They have different names, so they're better!
Whelp guess we found the problem then. If Stone 2 was called "Rockslide" and Aero 2 was called "Tornado" and they still had the same properties they do now, this would be the best game ever.
They have different names, so they're better!
I'm not quite sure why:
Stone / Aero / Fluid Aura / Stone 2 / Aero 2
is any different from:
Smite / SW Pain / Psychic Scream / Holy Fire / Mind Flay
No plans for that at the moment, but they're open to the players feedback for future updates.
Is there a quick way to mark mobs on a controller? I tried putting them on the hot bar and it's kind of slow, I heard I could just mark them by clicking, I might just plug in a mouse..
Maybe I should logon to their forum and post about it![]()
Whelp guess we found the problem then. If Stone 2 was called "Rockslide" and Aero 2 was called "Tornado" and they still had the same properties they do now, this would be the best game ever.
I'm not quite sure why:
Stone / Aero / Fluid Aura / Stone 2 / Aero 2
is any different from:
Smite / SW Pain / Psychic Scream / Holy Fire / Mind Flay
You actually missed the best time of v1.0, although I completely understand not wanting to pay the monthly fee for that game, but since 1.2 in December 2011, the game changed and improved greatly. And the Materia and Spiritbond part was fundamental, and if you don't enjoy the system then you can take the easy way and just buy the Materia or even betetrm the items with Materia on them.
It justs takes about a dungeon run to spiritbond an item, is nothing anti-casual at all.
Loved
That there's a real story. I wouldn't put the story quite on par with some of the single player Final Fantasies out there, but as far as JRPG storylines go, FFXIV probably have the strongest story of any JRPG to come out of Japan in the past few years.
Hey, anything we can do to turn this game into WoW then abandon it while saying "Its just another WoW clone" as quickly as possible is okay by me!
You can make a macro that marks your current target and assign it to a hotbar like any ability. I'm not quite sure how the PS3 UI works, but would that help?
Never mind, that sounds crappy. Would clicking really be faster than a hotbar'd ability? I have no idea how the PS3 UI works.
Holy shit dude, it's your opinion, but whatever.
Holy shit dude, it's your opinion, but whatever.
So, what you're saying is that crafting also depends on other aspects of the game to advance? And this is a bad thing?
I'm sorry but this seems silly to me. You're just asking them to make it easier and take away aspects of the system that make players actually interact with other people.
hmmm, well currently I can target a mob and mark it, like the one I'm targeting will be "1", then I need to do that again for 2, 3 and 4, which takes like 3 macros space :<, it's kind of slow to mark 3 to 4 mobs.
The point of materia is that it is a system that benefits everyone and everyone can participate. (speaking from 1.x perspective from here--) Battle classes were the quickest way to generate materia. They were the third piece of the triangle. By allowing crafters to simply create materia directly the battle classes are excluded from the process completely and are at the mercy of crafters which, in a game like this with the amount of identity placed on crafting, is a bad thing for the economy (and I say this as someone with all but 1 crafting class at 50). The ability for battle classes to be the best materia generators gave players with no interest in crafting their own leverage in the system.Couldn't materia just being made only by the crafting classes keep them relevant without placing a restriction on who can put the materia into your gear?
Um... Spiritbonding materia is something player friendly. Player friendly does not mean "give the player their cake and let them eat it too then bitch about having nothing to do." Spiritbinding happens gradually any time you kill something, just like leveling up. Just like leveling, it's only as time consuming as you want it to be. Got an hour to burn? Go SB. It's meant to be a system designed to take time (or money) to get the most out of... which makes perfect sense because this is an MMO.Very boring. I see no reason why they want you to go grind on enemies to max out a spiritbond to make materia. *shrug* It's weird because they want the game to be more player friendly and less time consuming for small tasks (as evident by some of their other changes), and yet they still bring over that spiritbonding system.
I agree with what you are saying overall. But I thought Mind Flay was a cool spell and a lot more interesting than Aero 2 if for no other reason than it was channeled.![]()
Is there a quick way to mark mobs on a controller? I tried putting them on the hot bar and it's kind of slow, I heard I could just mark them by clicking, I might just plug in a mouse..
so for all of you Beta players, I have a question:
How easy/difficult is it just to run around and explore in this game?
I'm not sure if you are talking about 1.0 or ARR here, but felt like it took a lot longer than that in the beta. Of course, with how often you switch gear around in the early levels (I was testing low level CNJ leveling on a new server), it's possible I just kept swapping gear and never had a chance to get it spiritbond, lol. I'd like to do more testing.
Pretty much. The different spells, different animations, and different use cases definitely broke up the monotone of spamming the same spells over and over. Not to mention if you spec'd some into shadow you get more offensive abilities.
Actually it is my experience derived from years of playing numerous mmorpgs. The game world in this is nothing to write home about, with most of the best looking things being places you cannot go to or explore. Look at the screenshots posted. Stuff like the floating city is something you can go up and press your face against the invisible wall to get a good picture of, but that's it.
Well, to be fair to the game design, its quite possible that the people selling items on my server were gauging players a lot worse than on other servers.
Going back to the Elm Lumber example, most the market board entries were anywhere from 4000 to 6000 gil, for packages that were only in the single digits. Considering how much of that item you need once your Blacksmith is near level 20, that is an absurd amount of money.
Whelp guess we found the problem then. If Stone 2 was called "Rockslide" and Aero 2 was called "Tornado" and they still had the same properties they do now, this would be the best game ever.
Please don't use player market prices of materials in a beta test as a basis to fault the crafting/gathering system.
I apologize if this has been answered elsewhere but why did they not just go with the X/ra/ga/ja naming convention for spells? It has been in plenty of Final Fantasy games (as has the numbering method, admittedly) but it also simply seems cooler/better.
And people complained that the world in 1.0 was huge and very hard to travel and that it was just copy paste, and etc, etc, etc.
As I said above, opinions=whatever.
I apologize if this has been answered elsewhere but why did they not just go with the X/ra/ga/ja naming convention for spells? It has been in plenty of Final Fantasy games (as has the numbering method, admittedly) but it also simply seems cooler/better.
You only have to level once to get access to the skills in the shadow tree where as you have to level up at least some in all 7 of those classes. Seems like a lot of work to get access to abilities you likely wouldn't use 90% of the time. Probably would make more sense to just plow through leveling and run max level instances or raids.What if I told you that instead of spec'ing shadow, you could spec 7 other jobs and pull new offensive abilities from them. I was just addressing the original argument of "this healing class only has 2 base offensive abilities" and saying:
- This really isn't even true at this level of conversation and
- This isn't any different from WoW, when you look at it.
From the Instruction Manual for the Beta Phase 3, where else?
To that I have no idea, but I agree that would be a really neat callback to other FF games. It would also make it clearer too that things like Fire 1, Fire 2, and Fire 3 are very different spells with different casting costs (and sometimes AoE instead of single target), instead of just ranks of the same spell.
And it was a rightful complaint, because the world in 1.0 was just copy pasted over and over. So much so that an odd looking tree was a sought after landmark. Not to mention that 1.0 also had a tendency to invisible wall off the world. Both that and the small unexplorable world we currently have are just two sides of the same limitations from needing this game to run on PS3. So while I understand why it is the way it is that doesn't stop me for not liking it.
You only have to level once to get access to the skills in the shadow tree where as you have to level up at least some in all 7 of those classes. Seems like a lot of work to get access to abilities you likely wouldn't use 90% of the time. Probably would make more sense to just plow through leveling and run max level instances or raids.
I agree with you that the two base offensive abilities argument is kind of disingenuous but I think the perception is there because those two abilities can occupy the high majority of your offensive rotation as a healer. Yes you can go out and level other classes and pull in their offensive skills but that can turn out to be some extra legwork. Certainly so not in phase 3 since we had NPCs to auto level us but when the retail games out I'd guess those NPC won't be around.
I disagree that this isn't any different from WoW. I think healing classes in WoW do get a little bit more variation in the offensive skills they have access too.
Japanese version is still using ~ra and ~ga though (and French version is still using the same weird, confusing and terrible translation as before), which feels like they did it not to confuse the new English-speaking players or something.Actually in version 1.0 the different tier spells WERE Thunder/Thundara/Thundaga when they had the big combat overhaul in 1.19. They decided to revert back to the Fire 1, Fire II etc. on purpose. Why is anyone's guess though.
Japanese version is still using ~ra and ~ga though (and French version is still using the same weird and confusing translation as before), which makes me feel like they did it not to confuse the new English-speaking players or something.
Some people might get confused with the naming convention for the naming convention, even tho they were used on 1.0, but Yoshida wanted to change the way spells work and also changed their names to numbered spells.
That's my guess, yeah.So basically we should be blaming 13-year-olds-english-speakers-WoW-players?
You could argue the other system would have a similar effect but I think Fire/Fira/Firaga would at least do a slightly better job of implying differences than Fire 1,2,3
That makes sense. Unfortunately, I think they will lose a couple customers (like the one that spawned this discussion) because the numbering convention makes them feel like it is the exact same ability that simply has more damage/longer cc/etc. Because of this they don't realize the spells are actually rather different in some cases and often function alongside each other and then they feel like their ability selection is very limited.
Oh no, losing customers who won't read skill information tooltips and actually play the game and see what the skills do when used together.... ARR confirmed for flop at launch.
That makes sense. Unfortunately, I think they will lose a couple customers (like the one that spawned this discussion) because the numbering convention makes them feel like it is the exact same ability that simply has more damage/longer cc/etc. Because of this they don't realize the spells are actually rather different in some cases and often function alongside each other and then they feel like their ability selection is very limited.
You could argue the other system would have a similar effect but I think Fire/Fira/Firaga would at least do a slightly better job of implying differences than Fire 1,2,3
Really? How do you experience it? How is it different than other MMOs that attempt to tell story?
I'm genuinely curious, and excited by this.
Do people really do this? I mean it highlights the next move in the chain and everything. Unfortunately 123123123 is sort of boring too. I hope the TP meter matters at higher levels.But there's so many people that don't read the tooltips, and have no idea that comboing skills produces additional effects with more damage and the like, and they just use whatever they have available, or 1111111111111.
They should really let you sell materia on the market. Or can you already?
It seems like this is an English-only thing, as ebil posted above. So basically the English translators have some warped misconception about english-speakers, or something.
They should really let you sell materia on the market. Or can you already?
Add me to the list of people who dislikes the current materia system. In theory, it sounds interesting, but it's just far more annoying and time consuming than it should be. I preferred the simple drop a gem into your gear that WoW did personally.
That makes things feel a bit more open then. Takes a while to spirit bond and none of the gear you get seems like it's going to last very long (not even endgame stuff with the way it sounds). So if you can't buy/sell it seems like a waste.Of course you can.