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Final Fantasy XIV A Realm Reborn Media Embargo Lifted!Follow

#52 Apr 24 2013 at 1:22 PM Rating: Default
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
#53 Apr 24 2013 at 1:25 PM Rating: Decent
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9,997 posts
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
#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
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.
#57 Apr 24 2013 at 3:59 PM Rating: Excellent
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.
#58 Apr 24 2013 at 4:01 PM Rating: Excellent
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.
#59 Apr 24 2013 at 4:02 PM Rating: Excellent
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.
#60 Apr 24 2013 at 4:03 PM Rating: Excellent
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.
#61 Apr 24 2013 at 4:03 PM Rating: Default
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....
#62 Apr 24 2013 at 4:04 PM Rating: Excellent
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.
#63 Apr 24 2013 at 4:06 PM Rating: Default
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?
#64 Apr 24 2013 at 4:24 PM Rating: Excellent
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4,780 posts
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
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.
#66 Apr 24 2013 at 4:41 PM Rating: Good
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4,780 posts
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
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
#69 Apr 24 2013 at 5:27 PM Rating: Good
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6,899 posts
Done. That sh*t was funny.
#70 Apr 24 2013 at 5:33 PM Rating: Good
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4,780 posts
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
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.
#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
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
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.
#76 Apr 24 2013 at 6:06 PM Rating: Excellent
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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