Final Fantasy XV Episode Duscae 2.0 |OT| This is a fantasy based on feedback.

I was a bit worried by some people's impressions but after playing it with the patch my fears were alleviated. The game actually feels fun and smooth now gameplay wise rather than being a chore like it was before. I have no problem locking-on and switching lock-on between enemies now and the camera is greatly improved.

MP doesn't feel like a problem anymore which is nice be it could make things too easy. Dodge roll seems pointless now that the camera is fixed as I can see when enemies are about to hit me and just press guard. I also feel like the enemies being easier is both a good and bad thing. Generic encounters are shorter which is great in an large open world game like this but I do find things a bit too easy now. Hopefully they'll add multiple difficulties in the final game.

Either way I was worried about this game before but now I'm actually hyped for the final game. It has a lot of potential.
 
I just came back from tour quest with Gladio and I see this

CHH8YmyUIAAqfoF.jpg:large
Wait when you come back from quests the tents are set up?!! Everytime i come back it's empty. :0
 
I don't think these crosslinks are needed at all. Just give us a gambit system to control the AI. Give the player more damage so it can pretty much control the whole fight himself, with AI being support, rather than being part of the main damage dealing.
I know this goes against what they are trying to design though, so its futile.

Perhaps do the following. Select a target and then press some combination of buttons to initiate a group attack. That gives YOU the control of WHEN and against WHO a group attack should be initiated. And it wouldn't require QTEs as you initiate the attack with a single press of some buttons (R2+X+O or whatever).


Regarding slow running, an instant Chocobo would be ideal. It works great with Roach in Witcher 3.

Don't agree. I'd certainly like some kind of gambit system, but I like your team members setting up cross links (of course, you still have the option to engage or not). Helps remind me where they are, and incentivizes my keeping track of them during battle so I'm ready. In 1.0 I never knew where my team was/what they were doing.

And we know they'll be chocobos in the final game. Summoning them a la Roach would be handy (even handier if you could actually climb on without 10 seconds of careful positioning =P ), but I find the magical interdimensional mount a bit immersion breaking. There's something nice about having to plan ahead, like: I'm going a far distance today, I should get a Chocobo.
 
The best thread title I have seen thus far.
It is great to see how involved the development is though, after years of silence. Makes me wonder how upset Nomura must have been though.
 
Maybe you need to step back and just distance yourself from the entire game hype cycle for a year or so. Play other stuff, just ignore the developments on XV for a while. If they keep changing stuff and putting out bite sized controlled pieces of info or demos to focus test the audience, it might not be worth the trouble to get attached to any of it until the game is actually... coming out. >_<

I legitimately liked the 1.0 version lol.
I don't think they're going to do another update though. The general feeling from most people is they're tired of Duscae already.
 
My audio cuts out completely after defeating deadeye using the summon for about 10 seconds. anyone else?

also... the camera is awful when fighting huge monsters. it needs to zoom out loads or something. maybe clicking right stick should change the camera manually? are they really against it a manual "views" button?
 
I think cross links have their place. Just with a little less QTE, and they don't necessarily all have to be so bombastic. Simple 1-2 combos (remember Ignis+Noctis doing something like a Cross Slash in the post-TGS combat presentation?) smattered around to basically present additional opportunities to break up the predictability of combat and get party members a little more directly involved with what Noctis is doing.

fake edit: https://www.youtube.com/watch?v=90jmHB8k3UI#t=6m59s right there

real edit: And with less obnoxious markers lol
 
My audio cuts out completely after defeating deadeye using the summon for about 10 seconds. anyone else?

also... the camera is awful when fighting huge monsters. it needs to zoom out loads or something. maybe clicking right stick should change the camera manually? are they really against it a manual "views" button?

Sound cut out for me every time using the summon.
 
I think cross links have their place. Just with a little less QTE, and they don't necessarily all have to be so bombastic. Simple 1-2 combos (remember Ignis+Noctis doing something like a Cross Slash in the post-TGS combat presentation?) smattered around to basically present additional opportunities to break up the predictability of combat and get party members a little more directly involved with what Noctis is doing.

fake edit: https://www.youtube.com/watch?v=90jmHB8k3UI#t=6m59s right there

real edit: And with less obnoxious markers lol

Specifically having to run to them is really weird. Not really a fan of that or the marker that tells you where to be.

The UI is getting a bit messy in that respect. Hopefully they streamline it further.
 
Specifically having to run to them is really weird. Not really a fan of that or the marker that tells you where to be.

The UI is getting a bit messy in that respect. Hopefully they streamline it further.

Yeah I meant, the bombastic ones can be as forced, but if the majority of them are basically like "oh, Ignis happens to be close by, go for it" rather than making you WALK a couple of screens to an arbitrary location.

Something that helps the flow of combat, instead of breaking it.
 
I think cross links have their place. Just with a little less QTE, and they don't necessarily all have to be so bombastic. Simple 1-2 combos (remember Ignis+Noctis doing something like a Cross Slash in the post-TGS combat presentation?) smattered around to basically present additional opportunities to break up the predictability of combat and get party members a little more directly involved with what Noctis is doing.

fake edit: https://www.youtube.com/watch?v=90jmHB8k3UI#t=6m59s right there

real edit: And with less obnoxious markers lol


Wait,
so ED 2.0 cross links are different now? I like the seamless ones better.
 
I had a crash that exited the game and went to the XMB/whatever the PS4's dashboard is called.

It was in like my third fight after restarting for 2.0. Haven't had issues since.
 
I don't think these crosslinks are needed at all. Just give us a gambit system to control the AI. Give the player more damage so it can pretty much control the whole fight himself, with AI being support, rather than being part of the main damage dealing.
I know this goes against what they are trying to design though, so its futile.

Perhaps do the following. Select a target and then press some combination of buttons to initiate a group attack. That gives YOU the control of WHEN and against WHO a group attack should be initiated. And it wouldn't require QTEs as you initiate the attack with a single press of some buttons (R2+X+O or whatever).


Regarding slow running, an instant Chocobo would be ideal. It works great with Roach in Witcher 3.

I'm with falk on this. I still very much want Gambit and believe it should be at a high priority regarding game systems, but there is no harm to having some flashy group combo once in a while. Problem is their current execution is still kinda wonky, like we can't properly set up/plan for these attack and choose who to aim the attack at. Gotta wait until a foe is knocked down somehow, THEN the crosslink are available to be used, at the nearest foe(?). This shouldn't be the case.
 
I agree with Falk. Simpler, instant more thematic cross attacks are the way to go and I truly hope they're still in. Cross slash and the fire strike with him were really cool, a lot less clunky looking and more thematically satisfying as combination attacks. They actually fused the abilities of the two characters rather than just wailing on an enemy in tandem.
 
I agree with Falk. Simpler, instant more thematic cross attacks are the way to go and I truly hope they're still in. Cross slash and the fire strike with him were really cool, a lot less clunky looking and more thematically satisfying as combination attacks. They actually fused the abilities of the two characters rather than just wailing on an enemy in tandem.

This and you really don't enjoy them

The whole time my eyes where fixated on that tiny square button press.

I never got to see what the guys where doing :(
 
This and you really don't enjoy them

The whole time my eyes where fixated on that tiny square button press.

I never got to see what the guys where doing :(

Haha, I didn't understand you had to time it at first. Embarrassed myself trying to button mash my way through them.
 
I think this patch really improved the demo. Before the combat felt excessively tedious, now it's actually fun. I also have less problems with the camera. I know where I am in relation to enemies most of the time now, as opposed to before, where it felt like a jumble of bodies jumping around. I also enjoy the cross link system. Makes for a nice change of strategic pace from the button mash.. I mean.. holding down the square button (I'm old).

As for challenge, before it felt difficult because the combat system was so messy. It was difficult to the point of it not really being fun. Now it feels a lot more fair. There are ways for them to make certain parts more difficult (higher HP enemies, bigger mobs, status effects.. etc.) without having to nerf Noctis into uselessness, which he felt like a lot of times in 1.0.
 
So far the changes are nice. I still really suck at warping to higher ground. Is there a simple way to lock on to those points? I feel like I'm missing something fundamental here that I forgot from the tutorial.
 
So far the changes are nice. I still really suck at warping to higher ground. Is there a simple way to lock on to those points? I feel like I'm missing something fundamental here that I forgot from the tutorial.

I think you need to hold down X now
as long as the warp point is signaled in your screen.

My problem is trying to heal party members and I end up wasting MP by incorrectly warping all over the place -_-;
 
MP management is just not very fun even if it looks like a good thing on paper. I can't even a shit with weapon abilities without being punished with stasis. It was limiting and tedious at best.

I honestly had NO problem with 1.0's MP management and rarely went into stasis. It only punishes you if you want to be "flashy", which if this portion of the demo is cut from an early section of the game, you SHOULDN'T be wasteful with your special attacks. I see it like in early FFs where you are low leveled because you are early in the game and have access to magic, but instead of strategically coming up with a plan to battle and conserve magic for when you NEED it, you just waste all your spells on random encounters, consume all your ethers(which are rare) and then waste all THAT MP too, basically forced to battle the boss via melee attacks. When you are later in the game, your level gets to a point where you have more slack to do what you want regarding MP(and you usually get more access to ethers or special shops that sell them), but in the beginning, you can't just do what you want without suffering consequences.

Now, with 2.0, I restarted over and encountered one of those blue Sabertusks at a low level, and it didn't take me long to kill it, where in 1.0, the first encounter really was telling of a shift in what I could normally handle, and what I should attempt to tackle at a higher level. Same for the Magitek Troops, which at first, were really crazy in trying to kill your ass in 1.0, and now, were one of the first enemies I fought and was able to beat their ass down like they were made of tin foil. Sure, fast battles are great, but I think there should be varying difficult with enemy groups. Regular Sabertusks should be fast battles(especially with them still running all over the place, it really is a battle you want done with fast), but the Magitek Troops should be a notch or two stronger, and more strategic. Make players work for their supper, sometimes.
 
I'm still having trouble parrying. Is it not possible to parry when the creature that is about to attack you is not the one you are locked on to?

Also, I paid close attention and thought I was getting it down in the tutorial with Gladios, but every time I go to spar with him at camp I can't parry for shit.

I must be missing something obvious, MGR was a cakewalk compared to this.
 
For the team attacks, you don't need to keep an eye out for the button press. Watch for the big yellow bubble that appears every time your teammates attack and press Square then.

Every three attacks will boost the available finisher by one level, and you can press Triangle at any time after the first three successful attacks.
 
My main complain is that when im using armiger Noctis seems to warp all over the place. Even when locked onto and enemy and holding the left stick towards them he'll warp off in a random direction. It makes using armiger for anything but the warp attack a clusterfuck.
 
I'm still having trouble parrying. Is it not possible to parry when the creature that is about to attack you is not the one you are locked on to?

Also, I paid close attention and thought I was getting it down in the tutorial with Gladios, but every time I go to spar with him at camp I can't parry for shit.

I must be missing something obvious, MGR was a cakewalk compared to this.

Just hold L1 when the parry symbol pops up (semi circle with 2 lines).
 
This and you really don't enjoy them

The whole time my eyes where fixated on that tiny square button press.

I never got to see what the guys where doing :(
Well once you figure out the timing, you really don't have to look at the square button press. Just do square after the other character hits.

I found myself half the times ignoring the square help and the other time needing the help prompt. Whenever too much was going on that i couldn't focus well on what the characters were doing.

Would be cool if there was a way to turn off the button prompts for those that master the timing
 

Let's play some Surprise Trivia! (tm)

The violin solo of that piece of music was performed by one Quan Yuan who also played on many other VGO/SoundtRec projects (another close/related one being KH2.5, but not as concertmaster). This guy is amazing.

The band you hear on the music are all Video Game Orchestra regulars. Blaize Collard on drums, Louis Ochoa on bass, Shota Nakama (who also orchestrates and is the producer of the concert face of VGO) on guitar. (All three of them are playing in this video which dragonzdogma will love lol) Piano was played by Livan, another VGO regular, who played on most of the post-E3 2013 FFXV music, and Lightning Returns as well.
 
My main complain is that when im using armiger Noctis seems to warp all over the place. Even when locked onto and enemy and holding the left stick towards them he'll warp off in a random direction. It makes using armiger for anything but the warp attack a clusterfuck.

This is an issue for me as well. I resent activating armiger simply because I suddenly feel like I'm losing control of Noctis. Everything feels way too fast and out of control especially when surrounded by tons of enemies, which is often in the demo. This basically means spamming R1+X for the automatic, flashy combo 24/7. I don't like it. I actually dislike limit form in KH, but at least there I can still feel like I'm controlling Sora's every movement regardless of how fast it was. I don't enjoy the idea of being hurried and make use of this super power before it's over. Makes me shut down my brain and keep spamming relentlessly at enemies with not much thought process.
 
For the team attacks, you don't need to keep an eye out for the button press. Watch for the big yellow bubble that appears every time your teammates attack and press Square then.

Every three attacks will boost the available finisher by one level, and you can press Triangle at any time after the first three successful attacks.
The finisher level was what confused me. I don't think i performed the crossbone II attack well (i think that was the name)

So you can do like six combo links and then press triangle to do the leveled up attack?
 
I think you need to hold down X now
as long as the warp point is signaled in your screen.

My problem is trying to heal party members and I end up wasting MP by incorrectly warping all over the place -_-;

My problem was trying to warp up to the posts and not constantly warp over at Behemoth's stupid fucking feet.
 
Yeah, Crosschains would be fine if they removed the QTEs. Running to the markers is also annoying, and it breaks the flow. I don't know how they'll fix this system now.

Armiger was also being weird. When holding the attack button in 1.0, Noctis would more often than not keep finding enemies to hit. But in 2.0, he just starts going in a random direction and not finding any enemies to warp to and hit.

Also, fighting large enemies and only hitting their feet is so boring.
 
Yeah, Crosschains would be fine if they removed the QTEs. Running to the markers is also annoying, and it breaks the flow. I don't know how they'll fix this system now.

Armiger was also being weird. When holding the attack button in 1.0, Noctis would more often than not keeping finding enemies to hit. But in 2.0, he just starts going in a random direction and not finding any enemies to warp to and hit.

Also, fighting large enemies and only hitting their feet is so boring.

That last part is the only thing that worries me a bit. they must either allow monster climbing or more aerial attacks or big monster fights will end up being really dull.
 
Yeah, Crosschains would be fine if they removed the QTEs. Running to the markers is also annoying, and it breaks the flow. I don't know how they'll fix this system now.

Armiger was also being weird. When holding the attack button in 1.0, Noctis would more often than not keep finding enemies to hit. But in 2.0, he just starts going in a random direction and not finding any enemies to warp to and hit.

Also, fighting large enemies and only hitting their feet is so boring.

Yea I am worried about the final game in this aspect. Both Behemoth and Catoblepas fights are really terrible, and I fear the rest of the game's big monster battles will be like this.
 
This and you really don't enjoy them

The whole time my eyes where fixated on that tiny square button press.

I never got to see what the guys where doing :(

Same here, maybe they should link it to a sound effect, now I was just fixated on the location where the button press would come up and only saw how cool the battle sequence was when viewing my replay
 
Let's play some Surprise Trivia! (tm)

The violin solo of that piece of music was performed by one Quan Yuan who also played on many other VGO/SoundtRec projects (another close/related one being KH2.5, but not as concertmaster). This guy is amazing.

The band you hear on the music are all Video Game Orchestra regulars. Blaize Collard on drums, Louis Ochoa on bass, Shota Nakama (who also orchestrates and is the producer of the concert face of VGO) on guitar. (All three of them are playing in this video which dragonzdogma will love lol) Piano was played by Livan, another VGO regular, who played on most of the post-E3 2013 FFXV music, and Lightning Returns as well.


The post concert ringing in my ears is gone.
Eternal Return sounds GLORIOUS!!!!!!!!!!

God I wish I could attend to such events.
 
Just hold L1 when the parry symbol pops up (semi circle with 2 lines).

I thought you had to hold L1 and then press square when the enemy attacks? The parry circle indicates an upcoming parry opportunity (because it is visible for several seconds), not when to press attack?
 
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I don't think this tech is in the demo yet (Behemoth's legs kinda still shuffles around when turning) so I'm going to assume all large monster fights are pretty much in an "under construction" state.
 
Same here, maybe they should link it to a sound effect, now I was just fixated on the location where the button press would come up and only saw how cool the battle sequence was when viewing my replay

There are sound cues ,
but I believe they are bit hard to hear with all the other sound effects going on.

I'd say just get rid of this new QTE cross link attacks
they really bring nothing new or fun to the table.

Sorry Tabata you tried :(
 
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