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

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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.

music to my ears if true :)
 
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?

No, just hold L1. Once the enemy actually hits you a prompt will pop up to press square. Thats when you do it.
 
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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.

Hope so. Seems it's unanimous that these large monster fights are underwhelming right now. I specifically remember Tabata saying there's a monster free-run mechanic in one of the ATR. Hope to see it working like Dragon's Dogma. These beasts are made to be scaled, not be whacked at their feet.
 
Game just seems slow and unresponsive. Weird camera issues, weird input lag. The camera is especially poor against the large monsters and whenever you do one of the team attacks. The screen just gets so cluttered that you don't even see Noctis do the finishing blow sometimes.

Game still thinks the phantom sword is there:

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This is happening for me too. The whole "focus" thing is poorly implemented.
 
So I bought Type-O HD at launch, never got around to downloading the FFXV demo though. Last night after seeing this thread, I downloaded it and put in about an hour and a half.

Overall, I like the game. It doesn't feel very "Final Fantasy" to me, but I guess it's been moving this direction for a few years. The combat is a fun mix of action and warping around. I am having a lot of issues telling exactly where I'm going to be warping to, and targeting in general at the moment, but I'm expecting I'll get familiar with it after a few more hours. Dodge/parry mechanic is actually a ton of fun. I really hate the idea of moving out of the battle to heal yourself/regen MP. Hanging off of a tower or hiding behind a rock for 25 seconds is no fun, and it seems kind of cheap honestly. Also I don't like the stolen shooter mechanic of "I'm near death, come give me an adrenaline shot" bullshit.

I'm not really a fan of the party outside of Noctis and the big gruff dude with the 2h sword (forget his name). I would have greatly preferred to be able to select from a larger cast of characters, and I'm surprised with myself that I'm kinda missing a female party member. I was originally all for the "bro road trip" idea but the characters just don't seem interesting or likable enough for it to work. Of course this is just an early demo.

I like the weapon system well enough, even though i'm by no means an expert with it. I wish you could normal attack with different weapons based on which direction you were holding, instead of it being "sword sword sword" until its near death then "spear spear". Skill selection seems to be a bit of a chore given the action pace of the battle system in general.

It's not bad by any means, and I'll be buying it day 1, because well, it's a mainline Final Fantasy, but it's hardly the JRPG I've been waiting for. Would have preferred a modified FFXII battle system using dedicated party roles and the gambit/targeting systems for AI. Noctis could even retain his current controls and I feel like it would be a big step up.
 
Game just seems slow and unresponsive. Weird camera issues, weird input lag. The camera is especially poor against the large monsters and whenever you do one of the team attacks. The screen just gets so cluttered that you don't even see Noctis do the finishing blow sometimes.
Definitely. My biggest comlaint with the new team attacks is that we can't even see most of the action due to the hectic camera. Seems like a sloppy implementation.
 
I'm glad to see that more folks are citing the big monster fights as a point of concern, because that was my biggest gripe with 1.0 and I didn't see as many people echoing it as I might have hoped. The fights are tedious, and especially in the case of the behemoth it feels like there are no truly effective strategies to take the big guys down. Just poke away with impotent attacks and dodge an almost overwhelming flurry of blows from your foe.

First, they need to cut down the HP bars of these enemies DRASTICALLY. Like, a quarter of the health probably won't be overdoing it. This will at least HELP make the fights a bit less dull because a big part of what makes them so tedious is that they take forever.

Second, the enemies need a greater degree of interactivity and strategic opportunity, just to keep the player engaged. With the big enemies there really isn't much variation moment to moment. They sling out the same strikes and leave you only tiny windows to counter with attacks that do next to nothing. It's the opposite of satisfying. There's no great way to stagger the behemoth, no strategy that really affords you a "gotcha!" moment, nothing but poking at feet. I pray that monster climbing is still in but after so long it's hard to imagine it is.

I really dislike Tabata's fascination with battles that last forever. He explains it will take you in game days to beat the Adamantoise like it's a point of pride when that sounds just terrible. Go for excitement, go for engagement and satisfying combat. As it is, it's quantity over quality and it's making what should be huge moments fall very flat.

Worries me when the big fights have been such set pieces up to this stage. They seem to be a big part of the game so seeing them being done so wrong up to this stage is not great.
 
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 had this problem last night, too. It's weird because I really didn't remember it happening that often in 1.0, so it feels like something changed. I might be wrong, though. My Noctis was warping around in a random direction when I was pressing Square toward an enemy (he was warping in a direction that had no enemy at all), so I was confused. It's much easier to just use the big attack thing with Armiger, but sometimes I don't want to do that attack and just want to attack with all the swords. Not sure what's wrong.
 
How do you initiate that big omnislash-looking attach with Armiger? Is it just L1+R1 then warp attack? Do I need all the Armiger weapons?

L1+R1, then lock into an enemy (I wish activating it didn't unlock you from the enemy you had targeted)... Then yes press the warp attack button (X). You do need all 4 weapons yes.
 
『Inaba Resident』;167042848 said:
Nah, it was excessive.

It could have just been a place holder. I honestly thought it was fine but I love the new after image one.

Im also surprised how many of you cant tell the difference between Noct and Gladio. Also they pretty sure they didnt include any redubbing for the 1.0 scenes. Just some new scenes for 2.0. I tried looking up a comparison but the link someone posted is down for me.
 
Did anyone else notice how the AI is much dumber when it comes to them coming to save you? When those magitek soldiers pierce you with that critical attack, they don't come to save me anymore as much.. I think they saved me once out of 5 times...which wasn't like that at 1.0.
 
I'm glad to see that more folks are citing the big monster fights as a point of concern, because that was my biggest gripe with 1.0 and I didn't see as many people echoing it as I might have hoped. The fights are tedious, and especially in the case of the behemoth it feels like there are no truly effective strategies to take the big guys down. Just poke away with impotent attacks and dodge an almost overwhelming flurry of blows from your foe.

First, they need to cut down the HP bars of these enemies DRASTICALLY. Like, a quarter of the health probably won't be overdoing it. This will at least HELP make the fights a bit less dull because a big part of what makes them so tedious is that they take forever.

Second, the enemies need a greater degree of interactivity and strategic opportunity, just to keep the player engaged. With the big enemies there really isn't much variation moment to moment. They sling out the same strikes and leave you only tiny windows to counter with attacks that do next to nothing. It's the opposite of satisfying. There's no great way to stagger the behemoth, no strategy that really affords you a "gotcha!" moment, nothing but poking at feet. I pray that monster climbing is still in but after so long it's hard to imagine it is.

I really dislike Tabata's fascination with battles that last forever. He explains it will take you in game days to beat the Adamantoise like it's a point of pride when that sounds just terrible. Go for excitement, go for engagement and satisfying combat. As it is, it's quantity over quality and it's making what should be huge moments fall very flat.

Worries me when the big fights have been such set pieces up to this stage. They seem to be a big part of the game so seeing them being done so wrong up to this stage is not great.

Couldn't agree more. I don't understand why they have SO much HP it's stupid. What is Behemoth and Catoblepas weak/strong against? What strategy are open for players to utilize? At this stage, it seems like even the developers have no clue on these judging by the demo.

Imagine if we could climb onto enemies and blind them by attacking their eyes, cut their legs to them cripple their movement, burn Iron Giant's hand to make them drop their weapon. They can make enemy specific weaknesses that way and make battles much more interesting.
 
Did anyone else notice how the AI is much dumber when it comes to them coming to save you? When those magitek soldiers pierce you with that critical attack, they don't come to save me anymore as much.. I think they saved me once out of 5 times...which wasn't like that at 1.0.

They have never saved me once in 2.0. I just keep running around until Noctis magically revives himself. lol.
 
How do you perform the charge attack with the zweihander?
I've tried changing it to be by first, second weapon, but I still cant get the charge attack to work.
 
How do you perform the charge attack with the zweihander?
I've tried changing it to be by first, second weapon, but I still cant get the charge attack to work.

Set it as the Ravage weapon. I think you need to hold back on the stick and the attack button to start charging. At least, that works for me.
 
Couldn't agree more. I don't understand why they have SO much HP it's stupid. What is Behemoth and Catoblepas weak/strong against? What strategy are open for players to utilize?

Attack Dead eye from the right side,
using armiger will help you knock him down,and further attacks will take a nice chunk off his life, bring at least 10 potions into the battle and try to rescue your partners often.
If they die, Dead eye will focus solely on you.
You can even beat him if your level 20 or 25 ( it might take a whole FFXV day tho)

Also Dead eye has 3 target points when head left and right body
I find that after the patch the Dragoon lance works very well when jump attacking his face from the right side.

Finally dead eye has the quickest parry counter in the game,
but if you time it successfully you will cause him to stumble and be unguarded.
 
Hope so. Seems it's unanimous that these large monster fights are underwhelming right now.

Well, I think it'd be hard to design fights if you don't know the extent to which the characters, monster and terrain can interact with each other, what kind of animation features there are, etc.

It'd be like trying to design KH2 fights when you don't know the extent of what's possible with reaction commands if the whole reaction command system was still being finalized.

Like literally chozen's video of the Catoblepas fight is just a big punching bag with token hard hitting abilities just because, with nothing interesting going on at all.

Compare that to any of the boss fights in KH2.

inb4 "get up on the Catobeplas' back"

As for Catoblepas, right now he feels more like a proof of concept than a fully implemented, thought out fight. It's like: look, you can fight this huge, well rendered animal in real time without breaking the game!

Yeh, exactly. It kinda feels that way for Deadeye too, to be honest. Especially considering the theme-park-attraction-Main-Quest way to kill him was to drop Ramuh on his head. It felt like "oh, hey, let's just also let you cut him to death for now because why not, it doesn't break the game" was an afterthought for Episode Duscae.
 
Attack Dead eye from the right side,
using armiger will help you knock him down,and further attacks will take a nice chunk off his life, bring at least 10 potions into the battle and try to rescue your partners often.
If they die, Dead eye will focus solely on you.
You can even beat him if your level 20 or 25 ( it might take a whole FFXV day tho)

Also Dead eye has 3 target points when head left and right body
I find that after the patch the Dragoon lance works very well when jump attacking his face from the right side.

Finally dead eye has the quickest parry counter in the game,
but if you time it successfully you will cause him to stumble and be unguarded.

Yeah, Dead Eye does have some weaknesses. It's just that they're so much trickier/more finicky/on shorter timer than for other foes who are much weaker in general. I guess this is part of his being tough, but, coupled w/ the huge HP pool seems like overkill. I'd either make his weaknesses easier to hit (e.g., either extend the window for counter, or have it produce a longer stagger state), or give him far fewer HP.

As for Catoblepas, right now he feels more like a proof of concept than a fully implemented, thought out fight. It's like: look, you can fight this huge, well rendered animal in real time without breaking the game!
 
Couldn't agree more. I don't understand why they have SO much HP it's stupid. What is Behemoth and Catoblepas weak/strong against? What strategy are open for players to utilize? At this stage, it seems like even the developers have no clue on these judging by the demo.

Imagine if we could climb onto enemies and blind them by attacking their eyes, cut their legs to them cripple their movement, burn Iron Giant's hand to make them drop their weapon. They can make enemy specific weaknesses that way and make battles much more interesting.

ergo, the large HP-pool monsters are to killed by yet implemented
1) Monster climbing,
2)Aerial attacks,
3) Magic systems.

My money is on 2-3.
 
Did anyone else notice how the AI is much dumber when it comes to them coming to save you? When those magitek soldiers pierce you with that critical attack, they don't come to save me anymore as much.. I think they saved me once out of 5 times...which wasn't like that at 1.0.
Idk i thought they were saving me more then in 1.0. They still take forever but at least in 2.0 they got the hint to heal me whenever i approached them. In 1.0 i would approach them and they'd just stand there.
 
Wanna join in on the update fun, but I decided that I wanted to keep the old version. Maybe I don't wanna spoil myself for the final game, I dunno.

ooooooo, 2.0 is glitchier than the last one? Neat! I was thinking of asking someone to go try the car trick, but that's not really a fun thing to have to do to get some more exploration in.

If that doesn't work, you could try something else. I managed to break the LOD system by accident in 1.0. You'd know this happened if all the ground textures become blurry, or if the environment objects don't load in. If this happens to you, go to the map boundaries on the far enough from where you fist noticed everything was broken, the invisible wall doesn't load in to stop you from getting out. See if they removed Titan's model, or made the reset error boundaries more restrictive. Just something to keep in mind.
 
They toned down the effect that shows up when you do normal MP dodge. It's way too feint now I think, compared to everything else.
 
They toned down the effect that shows up when you do normal MP dodge. It's way too feint now I think, compared to everything else.

They replaced the particles with an after-image effect of Noctis for normal mp dodge, and restricted the particle use for perfect dodge. I actually prefer the new one as the particles were a little overboard, and this provides a bigger difference in visual feedback between the two dodge types.

normal dodge
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perfect dodge
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I can't help but feel that having sidequests pop up at the start of the day after sleeping may have been poorly thought out when one of them looking at stars during night. Walk a few seconds to a spot and then just...wait.

If there are more of these in the main game then a time skip option might be nice.
 
I can't help but feel that having sidequests pop up at the start of the day after sleeping may have been poorly thought out when one of them looking at stars during night. Walk a few seconds to a spot and then just...wait.

If there are more of these in the main game then a time skip option might be nice.

Hope so too. I think it's a necessity if you have time sensitive events and quests.
 
Large monster fights should just focus on being tactical.

They should draw inspiration from the souls series(dodging,timing attacks correctly) or,zomg,LR/XIII(buffs,debuffs,and just requiring you to set your self and party correctly)

Climbing shit is shallow and gets boring real fast.SotC is an exception because that's the entire focus behind the game and its only a handful of unique fights.
 
BTW- Update:

The game is much darker now,
I had to re adjust my TV settings,
there seems to be a transparent fading effect that encompasses the whole screen.

At night time it was impossible for me to see anything unless I shifted the camera towards the moon.
 
BTW- Update:

The game is much darker now,
I had to re adjust my TV settings,
there seems to be a transparent fading effect that encompasses the whole screen.

At night time it was impossible for me to see anything unless I shifted the camera towards the moon.

That effect was always there. I hope they remove it in the full game.
 
Maybe I'm suffering Stockholm syndrome but I liked the more tactical nature of the first version of the battle stuff with the MP management and such. Now everything feels messy like too many cooks in the kitchen, they don't know what to do.

I'll start from the beginning and see if my opinion changes.

Opposite for me. I really disliked the combat in 1.0.
 
Did anyone else notice how the AI is much dumber when it comes to them coming to save you? When those magitek soldiers pierce you with that critical attack, they don't come to save me anymore as much.. I think they saved me once out of 5 times...which wasn't like that at 1.0.

Something I noticed is that AI really won't save you after you get the summon.
In 1.0, my teammates always revived me pretty quickly, but after i got the summon, they never got me. I'm assuming its to allow you to activate the summon. I've noticed the same thing with 2.0
 
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.

I want to warp attack a part of the Catoblepas (shoulder for instance), and have my sword get stuck while I dangle from it and be able to use my off hand for a flurry of attacks until Catoplebas shakes me off, and when he shakes me off while in in mid-air I get a X prompt allowing me to air-warp to a raised piece of land or a tower so I can land safely then reevaluate my next COA.

Hitting feet messes up the camera and is really boring, and forces you to get hit/stomped fairly often and easily by Cato.

Typically my whole party would be annihilated and I'd scurry off to a rock, hold L1, wait until my MP was full, then run a bit further away until I was out of the battle mode, which would then trigger the rebirth of The Three Stooges, and they would run over, and then I'd use 1-3 potions on It's Bedtime, then return to battle since Cato wouldn't regen any HP (afaik).

Kind of a lame battle...
 
Haven't played it but I've seen footage. Combat looks so much better and it finally doesn't look super clunky. However, I can still see many areas of potential improvement.

-Lock-on still needs work (God dammit just copy KH's lock-on please).
-Duscae still feels a bit too empty, there shouldn't be instances of Noctis just running around for 3 minutes with no enemy encounters or NPC's.
-I really am hoping for better implementation of the Summon system and the Team Attack system in the full game. They really do seem a bit OP.
-Enemies have too much health.
-Every single line of dialogue should be voiced.
-Camera and framerate still need a biiiit of work

I've heard the combat feels a lot lighter and smoother and that makes me very happy.
 
I'm glad to see that more folks are citing the big monster fights as a point of concern, because that was my biggest gripe with 1.0 and I didn't see as many people echoing it as I might have hoped. The fights are tedious, and especially in the case of the behemoth it feels like there are no truly effective strategies to take the big guys down. Just poke away with impotent attacks and dodge an almost overwhelming flurry of blows from your foe.

First, they need to cut down the HP bars of these enemies DRASTICALLY. Like, a quarter of the health probably won't be overdoing it. This will at least HELP make the fights a bit less dull because a big part of what makes them so tedious is that they take forever.

Second, the enemies need a greater degree of interactivity and strategic opportunity, just to keep the player engaged. With the big enemies there really isn't much variation moment to moment. They sling out the same strikes and leave you only tiny windows to counter with attacks that do next to nothing. It's the opposite of satisfying. There's no great way to stagger the behemoth, no strategy that really affords you a "gotcha!" moment, nothing but poking at feet. I pray that monster climbing is still in but after so long it's hard to imagine it is.

I really dislike Tabata's fascination with battles that last forever. He explains it will take you in game days to beat the Adamantoise like it's a point of pride when that sounds just terrible. Go for excitement, go for engagement and satisfying combat. As it is, it's quantity over quality and it's making what should be huge moments fall very flat.

Worries me when the big fights have been such set pieces up to this stage. They seem to be a big part of the game so seeing them being done so wrong up to this stage is not great.

Couldn't agree more. I don't understand why they have SO much HP it's stupid. What is Behemoth and Catoblepas weak/strong against? What strategy are open for players to utilize? At this stage, it seems like even the developers have no clue on these judging by the demo.

Imagine if we could climb onto enemies and blind them by attacking their eyes, cut their legs to them cripple their movement, burn Iron Giant's hand to make them drop their weapon. They can make enemy specific weaknesses that way and make battles much more interesting.

exactly! We see so much strategic play in FFX/X-2/XIII/XII aka non-action based RPG. Position-based strategic elements would work in ARPG if done well, like some boss fights in KH. Tabata still has something to learn from other games..just be sure not from Skyrim/Dragon Age/Diablo.... lol
 
Did anyone else notice how the AI is much dumber when it comes to them coming to save you? When those magitek soldiers pierce you with that critical attack, they don't come to save me anymore as much.. I think they saved me once out of 5 times...which wasn't like that at 1.0.

They have never saved me once in 2.0. I just keep running around until Noctis magically revives himself. lol.
Strange since they are actually saving me now whereas they ignored me in 1.0 :P
 
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