Well.. we got a beta for ARR. We got a beta for 1.0 as well.
A beta for Heavensward might not be too foreign a thought.
Edit: First post two pages in a row. This has to be a sign, 100% drops in zodiac quests assured. Stay mad, GAF.
I don't know if we'll get a beta. They don't do beta/test server stuff for their raids either, and they're surprisingly polished, both in tuning and lack of exploits/bugs. There was the T12 bane stuff in final coil for example, but that was kinda it iirc. I guess they just have much better internal testers than the western companies or something.
Hmm..T13 feels so much easier than the previous turns for me as a SCH..or for my whole static it seems.
Everyone remembers T12 bane, nobody remembers when Titan Egi got to be The Man.
Maybe they only make big exploitable errors where summoners are concerned. Which kind of fits.
Adventures in finding FcoB group...it seems reading is tough for a lot of people
Everyone remembers T12 bane, nobody remembers when Titan Egi got to be The Man.
Maybe they only make big exploitable errors where summoners are concerned. Which kind of fits.
I meant for final coil. Releasing a full raid and only have one issue, which wasn't even like completely gamebreaking, is quite a feat. I remember the last time Blizzard tried to do that and every single encounter was broken(granted, it was a long long time ago with BWL, wonder how they'd do now if they weren't relying on PTR to test everything for free). There were a few things in 2.0, twintania getting stuck outside or whatever it was, whm falling down on the side on titan without dying and keeping aggro with medica, titan egi tanking the beard, all the speedrun stuff and so on. I didn't play for a while so I don't really know about stuff on second coil.
Having not seriously raided in the game since the first binding coil was the bleeding edge of raiding, were the second and final coil raids better designed than the first? I felt like they were trying to find their footing with some of the stuff in the first section (for example, I couldn't believe the way you were supposed to deal with dive bombs or twisters in Twintania and thought there had to be better ways that people just hadn't figured out... but there apparently were not).
That aside, even from sitting on the sidelines I agree with what you're saying and think they're surprisingly good at releasing balanced and stable content without testing in the way, say, Blizzard would.
So just had a lovely LotA run where we got to tank the Dragon in the middle. It was pretty fun. Our tank went straight in and started tanking the Bone Dragon while Bs tank (we were A) kept trying to provoke it and failing. After the first wipe (which was due to about 3 - 4 skeles reaching the dragon... that was rather funny), Bs tank went on strike and sat for most of our second and final go at the BD.
He did provoke him briefly near the end to get BD to aim an attack at the raid though but we made it.
After this, everytime our tank would tank something, Bs tank would keep trying to provoke it. Funnily enough, we only wiped once more on Atomos (somehow ) but not on the rest of the instance.
Still it was fun to be in a group that didn't kick the guy tanking BD in the middle and literally only one person had an issue with it being tanked in the middle (which was Bs tank) lol.
edit: nice image of our victory:
Where should it be tanked if not the middle?
I usually consider B tank to be default MT unless there is a major gear difference.
Where should it be tanked if not the middle?
I usually consider B tank to be default MT unless there is a major gear difference.
I think it's more that, they don't adequately test each fight. I often get the impression that they have only a few teams testing these fights, and that they aren't using each class very heavily, so they aren't seeing problems that're glaringly obvious to the community.
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I mean, most people running LoTA at this point have high enough level gear where they can kill him quickly. But a few months ago that wasn't the case. Oh the many wipes I've sat through. The tears. The agita. The vote abandons. It got ugly.
Where should it be tanked if not the middle?
I usually consider B tank to be default MT unless there is a major gear difference.
Non-Primal data centers seem to do it just fine.The north.
Tanking it in the center is almost a guaranteed wipe, as the skeles spawn right.there. Just easier to have the BD far away from all the commotion IMO.
Is Square going to just skip anything like a closed beta for Heavensward? I'm a little surprised we're let's say three or four months off from release and we still know effectively very little about what it'll include content wise. Heard something along the lines of "same size as ARR" which would be quite a bit to roll out without a widespread test. That said, I expect a lot of it to fall neatly into the now pretty well established framework of things, so I could see them getting by with internal testing (and a lot of patching post release).
Yeah, but every other data center tanks him mid, because if you do the mechanics correctly it gives you the most space to spread the skeletons out. Both work fine and have worked fine for ages. Flexibility to handle multiple strats is not a general trait of the community, but it should be. Most mid-tanking-wipes I've seen have been mostly a result of die-hard north tank fans refusing to play ball. Same thing for north-tank wipes caused by mid tanking purists.
Basically rigidly insisting on anything that doesn't ultimately matter is just going to increase the odds of a bad time.
Non-Primal data centers seem to do it just fine.
The average bone dragon attempt I've seen usually results in 1 wipe every couple times I run it simply due to people saying fuck the skeletons.
Phoenix fight is probably the most relaxing when it comes to punishing you for mistakes. You can fuck up Blackfire and live, you can heal through Redfire blast if you're lucky, you can misplace Bennus once and not immediately wipe.
It will punish you, but it will not outright wipe the attempt.
On the other hand you have Imdugud who's all like "no death run please".
I have never not seen a redfire fuck up not result in a wipe. How do you have to get lucky? I know you're a healer so im curious.
You just heal through it? I've done that on my alt. It's not unhealable damage. Not really a question of luck since the attacks are scripted.
Well, I guess you can count crits as luck I guess.
You just heal through it? I've done that on my alt. It's not unhealable damage.
Another week and another lot of FCoB treasure coffers containing no Monk loot. Must be going on 4 months now. :/
I filed a bug report asking them to fix our statics loot tables. Clearly theres a glitch in the system somewhere. I refuse to believe anyone could come up with a loot system this stupid.
Yeah, but every other data center tanks him mid
They've had a good track record in terms of stability, no mishaps like T5. Second coil really seems like a very...experimental? time for them. First coil was extremely basic in mechanics in comparison, and it was there as a building block sort of thing. Second coil just throws a ton of different mechanics, often pass/fail, at you non stop without any real sense of pacing. Which is why I think it destroyed as many statics as it did. Redoing the same mechanics over and over because someone messed up one of the 15 different pass/fails was frustrating at times. In third coil, they have really taken what they learned from second and went back to the more simpler nature of first while keeping the challenge of second in. Mechanics build upon themselves more naturally, and it never really feels like a slog. T13 is the longest fight in the game at 14m enrage, but it was so so much easier to learn than T9, and much better paced. The whole fight fits together better, rather than a marathon of mechanic changes every few minutes.Having not seriously raided in the game since the first binding coil was the bleeding edge of raiding, were the second and final coil raids better designed than the first? I felt like they were trying to find their footing with some of the stuff in the first section (for example, I couldn't believe the way you were supposed to deal with dive bombs or twisters in Twintania and thought there had to be better ways that people just hadn't figured out... but there apparently were not).
That aside, even from sitting on the sidelines I agree with what you're saying and think they're surprisingly good at releasing balanced and stable content without testing in the way, say, Blizzard would.
I'm not sure that's really an issue of testing each fight. In terms of actual fight mechanics, they have been remarkably good in regards to making sure the mechanics itself operate as they intended to. The only really major lapse they had was with T5 as a whole in 2.0, the twisters were a mess and they actually shut down the entire instance for a couple weeks to fix all the misc issues. I don't think having them test the fight under different party compositions would really work, because the problem is just so much more integral than that. They will think every class is fine because they will always use a preplanned strategy, the one they believed would be the intended strategy, but they can't really foresee how players actually will approach it.I think it's more that, they don't adequately test each fight. I often get the impression that they have only a few teams testing these fights, and that they aren't using each class very heavily, so they aren't seeing problems that're glaringly obvious to the community.
Maybe in terms of game breaking bugs, but in a multiplayer game situation you need to understand your community and they have shown repeatedly they do not. In this regard we still act as their testers, as we get content that was not fully thought out and requires a large amount of time before it reaches their original goal for the content.Being Japanese devs, they largely know how to QA and test stuff internally ahead of release unlike their western "the-whole-world-is-your-QA-team" counterparts.
Another week and another lot of FCoB treasure coffers containing no Monk loot. Must be going on 4 months now. :/
I filed a bug report asking them to fix our statics loot tables. Clearly theres a glitch in the system somewhere. I refuse to believe anyone could come up with a loot system this stupid.
Nope.
I'd take it further and have the drops be based on role, like physdps/magic dps/healer/tank. Or a mix/match of roles on a single item like WoW did at one point.I think the problem with FCOB loot is that they've packed too much loot into too few chests. Having a 1/10 chance to drop a specific item once a week is just way too restrictive, especially when the system allows for getting stuff that no one can use. Without getting into a long-winded conversation about secondary stats, you already have three pairs of jobs that share all their drops (WAR/PLD, SCH/WHM, BLM/SMN), but people who play the other four jobs just have to suck it up, and so does the rest of the group because everyone goes unrewarded for their efforts if their physical DPS just happened to be the wrong kind of physical DPS that week. I'm not saying make MNK/DRG and BRD/NIN share gear, but take for example a chest that drops DRG gloves and MNK gloves - why can't that just be a trade-in item for STR-based gloves of either kind?
I'd take it further and have the drops be based on role, like physdps/magic dps/healer/tank. Or a mix/match of roles on a single item like WoW did at one point.
They talked about considering a token system for future raids in Heavensward I think? Our only hope is there. The loot tables are going to get more bloated over time as they add new classes, it's an issue they will need to address at some point. The antique gear stuff from 2.4 dungeons show that they are capable of doing it.
This is how you get the issues with SMN itemization at i130. Spell Speed is mainly a BLM stat and it's all over the place due to a shared loot pool.