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#27 Jun 12 2013 at 9:11 AM Rating: Excellent
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My biggest complaints about the battle system were the long GCD and the lack of combos feeling like combos.

Let me explain that..

When one ability is supposed to combo from another it should feel natural to do. But in the P2 system, the GCD was applied to everything and you ended up with:

Ability 1 -> GCD -> Ability 2 -> GCD -> Ability 1 etc

That doesn't really feel like a combo, and it isn't totally necessary since I can just spam Ability 1 and achieve much the same result. My proposal to them (others said this as well) was to change it so the GCD triggered by a combo ability didn't apply to subsequent entries in the combo but then those entries would have cooldowns in multiples of the GCD to prevent combo spamming.. you'd end up with something like this

Ability 1 -> Ability 2 (goes on GCDx2 cooldown) -> Ability 3 (goes on GCDx4 cooldown) -> GCD -> Ability 1 -> GCD -> Filler -> Reset combo

It allows for more variety in a dps rotation while, at the same time, making combos feel like they're actually combos.

Now Yoshi promised in this phase that he'd lowered the GCD, so we'll have to see how it feels now, but if there's still a huge gap between combo pieces I'm not sure what good that will do.
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#28 Jun 12 2013 at 9:16 AM Rating: Excellent
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What an awesome thread to hit my 3k post in. I decided the go premium for my 3,000th post and give back to Zam after all these years.

So everything is lifted? Or still no pictures from earlier phases?

Beta Impressions:

I loved the **** our of the beta. The world is stunning to explore and the re-design of The Black Shroud is awesome.

There was a lot of drama regarding the battle system, and I'm sure Ostia will be here to talk about it. I liked it a a lot. The main complaints with the GDC were that you end up spamming the strongest ability, and this was mostly in regards to Archer. Archer doesn't get many combos early on, but as I said in the beta forums numerous times, the people who were spamming were playing Archer wrong.

Archer is given a few DOTs and debuffs, and by spamming 1111111, you are missing out on a large chunk of damage and assistance to your party.

Additionally, Gladiator is hugely improved. Tanking was so much fun, there's plenty of hate management tools now, and the inclusion of Action Lines is one of the best additions in ARR.

Basically, when fighting enemies, you see these blue and red arched lines going from party to enemy (blue) and enemy to party (red) to show who is targeting who, similar to FF12. It made tanking really fun because you knew when the healer took hate and could provoke or flash them.

Lastly, the FATEs are awesome. Early FATEs didnt have me convinced, and I would avoid them. Then aroudn level 25, they got really involved and fun.

In one FATE, there's an outpost that has been taken over by bandits. The FATE starts up and everyone heads in and worked their way through this outpost killing bandit scum. Then, the fate ends and a new one begins where you go to the boss of the bandits and fight him. After that FATE ends, it starts another with the boss running away to his pet Adamantoise and you fight that one.

Basically, it showed me that they have some unique ideas for FATEs, and not just the Rift-esque "KILL ALL THE GUYS IN THIS CIRCLE" stuff.

My only complaint:

Roaming enemies give lackluster exp compared to dungeons. In dungeons, you would gain around 800-1000 exp, while fighting a Doe 15 levels above me netted 150.

Though, the hunting log is awesome, but I wish it was longer. I ran out of enemies on the hunting log long before I was high level enough to get the next hunting log.
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#29 Jun 12 2013 at 9:17 AM Rating: Good
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I am going to agree, it has been controversial. But as Yoshi said it, group battles and higher level content you definitely have to take into consideration your TP usage. When running Tam-tara Deepcroft it was the first instance where you experience having to conserve TP to a small extent and some may have just brushed it off, but when you're doing Toto-Rak or Haukke Manor, it's a totally different story.

Just to give you an idea, your TP while out of battle comes back VERY quickly, from 0-100 in just 2-3 ticks. But when you're in battle, you only regain something like 5 per tick, or so (numbers are just kinda off the top of my head, but the experience is similar). So using up 40TP for a weaponskill will set you down a bit.

Yes the development team is continuing to tweak the system as they have stated that they did not want this to be a spam-fest of mashing 1,1,1,1,1,1,2. So hopefully we'll get to see some of the tweaks in beta 3.
#30 Jun 12 2013 at 9:18 AM Rating: Excellent
Only pictures allowed from Phase 3. Alpha, Phase 1 and 2 pictures are not allowed.
#31 Jun 12 2013 at 9:24 AM Rating: Excellent
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KayannaBigGrr wrote:
I am going to agree, it has been controversial. But as Yoshi said it, group battles and higher level content you definitely have to take into consideration your TP usage. When running Tam-tara Deepcroft it was the first instance where you experience having to conserve TP to a small extent and some may have just brushed it off, but when you're doing Toto-Rak or Haukke Manor, it's a totally different story.

Just to give you an idea, your TP while out of battle comes back VERY quickly, from 0-100 in just 2-3 ticks. But when you're in battle, you only regain something like 5 per tick, or so (numbers are just kinda off the top of my head, but the experience is similar). So using up 40TP for a weaponskill will set you down a bit.

Yes the development team is continuing to tweak the system as they have stated that they did not want this to be a spam-fest of mashing 1,1,1,1,1,1,2. So hopefully we'll get to see some of the tweaks in beta 3.


Yeah, I never ran out of TP until the second dungeon, as Archer.

But as Gladiator, oh man... Even at the first dungeon I had to manage all my resources, Timers TP and MP.

I played most of the beta as Gla, so I never felt the simplicity of battle, being constantly forced to save up mp for a cure or Flash, and TP for Shield Lob.

Yes. BTW, Gladiator's Ranged Attack is a Captain ****ing America-Style Shield Throw, and it builds increased Enmity, so it's one of your hate tools. So much fun.
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#32 Jun 12 2013 at 9:34 AM Rating: Good
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Louiscool wrote:
Yes. BTW, Gladiator's Ranged Attack is a Captain ****ing America-Style Shield Throw, and it builds increased Enmity, so it's one of your hate tools. So much fun.


Smiley: jawdrop Me likey.
#33 Jun 12 2013 at 9:46 AM Rating: Good
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Can anyone offer their experiences as Conjurer in either solo situations or a party? I was a WHM main for a long time in XI so I'd love to hear more about the starting class.
#34 Jun 12 2013 at 9:53 AM Rating: Good
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Atkascha wrote:
Can anyone offer their experiences as Conjurer in either solo situations or a party? I was a WHM main for a long time in XI so I'd love to hear more about the starting class.


I only went to 10 with Con for Cure and Protect on Gladiator, but I am 50 Whm in 1.0

It felt pretty similar to 1.0, though there were some latency issues with interrupts, and casting. One of the main "issues" was the delay on health being restored after a spell. Some times, the tank would hit 0 hp and then the cure would land, leading to some weird issues (as in the tank wouldn't die, the spell still registered but there was a delay in seeing the effect)

Also, early on people complained that it was the only class without a mob claim, which made it hard to level at first with the crowding in starter zones.
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#35 Jun 12 2013 at 9:53 AM Rating: Excellent
Yoshi-P has said the GCD will not apply to stat-modifying abilities in Phase 3, only battle actions. I think that will help a lot, giving players something else to click on in those moments between attacks.

The initial goal was to make things really easy for new players who are just starting in the game, but I think the devs realized that people want to be challenged, or at least mentally engaged, as soon as possible.
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#36 Jun 12 2013 at 9:54 AM Rating: Good
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Solo Conjurer was quite a challenge (compared to Archer, the other job that I did).

The fact that you can be interrupted by mob when casting means you are in trouble whenever your are fighting more than 1 mob. It change a bit level 15 when you get a knockback + bind ability.

As for group play, I never had issue curing all the party member when the tank is holding hate correctly. If the tank is holding hate, I could throw in a couple of nuke as well, but if the tank made a mistake, it was all I can do to make sure everyone survived (Toto-rak boss fight come to mind)
#37 Jun 12 2013 at 9:56 AM Rating: Excellent
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Atkascha wrote:
Can anyone offer their experiences as Conjurer in either solo situations or a party? I was a WHM main for a long time in XI so I'd love to hear more about the starting class.

CON can be frustrating to start, because you'll have difficulty getting enough damage on a mob before someone else kills it, so your solo experience will be frustrating; at least until they add an instant-cast spell.

CON is really fun to play in instances, mostly be because you'll be able to dps while healing in many situations, so the job becomes much less boring. I enjoyed it quite a bit.
#38 Jun 12 2013 at 9:58 AM Rating: Excellent
Solo CNJ has access to some damage spells, much like 1.0. In solo play you'll be using those a lot more than you will cures (although your cure spells are a total life saver if you bit off more than you can chew in a fight.)

In party play you're focused much more on curing, but some of a CNJ's spells have additional effects - like Aero is also a DoT spell - and you can use those tactically.

In solo play you'll be engaged with an enemy most of the time. In party play, it's better not to be engaged since you'll recover MP faster.

I didn't do much CNJ past Tam Tar Deepcroft, but those were my experiences in that dungeon. Cure, cure, cure. Hopefully never raise XD
#39 Jun 12 2013 at 9:58 AM Rating: Excellent
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BartelX wrote:
Grandmomma wrote:
Question:
1) Materia? What the heck is that?
2) I heard our weapons or gear breaks, true? Why? And do we know when its going to break?
3) Does our chocobo die? or get eaten? Do we have to go through a major process to obtain and maintain it?
3) Are there auction houses like in ff11?
4) Housing, Do we have Mog rooms in each city?
5) Are there Moogles out in the wild that we can access our stuff in storage? Is there storage other than the 25 items in our pack?


That's it for now. Cheers!


I'm not in the beta, but I can answer most of these since it's public information.

1) Materia is something that gets melded onto gear (think gem system from WoW, but way more complex). You get materia by fighting battles while wearing certain equipment. It gains a spiritbond, when that reaches 100%, you can turn it into materia. There are various grades, and you can meld multiple materia onto certain gear. That's the very basic jist.

2) Gear degrades when used, or more severely when you die. You will be able to see the % it's at, and can repair it yourself or go to an NPC for repairs. As far as I've heard, it doesn't break. It can reach 0, but is still repairable.

3) Since it's a companion it can die, but I'm pretty sure outside of battle you can just resummon it, similar to how companions work in swtor.

4) You can purchase housing in any city (don't think it's available yet though). For now, I think it's limited to one house per person.

5) You will have retainers to hold your excess stuff. Also, I think initial storage is larger than 25... not positive on that. No idea if there are moogles out in the wild, I'm guessing no, at least not for storage purposes, but possibly for mail.


Thanks to all the people that answered the questions for me.

I never played WOW only FF11, so that's my ownly reference.
1) I'm assuming that TP is the same as HP? and decreasing as you get hit.
2) Does ALL gear degrade or just the special one's that you can add materia to? And with materia does your special gear degrade slower? Is material a money sink?
3) Can the Summoner summon and call his bird at the same time?
Thanks

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#40 Jun 12 2013 at 10:02 AM Rating: Decent
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[quote=BartelX



I'm not in the beta, but I can answer most of these since it's public information.


[/quote]

Can you give me a linky to the public information, thanks.
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World: Ultros
#41 Jun 12 2013 at 10:07 AM Rating: Good
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Okay, thank you everyone for the answers about CNJ. Hopefully those weird bugs will be fixed with P3. If solo play was an issue, does that mean levequests weren't available and you were forced to fight trash mobs? Or did you have to reach a certain level before being able to do levequests?
#42 Jun 12 2013 at 10:08 AM Rating: Excellent
Pryssant wrote:
Solo Conjurer was quite a challenge (compared to Archer, the other job that I did).

The fact that you can be interrupted by mob when casting means you are in trouble whenever your are fighting more than 1 mob. It change a bit level 15 when you get a knockback + bind ability.

As for group play, I never had issue curing all the party member when the tank is holding hate correctly. If the tank is holding hate, I could throw in a couple of nuke as well, but if the tank made a mistake, it was all I can do to make sure everyone survived (Toto-rak boss fight come to mind)


This is what worries me right here. Further explain interrupted for me. Interrupted as in FFXI "interrupted" where a mob could smack you and completely stop the cast? Or a mob can use a general "Interrupt" ability to stop your cast? Or do you mean more of a "pushback" system like WoW?
#43 Jun 12 2013 at 10:08 AM Rating: Excellent
Louiscool wrote:
Atkascha wrote:
Can anyone offer their experiences as Conjurer in either solo situations or a party? I was a WHM main for a long time in XI so I'd love to hear more about the starting class.


I only went to 10 with Con for Cure and Protect on Gladiator, but I am 50 Whm in 1.0

It felt pretty similar to 1.0, though there were some latency issues with interrupts, and casting. One of the main "issues" was the delay on health being restored after a spell. Some times, the tank would hit 0 hp and then the cure would land, leading to some weird issues (as in the tank wouldn't die, the spell still registered but there was a delay in seeing the effect)

Also, early on people complained that it was the only class without a mob claim, which made it hard to level at first with the crowding in starter zones.


I believe that issue has been resolved.

I took CNJ to max level in the beta, I loved it. Party play is fun and challenging, lots of curing, some DOT if you have MP, Stoneskin for the group, Esuna-type spell for the status effects although they tend to fall off or get reapplied so fast that you don't use it a whole lot right away.

Haukke Manor's final battle is quite hair raising for a budding CNJ I must say Smiley: laugh
#44 Jun 12 2013 at 10:15 AM Rating: Excellent
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Thayos wrote:
Yoshi-P has said the GCD will not apply to stat-modifying abilities in Phase 3, only battle actions. I think that will help a lot, giving players something else to click on in those moments between attacks.

The initial goal was to make things really easy for new players who are just starting in the game, but I think the devs realized that people want to be challenged, or at least mentally engaged, as soon as possible.


This is just what is needed. There were already a few abilities off GDC, but using your precious 2 second window to do a buff for your next ability definitely felt like a waste of time.

I agree with their vision for making it simple early on, as I'm just thinking about my non-mmo friends who want to try XIV. On the other hand, it took a bit too long for things to get complicated.


An additional comment about Gladiator, it seems they are on track to also be decent DD's, unlike 1.0. There are a good number of damaging abilities so far, and at one point we were running the dungeon with 2 Gladiators with no issue with killspeed. A bit slower but successful and not a waste of a party slot.

Edited, Jun 12th 2013 12:15pm by Louiscool
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#45 Jun 12 2013 at 10:22 AM Rating: Good
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TurboTom wrote:
I've been a tester since early alpha. I'd like to make a thread similar to the one Wint made about a month ago.

If you have any questions about beta content or my opinion about what I've tested, feel free to ask. I can also make comparisons to other games if you'd like. I'll try to remain as unbiased as possible.

Edited, Jun 12th 2013 6:57am by Thayos Lock Thread: NDA

Edited, Jun 12th 2013 8:57am by Wint Unlock Thread



I'll re-post this here then real fast for an answer to my question, since this seems more the place to ask.

""Ok, so im sure all of us that played FF11 remembers going through the AF quests, and then winding up learning that our AF gear actually sucks a big fat **** outside of maybe the helmit (most of the time it was the helmits that were the only good parts).

So you'd wind up running around with like, half your AF suite or something, and the other half being like red bondage straps and sh*t, and then stopping and realizing one day how stupid looking you've actually become in your attempt to stay up to par with everyone else in strength for teaming.


I honestly DESPISED that part about the game. I really, seriously, sincerely hated it.

The look of the job class is part of the world/characters/classes charm and personality. It makes you feel good wearing that stuff, as opposed to a differently colored leather jerkin that just conveniently is stronger then your hard earned class armors.


So what im wondering here, after that short rant, is how will the class specific armors be handled in ARR? Will we wind up in the same mess as before with how we were forced to look to compete? or will we be able to keep our snazzy class gear, even if it's just for show and the actual armor underneath is totally different (sorta like how TSW handles it's character aesthetics).

has this been discussed at all yet? or is this still something that's just up in the air.""
#46 Jun 12 2013 at 10:26 AM Rating: Excellent
The level cap was 35 so nobody got class armor yet. I can say the stuff you got as rewards for completing dungeons is pretty sweet compared with the NPC gear.
#47 Jun 12 2013 at 10:29 AM Rating: Excellent
Quote:
This is what worries me right here. Further explain interrupted for me. Interrupted as in FFXI "interrupted" where a mob could smack you and completely stop the cast? Or a mob can use a general "Interrupt" ability to stop your cast? Or do you mean more of a "pushback" system like WoW?


Yoshi-P has also said the interruption rate has been adjusted for Phase 3, because he recognized this as a problem.

I really think most of the major complaints of the battle system are already taken care of... can't wait to see for myself this weekend.
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#48 Jun 12 2013 at 10:30 AM Rating: Excellent
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It sucks i have so many pics and videos i want to share... >_<
#49 Jun 12 2013 at 10:34 AM Rating: Decent
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Wint wrote:
The level cap was 35 so nobody got class armor yet. I can say the stuff you got as rewards for completing dungeons is pretty sweet compared with the NPC gear.



Crap. So no one knows anything about it then. Hmm.. If I didn't already own the game from when they tricked us all back with 14 originally, I'd just wait and see, lol. But I may as well try it regardless since I already own it.. -_- I feel like I have battered wife syndrome with SE sometimes, lmao.

Btw, phase 3 lets anyone in that already owned FF14, right? Not just legacy people or whatever.
#50 Jun 12 2013 at 10:38 AM Rating: Good
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Anyone with a 1.0 service account is eligible to test in Phase 3, but you have to go sign up for it.
#51 Jun 12 2013 at 10:38 AM Rating: Excellent
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Yes but as we said in other threads you still need to sign up for the beta.


edit: and atkacha was faster than me! :)



Edited, Jun 12th 2013 12:39pm by Teravibe
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