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NDA is gone; Got questions? Answers/Opinion thread. Follow

#77 Jun 12 2013 at 4:05 PM Rating: Decent
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Grandmomma wrote:
Thanks for all the info.

1) Does the game interface allow for macros other than that bar or is that it?
2) Can you send other players stuff?


1) There were macro slots in 1.0, i mainly used to for job changes, but i havent heard anything about macros in 2.0 so i cant tell you about that.

2) there was no form of mail system in 1.0, but there is in 2.0 so you will be able to send things, so ive heard
#78 Jun 12 2013 at 4:08 PM Rating: Good
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Time for a sour opinion. I hated the combat system in phase 1 and 2 so bad that I will not play the game if they keep it similar to it.
#79 Jun 12 2013 at 4:27 PM Rating: Good
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WillCider wrote:
Time for a sour opinion. I hated the combat system in phase 1 and 2 so bad that I will not play the game if they keep it similar to it.

#temptedtoaskwhy
#80 Jun 12 2013 at 4:27 PM Rating: Decent
I only played the game a little bit with my friend. So, I'm still not sure about a lot of things, but I did test out the combat on a decent level character.

It's sleep inducing. You don't have to micromanage at all (at least, on Lancer) - you just press the same 2 buttons over and over, and wait for the GCD timer to mash more. You don't have to think at all.

I noticed that the few skills which required you to pay attention (such as Feint, or the Pugilist skill when you used the skill after evading) have been changed to be more casual, and you can just spam it now. You don't have to pay attention anymore for those.

The game gives you full TP now for every monster, so you don't have to worry about that either.

So I can't comment on other things, but the combat will have to go through some major changes if I'm going to play it. I would like to know if the combat was any different at the E3 booth, if anybody knows anything.
#81 Jun 12 2013 at 4:35 PM Rating: Decent
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Killua125 wrote:
I only played the game a little bit with my friend. So, I'm still not sure about a lot of things, but I did test out the combat on a decent level character.

It's sleep inducing. You don't have to micromanage at all (at least, on Lancer) - you just press the same 2 buttons over and over, and wait for the GCD timer to mash more. You don't have to think at all.

I noticed that the few skills which required you to pay attention (such as Feint, or the Pugilist skill when you used the skill after evading) have been changed to be more casual, and you can just spam it now. You don't have to pay attention anymore for those.

The game gives you full TP now for every monster, so you don't have to worry about that either.

So I can't comment on other things, but the combat will have to go through some major changes if I'm going to play it. I would like to know if the combat was any different at the E3 booth, if anybody knows anything.


1. Is the above true about the combat system?

2. How is the group play element?

3. Is the game mostly spent soloing or working in groups?

4. Is it really easy to level up? I hope not, I like when you have to work for your max level.

5. Rate the following out of 10, Battle System; "Casual-friendly" (10 being most casual); Overall enjoyment

#82 Jun 12 2013 at 4:39 PM Rating: Good
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Teravibe wrote:
It sucks i have so many pics and videos i want to share... >_<


Can't wait to see them!
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Name: Ghost Orchid - LEVEL 50 Bard, BLM, WHM, SMN Craft Level 7 Lucis, 6 4-star crafts: CUL, MIN, Wvr, Bsm, Gsm, Arm, Lth, Crp (Fishing and Alc at level 50)
World: Ultros
#83 Jun 12 2013 at 4:41 PM Rating: Decent
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Anakte wrote:
Quote:
3) Can the Summoner summon and call his bird at the same time?



From live letter VII:

Quote:
Q17: Will arcanists be able to summon both the companion and carbuncle at the same time?

A17: Yes, they can.


And so an adorable army was born.


Yippie!!!
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Name: Ghost Orchid - LEVEL 50 Bard, BLM, WHM, SMN Craft Level 7 Lucis, 6 4-star crafts: CUL, MIN, Wvr, Bsm, Gsm, Arm, Lth, Crp (Fishing and Alc at level 50)
World: Ultros
#84 Jun 12 2013 at 4:42 PM Rating: Excellent
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Asukuu wrote:
Grandmomma wrote:
Thanks for all the info.

1) Does the game interface allow for macros other than that bar or is that it?
2) Can you send other players stuff?


1) There were macro slots in 1.0, i mainly used to for job changes, but i havent heard anything about macros in 2.0 so i cant tell you about that.

2) there was no form of mail system in 1.0, but there is in 2.0 so you will be able to send things, so ive heard


Thanks, otherwise not worth getting mules. Cheers!
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Name: Ghost Orchid - LEVEL 50 Bard, BLM, WHM, SMN Craft Level 7 Lucis, 6 4-star crafts: CUL, MIN, Wvr, Bsm, Gsm, Arm, Lth, Crp (Fishing and Alc at level 50)
World: Ultros
#85 Jun 12 2013 at 4:43 PM Rating: Decent
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751 posts
Killua125 wrote:
I only played the game a little bit with my friend. So, I'm still not sure about a lot of things, but I did test out the combat on a decent level character.

It's sleep inducing. You don't have to micromanage at all (at least, on Lancer) - you just press the same 2 buttons over and over, and wait for the GCD timer to mash more. You don't have to think at all.

I noticed that the few skills which required you to pay attention (such as Feint, or the Pugilist skill when you used the skill after evading) have been changed to be more casual, and you can just spam it now. You don't have to pay attention anymore for those.

The game gives you full TP now for every monster, so you don't have to worry about that either.

So I can't comment on other things, but the combat will have to go through some major changes if I'm going to play it. I would like to know if the combat was any different at the E3 booth, if anybody knows anything.


I'm assuming you have n't seen translations of a few of yesterday's interviews in which they explain how positioning, and chaining have been implemented for phase 3 of beta. Starting easy but then getting quite involved. You will also have to avoid mob weapon skills etc.

I have created a thread linking to one such article titled "Battle System changes and 700k beta testers" or something like that. Suggest you read the article, acknowledge that phase 2 was an incomplete battle system and then play beta 3 - please look forward to it.
#86 Jun 12 2013 at 4:44 PM Rating: Good
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Asukuu 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!


1) Materia are items with stats on them. for instance an intelligence materia has 4 tiers to it. INT I, II, III, IV. The higher the tier, the better the stats. Materia can be melded (bound/crated to/put in) weapons and armour to increase their stats. Putting one materia on an item is 100% guaranteed to work. However you can go for double/triple/quad etc melds however they are a lot lower success rates and in 1.0 if it didnt succeed you not only lost the all of the materia, but the item you were melding them to as well. I believe i read somewhere that you will only lose the materia when melding in 2.0 but dont quote me on that one.

2) Yes all weapons and armour have durability and they are clearly shown as a percentage on the item, crafters can repair specific gear (ie goldsmith could repair jewelery and other things that gsm could make) there are also NPCs that repair gear but they dont repair it to 100%, only 99% and durability needs to be 100% to trade items.

3) As of 1.0 chocobos didnt die, you could be attacked while on them and there were 3 outcomes from this, you took damage and continued to run along, you took damaged and got "lagged" while stay on your chocobo you ran extremely slow...slower than foot speed it seemed, or youd get knocked off your chocobo and it would run away. However with chocobo fighting and stuff in 2.0 im not sure how it will work

4) No mog houses, your storage was your retainers, you get 2 for free and can buy more. and you can switch your job anywhere by switching your weapon (under the right circumstances ie cant be in battle)

5) Your pack actually has 100 slots (which is down from 200 in 1.0) and i believe retainers are being cut from 100 slots to 50 each. But to access them you had to either go the the market ward they were lacated in or ring of of the retainer bells located in various parts of town


Wow changing during battle, that's interesting.
____________________________
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Name: Ghost Orchid - LEVEL 50 Bard, BLM, WHM, SMN Craft Level 7 Lucis, 6 4-star crafts: CUL, MIN, Wvr, Bsm, Gsm, Arm, Lth, Crp (Fishing and Alc at level 50)
World: Ultros
#87 Jun 12 2013 at 4:51 PM Rating: Good
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751 posts
Parathyroid wrote:
Killua125 wrote:
I only played the game a little bit with my friend. So, I'm still not sure about a lot of things, but I did test out the combat on a decent level character.

It's sleep inducing. You don't have to micromanage at all (at least, on Lancer) - you just press the same 2 buttons over and over, and wait for the GCD timer to mash more. You don't have to think at all.

I noticed that the few skills which required you to pay attention (such as Feint, or the Pugilist skill when you used the skill after evading) have been changed to be more casual, and you can just spam it now. You don't have to pay attention anymore for those.

The game gives you full TP now for every monster, so you don't have to worry about that either.

So I can't comment on other things, but the combat will have to go through some major changes if I'm going to play it. I would like to know if the combat was any different at the E3 booth, if anybody knows anything.


1. Is the above true about the combat system?

2. How is the group play element?

3. Is the game mostly spent soloing or working in groups?

4. Is it really easy to level up? I hope not, I like when you have to work for your max level.

5. Rate the following out of 10, Battle System; "Casual-friendly" (10 being most casual); Overall enjoyment




1) The above was partially true about the combat system in phase 2. According to recent interviews this has been completely changed for "higher level" players in phase 3 and beyond implementing combos dependent on location, decreasing returns to mashing the same skill, and more movement based combat to avoid and interrupt weapon skills (and then obviously limit breaks which we will still not get to see in beta 3 I dont think).

2) No-one knows yet as no-one has grouped using the new battle system. That said, I enjoyed it in phase 2. Also, we tested the battle system in instances by playing them spamming the same 2 skills over and over or mixing it up to maximise de-buffs and it was much more effective to use appropriate skills rather than mash buttons but you could complete early dungeons just by mashing.

3) Until 15 I spent most time solo. Post 15, I spent most of my time in groups. Solo levelling was not as efficient as dungeon grinding at 15+ in beta 2.

4) seemed fairly easy with lots of people hitting cap of 35 on the first weekend, but there were a few shortcuts in for the beta (skip levels etc.)

5) In beta phase 2, battle system was probably 5/10 - but lets see what happens next.
#88 Jun 12 2013 at 4:54 PM Rating: Decent
Yeah, I wasn't trying to imply that it won't change. I hope it does, and it looks like they're acknowledging it. I just wanted to give my impressions. I'll give the beta a chance on Friday and see what they've done with the combat.

The lack of any TP/micromanagement for melee was a big deal for me, I didn't feel like I had to pay attention. So I'll have to see what's been done about that
#89 Jun 12 2013 at 4:56 PM Rating: Decent
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Probably was answered but the question about Auction Houses = They're not implementing one.
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#90 Jun 12 2013 at 4:58 PM Rating: Decent
Theonehio wrote:
Probably was answered but the question about Auction Houses = They're not implementing one.


Is that true?

I only tested combat. My friend told me there is some sort of Auction House thing but you have to do it through your retainer. I don't get it.

There's no AH counter like FFXI or WoW?
#91 Jun 12 2013 at 4:58 PM Rating: Decent
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Killua125 wrote:
Yeah, I wasn't trying to imply that it won't change. I hope it does, and it looks like they're acknowledging it. I just wanted to give my impressions. I'll give the beta a chance on Friday and see what they've done with the combat.

The lack of any TP/micromanagement for melee was a big deal for me, I didn't feel like I had to pay attention. So I'll have to see what's been done about that


I must just be inherently sarcastic, even when I try to post nicely I come off sounding like a jerk :-)

Looks like they have made those changes (which I think were necessary though I didnt hate it). I remain a little concerned that with a cap of 35, and no content beyond that (except trash mobs) the higher level battle system will not really be shown in beta 3 and we will continue to have negative press as the NDA is lifted.
#92 Jun 12 2013 at 5:04 PM Rating: Good
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Theonehio wrote:
Probably was answered but the question about Auction Houses = They're not implementing one.


No auction houses? Wasn't that decision a MAJOR debacle the first time around?
#93 Jun 12 2013 at 5:07 PM Rating: Decent
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Killua125 wrote:
Theonehio wrote:
Probably was answered but the question about Auction Houses = They're not implementing one.


Is that true?

I only tested combat. My friend told me there is some sort of Auction House thing but you have to do it through your retainer. I don't get it.

There's no AH counter like FFXI or WoW?


It uses a counter now (Market Board), but it's not a typical Auction House, you still do things via retainer, they're just making it much more user friendly.
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#94 Jun 12 2013 at 5:07 PM Rating: Default
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Parathyroid wrote:
Theonehio wrote:
Probably was answered but the question about Auction Houses = They're not implementing one.


No auction houses? Wasn't that decision a MAJOR debacle the first time around?


Whilst there is not an auction house, I would not compare what we have now with what we had on release of version 1.0. In fact, I wouldnt compare what we had in 1.23 with what we had at release.

Don't let this worry you too much. Try it out and see if it is a major problem for you. I don't see too many people in beta complaining about the AH alternative that we have in ARR which is a combination of "retainers" and a market board which is a useful search function over items held by retainers.
#95 Jun 12 2013 at 5:08 PM Rating: Good
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Killua125 wrote:
Theonehio wrote:
Probably was answered but the question about Auction Houses = They're not implementing one.


Is that true?

I only tested combat. My friend told me there is some sort of Auction House thing but you have to do it through your retainer. I don't get it.

There's no AH counter like FFXI or WoW?


Not in the same way as FFXI or WoW, but they've implemented the market board, not ward, that functions as the search function. Selling is still done through retainers but the board allows you to search specific items and what not now. I don't think there are any wards anymore, but I'm not sure cause I didn't need to use it while I was testing.
#96 Jun 12 2013 at 5:11 PM Rating: Decent
Well even tho they have promised changes, this is the 7th or so incarnation of a combat system, it seems for whatever reason, they have yet to come up with a combat system that they can all agree too, in my opinion the combat system they had in 1.0 was far superior to the one we had in Beta up to Now! Removing the limits of GCD so that you use other skills while you wait for your skills in cool down to be up, seems like a wrong approach, since the problem with the combat system was not one of long cool downs, rather it was of the system and the encounters being way to easy, you really did not need to think of a rotation at no point at all during beta, you just spammed 1-2 or 1-1-1 and called it a day, also TP regeneration was a huge problem, you had basically infinite resource to use, with out a second thoght on managing it.

I did both dungeons in the beta, and none of them where even a challenge the first time i did them, as a lancer i had no problem getting aggro, i could burn the monster down, while the tank tanked another one easy, in case of a bad pull, if a monster aggroed the healer, i could get his attention, beat him, and still have well over half my health to kill whatever it was left standing, that is not a problem of GCD, but of encounter Design. Now with the freedom different GCD will give us, it will be even easier to do just that, unless they have drastically changed the encounters to be harder.... Which i guess we will have to wait and see.
#97 Jun 12 2013 at 5:14 PM Rating: Decent
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KayannaBigGrr wrote:
Killua125 wrote:
Theonehio wrote:
Probably was answered but the question about Auction Houses = They're not implementing one.


Is that true?

I only tested combat. My friend told me there is some sort of Auction House thing but you have to do it through your retainer. I don't get it.

There's no AH counter like FFXI or WoW?


Not in the same way as FFXI or WoW, but they've implemented the market board, not ward, that functions as the search function. Selling is still done through retainers but the board allows you to search specific items and what not now. I don't think there are any wards anymore, but I'm not sure cause I didn't need to use it while I was testing.


What are the fundamental differences between this and an auction house?
#98 Jun 12 2013 at 5:18 PM Rating: Decent
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Parathyroid wrote:
KayannaBigGrr wrote:
Killua125 wrote:
Theonehio wrote:
Probably was answered but the question about Auction Houses = They're not implementing one.


Is that true?

I only tested combat. My friend told me there is some sort of Auction House thing but you have to do it through your retainer. I don't get it.

There's no AH counter like FFXI or WoW?


Not in the same way as FFXI or WoW, but they've implemented the market board, not ward, that functions as the search function. Selling is still done through retainers but the board allows you to search specific items and what not now. I don't think there are any wards anymore, but I'm not sure cause I didn't need to use it while I was testing.


What are the fundamental differences between this and an auction house?


No idea!! Its just not WOW or FFXI which seems to be the basis on which many things are flamed.

From a limited try-out in beta 2, for me it enables me to buy and sell things from other players and so serves what I want from an AH (or other trading platform). I will leave it to others to explain if they are unhappy with it but this has not been an issue in the beta forums.
#99 Jun 12 2013 at 5:24 PM Rating: Decent
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Parathyroid wrote:


What are the fundamental differences between this and an auction house?


Fundamentally there is no difference. Some may be annoyed because of unfamiliarity, but once you get used to it, it functions perfectly fine.
#100 Jun 12 2013 at 5:30 PM Rating: Decent
Difference between the AH ? In wow you buy something and is delivered to your mail in a second, you take 3 steps and you remove it from your mail and you have it, in ARR ? I think i tried it i am not sure, but i think it's delivered directly to your character, or something i do remember buying armor in ARR, but i dont remember having to go to a mail thing or searching for retainers in order to finally buy it, i think is just delivered to your characters bag... Am i wrong ?
#101 Jun 12 2013 at 5:31 PM Rating: Good
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So there is no running to a retainer to find things; it's all one stop shop and sell?
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