know this doesn't mean much) but questing these days is FAR too simple IMO

I hope with the live release the game is a bit more difficult. I understand they want you to powerlevel your way through so you find as many bugs as possible but I'm fighting mobs well out of my level range and putting the smack down on them(I'm a tank too..)

I don't know how I feel all together..It's pretty...It's polished...It's FF...but it's a bit too dumbed down and feels a lot like I'm playing a game that started as a PC MMO and was adapted for a console*hmm.....

JUST MY OPINION! I'm not going to let it stop me(yet)

****, I was hoping fates were similar to XI public events but spread out, Perhaps some had specialized hotbars to do cool things like build walls, fire cannons etc....

You are scaring me on the quests. So quests are not similar in structure to XI with cutscenes and small arching stories? You just grab quests, read two sentence instructions and do something usually involving the kill the 10 rats type thing? If you mean the latter, I hope SE adds some more meatier quests. I am playing TERA and the quest are mind numbingly boring and similar....

Which is it? More like an actual FF console game or standard mmo with FF undertones?
#59 Jun 14 2013 at 7:34 PM Rating: Decent
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sandpark wrote:
sixstroke wrote:
I won't lie, as a level 9 Gladiator..I'm a bit bored. And I'm directing that solely at combat.

FATES are a direct knock off of Rift's "events" which I was never a huge fan of..

I can't stand out dumbed down the questing is..Just to add preface to this, when I first started playing DAoC in 2001 I had to print off a map and keep track of where I was...(I know this doesn't mean much) but questing these days is FAR too simple IMO

I hope with the live release the game is a bit more difficult. I understand they want you to powerlevel your way through so you find as many bugs as possible but I'm fighting mobs well out of my level range and putting the smack down on them(I'm a tank too..)

I don't know how I feel all together..It's pretty...It's polished...It's FF...but it's a bit too dumbed down and feels a lot like I'm playing a game that started as a PC MMO and was adapted for a console*hmm.....

JUST MY OPINION! I'm not going to let it stop me(yet)

****, I was hoping fates were similar to XI public events but spread out, Perhaps some had specialized hotbars to do cool things like build walls, fire cannons etc....

You are scaring me on the quests. So quests are not similar in structure to XI with cutscenes and small arching stories? You just grab quests, read two sentence instructions and do something usually involving the kill the 10 rats type thing? If you mean the latter, I hope SE adds some more meatier quests. I am playing TERA and the quest are mind numbingly boring and similar....

Which is it? More like an actual FF console game or standard mmo with FF undertones?


They are like that. In fact, a lot of the earlier quests do have you hunting rats. The difference is, in TERA, once you actually get out on the field to fight those rats (or whatever), the combat is fun.

#60 Jun 14 2013 at 7:35 PM Rating: Decent
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BartelX wrote:
sandpark wrote:
I am not doing ARR beta due to waiting on my fiance to get her pc up to snuff. What I want to see here is scores given by you for this beta comparing it to other mmos. On a scale from 1-10 for different categories.

Story: 9

Quests: 8

Combat: 6.5 (only played pug, still pretty generic 1-2-3-1)

Visuals: 9

Accessibility: 8

Good Tutorials: 9

Crafting: N/A (haven't tried yet)

Pace of level progression: 10

FATES: 10

Fun: 9

Uniqueness of systems: 7

Music: 9

Overall rating: 8.5 (closer to 9 compared to other mmos)

Edited, Jun 14th 2013 6:53pm by sandpark


I asked people to post scores to simulate how the user metacritic score might look. And if SE looks at scores rather than try just try to read and understand a million specific complaints. That might give them an overarching base on what they need to improve on ARR to get good scores.

It looks like the only places you see important improvement could really be made is the combat and quest structure. What in particular are you referring to about how you wish accessibility was better? What do you want done there?

An overall rating of 8.5 is nothing to sneeze at though. It's about where most quality games just below the top echelon score at.
If a few other posters score similarly to you. I will be impressed and SE is in a good place.

Thanks Bartel. :)
#61 Jun 14 2013 at 8:27 PM Rating: Excellent
Only got to play for about an hour and a half. The game looks good. The beginning quests are super easy, but I do like how they highlight quest NPCs. Combat was pretty blah, but I only got to level 4. So far so good from my POV. Looking forward to putting in more time.

Off topic: Is there a way to lock on to what you're fighting?
#62 Jun 14 2013 at 8:42 PM Rating: Good
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Story: 9 so far so good

Quests: 8 lots of em

Combat: 8 New system is a lot better .. less 111112111 and more 1213123123123341 plus position

Visuals: 8 (DX11 will bring this up to 10 for sure)

Accessibility: name, password, in. simple. 10

Good Tutorials: 5 Giving this a middle score because everybody has different ideas about good)

Crafting: 10 ....i really like the crafting system

Pace of level progression: starts off fast, but slows as you go ... giving it a 7

FATES: slow start but better later 8

Fun: 8 i find it hard to log off

Uniqueness of systems: tough one ... same systems as a lot of mmo's, but done FF style ... so giving it a 6

Music: 10 BILLION

Overall rating: Avg score = 9.7 ... not a bad score for Beta.


Edited, Jun 14th 2013 10:44pm by Teneleven
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#63 Jun 14 2013 at 9:01 PM Rating: Decent
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Teneleven wrote:
Story: 9 so far so good

Quests: 8 lots of em

Combat: 8 New system is a lot better .. less 111112111 and more 1213123123123341 plus position

Visuals: 8 (DX11 will bring this up to 10 for sure)

Accessibility: name, password, in. simple. 10

Good Tutorials: 5 Giving this a middle score because everybody has different ideas about good)

Crafting: 10 ....i really like the crafting system

Pace of level progression: starts off fast, but slows as you go ... giving it a 7

FATES: slow start but better later 8

Fun: 8 i find it hard to log off

Uniqueness of systems: tough one ... same systems as a lot of mmo's, but done FF style ... so giving it a 6

Music: 10 BILLION

Overall rating: Avg score = 9.7 ... not a bad score for Beta.


Edited, Jun 14th 2013 10:44pm by Teneleven


The average score from all those would be 7.41667, not 9.7. Just saying. That's with assuming your 10,000,000,000 was actually just a normal 10. Smiley: grin

Edit: Would be 833333340.58333 if your 10 billion is to be taken literally. Pretty decent score I must admit. Well done SE! (I'm just entertaining myself at this point, cause I can't play this freaking game. Ugh.)

Edited, Jun 14th 2013 11:11pm by supermegazeke
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#64 Jun 14 2013 at 9:03 PM Rating: Decent
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Teneleven wrote:
Story: 9 so far so good

Quests: 8 lots of em

Combat: 8 New system is a lot better .. less 111112111 and more 1213123123123341 plus position

Visuals: 8 (DX11 will bring this up to 10 for sure)

Accessibility: name, password, in. simple. 10

Good Tutorials: 5 Giving this a middle score because everybody has different ideas about good)

Crafting: 10 ....i really like the crafting system

Pace of level progression: starts off fast, but slows as you go ... giving it a 7

FATES: slow start but better later 8

Fun: 8 i find it hard to log off

Uniqueness of systems: tough one ... same systems as a lot of mmo's, but done FF style ... so giving it a 6

Music: 10 BILLION

Overall rating: Avg score = 9.7 ... not a bad score for Beta.


Edited, Jun 14th 2013 10:44pm by Teneleven

I'm glad the story is well done as it should be for an FF. The only game that arguably out did FFXI in that regard was SWTOR.
Would you go as far to say that the story in ARR tops SWTOR?

Quantity of quest is important. But how was the variety in those quests?

9.7? Is that your way of saying that this is your favorite mmo?
#65 Jun 14 2013 at 9:25 PM Rating: Excellent
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Anyone expecting some kind of evolution beyond Kill Y, Fetch X, Go to Z, and Escort Q types of questing is bound to be disappointed. It's just not going to happen. I'll also be a downer and state that MMOs have never had top-tier for stories if only because of the generic "You're the hero here!" caveat with nothing of our personality or choices bleeding through. At the very least, I'm glad quest dialogue, CS or not, isn't giant window dumps you have to implicitly click a section to continue. It's easier on the eyes and allows NPCs to be more emotive when CS are involved.
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#66 Jun 14 2013 at 10:42 PM Rating: Decent
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Seriha wrote:
Anyone expecting some kind of evolution beyond Kill Y, Fetch X, Go to Z, and Escort Q types of questing is bound to be disappointed. It's just not going to happen. I'll also be a downer and state that MMOs have never had top-tier for stories if only because of the generic "You're the hero here!" caveat with nothing of our personality or choices bleeding through. At the very least, I'm glad quest dialogue, CS or not, isn't giant window dumps you have to implicitly click a section to continue. It's easier on the eyes and allows NPCs to be more emotive when CS are involved.

This expecting is not asking for doing something completely different and it might not apply to this mmo right out of the gate. But hugely profitable mmos with years under their belt should be held to deliver more than the accepted mmo fetch/kill/deliver/escort quests. They make more money than offline single player games? Most quest are designed to be easily acheived solo.They want you to pay sub over the course of many years? Not all endgame has to be resigned to raids and PvP.

There is nothing holding back delivery of unique sidequests except money and will. And they do not only need be applied to the leveling process. How about some max level sidequests? FFVI had it(weapons, materia, rare NM). FFXI had it in HNM, trial of the magians, and various other stuff. Some mmos let you participate in dragon combat, spaceship combat,etc. Other FF let you control submarines.

There are a plethora of heroic jobs to do besides fetch,deliver,kill, and escort. Lifeguards, firemen, treasure hunting, feeding starving npcs, through raising crops or animals, uplifting depressed npcs through skilled empathetic conversation.

It doesn't have to be available in all zones and it doesn't have to be a flood of unique quests throughout the whole process. It just has to be interspersed enough to break up the flow of what you expect.

I say this not trying to hold ARR to a higher standard than other mmos. But disappointed or not, this notion that mmos can only do the accepted quests in today's mmo landscape is ********** And the first company that makes the effort to change this. Will raise the bar and the quality of quest we are used to today.

I might stomach it and not be petty. Because I find enjoyment in anything. But accept it as the only truth, I will not.
#67 Jun 14 2013 at 10:53 PM Rating: Good
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Kachi wrote:
That's some uh... nice... McCarthyism? lol
I was there during the alpha and beta. Most operated under the assumption that what things needed to be fixed would be fixed, and focused on the things that were good. It's no different here. Most people are not happy with the gameplay, which is 90% of the game. They are operating under the assumption that it will be fixed. But ANY game designer knows that fixing one thing usually means breaking something else. This is not some simple thing to fix that can be rolled out in a week. Literally the most important part of the game is completely unfinished/untested, just a few weeks before the launch.


I'm just curious, what exactly are you going on to make the inference that most people are not happy with the gameplay? From what I've seen in-game and on the beta forums, the vast, vast majority of players are very happy with the gameplay. On the forums there are several very vocal people making all the complaints, and a heck of a lot of people disagreeing with them. So, are you in the beta? Are you talking to this majority of players that aren't happy with the gameplay? (That would mean communicating with over 300,000 players at this point) Even this forum, I'd say that the majority think the gameplay is at least adequate, many think it's excellent. I consider it above average, in comparison to gw2, swtor, lotro, ffxi, wow, rift, tera, etc. So how are you coming up with it being unfinished/untested? The incredibly limited gameplay videos you've read? The few jaded people who aren't happy with it? Where is this coming from?

sandpark wrote:
It looks like the only places you see important improvement could really be made is the combat and quest structure. What in particular are you referring to about how you wish accessibility was better? What do you want done there?

An overall rating of 8.5 is nothing to sneeze at though. It's about where most quality games just below the top echelon score at.


Those are the two biggest areas I could see them improving. The questing is ok, but it does get somewhat repetitive. Typical mmo fodder, but I also was including FATEs since they are done alongside questing, and although there haven't been many incredibly unique ones yet, they have been a nice change of pace and an easy way to accrue some XP outside of quest/mob grinding.

Accessibility was given that score because there have been a number of issues with accessing the beta forums, and also because I have a desktop PC that simply will not run the installer. It opens, starts to install, and crashes. I've looked it up on the beta forums, and there really isn't a solution as of yet. So I can play on my laptop, not my desktop. It seems to have something to do with having an old version of FFXIV 1.0 on your comp when trying to use the installer, so I plan on doing a complete system restore and see if that fixes it (comp needs it anyways). If it does, I would change that... as the whole game downloaded in about 2 hours for me, the login is crazy simple and easy, and even loading into the game takes mere seconds, where it would take a minute or more in swtor.

The 8.5 overally rating isn't something to sneeze at. I believe it's earned that. The game does a lot of things well. Like I said, it's still early, I've only leveled 1 class, and haven't seen even 1/10th of the content in the game, so that number is subject to change one way or the other.
#68Parathyroid, Posted: Jun 14 2013 at 11:12 PM, Rating: Sub-Default, (Expand Post) Ok great, that's a BOSS FIGHT... something you do perhaps once a day unless you're playing hardcore. Let me tell you something you do 150 times a day in ARR if you are playing 14 hours a day... fighting regular mobs spamming 1-2-1-2-1-2-3-1-2-1-2-1-2-3.
#69 Jun 14 2013 at 11:15 PM Rating: Excellent
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The questing/FATE/hunting log system works in harmony.

Got fetch quest? Hey, take this delivery while you're out there. Okay killing these things for their ribs, need eight ribs, **** that one didn't drop - oh hey here's a monster with the hunting log marker, might as well kill those too while I'm here. Okay done, eight ribs! Trotting trotting to turn these in - hey there's the guy I was supposed to deliver this to. Okay! Trotting, trotting - there's a FATE going on, eh? I'll drop in and help out.

By the time you actually finish your fetch quest, you've accomplished 3-4 other things en route without even having to think about it.

A lot of the quests are dumb (the mailman dropped my packages ten feet away and I'm too lazy to pick them up!) but a lot of them are good stories about the NPCs, not you. As it should be.

Did I mention Ul'dahns are as ******* lazy as ever?
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#70 Jun 14 2013 at 11:17 PM Rating: Excellent
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Now let me tell you what you had to do EVERY single fight in XI...


For early soloing, that's easy.

Step 1: Auto Attack
Step 2: Wait
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#71 Jun 14 2013 at 11:19 PM Rating: Good
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sandpark wrote:
There are a plethora of heroic jobs to do besides fetch,deliver,kill, and escort. Lifeguards, firemen, treasure hunting, feeding starving npcs, through raising crops or animals, uplifting depressed npcs through skilled empathetic conversation.


Just so you know, I'm only level 12 and I've already had quests to feed starving npcs, uplift via emotes, and treasure hunting. I've also had quests where I had to wear certain gear, where I had to pick up items which spawn mobs to kill, and quests where you had to obtain certain items to give to an NPC, and quests where you have to go into an enemy camp and collect treasure coffers. Still not crazy innovative, but they are more varied than what you'd expect. I do agree they could use some more interesting ideas for quests though, there are considerably more generic quests than unique ones.

Edited, Jun 15th 2013 1:20am by BartelX
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#72 Jun 14 2013 at 11:21 PM Rating: Default
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Thayos wrote:
Quote:
Now let me tell you what you had to do EVERY single fight in XI...


For early soloing, that's easy.

Step 1: Auto Attack
Step 2: Wait


I suppose that's true for levels 1-5. We both know that's not true after that.

Although, after some of the changes to the game in the later years leveling did become more as you describe up until level 10. I haven't played since 2010, so I can't speak to anything since that time.

I'm still optimistic though, I feel like if they do a few things correctly before release they could easily turn this system into something worth another few years of game play just like XI. It's not too far from being well worth the investment!

This is DEFINITELY the best MMO I've played in years... easily. However, I'm not going to powder coat everything in the game just because I like it. If there's an issue it needs to be brought to the devs attention... that is after all the point of a beta.

Edited, Jun 15th 2013 1:27am by Parathyroid
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#74 Jun 14 2013 at 11:40 PM Rating: Good
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I got to level 7 thm lalafell on ps3, Leviathan server (my son also got to level 6 maruader). I have the beta on pc as well. The pc graphics are smoother and crisper. PS3 graphics look pixelated concerning player characters, I noticed this is worst in the zones outside uldah. It is quite noticeable, but I much prefer my ps3 so it's not enough to make me change.

I'm liking the story so far, which I didn't even like xi's story, so thats saying something.

Leveling seems pretty fast through quests and fates. All fates have said "I'm too low level and my contributions won't be weighed as heavily." I think that's an unnecessary message, it should just say I'm under recommended level for it.

The ah (market board thing), is a little confusing. I see how it works but it isn't nearly as fluid and easy to use as xi's. If they're making the fighting so dang accessible why make the ah so confusing? I couldn't find one item for sell on it yet (I'm guessing no one's selling anything?), and i
from the help that popped up, I think it shows you all the listings for whatever your searching for. For instance: You want to buy hempen shirt. There are 5 for sale. It shows you the price of all 5. That's great for buyer but I can see undercutting being a real problem with that. Not that I have any experience with it beyond glancing, so hopefully I'm wrong.

The UI is fantastic. Its a little hard to change the location and size of the dialog boxes on screen (I found the option but couldn't figure out how to move anything.) It looks really pretty and fancy. Pressing start brings up all of your informatio and it looks/works great.

You can examine people like in xi and you see when people level up. Character create was great.

The hot bar works very well and you can put advanced macros in.

Battling is a bit easy, but I didn't get far. I hope partying needs to happen often. Thm's beginning magic spells look nice like you'd expect.

And lastly, on my server, there's TONS of Roegydyns. Both male and female. Miqotes far out number them, but still, way more Roes than I'd expect. I'm on my kindle so please excuse any typos :)
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#75 Jun 14 2013 at 11:57 PM Rating: Decent
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Loving it so far testing the PS3 version. Only gripes I have so far is the patching system itself is a lil wonky at least it was for me. I had to restart the download 4 times before it would download the whole thing due to "unable to download patch file" errors. And the UI is a lil overcrowded.. so much so part of the npc dialogue window is obscured. And doesn't seem to have a way to customize or move the windows in settings.

With that said so far I'm loving the beta though I'm trying to slow down so I won't get bored come the time to play the real deal. The story so far (In Ul'dah) has been interesting. Though won't lie I'm not a fan of being forced into certain cities based on your first job pick. Hopefully the ability to switch cities is easy without a lotta muss and fuss. The combat I really like. I do think it's a lil sluggish still (as a caster can't speak for melee) I'll definitely be playing come August 27th but just looking at THM's ability list.. it's a little underwhelming how few abilities it gets. Not really seeing how combat will get any more complex than switching between fire and blizzard with keeping thunder dot up.
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#76 Jun 15 2013 at 12:00 AM Rating: Decent
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BartelX wrote:
sandpark wrote:
There are a plethora of heroic jobs to do besides fetch,deliver,kill, and escort. Lifeguards, firemen, treasure hunting, feeding starving npcs, through raising crops or animals, uplifting depressed npcs through skilled empathetic conversation.


Just so you know, I'm only level 12 and I've already had quests to feed starving npcs, uplift via emotes, and treasure hunting. I've also had quests where I had to wear certain gear, where I had to pick up items which spawn mobs to kill, and quests where you had to obtain certain items to give to an NPC, and quests where you have to go into an enemy camp and collect treasure coffers. Still not crazy innovative, but they are more varied than what you'd expect. I do agree they could use some more interesting ideas for quests though, there are considerably more generic quests than unique ones.

Edited, Jun 15th 2013 1:20am by BartelX

This sounds somewhat relieving!
#77 Jun 15 2013 at 12:04 AM Rating: Good
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After around 30 years of playing video games, I have clearly missed something because everyone on these boards saying this game is easy are far, far better gamers than I am.

As a level 16 THM, I am having serious troubles with level 15 of the mainquest (Uldah) and level 15 of the THM quest line.

For the main quest line, I think I have worked out what I have to do - sleep gargoyle during fight 2 immediately after poison and then use antidote, cure up to full health and then spank him again but I just cant pull off the kill.

For the THM quest line, I am getting pwned by a level 15 archer as soon as the quest starts.

For those saying this game is easy - I doff my cap to you. These two quests are probably the toughest time I have ever had on a MMORPG, and I include endgame hard dungeons from WOW and pretty much everything FFXI could throw at me in that.

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#78 Jun 15 2013 at 12:23 AM Rating: Good
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sixstroke wrote:
I won't lie, as a level 9 Gladiator..I'm a bit bored. And I'm directing that solely at combat.

FATES are a direct knock off of Rift's "events" which I was never a huge fan of..

I can't stand out dumbed down the questing is..Just to add preface to this, when I first started playing DAoC in 2001 I had to print off a map and keep track of where I was...(I know this doesn't mean much) but questing these days is FAR too simple IMO

I hope with the live release the game is a bit more difficult. I understand they want you to powerlevel your way through so you find as many bugs as possible but I'm fighting mobs well out of my level range and putting the smack down on them(I'm a tank too..)

I don't know how I feel all together..It's pretty...It's polished...It's FF...but it's a bit too dumbed down and feels a lot like I'm playing a game that started as a PC MMO and was adapted for a console*hmm.....

JUST MY OPINION! I'm not going to let it stop me(yet)


Respect your opinion but....

Give it another 5 levels.

Post level 10, you have to start learning mob weapon skills so you can avoid them. Your own skills need to be considered otherwise you will not kill optimally and around level 15 some of the class quests and main quests (certainly for Uldah, cant speak for others) start to get very difficult. It is dumbed down, it is easy, but persevere. Yoshi-P himself said that he was going for an easy entry experience for new players, but it does get better. I am really enjoying THM after not enjoying Glad during beta 2, so give that a try and see if you get on better with it.
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#79 Jun 15 2013 at 1:08 AM Rating: Good
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BartelX wrote:
sandpark wrote:
There are a plethora of heroic jobs to do besides fetch,deliver,kill, and escort. Lifeguards, firemen, treasure hunting, feeding starving npcs, through raising crops or animals, uplifting depressed npcs through skilled empathetic conversation.


Just so you know, I'm only level 12 and I've already had quests to feed starving npcs, uplift via emotes, and treasure hunting. I've also had quests where I had to wear certain gear, where I had to pick up items which spawn mobs to kill, and quests where you had to obtain certain items to give to an NPC, and quests where you have to go into an enemy camp and collect treasure coffers. Still not crazy innovative, but they are more varied than what you'd expect. I do agree they could use some more interesting ideas for quests though, there are considerably more generic quests than unique ones.


My take on some of those are they're just the XYZQ paradigm in some form or another. Treasure hunting? Fetch quest with a shiny coat of paint. I'd call being a lifeguard/fireman/foodnazi a derivative of the escort/defend angle. I'd also say there's a point where you need to ask: Do you want what the MMO genre has established with its roots in RPGs and similar gaming, or a poorly done farming or animal raising simulator? Bluntly, given what I've seen with XI, I don't trust SE to do either of those well. Costume/Vehicle battles weren't mentioned implicitly, but I also have a tendency to hate these with a passion because they usually wind up stripping me of abilities and progress my character has made just to shoot napalm, fly or whatever. Watching said stuff in a CS is usually okay, but just as I don't trust the game to foster a good farming sim, I wouldn't expect a good flight/race/mech game. Those games simply do those things better and will forever be a point of comparison. I'll also be a ***** and wish to preserve some element of immersion. Gag items like the swordfish great sword from Aion? Do. Not. Want.

Sand essentially touched on a bit of the why beyond personal preference, though, time and money. XIV has been an anomaly in gaming development these past couple years with over 200 people on the staff both maintaining 1.0 until its closure and working on 2.0. No doubt, once the game launches, people they have there are going to be reassigned to other games or fired. Ultimately, this is where the game's foundations are important when it comes to doing more with less people. To be honest, I'm a bit puzzled on what's wrong with FATEs in principal, as someone also hated them in Rift. Being familiar with that game, I have to question that. It is something that shakes up the monotony of questing and, in Rift's case, gave you something to do endgame as an event chaser. Were all the events fun and creative? No. But I also propose that anything you do 5+ times is going to start looking dull. Like it or not, MMOs carry with them repetition. What SE needs to be careful about is trapping people into one kind and only letting progress come from one source. THAT is my worry about endgame, because I can tell you right now my life does not permit committing to a nightly schedule of events, let alone uninterrupted play when I do sit down. And while I also believe "endgame" to be a misnomer in MMOs, inevitably people will hit level cap on one job or many. Stuff to do there needs to keep coming, always, and not solely in expansions. Otherwise, when I see a slew of things I "can't do" not because I'm a sh*tty player, I lose motivation to want to throw my money at a sub.

Obviously, if we had the chance for every major questline to be a grand, cinematic experience, I'm sure we'd all take it. However, the time and money reason with a dash of decades in gaming have basically left me numb to what a plot actually depicts. I sincerely hope XIV avoids the stereotypical glut of kids constantly saving the world (with our help) or even the heroine-per-expansion fetish XI had. At the same time, just because I've seen a **** of a lot from creative media, it doesn't mean seeing some of the same things again is a bad thing. Presentation is key. I'm okay with being a nameless adventurer scrub at the start trying to make a name for myself in Gridania. In fact, I'd probably be ****** if I was saving the world right off with just a couple abilities on my Lancer. If Bahamut didn't do the job, how could we seriously expect some random mook to pull it off?

Quote:
After around 30 years of playing video games, I have clearly missed something because everyone on these boards saying this game is easy are far, far better gamers than I am.

Given my own time on the proverbial block, I'll just say people have a tendency to grossly exaggerate when it comes to matters of difficulty, lack thereof, and reasonable expectations of time within MMOs. I can't speak for the quest you later mentioned, but it's possible it is on the harder side. THM may also be not as level friendly solo as a GLD. I don't know. For now, I just roll my eyes at all the "too easy" or "too lame" remarks for pre-30 content. Anyone who's played XI knows SE can be ******** with mob difficulty. There WILL be tough stuff, but tough for the guy who plays 24/7 with max everything? Probably not. These people also need to acknowledge they're not the majority.

Edited, Jun 15th 2013 3:15am by Seriha
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#80 Jun 15 2013 at 1:23 AM Rating: Good
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Parathyroid wrote:
Transmigration wrote:
On the subject of combat...

As you get more abilities there will most likely be a rotation involved. It will not be a "spam" fest.

For example, even at level 7 on Archer: Keep DoT up on mob, keep acc buff up from straight shot, use heavy shot in between. Add about 6 more abilities in there and you won't be spamming anything. You obviously never played anything besides FFXI, or had no idea what you were doing in the other games you played. Since everyone keeps using WoW for an example of a spam fest, let's take a look at what a Warlock needs to do for a normal boss fight:

Single Target Rotation

Apply Agony and keep it up.
Apply Corruption and keep it up.
Apply Unstable Affliction and keep it up.
Cast Haunt when:
you have a Soul Shard;
Haunt's debuff is not applied on the target;
you will not have to refresh any of your DoTs for the next 8 seconds;
you will not need to use Life Tap in the next 8 seconds.
Cast Malefic Grasp as a filler.
When the enemy is below 20% health, Drain Soul replaces Malefic Grasp in the rotation. Doing so will grant you more Soul Shards than you can possibly spend. This means that you should always refresh your DoTs by using Soulburn and Soul Swap (this causes Soul Swap to apply all your DoTs on the target).

At the pull, apply your doTs with Soulburn and Soul Swap.

Remember to apply and maintain Curse of the Elements if no one else in your raid/party can provide the same debuff.


All classes have their own distinct strategy of maximizing DPS, if you just sat and spammed everything you'd do about 15% of what you're capable of. If SE is following in the footsteps of games like WoW and Rift, combat will be far more complicated than you may think.



Edited, Jun 14th 2013 8:04pm by Transmigration



Ok great, that's a BOSS FIGHT... something you do perhaps once a day unless you're playing hardcore. Let me tell you something you do 150 times a day in ARR if you are playing 14 hours a day... fighting regular mobs spamming 1-2-1-2-1-2-3-1-2-1-2-1-2-3.

Now let me tell you what you had to do EVERY single fight in XI... Everything you just said for your WoW boss fight.

Edit: Here's what I can say after playing for about 8 hours now... This game to the person who loved XI will be seen as - Graphically/interface are incredible, depth of challenge devoid.

Nonetheless it's still a great game... hopefully they fix a few things with battle in the coming weeks!

Edited, Jun 15th 2013 1:19am by Parathyroid


Homeboy, the day people start judging a combat system based on standard encounters is the day I quit playing MMOs. Get real.

I love the game and my argument was not against it.
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#81 Jun 15 2013 at 1:35 AM Rating: Excellent
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Valeforelacky wrote:
Loving it so far testing the PS3 version. Only gripes I have so far is the patching system itself is a lil wonky at least it was for me. I had to restart the download 4 times before it would download the whole thing due to "unable to download patch file" errors. And the UI is a lil overcrowded.. so much so part of the npc dialogue window is obscured. And doesn't seem to have a way to customize or move the windows in settings.


On ps3 press Start, then the tab on the far right, then down to HUD Options. It opens a menu to move all the dialog boxes on screen.
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#82 Jun 15 2013 at 2:06 AM Rating: Decent
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Transmigration wrote:
Since everyone keeps using WoW for an example of a spam fest, let's take a look at what a Warlock needs to do for a normal boss fight:

Single Target Rotation...

All classes have their own distinct strategy of maximizing DPS, if you just sat and spammed everything you'd do about 15% of what you're capable of. If SE is following in the footsteps of games like WoW and Rift, combat will be far more complicated than you may think.


Herein lies the issue. As I have said before, I'm reserving judgement about XIV until the launch version hits and the game is considered market ready, but I think it's fair to express concern. The early to mid game does not yet support the idea that combat has enough room to expand into something that, in your own words "will be far more complicated than you may think".

The warlock combat rotation you listed above has much more elasticity to it than XIV's battle mechanics will allow thus far. Any and all of the points of that rotation which are reactive are triggered by a number of situations that require much more than adjustments to abilities. The same synergy doesn't seem to exist in XIV as it does in WoW. That is to say, there may be clear advantage for choosing an ability or an order of abilities; however these choices don't yet exist as a result of having to make other choices. In most any game, there is a synergy between several of the abilities of your class that would suggest a clear path to maximizing DPS.

Example:
'Ability A' reduces the mob's resistance to 'ability B' which amplifies the damage of 'ability C' which adds a debuff that extends the duration of the damage over time effect of 'ability D' which shortens the recast of 'ability E' which reduces the MP cost of 'ability F' which refreshes the effect of the debuff from 'ability A'.... so on and so on.

This isn't a bad thing because it keeps a player focused and managing several things at the same time for their character. SE seems to have some of this in place already, but there isn't much accounting for other elements like team and environment. It is these details that I feel are important and will be much more difficult to implement in such a short amount of time. Not only that, but I also feel that they need to be addressed simultaneously rather than piece by piece. Instead of just doing something because it has an effect on the other, the example you used for WoW could create the situation based on multiple things that are not all ability related.

The easiest example I can think of; certain battle mechanics which require movement disrupting rotations that use channeled spells. The most common rule in WoW: BC "Do not stand in the ******* fire!". Simple design and pretty common sense reaction that isn't game changing on it's own, but becomes more of an actual decision than reaction when you pair it with other elements of combat.

Add a teamwork element to the same example:

Did a member of your party apply some sort of debuff that increases your damage temporarily? If the debuff is up it might be worth it to try and withstand the damage... Are you close enough to the support that is giving you an aura which reduces your fire damage taken? If not it may not be worth it, but... could it be worth it if your healer has enough MP to keep you up if you do decide to bathe in the flames anyway? Are they in range to heal you? Will forcing them to reposition if they are out of range put them in danger? Does it have adverse effects on other members of the group? In essence, it's a single challenge that forces a myriad of decisions that all dynamically impact each individual player, the group either in part or as a whole and possibly even the environment all at the same time.

tl;dr

It's one thing to have a wipe to a boss in a raid because someone missed a stun or interrupt. Been there, done that. It is something completely different to be able to manipulate your surroundings (team or environment) at a critical point in battle in such a way that if several other members can respond and react properly, creates a gambit. In some cases it could even be a gambit not realized until much later in the encounter. Creating challenge that doesn't feel artificial (ie gear check, tank and spank, rage race, ect) takes quite a bit of time to set in motion but is much more rewarding in my honest opinion.
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#83 Jun 15 2013 at 2:21 AM Rating: Decent
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Transmigration wrote:
Parathyroid wrote:
Transmigration wrote:
On the subject of combat...

As you get more abilities there will most likely be a rotation involved. It will not be a "spam" fest.

For example, even at level 7 on Archer: Keep DoT up on mob, keep acc buff up from straight shot, use heavy shot in between. Add about 6 more abilities in there and you won't be spamming anything. You obviously never played anything besides FFXI, or had no idea what you were doing in the other games you played. Since everyone keeps using WoW for an example of a spam fest, let's take a look at what a Warlock needs to do for a normal boss fight:

Single Target Rotation

Apply Agony and keep it up.
Apply Corruption and keep it up.
Apply Unstable Affliction and keep it up.
Cast Haunt when:
you have a Soul Shard;
Haunt's debuff is not applied on the target;
you will not have to refresh any of your DoTs for the next 8 seconds;
you will not need to use Life Tap in the next 8 seconds.
Cast Malefic Grasp as a filler.
When the enemy is below 20% health, Drain Soul replaces Malefic Grasp in the rotation. Doing so will grant you more Soul Shards than you can possibly spend. This means that you should always refresh your DoTs by using Soulburn and Soul Swap (this causes Soul Swap to apply all your DoTs on the target).

At the pull, apply your doTs with Soulburn and Soul Swap.

Remember to apply and maintain Curse of the Elements if no one else in your raid/party can provide the same debuff.


All classes have their own distinct strategy of maximizing DPS, if you just sat and spammed everything you'd do about 15% of what you're capable of. If SE is following in the footsteps of games like WoW and Rift, combat will be far more complicated than you may think.



Edited, Jun 14th 2013 8:04pm by Transmigration



Ok great, that's a BOSS FIGHT... something you do perhaps once a day unless you're playing hardcore. Let me tell you something you do 150 times a day in ARR if you are playing 14 hours a day... fighting regular mobs spamming 1-2-1-2-1-2-3-1-2-1-2-1-2-3.

Now let me tell you what you had to do EVERY single fight in XI... Everything you just said for your WoW boss fight.

Edit: Here's what I can say after playing for about 8 hours now... This game to the person who loved XI will be seen as - Graphically/interface are incredible, depth of challenge devoid.

Nonetheless it's still a great game... hopefully they fix a few things with battle in the coming weeks!

Edited, Jun 15th 2013 1:19am by Parathyroid


Homeboy, the day people start judging a combat system based on standard encounters is the day I quit playing MMOs. Get real.

I love the game and my argument was not against it.


Homeboy, we all spend approximately 80% of our time in MMOs fighting standard encounters... so you better **** well judge it by how engaging those battles are.
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#84 Jun 15 2013 at 3:37 AM Rating: Excellent
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I seem to recall all my fights in FFXI were basically CTRL-1, F8, ENTER, CTRL-2, F8, ENTER, ALT-3, F1, ENTER, CTRL-1, F8, ENTER... (I was a caster, usually).

At least 1-2-3-1 sounds easier on my hands. Smiley: wink
#85 Jun 15 2013 at 5:01 AM Rating: Excellent
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Some thoughts before going to sleep.

THM Level 15 quest: This is where you find out that you can have more than one creature under the effects of Sleep at a time. The reward spell, Scathe, feels pretty useless though...

Duty, Honor, Country (Ul'dah Level 14 Quest): ...OK, this one's a pain. First fight is simple. Second fight (i.e. the real nasty one)... yeah, I'm going to go make some antidotes and grab CNJ from Gridania to see how easy it will be to cheese this way. If I can spam Cure-spam when low, it'll be more than enough. But I'm going to try when I not in danger of getting keyboard face.

Edit: Spoiler tagging even though I'm not including names or plot details...just in case.



Edited, Jun 15th 2013 7:04am by Ravashack
#86 Jun 15 2013 at 5:40 AM Rating: Excellent
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Parathyroid wrote:
Thayos wrote:
Quote:
Now let me tell you what you had to do EVERY single fight in XI...


For early soloing, that's easy.

Step 1: Auto Attack
Step 2: Wait


I suppose that's true for levels 1-5. We both know that's not true after that.

Although, after some of the changes to the game in the later years leveling did become more as you describe up until level 10. I haven't played since 2010, so I can't speak to anything since that time.

I'm still optimistic though, I feel like if they do a few things correctly before release they could easily turn this system into something worth another few years of game play just like XI. It's not too far from being well worth the investment!

This is DEFINITELY the best MMO I've played in years... easily. However, I'm not going to powder coat everything in the game just because I like it. If there's an issue it needs to be brought to the devs attention... that is after all the point of a beta.

Edited, Jun 15th 2013 1:27am by Parathyroid



From levels 1-25, the most I remember doing is auto attacking until my TP was high enough to use an ability. That's it.

Having 1-2-3 to press on trash mobs in the early-mid levels sounds 100x more engaging then FFXI's old combat system atleast.

#87 Jun 15 2013 at 5:55 AM Rating: Good
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So far. The world looks awesome. After I found out how to go into first person view I've ran all over to look at things. Or just stand somewhere nice to watch the weather. My biggest issue so far is there's so much happening in battle. Especially when your with other people that I just don't know whats going on. That and I want to make the background of the chat bar a solid color. I can't read chat most of the time >.<
#88 Jun 15 2013 at 6:24 AM Rating: Good
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Some people have a funny idea what a "Standard encounter is."

Solo play?

Party Play?

Leve?

Guildhest?

FATE?

There are too many variances on the 'standard' to call attacking a field monster anything of the sort. The 'standard' in this game is playing its content. Not walking up to something and stabbing it multiple times and calling it boring.

The reactions in the Beta thread is positive, including many of those who were negative about phases 1 and 2. My Guild's FFXIV chapter hit record high activity last night alone and the reactions there was overwhelmingly positive among a crew that was once so negative that the Chapter was naught but a ghost town with a handful of stalwarts. And many of them are FFXI veterans as well.

My own personal experience is that the battle curve has sharpened just a tad, especially in the main quest fights. And yes, I've heard people doing call outs about the level 15 quest. I'm not quite there yet so I'll make my impressions later.

I want to be frank. People who are bored are playing the wrong class for them. Each class plays differently and has a vastly different feel to them. Especally CNJ to THM. Field monsters are easy, but they are literally designed to be as such, so that gripe will fall on deaf ears.

Environment wise... wow. Go to Limsa during sunset or sunrise. There was a lot of heart put into the scenery in this game and it shows. Out of all locations the dullest of them all is Ul'dah. Which, you know, it's a desert. If you want some stunning scenery in that location go north.

Also, there's quite a few callbacks to FFXI here, including a few beast-men tribes who've decided to make new homes here.
#89 Jun 15 2013 at 6:48 AM Rating: Excellent
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Ravashack wrote:
Some thoughts before going to sleep.

THM Level 15 quest: This is where you find out that you can have more than one creature under the effects of Sleep at a time. The reward spell, Scathe, feels pretty useless though...

Duty, Honor, Country (Ul'dah Level 14 Quest): ...OK, this one's a pain. First fight is simple. Second fight (i.e. the real nasty one)... yeah, I'm going to go make some antidotes and grab CNJ from Gridania to see how easy it will be to cheese this way. If I can spam Cure-spam when low, it'll be more than enough. But I'm going to try when I not in danger of getting keyboard face.

Edit: Spoiler tagging even though I'm not including names or plot details...just in case.



Edited, Jun 15th 2013 7:04am by Ravashack



Duty, Honor, Country (Ul'dah Level 14 Quest) Its really not that hard. I did it at level 15 with my THM. I used only 1 potion and 1 antidote. After a while another NPC comes and helps you out so the fight ends quickly. By the way you should not attact the mage before you kill that demon.
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#90 Jun 15 2013 at 8:51 AM Rating: Good
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Has anyone done a FATE yet?
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#91 Jun 15 2013 at 9:01 AM Rating: Excellent
Has anyone progressed through the storyline missions enough yet to know whether the plot will be the same for old and new characters?
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#92 Jun 15 2013 at 9:09 AM Rating: Good
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Nobody has access for 1.0 characters yet so we can't answer the first question yet. The differences in the storyline between Survivor and New character.

And yeah. I've done a few FATEs. They're easier to get involved into now, and heee, the music for the NM ones is catchy.
#93 Jun 15 2013 at 9:09 AM Rating: Good
Thayos wrote:
Has anyone progressed through the storyline missions enough yet to know whether the plot will be the same for old and new characters?

You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a ******** at launch.
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#94 Jun 15 2013 at 9:11 AM Rating: Good
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Pawkeshup, Averter of the Apocalypse wrote:
Thayos wrote:
Has anyone progressed through the storyline missions enough yet to know whether the plot will be the same for old and new characters?

You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


If you didn't delete your character, s/he'll carry over.
#95 Jun 15 2013 at 9:14 AM Rating: Good
Hyrist wrote:
Pawkeshup, Averter of the Apocalypse wrote:
Thayos wrote:
Has anyone progressed through the storyline missions enough yet to know whether the plot will be the same for old and new characters?

You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


If you didn't delete your character, s/he'll carry over.

Oh yea, I understand that completely, I am just not sure if I like the idea of it.
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#96 Jun 15 2013 at 9:57 AM Rating: Excellent
Quote:
You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


I'm wondering if they're going to take the "everyone blacked out, nobody remembers" approach. Like, perhaps even your character doesn't remember what happened.
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#97 Jun 15 2013 at 9:58 AM Rating: Decent
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Overall Game looks good, and plays pretty smooth.

Combat at low levels is fine, to me since you don't have alot of abilities, to play around with I expect to just be pushing 1-3 keys, I hope they can make it more interesting at higher levels.

I am not really focusing on leveling, so as not to burn myself out before my progress will be saved. I am just toying around with exploring, and familarizing myself with the areas I am going to be starting in.

All and all I really enjoy it.
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#98 Jun 15 2013 at 10:00 AM Rating: Decent
Thayos wrote:
Quote:
You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


I'm wondering if they're going to take the "everyone blacked out, nobody remembers" approach. Like, perhaps even your character doesn't remember what happened.

Honestly, I'd prefer that if you didn't make it to cap that they just let me keep my name and reset everything else. Honestly, I don't see why they need to storyline the fact that their game was badly made. I get that they like story, but this just feels very odd.
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#99 Jun 15 2013 at 10:07 AM Rating: Excellent
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Thayos wrote:
Quote:
You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


I'm wondering if they're going to take the "everyone blacked out, nobody remembers" approach. Like, perhaps even your character doesn't remember what happened.


They are. They've already described that in the early cutscenes in the game.

All they can remember is "Warriors of Light" saved the day. Everything else is burred and fuzzy and no two stories are the same.

We already know that the 1.0 characters were pulled beyond the span of time for five years, so they likely don't know.

Honestly, I smell Paradox. It would make sense. Time Travel was a staple in the first Final Fantasy, so they're not beyond paradoxes. And I'm perfectly fine with going to the future to get stronger, so I can dip back in the past for a bit and kick Bahamut's ****.
#100 Jun 15 2013 at 10:29 AM Rating: Excellent
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Let's see here. . first impressions. . . . [PC]

My first impression is that they need to do with account management and payment processing what they did with XIV. I almost bailed before getting the beta client downloaded over the headaches I had yesterday. I had no issues registering a beta key or getting into my account to change passwords and verify username, and it STILL took me 3 hours to log in enough to download the beta client. That much trouble just to give you a second chance? That's asking a lot from the 21st century ADD generation.

It's a really good thing they had "free" thrown in there.

So I get the client installled, hit character creation screen. Hardware mouse cursor, speed feels right

. . . Wow, the mouse actually feels correctly setup! I guess they got at least ONE thing right. . .

oh yea, character creation! I thought it was decent in 1.0. Experiencing ARR, I realized how wrong I was, and considering Character creation was about the best part of 1.0, I figured it was either a great sign of things to come. . . or I was experiencing the high point of ARR.

So I held my breath, chose a server, and dove in.

Storyline time (no spoilers)

Ok, storyline makes sense, a complete 180 spin from 1.0. Everything I expect from a FF title: Gripping, visually stunning, linear and comprehensive without really giving you the 'big picture'.

And then I get control of my character.

Movement: looks like FFXI, feels like WoW. Character movement does not feel sluggish at all, and I approve of this. I hit the spacebar and I jumped. I almost smiled a little. Jumping animation makes the Taru Lalafel look like they're doing jumping jacks, but I digress.

Quest system:

Almost flawless. graphical icons segregate storyline quests from standard quests extremely well. quest tracking implemented, comprehensive, and well thought out. . except for when the quest destination is in a separate zone, especially if you're new and don't know your way around. I'm almost starting to be impressed in spite of myself.

Fate:

Someone complained it was like RIFT, which they disliked. You can compare it to that, but I much prefer to compare it to miniature versions of FFXI's campaign system. It works, it breaks the monotony of standard quests, gives out decent XP yields [granted, I'm only level 10, so this may change]

I don't want to admit it to myself, but I'm secretly thinking that the redesign team are NOT another bunch of clueless id10ts puffed up over their own importance over working for superior Japanese gaming company.

Combat:

I started a conjurer. I'm level 10. It takes 2 solid seconds to cast stone, and then there's a GCD reset.

I'm ok with this. It feels like XI, and I always liked the slower "tactical combat" feel. If you've never played XI, it might frustrate you.
Aero is an instant cast DoT, stone imparts a gravity affect. . . starting to think the redesign team is actually COMPETENT!

Overall gameplay:

Combining all the above, I grudgingly admit that the redesign team has built something worthy of being released. It may actually be worthy of the Final Fantasy title. The interface is intuitive and easy to manipulate, the areas are open, the quests exist are engaging.

in short: My biggest and only real complaint is the account management system, which has NOTHING to do with ARR by itself [though it still has a huge impact on experience, which is why I specifically included it] if you're asking yourself: "Should I give FFXIV another chance", the answer is

ABSOLUTELY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

If you're asking yourself: "Is it worth paying a monthly fee to play"?

I'm still undecided on that one. I haven't actually had to deal with repairing or crafting yet, it APPEARS as if there is an AH [I haven't really been following development] but if that's the AH it needs organizational work. I haven't experienced party or instanced dungeon play, though if combat continues it's "XI" feel, *I* will be satisfied [personal preference]

Parting thoughts:

Ps3 support is a big mistake. I hate consoles anyway, but the Ps4 is around the corner. Limiting the PC version of the game to 7+ year outdated console hardware is not a good tactical move ImO. The flip side is that the game doesn't look BAD, and my system barely gets warm running it, but I want to see them add MORE, and when MORE is limited by such a relatively low common denominator I get sad ; )

I REALLY wanted to hate what they did. I was bitter over 1.0, and it consumed me to a greater extent. As much as i want to hate it, it's solid, it's fun, and I'm having a good time.

Hopefully as I get deeper into it and actually read up on development and imminent content it'll get exponentially better. If it doesn't, though, It's still solid to rest on what it currently is.


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#101 Jun 15 2013 at 10:40 AM Rating: Good
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Pawkeshup, Averter of the Apocalypse wrote:
Thayos wrote:
Quote:
You know, I am not sure I like the idea of my character being considered "dead" somehow simply because their game was a sh*tshow at launch.


I'm wondering if they're going to take the "everyone blacked out, nobody remembers" approach. Like, perhaps even your character doesn't remember what happened.

Honestly, I'd prefer that if you didn't make it to cap that they just let me keep my name and reset everything else. Honestly, I don't see why they need to storyline the fact that their game was badly made. I get that they like story, but this just feels very odd.


You weren't there. They really wrote it well. Whatever 1.0 was at release, 1.23 was a different beast. It wasn't worthy to relaunch it and they have improved astronomically since - however the story they wrote for the Calamity was something special.

There's nothing like starting at your impending doom for several months and watching it happen slowly.

Out of the story experience. They don't want to hide from their shame. They want to take it, accept it, make up for it and use it as a springboard to evolve. There is value in the real life tale of failure and redemption - and they're doing that here.

I don't find it odd so much as appropriate. If you want a fresh start you can always delete and re-roll your Survivor character, and just have the personal canon that your story starts with A Realm Reborn.

Me? I am anxious... yearning, to continue the story of Lin Celestine.



And for some of us, especially those this 'song' still gives chills to... Dalamud is a hard thing to just 'forget'.
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