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Best LvL 1 to 20 Everrr in MMO History!
General Discussion « Final Fantasy XIV: A Realm Reborn 5/29/10 8:48:23 PM
Just to be clear, my post was about MMOs in general and how open PvP is not a suitable solution for KSing in any game whatsoever. I wasn't talking about FFXI or FFXIV specifically; I think you could fill a 500-page book with reasons to not put unrestricted PvP into FFXI. I am not against PvP (last MMO was Aion which is billed as a PvP-centric game), I just don't think it is a positive addition to every game. |
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Best LvL 1 to 20 Everrr in MMO History!
General Discussion « Final Fantasy XIV: A Realm Reborn 5/29/10 8:52:57 AM
Originally posted by lovehina21 You're talking about nonconsentual non-RvR open PvP as a way to detract people from KSing? Riddle me this, Batman: if you could attack other players, what's to stop the party who wants your spot from attacking you while you're fighting that mob that you pulled? Nonconsentual PvP has always, always, always, always been about attacking your target while you have the advantage over them, either because they don't know you're there, because they are low on HP or MP, because you are higher level or have greater numbers, or because you're in your PvP gear while they're in their PvE gear. The idea that people will take the ability to attack other players anytime anywhere for any reason and use it primarily as a tool for punishing antisocial behavior is a joke. All your KS rage comes from the fact that you think you're entitled to a mob just because you saw it first... or because you saw it second but didn't see the other guy about to pull it. Is this really a reason to "take matters into your own hands"? Even if you don't realize it, what you're advocating is just another, even more frustrating form of KS: instead of the mobs going to the party with the superior puller, the mobs go to the party with the superior PvP ability (due to higher levels, better gear, OP classes, whatever). Moot point though, because it's already set in stone that there won't be open PvP in FFXIV. |
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New FFXIV Info (Housing, Alpha>Beta differences..)
General Discussion « Final Fantasy XIV: A Realm Reborn 5/29/10 12:31:18 AM
Reality check: No matter how long, how often, and on how many shards you played, you cannot guarantee that someone is wrong when they claim that they had trouble finding a good plot to put a house. That is silly. |
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Originally posted by svann As was stated in another thread, the full text of the recent interview quotes Hiromichi Tanaka as saying: "Komoto told the testers before alpha started that the tempo of battle is something we’re looking at. When beta test starts, we will be implementing a completely different battle system, practically remade from the ground up. We weren’t planning on using the current battle system in the first place, but we didn’t want players to wait until beta, so we explained the situation and opened the test." So it's not just spin. At this stage of testing, S-E's main concern has been server stability. From the beginning, they had no plans to balance the speed of combat during the alpha, nor did they intend to release the game using the battle system from the alpha test. The alpha testers that have given feedback to S-E using the proper, private channels are doing a good job; the non-testers who are making judgements based off conjecture or leaked info, not so much. |
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Used WASD for ages, then I gave ESDF a try when I started playing Aion last year. It is just so much more natural having my index finger on 'F' for both typing and character control. And then you have pinky finger access to QAZ if you want. Now I have to rebind for every new game I play because WASD just feels awful. Another trick I use now is to rebind Mouse4 to Alt, and set a second row on the hotbar to Alt+key. |
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New FFXIV Info (Housing, Alpha>Beta differences..)
General Discussion « Final Fantasy XIV: A Realm Reborn 5/26/10 10:01:28 PM
Housing isn't a big deal for me. It's a positive thing but nowhere near the top of my priorities. I liked the FFXI mog house concept, but wouldn't have missed it much if it didn't make it into FFXIV. What I don't understand, though, is how anyone would prefer non-instanced housing. As in, here's an actual house sitting in the game world, and it was placed there by a player and belongs to them. If we say, very conservatively, that 5,000 people on my server each build a house, that means there are 4,999 locked structures that I have no way of interacting with. Doesn't that strike anyone else as terrible design? Having a game world dotted with thousands upon thousands of locked buildings that you'll never see the inside of? Hopefully someone can explain the appeal to me, because I do not get it. |
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If Final Fantasy MMO's are PvE combat only and no PvP combat
General Discussion « Final Fantasy XIV: A Realm Reborn 5/26/10 6:06:10 PM
Originally posted by WSIMike Straw man much? |
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No MP regen: how will it affect tanks and healers?
General Discussion « Final Fantasy XIV: A Realm Reborn 5/19/10 6:35:59 PM
Originally posted by Nytakito First of all let me say that I was a huge huge fan of EXP chains. I liked the concept a whole lot, and for a specific reason. I like to say that FFXI was a game that was about downtime. There wasn't just downtime in between fights; the best parties took mana breaks at the right times and for the right amount of time. Downtime management was the difference between pretty good and great. And you couldn't reach your potential just by conserving resources all of the time... to consistently reach the highest chains, you'd conserve heavily at first, less after a few fights, then go for broke for the last fight or two. (At least that's the idea in theory.) I haven't seen anything indicating that EXP chains will be a part of FFXIV, and I think it's probably for the best if they don't make it in. FFXIV doesn't have to be about downtime in the same way that FFXI was; I have a feeling that it will be more about efficiency: making every attack and every spell count as much as possible, making every hit you take hinder the party as little as possible. Tossing in an artificial mechanic that rewards you based on the speed with which you handle these fights with an increasingly short amount of time between them... I don't see that as a positive addition. In my opinion it wouldn't contribute anything more to the fun complexity of the combat. The combat itself should be what our attention is focused on. In a way, you're already receiving an extra reward if you pace yourself and manage to go quickly without running out of MP: you reach each node more quickly, complete the leve faster, and are ready for the next run sooner. |
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The only way to make forced grouping work
The Pub at MMORPG.COM « General Discussion 5/19/10 7:24:32 AM
Originally posted by Kyleran I am also quoting this post to indicate my wholehearted agreement. |
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No MP regen: how will it affect tanks and healers?
General Discussion « Final Fantasy XIV: A Realm Reborn 5/18/10 5:26:11 PM
Guys, seriously, the jumping issue has nothing to do with the topic of this thread and it is disruptive to continue bringing it up. This is a discussion about MP regen and how the lack of it will affect party tactics, and it is becoming increasingly difficult to follow when the off-topic posts outnumber the on-topic posts. Drop it or take it elsewhere.
Originally posted by Loke666 A few people have stated or implied that only the mage classes (Thaumaturge and Conjurer) use MP. I haven't dredged up enough Alpha info to know for sure, but it doesn't seem like this is the case. One of the skills for Archer (Replenish) says that it consumes MP. And the following quote hints rather strongly that everyone in the party will require MP: Sato (S): The party will all move together to where they need to go to achieve their goal, but it will be important to watch their MP. There is a class whose concept is “MP cost controller,” and that member will often be charged with helping the other party members conserve MP. Perhaps non-mage classes won't have as many MP-consuming skills or will retain a fair amount of effectiveness after running out of MP, but I'm pretty sure all classes will have MP. And on the topic of not regenerating hitpoints, I don't think that would work as well in an RPG. In something like Half-Life it's fine, because when you take damage it's your own fault. You're technically able to make it from start to finish without taking a single point of damage. The life meter is there to make sure you only screw up a certain number of times between here and the next health refill. But in an RPG, being hit is 100% inevitable and not due to a mistake or lack of skill. While there's some strategy to it, gear and randomness play a MUCH larger part than they do in other games. I don't think a fixed amount of HP would work unless avoiding damage was skill-based and not at all gear/luck-based but then you'd be playing an action game and not an RPG. |
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No MP regen: how will it affect tanks and healers?
General Discussion « Final Fantasy XIV: A Realm Reborn 5/17/10 5:36:25 PM
Originally posted by twrule Can you link somewhere that lists MP-restoring abilities? I have only heard of Thaumaturge getting one. I think it would be really counterproductive for them to sprinkle several abilities like that over multiple classes. They've got this unique concept that hasn't been done before and I hope they don't neuter it by handing out easy ways around it. It would be like... imagine if someone made an MMO where there were thousands of spells to learn in the game but you could only ever cast each spell ONCE and then never again. Bizarre! Different! Controversial! And then imagine they put in a 20 minute run-around-the-world fetch quest to reset your list of banned spells. Now it doesn't matter anymore. |
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No MP regen: how will it affect tanks and healers?
General Discussion « Final Fantasy XIV: A Realm Reborn 5/16/10 2:35:56 PM
Originally posted by DerWotan Err... but we already know for sure that MP won't regen by sitting down and resting, and that parties aren't supposed to have to sit and take breaks to recover from fights. Additionally, unless I'm mistaken, EQ1 foods were no different than FFXI foods: you eat them to get a minor long-lasting buff. The only difference between the two is that there were many EQ1 foods that didn't give a buff at all; aside from RP purposes, their only use was to keep you from starving. I don't remember cooking being important at all in EQ1 since basic bread cost a few coppers from a vendor. And this is a bit of a side topic but I feel like I should bring it up. I feel like there are a lot of people who are accepting of the no-MP-regen concept because they're under the impression that there will be foods and potions available to replenish MP. I don't think this will be the case and in fact I really hope it is not the case. Aside from the fact that it allows people to dodge what I think is the main benefit of a no-MP-regen system — punishing parties that can't work together to use MP in the most efficient way — there's also the money sink issue. MP-regen items wouldn't just be "available"... they'd become mandatory. How many people, upon levelling up NIN, said "Wow, this is great! Not only can I dual-wield and commit seppuku, I also have the option to carry some extra tools that let me use Suiton and Utsusemi!" No... not at all. If you were a NIN or a sub-NIN, you had to have those tools (at least Shihei, anyway). They were about as optional as arrows/bullets for a RNG. If MP-regen items are available and useful, you'll need to have them because the game will be balanced with the assumption that you're using them. That's just recreating the NIN problem where you're constantly paying just to be able to be in parties. It was enough of a drawback for me that I never did a single level of NIN. |
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No MP regen: how will it affect tanks and healers?
General Discussion « Final Fantasy XIV: A Realm Reborn 5/15/10 4:48:50 PM
Originally posted by Hyanmen I'm pretty much going on faith that they find a way to force people to branch out, as I don't know how I'd design the game to encourage that. The Sit 'n Camp method of group play is deeply engrained in old school MMO players, and you would need a pretty big stick or carrot to get them to move. Even if HP regens at the same rate whether running or sitting, maybe there's something psychological about recovering from combat by standing still? |
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General: Nine-Tenths of the Law
News & Features Discussion « General Discussion 5/15/10 10:33:12 AM
"While few companies actually go so far as to abuse their penultimate power over their players," Teensy nitpick: "penultimate" doesn't mean "super-ultimate", it means next to the last. For example, Kuja is the penultimate boss of Final Fantasy IX. |
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No MP regen: how will it affect tanks and healers?
General Discussion « Final Fantasy XIV: A Realm Reborn 5/14/10 8:05:48 PM
Guys, there's already a Speed of Combat thread on the front page as well as several old threads filled to the brim with jumping arguments. Let's not derail; hop over into one of those if you really need to continue on that topic. Originally posted by jackmcleod I've always liked Sid Meier's explanation that a good game is a series of interesting choices. The "rotation" phenomenon is the polar opposite of that. If pressing 1 2 3 1 1 1 1 is always the best choice out of all your possible options, you're not making an interesting choice... and therefore not really playing a game. In order to be interesting, the choice must be a choice between some options where one option is best but no option is clearly the best. A problem in MMOs is that you've got literally hundreds of thousands of eyes on exactly the same problem for hours upon hours, some of them VERY heavily invested in "solving" the combat equation, and if the system is too simple then they will find that the correct answer is simply 1 2 3 1 1 1 1 or whatever. What I'm envisioning here is something that, while not on par with chess, is at least a radically different formula than WoW. The question of "Do I cast 4 lightning spells or a lightning resist debuff and 3 lightning spells?" isn't interesting because there is a verifiably correct answer if you're willing to do a couple trials and some arithmetic. The question of "Do I stay on the mob I'm hitting now or switch to the mob that's hitting me?" can be awesomely interesting if there are a lot of variables influencing the decision, like the HP of all the other mobs and all your groupmates, as well as which mobs are being focused on and how much TP everyone has and how far to the next node, etc. It's an informed choice... one in which a player who has more knowledge of the situation and more knowledge of the game will make the best choice more often. Actually, on that note, is there a point when an MMO can become too strategic? A static group of veteran players on vent together is all well and good, but the game is a failure if a pick-up group of console players cannot pass along information fluidly enough for everyone to make informed choices and survive a basic guildleve. If the standard strategy for the game is to engage 6 mobs at a time and try to spread damage equally among all group members, while also counteracting mobs' special abilities, is that too much to ask of an average player? |
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No MP regen: how will it affect tanks and healers?
General Discussion « Final Fantasy XIV: A Realm Reborn 5/14/10 5:30:56 PM
Since it's been quite a while now since there was a new topic, I thought I'd revisit an old yet interesting topic... potentially the biggest difference separating XIV from other MMOs: the lack of MP regen. |
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Look at a new free-to-play MMO! Help us name our game!
MMORPG Game Concepts « Developers Corner 5/11/10 7:33:40 PM
Above All
It fits with the theme of the game, is clever, and puts you at the top of any alphabetical list. |
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Why are some people so sure that FFxiv is the messiah of teh old school?
General Discussion « Final Fantasy XIV: A Realm Reborn 5/10/10 7:22:52 AM
Originally posted by Hrayr2148
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General: Cult of (Multiple) Personality
News & Features Discussion « General Discussion 5/09/10 11:00:51 PM
Originally posted by harnquist And what about those of us who are not RPers but popped up in this thread to defend RP? |
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Originally posted by Knucklecloud Not bad, but I think you give sandbox a little too much credit over linearity. It might help if you better defined what you mean by a sandbox game; the term can mean quite a few different things. I'm not sure that I understand how only sandbox games allow "interaction". Interaction with what, the game? Other players? |
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