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FFXIV: ARR Public Beta Info Thread, A realm neegnye
HC82
post Feb 24 2013, 01:46 PM
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I got no email.

Fuck this game...
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donkeybeatz
post Feb 24 2013, 04:04 PM
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QUOTE(HC82 @ Feb 24 2013, 01:46 PM) *
I got no email.

Fuck this game...



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Ellianna
post Feb 25 2013, 03:35 AM
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Tried using the benchmark....wont run. Keeps giving me a message that there's a file missing


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Knightsword
post Feb 25 2013, 04:18 AM
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Make sure to extract all files and sub folders to the same folder along with the .exe. if it says what file is missing you can try to google it.
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Ellianna
post Feb 25 2013, 09:02 AM
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It was a directX issue, was missing a dll file so I just reinstalled directX. Ran it on 1280x720 Medium and got a score of 3163 (fairly high), so it would be default settings for me. That leaves me hopeful though that I can at least play the game. This laptop is 5 years old anyway, already assumed it would be default settings; if anything.


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Scan_Man
post Feb 25 2013, 06:10 PM
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Game is solid. UI and mechanics. Just to be seen if the content will be there for late game. For the starting area there is quite a lot to do as is. Just wish they speed up the town intro stuff. Other stuff is minor annoyances that will be fixed if they truly value feedback.

I will go into more detail on beta forums and later here after I got a good amount of time with the game.

I will say this though, I do want to keep playing it, unlike v1.0. Especially realized I had been questing for a hour and I I open my map and there is whole other sub zone I have quest for and have yet to explore.


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Knightsword
post Feb 26 2013, 01:32 PM
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QUOTE(Scan_Man @ Feb 25 2013, 06:10 PM) *
Just wish they speed up the town intro stuff.



Esc key, my friend
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Scan_Man
post Feb 26 2013, 08:08 PM
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QUOTE(Knightsword @ Feb 26 2013, 02:32 PM) *
QUOTE(Scan_Man @ Feb 25 2013, 06:10 PM) *
Just wish they speed up the town intro stuff.



Esc key, my friend


I am talking about the introduction to the game. The amount of "intro" quests and running around town before you properly receive your first batch of "intro" quests to go out in the world and kill things. It feels separated and long. If 70% of new players that try WoW quit before level 10, this game is in trouble imo. It is bad pacing for what they have there so far. FFXIV v1.0 at least had the boat sequence at the start and you were already getting your first kill Leves when you zoned into town. I don't see this changing much because it's story driven and they already finished the cutscenes. Hopefully other starting areas have a different flavor in this regard.

I cannot think of one recent MMO that does not have you questing to kill stuff within 3 minutes after character creation. Usually the town stuff, basically showing you where you can find things while teaching you the non-combat and social mechanics, either comes later after they hook you with the combat and rewards systems or it's woven in while you learn combat (in between quest turn-ins at the starting quest hub). Good quests that flow well aid in this. Which is why WoW is successful. Guild Wars 2 does this a bit better imo because you have a ton of options where to go, what to do and the order you like to do it in.

Here you are dragging your feet leveling up from just running around town handing things in. I guess you can argue it's getting the bullshit out the way first, so the game can just focus on content and combat later. I don't like it, but I am reading the beta forums to see what others think and of course give my feedback.

Not to mention you get armor upgrade rewards where the requirements are several levels above the quest level. Most likely rewards are not done and it's an easy fix.

But they can speed it up, by combining quests and steps, so there is less NPC turn-ins to find within the quest chain. Which will reduce the amount of time running around town. That's all I am saying. I understand the town stuff is a bit of necessary evil.

Once you are actually out in the world killing stuff and the FF battle music is pumping the game is fine. The amount of content per area is quite good from what I have seen. This is what really matters in the long run, which is what v1.0 lacked at the start.

There are annoyances, a bit of the tedium left over from FFXIV v1.0 design, like manually handing in the fetch quest items. Which is pointless and unnecessary. Unless they were planing to add a puzzle aspect to that or multiple NPC want the same thing and you have some choice. I doubt it because here they give you the picture of what you already have and you have to drag and drop it then "left-click" confirm, or "right-click" and select the hand over option then "left-click" confirm. V1.0 had a ton of stuff like this and my opinion now remains the same, it needs to go or reduce amount of steps down to one.


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Knightsword
post Feb 26 2013, 09:40 PM
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You can get the first killing quests right away if you want and skip the ones in the town or if you wish forgo all the quests and just grind. The only important quests are the story ones for the city and your current's class's guild which have their own icon (fancy border around the !). I don't see how options are a turn off, but to each their own.
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Scan_Man
post Feb 26 2013, 11:24 PM
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QUOTE(Knightsword @ Feb 26 2013, 10:40 PM) *
You can get the first killing quests right away if you want and skip the ones in the town or if you wish forgo all the quests and just grind. The only important quests are the story ones for the city and your current's class's guild which have their own icon (fancy border around the !). I don't see how options are a turn off, but to each their own.




Yeah I am sure you can. But that is knowledge a new player does not have yet. A new player is collecting all the quests they see and doing them. Saying you can skip this and that because this and that is important is knowledge you have once you have played through multiple times already. The point of the introduction is to guide/teach new players the systems to play the game and hook them. The hook to nearly all MMO's is to get out into the world and kill things. That is fun or not based on combat/class mechanics and quests. Additional hooks are gathering and crafting things. That's the gameplay of MMORPGs.

Just like with v1.0, I know what new players expect. But if you have the mindset of a veteran, someone that has ton of experience playing the beta, or even a fan that was going play regardless, you ignore and overlook the flaws because you know where everything is. That's what happened with the developers on v1.0, they designed the game so "it must be fine" because they already have knowledge of the game. They selectively listened to feedback that praised the game by the folks that were fine with the game as is. While the rest of us who were pointing out the flaws got ignored and the game ended up being shit.

All that was required was stepping out the "all knowing" bubble and see the game through the eyes of a new player. That would of seen that v1.0 was a mess long before alpha and beta.


With that said the introduction has pacing problems. It's like the first thing that jumped out at me while playing through it.


How is a new player suppose to know they what they can skip, when in MMOs you get quest for an area and complete the chain until gives you quest to go to a new area? The quest flow in this game is the same as WoW. And that's a flow most people coming into this game will be used to. You get the kill quest, but there is more "!" on my map in town to do.

Seriously, typical new players don't skip quests that are marked on the map like that unless the conveyance and quest flow is shit (like warps you or leads to a very far off area). Whatever your opinions on WoW are, they have trained MMO players to talk to NPCs with "!" to accept quests. The fact the quest have level ranges further incentives the urgency to "get these done" in your quest log as they are near by on the map.

I never said options are a turn off. They I said Guild Wars 2 does this because because you have options and I will add it's clear from the start you can do whatever you want.

New players are not going to understand the symbols right away. They will see "turn-ins" and new quests "!" marked on their map and will inclined to do them.


I want this game to be good for new players, WoW players, Guild Wars 2 players, FFXI players, and anybody else. I am focused on the town introduction right now because everything else I played is good for the most part. That introduction is suppose to hook players. And I just don't see it happening with the current pacing. If WoW has issues hooking 70% of new players with it's pacing. What is this game going to do with it's much slower pacing? You know even Guild Wars 2 answer was to make a faster paced intro than WoW and they don't have the subscription model hanging over their heads.

Understand I am not speaking from a die hard fan perspective. A die hard will have knowledge of where the meat of the game is either through playing beta, or researching via forums and guides. They will know where the fun is and how to get to it quickly. But for a new player they are clueless as to where the game will take them next, and usually assume all starting quests are important to progression. So "you can skip it," when clearly it's there to lead new players, is not a fix.


Edit: I get the impression you think by me bringing up these issues I am asking for help or advice. Not the case, since I thoroughly go through everything and test multiple times with the time I have. The idea is to point out good points and flaws and find bugs. I never said I had issues finding the skip cutscene button or press ESC twice to get the dialogue box to skip; which by the way was bugged on some cutscenes. Again I test this content multiple times, going through watching all cutscenes, skipping cutscenes, and skipping some and not others to see if there is any weirdness. To get a feel what it's trying to convey to the player. That's how you test. Just noting that particular chunk of content is slow and needs to direct you into combat faster.


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AC9breaker
post Feb 27 2013, 07:36 AM
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I'm ready I guess.


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Crushinator
post Feb 27 2013, 10:14 AM
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QUOTE(Scan_Man @ Feb 26 2013, 10:24 PM) *
stuff



Are you posting this same feedback on the Beta forums? I know you want to make your point clear to Knightsword but its probably better served on the official forums.

I do agree that you should be "up and killing shit" within a few minutes of starting, I felt like this was a problem with the alpha too. You get all these in-town quests and it took me a good 30+ minutes to even figure out where the gate was to get outside and fight stuff. I think the ideal setting is starting you OUTSIDE the town and you have to fight your way "in" while being tutorialized, then the game can branch from there.


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HC82
post Feb 28 2013, 12:12 PM
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QUOTE(Crushinator @ Feb 27 2013, 11:14 AM) *
QUOTE(Scan_Man @ Feb 26 2013, 10:24 PM) *
stuff



Are you posting this same feedback on the Beta forums? I know you want to make your point clear to Knightsword but its probably better served on the official forums.

I do agree that you should be "up and killing shit" within a few minutes of starting, I felt like this was a problem with the alpha too. You get all these in-town quests and it took me a good 30+ minutes to even figure out where the gate was to get outside and fight stuff. I think the ideal setting is starting you OUTSIDE the town and you have to fight your way "in" while being tutorialized, then the game can branch from there.



I agree with Crush about how a game should handle a starting Zone.

Ergo...

Fuck this game
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Knightsword
post Feb 28 2013, 04:21 PM
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My issue is every mmo starts off with combat, and frankly 6 of this then kill 6 of that right off the bat makes me think that they spent no time with world building and fleshing the npc's. FFXI was bad at this as that was the only way to gain anything was through combat, and even WoW quest's are little more then a text box that gets ignored for more killing. If a player can't make up their own mind and ignore the ! and turn around and walk out the gate. That's on the player, not the game. The diablo method of rpg's can be just as boring to people as classic rpg questing is to you guys.
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DarkEpyon
post Mar 2 2013, 03:34 PM
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Honestly, what else is there though? It's still "travel from point A to point B and slaughter x number of whateverine or bring back y number of whateverine penises" no matter how you gussy it up.


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