FFXIVstuff, aka monster hunter XIV |
FFXIVstuff, aka monster hunter XIV |
Aug 4 2009, 03:05 PM
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#101
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Monk Princess Group: Paragon Caste Posts: 888 Joined: 29-December 02 Member No.: 11 |
http://www.joystiq.com/2009/08/04/final-fa...new-job-system/
The latest edition of Famitsu Wave recently hit newsstands in Japan, bringing with it a DVD which contains an 8-minute exposé on Square Enix's second stab at the MMO genre, Final Fantasy XIV. The whole video is posted after the break. Fret not -- it sports convenient English subtitles. Here's some of the more titillating excerpts: The game features a reinvented character progression system which does not include experience points or leveling up. The job system from XI will make an appearance, but in a heavily altered form -- an interview with the game's director, Nobuaki Komoto, revealed that the game will place a focus on the weapons players use, explaining that your armaments will determine "the way you play" and "the way you grow." Sounds reminiscent of Final Fantasy IX. (That's a very good thing.) In addition, FFXIV producer Hiromichi Tanaka explained that the game takes place in a new region with a more "modern" feel to it -- the mysterious Eorzea which was mentioned in the trailer. The new world features familiar races (albeit with new names), and plays host to a "deep story," which is told through cut-scenes and quests. For more FFXIV info than you can possibly handle, check the video after the jump. sounds similar to monster hunter no? Race Scans QUOTE Someone translated the text on BG Forums regarding the characters:
"When you make your character, aside from choosing the race, you will also be able to customize their appearance. Head, skin color, hair type etc, there will be multiple factors. Just how exact we will be able to customize their appearance is still unknown, but we mean it in a good way when we say that it seems like it will become a worry to many players." -------------------- |
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Aug 25 2010, 07:31 PM
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#102
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Grand Armor Group: AT Certified Posts: 510 Joined: 23-October 03 Member No.: 71 |
Well the main thing people on the beta forums are upset is with the Gamescom interview. It let us know they don't care too much about American feedback. Saying that 90 percent of the feedback was about the mouse, and then go to say they are not going to give us the mouse control we want. There was a lot more feedback than that, and suggestions on how to improve the game. And all we get is "LOL Japanese play games like this, we aint changing it." Same type of attitude when it comes to the specs.
I do not like it at all. Basically, if you do all the guildleves, 8 max, then there is nothing for you to do in the next 48 hours but level skills. Square wants you to join parties to repeat guildleves if you finish yours for the 48 hour cooldown. There are two problems with this. One, solo play is the optimal way to go in FFXIV because how skill points work (more on this below). Secondly, if you are done with your guildleves, going to go play in parties means you will be playing longer, thus hitting the Surplus cap sooner in the week. If you hit the Surplus cap, you can't play the game for the rest of the week. I understand Square's reasoning for wanting to keep the game on an even playing field for those that have less time. But, it is a MMORPG. A MMORPG should be about choice. If someone wants to play 60 hours a week, they should be allowed to. They said also, they want other people to level the other skills. Surplus forces you to switch to another class. It sounds good on paper, but Square fails to realize that some people like to play one class. That is the whole point of the RPG part; you pick a role of your choosing and stick with it. The skill system is flawed though. You gain skill points to level your job/class by using skills. Each skill you use on a mob nets you points. So, in order to get the maximum amount of points you want to be doing the least amount of damage possible. This is why group play is not optimal. You earn more points soloing things because you don't have anyone else competing to get their skills in. Square does not want to buff the amount of points you get in parties because that will be unfair to solo casual players; and we know they are marketing the game to casuals. From what I gather from the Gamescom interview there is not going to be any end game right away. Makes sense because of balance. The skill system sounds like a nightmare to balance. It seems to me the easiest way to balance it is to assume everyone has all the weapons skills, basically all jobs leveled. With that said, it kind of makes sense on why they want people to level all the jobs. But, if getting all skills is the only viable thing to do because you would be a gimped noob otherwise , then why have multiple jobs in the first place? There really is no choice. The other thing I don't like about Square compared to other MMO developers is their lack of communication. Testers have known about Surplus for a month, but no word as to how it worked, and why it was happening. Crush you are right. Putting limits on people does not work. People that want to play hours and hours a week will find a way to play, if it means having multiple characters. Interesting you mention World of Warcraft because in the current expansion, Wraith of the Lich King, they tried to limit people from playing again. So, it is an idea that was still prevalent. In Wraith they put limited attempts on the hardmodes of tier 9 raid (Trial of the Grand Crusader), and for the last four bosses in the final raid Icecrown Citadel(later nerfed to just be the hardmodes for those bosses). Blizzard's reasoning was hardcore guilds who have more time to "beat their head against the wall" have an unfair advantage in beating content compared to equal, or better, guilds that have less time to play. A problem because the raiding scene is competitive and ranked in WoW. It is difficult to find out who is the best guild when you have guilds that will spend 20 hours a day learning new bosses. So, Blizzard put limit attempts in to promote quality boss pulls, instead of quantity. However, the hardcore guilds response was to run multiple ALT characters through the raids in order to get more attempts on bosses. So, hardcore guilds with more time got an even bigger advantage because they were able to run a raid 3-6 times a week. Blizzard finally learned that limiting play does not achieve the stated goal because people will find ways to circumvent it. -------------------- |
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