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Final Fantasy XIV |OT2| ARR: Phase 4 August.

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elyetis

Member
I think thoughtful cooperation is far more rewarding than competition between players, and it allows for larger encounters.
That's why i liked the Ose case in Onzozo ( and around the release, Valkurm emperor ), NM which actually lead to cooperative play at random occasion since it came up during xp pty and you weren't able to solo them at that level. But it's exceptions to what interesting NMs actually lead to most of the time.
I really prefer a community where when you see someone do a difficult fight, you'r prone to heal him, over a community where you stand next to him in hope he will fail so you can steal the claim from him.

Always found strange how most of the ffxi community was against pvp yet defended the claim war. Thought most did agree there was a problem with ground kings beeing dominated by bots for claim.
 

Qvoth

Member
Something I was working out the words to say. I too dislike the kind of game that NMs made FFXI, but they did add flavor to exploration when finding a random one that didn't drop anything good so wasn't camped. What you just proposed is excellent. Making some unmarked NMs trigger Fates is a great way to encourage exploration instead of just opening the map to see where the nearest fate is happening.

Like seriously, you should suggest this on the beta forums it is so good.

this is a really great idea

Also Yoshida never said there would be no item drops from FATE, only that the 'current' FATE's would not drop items as he wanted them to be quick little events that helped you level dynamically doing 'events', he even speculated when he first detailed the FATE system in an interview that a potentially big NM spwn might have a loot pool and your performance during the fight would determine both if you got an item and how good the drop/chances of a good drop would be.

that's good to hear
 

T.O.P

Banned
Been trying to download the client since Tuesday, but it always says that it's under maintenance :(


I'll try again later, hope it will work again soon, i'm pretty curious to try it
 
Another idea regarding NMs is to make it so that when you're doing Battlecraft Leves, make it so that there's a random chance for an NM to spawn during the Leve. This prevents claim drama because Leve monsters are always claimed by the person / party doing the Leve. You could further make each Leve be tied to a particular NM, so like for example if you want to "farm" Charybdis (or whatever), you just go do the Charybdis Levequest over and over. But he could have a rare chance to pop, and even if he does pop maybe he doesn't even drop the item.

This is like 90% of the way towards everything that was good about NMs. The only thing it lacks is the thrill of happening across a random NM out in the wild while you're walking around. But it has all of the other good aspects of NMs without any of the bad aspects.
 
Another idea regarding NMs is to make it so that when you're doing Battlecraft Leves, make it so that there's a random chance for an NM to spawn during the Leve. This prevents claim drama because Leve monsters are always claimed by the person / party doing the Leve. You could further make each Leve be tied to a particular NM, so like for example if you want to "farm" Charybdis (or whatever), you just go do the Charybdis Levequest over and over. But he could have a rare chance to pop, and even if he does pop maybe he doesn't even drop the item.

This is like 90% of the way towards everything that was good about NMs. The only thing it lacks is the thrill of happening across a random NM out in the wild while you're walking around. But it has all of the other good aspects of NMs without any of the bad aspects.

Wait what? That is the only good part. How they can add flavor to the world.
 
Wait what? That is the only good part. How they can add flavor to the world.

I don't think that was the ONLY good part. If that was the only good part, then you could take all their drops away and they woudl be just as good. But I think we can all agree that nobody would have given a shit about NMs if they didn't have any drops. With the above system, they're still in the open world, you can still happen across other people randomly fighting them, and you can still have the thrill of getting one to pop. The only thing you don't have is the knowledge that "Out there in the world, there's some NMs up right now that are waiting to be claimed". I don't know, I think my proposal comes pretty close to capturing the essence of NMs in a way that most people would find a reasonable compromise.
 
I don't think that was the ONLY good part. If that was the only good part, then you could take all their drops away and they woudl be just as good. But I think we can all agree that nobody would have given a shit about NMs if they didn't have any drops. With the above system, they're still in the open world, you can still happen across other people randomly fighting them, and you can still have the thrill of getting one to pop. The only thing you don't have is the knowledge that "Out there in the world, there's some NMs up right now that are waiting to be claimed". I don't know, I think my proposal comes pretty close to capturing the essence of NMs in a way that most people would find a reasonable compromise.

Yeah I guess I was talking a little too personally. I liked the NM that just had slightly better then normal drops because that meant that they wouldn't be camped, and still provided a cool thing if you happened to find them when traveling about. Don't really thing that tying them to the leves helps that since you will not see them unless you are doing a leve, or they are being attacked by the person in the leve. Basically like the randomized boss monsters that apear now in the leves.
 

Qvoth

Member
Been trying to download the client since Tuesday, but it always says that it's under maintenance :(


I'll try again later, hope it will work again soon, i'm pretty curious to try it
If it said under maintenance, that means your update is finished
 

Jinko

Member
Another idea regarding NMs is to make it so that when you're doing Battlecraft Leves, make it so that there's a random chance for an NM to spawn during the Leve.

They already have mini NM's spawn randomly during leves, they call them something else and they aren't that difficult but several have killed me before when I haven't had potions.
 

Munba

Member
A lot of new screens about classes and jobs:
http://eu.finalfantasyxiv.com/game


ss_001.jpg
 

BLCKATK

Member
nice!
i never realised bard is the advanced job for archer in this game.. doesn't really make sense but whatever
how was bard in 1.0? not like i'm planning to be anyway

It was my main, I liked it a lot. It was a hybrid DPS support class. When you weren't doing your songs, you were dealing damage. We had decent AoE and debuffs attached to our skills. We had to work for high damage but our support abilities (Mana Regen, Accuracy Up and TP Regen) was top notch.
 
Yeah I guess I was talking a little too personally. I liked the NM that just had slightly better then normal drops because that meant that they wouldn't be camped, and still provided a cool thing if you happened to find them when traveling about. Don't really thing that tying them to the leves helps that since you will not see them unless you are doing a leve, or they are being attacked by the person in the leve. Basically like the randomized boss monsters that apear now in the leves.

Yea, but on the other hand you could give them really good drops. 99% of the time when you "saw" an NM while wandering around, it was claimed. Not always, but a vast majority of the time. With this system you could actually "camp" the NMs by just doing the leve repeatedly. Since you would always know which NMs come from which leves, and which NMs dropped which items you could pick and choose. It's kind of like a hybrid between forced pop and open world I guess.
 
Ooh. Looks like ifrit weapons fire effect actually looks like fire now.

Too bad elements are useless in this game. I like a lot of stuff about XIV so far, but this is honestly one of the most braindead decisions out there. I really hope enough people leave feedback about it and it gets changed
 
Is there some kind of "getting started" guide or wiki with good info on ARR ?

The game is still under NDA, so no. Just sign in and wander around trying to figure stuff out. There's a beta forum where you can ask questions, but that's it. A lot of people here are openly talking about stuff, but I would advise against it personally.
 

Ricck

Member
The game is still under NDA, so no. Just sign in and wander around trying to figure stuff out. There's a beta forum where you can ask questions, but that's it. A lot of people here are openly talking about stuff, but I would advise against it personally.

Ah right the NDA, thanks!
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
That's why i liked the Ose case in Onzozo ( and around the release, Valkurm emperor ), NM which actually lead to cooperative play at random occasion since it came up during xp pty and you weren't able to solo them at that level. But it's exceptions to what interesting NMs actually lead to most of the time.
I really prefer a community where when you see someone do a difficult fight, you'r prone to heal him, over a community where you stand next to him in hope he will fail so you can steal the claim from him.

Always found strange how most of the ffxi community was against pvp yet defended the claim war. Thought most did agree there was a problem with ground kings beeing dominated by bots for claim.

I'm 100% with you. One thing I loved about GW2 was that since you couldn't steal mobs from people, everyone was more likely to help, and more open to receiving it. Hell, I remember just jumping into a fight and killing something because someone lower level than me was struggling on some kill quest.

It breeds community in a way that I think older MMOs never did. I'm all for friendly competition, but not at the expense of community.
 

Jinko

Member
Too bad elements are useless in this game. I like a lot of stuff about XIV so far, but this is honestly one of the most braindead decisions out there. I really hope enough people leave feedback about it and it gets changed

I thought they said that there will be elemental weaknesses just they won't be overly significant because they want it to be fair across all classes, sounds good to me, last thing I want to see is 5 BLM's a tank and 2 Healers again.

I imagine over long fights like Primals which can last up to 20 mins that elemental bonus would add up, we may even see conjurers ending up as DD for some fights lol.
 
I thought they said that there will be elemental weaknesses just they won't be overly significant because they want it to be fair across all classes, sounds good to me, last thing I want to see is 5 BLM's a tank and 2 Healers again.

I imagine over long fights like Primals which can last up to 20 mins that elemental bonus would add up, we may even see conjurers ending up as DD for some fights lol.

Yeah, elemental weaknesses is unfair to all DD that dosn't have elements in their attacks.
 

Caj814

Member
Yeah, elemental weaknesses is unfair to all DD that dosn't have elements in their attacks.

The only solution would be support En-spells or maybe an En-ga version to cover a full party. As long as someone learned it, anyone in the party could potential use it to cover elemental weaknesses.
 

B-Dex

Member
I find it rather amusing, even on the conjuror page, it says they wield earth water and fire to weave elemental spells and as a last blurb "oh they also are really good healers." Totally shoehorning them into the healer role.
 

Jinko

Member
The only solution would be support En-spells or maybe an En-ga version to cover a full party. As long as someone learned it, anyone in the party could potential use it to cover elemental weaknesses.

I would love to see a class which specialises in en spells, Geomancer or Red Mage maybe.
 
Yeah, elemental weaknesses is unfair to all DD that dosn't have elements in their attacks.

Not at all. By the same logic, physical weakness is unfair to all DD that aren't physical. And any resistance is unfair to anyone that doesn't have an advantage against that. That's the entire point of having different classes and different types of monsters. To add variety. Classes need to be more distinct than just the name and animatino of their damage button, and enemies need to be more interesting than just "everyone keep hitting 1 until it's dead"
 
Not at all. By the same logic, physical weakness is unfair to all DD that aren't physical. And any resistance is unfair to anyone that doesn't have an advantage against that. That's the entire point of having different classes and different types of monsters. To add variety. Classes need to be more distinct than just the name and animatino of their damage button, and enemies need to be more interesting than just "everyone keep hitting 1 until it's dead"

IMO everything that favours stacking is bad. Yeah, jobs should be different enough but building your bosses and content that favours a few classes/jobs is bad. EN Spells is a good solution and other similar abillities for to avoid physical/magic weakness as well. But things like that need to be in place because otherwise is just bad design, it happened in 1.0.
 

Foffy

Banned
I have a question that crossed my mind after playing the Beta last week. Does the final game intend to have gear slots for each class, or will you only be limited with six? I thought the gear listing in the Beta made it super easy to switch classes on the fly instead of reequipping stuff. Does XI do anything similar?
 

ebil

Member
I have a question that crossed my mind after playing the Beta last week. Does the final game intend to have gear slots for each class, or will you only be limited with six? I thought the gear listing in the Beta made it super easy to switch classes on the fly instead of reequipping stuff. Does XI do anything similar?
Their initial plan was to use quests to unlock additional gear sets, probably making it possible to have at least one per class.
Then they scrapped gear sets altogether in favor of the new armory board, which will be available during phase 3 or 4, and which allows to plan your gear ahead for all your classes using aliases.
IIRC, when you changed jobs in FFXI, you'd be wearing whatever you were wearing the last time you were playing this job, but you had to have the gear in your inventory to make it possible. FFXI was also very macro reliant for gear swaps (because the level cap stayed at 75 for years, progression was almost never vertical so you'd pretty much have to gear swap for each action).
 

Allard

Member
I have a question that crossed my mind after playing the Beta last week. Does the final game intend to have gear slots for each class, or will you only be limited with six? I thought the gear listing in the Beta made it super easy to switch classes on the fly instead of reequipping stuff. Does XI do anything similar?

A new system temporarily titled "Armoury Board" is coming in phase 3 based on feedback from Alpha testing. In alpha it was only 6 as well but that happened to include all classes available at the time, when they added GLD they didn't add a new slot because they knew it was getting changed and didn't want to add further resources on the server for testing reasons. We don't actually know what this new board is going to do differently but its primary purpose (change from alpha to current phase) is making it possible to have multiple gear sets for the same item as currently you can't do that. He showed a concept pic of it in live letter 5.
 

hrab

Member
don't have time for 'first to quote' so just enjoy:

RBWE 9U9P 3VZE ENT9 N9P5
RBWE HL4R 8SEU JJ27 KT23

be so kind and let the others know that you have used it.
 

Qvoth

Member
well if the lurkers took them, they can't post here so we'll never found out unless a member actually tried them out
 

Kokonoe

Banned
grabbed the bottom one
had to make a UK account

Thanks by the way! this helps cheer me up from losing my chance earlier today after I won that contest and didn't get the prize.
 

Z3M0G

Member
So does Phase 2 have natural support for 360 controller? The last two weeks I forgot to try it but I didn't see the 360 controller listed specifically in the beta forum... but there are people still using it.
 

Aeana

Member
So does Phase 2 have natural support for 360 controller? The last two weeks I forgot to try it but I didn't see the 360 controller listed specifically in the beta forum... but there are people still using it.

Yes, it even has the correct button icons and stuff.
 
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