Yoshi-P on battle system:
FFXIV Beta phase 3 battle adjustment goals in preparation for launch
Thank you for all the comments regarding the FFXIV: A Realm Reborn battle system.
Please take a moment to review the responses I made regarding the battle system for the Alpha Test as well as Beta Test phase 1 and 2.
FFXIV Battle System Concept Part 1 (Warning: Long Post!)
FFXIV Battle System Concept Part 2 (Warning: Long Post!)
The battle system plans described in the links have not changed and will not change for the official release.
Moving forward heading towards launch, we will continue to make adjustments according to feedback and I would like to begin by explaining the below.
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Battle Effects
Regarding feedback on effects mentioning that “battle animations are too flashy,” “I can’t see due to all the flashy animations,” “due to the large amount of participants, it’s hard to comprehend what is going on in FATE and instance dungeons,” and other feedback, the video effects and battle teams are continuing to look into these concerns for launch.
Flashy animations will be adjusted.
The scale of effects will be addressed. (Characters being hidden due to large sizes, etc.)
The number of particles will be limited (Aspects where particles were too spread out)
Addition of an effect display configuration for the PS3 version.
This is what we plan on addressing by launch according to the feedback we received. After the release, we will continue to make adjustments based on feedback.
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Animation
Regarding the sliding movement while utilizing a weapon skill, we will do our very best to have movement animations completed by launch.
Please provide as much feedback as you can where you feel movement animation needs to be improved.
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Sound Effect
A Realm Reborn’s battle speed is considerably faster than any other FINAL FANTASY title thus far. Also, ally and monster sound effects can overlap and drown each other out. Due to this, high pitched noises can be heard, and some deeper sounds may be missed. We received everyone’s feedback and sound effects, combo sounds, etc. will be addressed by launch. Of course, we will continue to make adjustments after launch as well.
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Adjustments to the effects and order of acquiring weapon skills and abilities for each class and job
Just as we took the feedback regarding the 3 classes associated with Gridania from Beta 2 into consideration for Beta 3, we will be continuing to collect all of your feedback and make adjustments heading towards launch, so the content implemented in Beta 3 is not 100% finalized. While there was feedback asking for slightly more room to think about strategy in the beginning of the game, if there are no enemies that require this type of thinking, then there will be no need to put it to use.
However, we do not plan on making these types of adjustments to fodder monsters that exist in the beginning field areas, so if you are not thinking about defeating enemies faster, going to train, and think about positioning, the adjustments won’t be very fruitful. While it’s possible to think that preparing a certain kind of enemy is balanced, this is for a different post (to which I’ve included a link at the bottom, so please be sure to read it.).
With that said, we will still be addressing feedback mentioning that there is still a lack of explanation for the beginning portions of the game, and we are looking over each and every comment made, so please continue to test and leave your feedback.
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Foundation of the Battle System
An MMORPG’s battle system is something that is inseparable from its battle content. When designing a battle system, it’s pretty much entirely related to the battle content design, and it’s due to the fact that an MMORPG’s battle content is created completely on the basis of the battle system.
Also, the content design will essentially become the foundation of the MMORPG, so there is a big controversy revolving around whether or not it all boils down to the battle system or not when it comes to game design holism. Heading towards launch, we will be making minor adjustments to the battle system for FFXIV: ARR; however, the core system that has been implemented into Beta Test phase 3 is the completed version.
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Since I have quite a bit more to say about various other aspects of feedback, I’ve made a post about the overall game design of FFXIV: ARR.
Design Concepts for FINAL FANTASY XIV: A Realm Reborn
I apologize for the extremely lengthy post, but I would appreciate it greatly if you could read it over!