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All Posts by Gormogon

All Posts by Gormogon

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164 posts found

The whole "it's slow because it has to bring in veterans from the single-player series" thing is nonsense.  No, none of the single player games throw an epic 20-minute fight at you right off the top, but the "tutorial" for all of those games places you in the middle of big events. 

 

****, in the "tutorial" to Final Fantasy I you beat the guy who becomes the final boss and save the princess before you even get the opening theme.

In FFVII you jump off a train, kick butt with a giant sword, and blow up a friggin' reactor.

In FFIX you conspire to kidnap the princess as a member of an acting troop, then switch over to run the coolest character in the franchise through town, then put on the  performance, then switch to the guy trying to stop the kidnapping, then switch back to the kidnappers to beat the guy you were just playing, then escape on an airship that crashes, then beat some goblins and stuff on your way to rescue said princess from a giant killer plant.

In the last two main numbered games you

- infiltrate a fortress under siege to save the king, only to arrive too late, then get stabbed by your own traitorous captain (as far as you think).

- Make a daring escape from a prison train in a cutscene and find yourself in the midst of the Purge.  Try to save pretty girl only to have her turn into a crystal.  Get branded, and then have the whole thing you're in crash to the floor of the giant artificial moon you live inside.

 

FFXIV?  Click through a wagon ride.  Talk to a bunch of NPCs.  Kill some squirrels and ladybugs.  Take part in a cutscene where an NPC(s) is pretty much capable of killing the enemy while also healing you.  How again is this supposed to grab the attention of a Final Fantasy fan?

 

I think there are a lot of things to like about this game, but the opening hour or two is not one of them, and trying to represent it as good because it purportedly accomplishes some goal of attracting Final Fantasy players who haven't played MMOs is ridiculously disingenuous IMO.

Originally posted by thunderC
Originally posted by Volgore

The game is very, very well done.

But the world design (aka tunnnnnnels) is too much of a put off to me. In fact it's not even a "world" designed, but chunks that nicely fit into the tiny console ram.

Great game for consolers still.... but being a pc user, i expect different from a monthly sub 2013 title.

I was really looking foward to this game until i read that..... Are the zones that bad? Smaller or Larger than tera's?

 

Zone size itself is fine, average to above average for an MMO if I had to guess.  A good bit bigger than TERA's I think (though it's been a while since I played that game).   It's the structure that's kind of off-putting if you were looking for a more open space that lets you go anywhere.  The maps are laid out to accommodate SE's gameplay ideas for the game first and foremost, and the feel of realistic terrain takes a bit of a back seat.  And unlike GW2, where the "walls" form the boundary of a giant rectangle, ARR's zone's are extremely misshapen, with the "walls" squeezing the playable areas much more.  

 

If you've played any of the single-player Final Fantasy games, the world is laid out like XII, but with two or three of XII's zones equaling one ARR zone, and less confined than XIII, which really is like a tunnel from start to finish (except for one map more or less).

 

See here to kind of get an idea.

 

http://igoumedia.com/finalfantasy14/2013/07/04/ffxiv-a-realm-reborn-world-map/

This might have changed, but as of last beta an ability's primary stat and its resulting damage (healing too AFAIK) were directly proportional, so if an ability relies on strength for its primary strength, someone with 25 strength will do 25% more damage than somebody with 20 strength, everything else being the same.  So it matters quite a bit when you are starting out.  At the end of the game though, somebody with, say, 205 strength only does 2.5% more than somebody with 200 strength.  And obviously as they keep adding levels and gear the difference shrinks further.
New character restrictions are constantly updating.  If you really want to play on Leviathan, keep checking back.

It would be nice to have a voiceover for the wagon scene to kick off the game IMO.  They could then pick up with the dialogue boxes with the first guy you talk to in your home city.  I seem to recall them saying they would do this for launch, but I might be wrong.

 

I think the main story being voiced while the ordinary quests retaining the dialogue boxes is a good compromise given the tradeoffs.  Personally I don't have any problem reading quest text.  I read the full text for every quest on my way to Loremaster in WoW ... twice.   But I suspect many people insisting that good voiceovers don't bring anything to the table probably wouldn't feel that way if FFXIV:ARR had more of them.

For FPS, open your system configuration window in the system menu, the frame rate should be in the upper right hand corner.

 

ETA: to follow up on the above post, your answer to the first question in the wagon determines the stat(s) on the ring the dude gives you.  I don't know about the answer to the second question.

Originally posted by Khrymson   Don't get why people would reserve more than two names.  This isn't like other MMOs where you make new characters for each class.  Maybe people will realise this eventually, but once you get going and level tons of classes, you won't want to start over.    I can understand wanting to save a 2nd name for an expansion when new races become avail, but thats probably 1.5 years from now.

 

Three starting cities with different stories.  At the very least that justifies taking three different characters to 15 eventually.  Plus, over the span of years, at least one player -- ME -- likes to go back through games and revisit the story and fun quests from time to time. 

 

In other cases it's an issue of not knowing exactly which race you want to commit to yet.  Many players in many games also start with a character of one race, but once they're finally playing decide it just doesn't fit them or they don't like the way it handles (particularly bigger races), so they go back and level a different one. 

 

So yeah, there may not be a reason to roll alts for endgame purposes in this game, but there are (to the people that do it) good reasons for players to plan ahead and reserve names at the start.  People complain about people worrying too much about the destination and not the journey, but then they themselves only think about enjoying the journey once.  :(

 

 

Better this than kick it off TOR-style with 100 servers and merge them down to 8 in the first year or whatever they're at now.

 

Still, bloody limit character creation to one character per account until you've gotten past the "Sorry, but we can't let you select a server for TEN HOURS" part so that people stop reserving names and clog up the front door.

FFXIV:ARR and GW2 do share some things in common -- which is not at all saying FFXIV copied off of GW2, since other games, including pre-ARR, already included some of these things -- besides basic login and character creation, experience points, armor, weapons, and spells, dyes, classes, dungeons, and so on...

 

- Similarity of FATEs and GW2's dynamic events (RIFT's rifts as well) has already been noted. The system for both games offer three levels of reward.

- Both offer a level syncing mechanic.  GW2's is of course inherent.  FFXIV's, however, is only automatic for, I believe, dungeons and story "missions", and there's a manual sync of participating in FATEs.

- Both allow you to explore a story that includes personal instances/phasing.

- Both have the player selecting one of three cross-race factions to join later on as part of the story.

- Both have non-competitive gathering nodes (ie you can't steal somebody else's node).

- Both games allow any player to gather all material types (BUT FFXIV requires you to switch gathering classes to accomplish it).

- Both games allow any player to produce items from any crafting profession (BUT they accomplish it differently: FFXIV is structured as crafting classes, while GW2 limits you to two professions at any one time).

- Both games allow players to be rewarded for (sufficiently) participating in a kill.

- Both games have loading screens when moving to an adjacent zone.

- Both games have two or more zones "grouped" into regions that share the same visual theme (obviously so do TOR, TSW, etc., but WoW mostly doesn't).

- Both have a quick travel system inside their cities (although mechanically they are somewhat different).

 

Overall the differences between the two games are far more striking than their similarities.  They seem to be designed around mostly different philosophies.

This is the classic "play the victim" tactic straight out of the passive-aggressive playbook.

 

Nobody here can prove what his intentions were.  We have to take him at his word that he was making what he perceived to be an "innocent joke" and truly supports gay marriage, rights, etc. (which is not to say the he does or doesn't, but rather that it was immaterial to what he was trying to accomplish).  Then, upon engaging in behavior a reasonable person might expect to provoke disciplinary action, he runs off in righteous indignation to another forum, launching an attack against people who try to enforce cultural/sexual/whatever sensitivity.

 

Even by calling a spade a spade I sadly give him the attention he wants and reinforce his position as a victim: "See!  People who don't even know me or what I stand for are judging and psychoanalyzing me!"

 

I'm joking, of course.  I just thought I'd run it out there to preempt somebody who actually meant it.

Originally posted by Waldoe
Originally posted by Murugan

SNIP

I have never heard a word that the labyrinth will be anything but 24 man.  Also the crystal Tower is easier than the labyrinth so how could crystal Tower be delayed and not that? Makes no sense.  

 

The changes were announced in yesterday's Live Letter.

 

ETA: I'm a believer that endgame is a state of mind rather than just a list of features.  Endgame for me is having content there in front of you that you need better gear and teamwork acquired in earlier content to conquer.  It lends a purpose to keep playing beyond just "collecting stuff".  Housing and what not is cool, but it's still just dressing.  If running the same dungeons, killing the same zergable world bosses, and collecting cool/pretty things was enough, people wouldn't be complaining about GW2's lack of endgame.  Which is to say, hopefully the FFXIVARR team will be able to deliver Crystal Tower stages "on time", and they're challenging enough to keep players from blowing through them.  When players are sitting around playing dress-up like they do in Tyria, many start getting antsy.  Even WoW after the initial WotLK raids has been dealing with the same type of problem.

Seeing what they did with Arcanist I just figured they'd eventually add a second job with a different role to each of the other classes:

 

CNJ - Geomancer, mentioned earlier, classic job, sounds right on the money.   DD or support.

THM - Oracle, mentioned earlier, sounds good.  Support.

ARC - Hunter, mentioned earlier, yep.  DD.

PGL - Dancer, mentioned earlier, agree here too.  I know there's been a push for an evasion tank, but Dancer as an alternative to Bard for players who want to play melee is better IMO.

GLA - Mystic/Magic/Dark Knight, mentioned earlier, seems to fit as the Paladin's DD complement. 

MRD - Berserker, though I imagine it as a DD support role using "shouts" more than DD focused.

LNC - ???, they've had different _____ Knight enemy classes in Tactics they could probably pull from here, but none of them use a lance AFAIK.  Alternatively, some sort of pet job maybe.

 

Additional classes:

Swashbuckler - fits as LL's third class.  Leads to Thief job and ???

Musketeer - a lot of players seem to want it.  Jobs: Cannoneer (DD) and Chemist (tossed AOE heals and buffs).

 

I like the idea suggested earlier of a third tier.  Since the level cap will be raised eventually, perhaps they could combine the two and make this next tier require three classes at the new level cap.  Possibilities would be the much desired Red Mage, Samurai, and Ninja jobs.

After reading the title I was already thinking about how annoying it was that so much of their "news" is about their latest media appearance or other people playing the game (as if those things are supposed to excite us)...

 

...  but I'm glad to see that the beta testers have been providing meaningful feedback that is being listened to.  These both seem like things I also would have been pushing for.

I typically try to go with lore-appropriate construction, but might include some sort of word play. 

 

http://finalfantasy.wikia.com/wiki/Miqo'te/Naming

 

Nunh (noon) functions as a surname for a breeding male, and Tia the surname for all other males.

 

First names are preceded by the letter corresponding to their tribe, then an apostrophe and their given name.

 

So, something like D'runkbai Nunh.

The temptation here is to play the analogy game, because there are practically an infinite number of examples where consumers evaluate a products' worth and make purchasing decisions without knowing what goes into making it.  You don't necessarily have to know how to make X to know with near certainty that you will or will not like it, particularly if you have a long history of consuming X and similar products.  Any game I walk into is not the first, tenth, or even hundredth game I've played in my life, going all the way back to the mid 80s.

 

As I see it, the question is more one of, "When does what the consumer wants become what is 'best' for a game?"  Some people would say, "Always", but then what about when there are truly conflicting tastes?  What about where it conflicts with critical resource expenditure elsewhere?  What if it fundamentally changes the game?  A lot of today's players that fall into the industry-apologist group would say, "Never.  Games are art and the artist should be free to blah blah blah blah", but how did that work out for The Old Republic's original business and development schedule/model or FFXIV 1.0 or the other games on this site that could have been more than what they were?  Did they not have some things worth experiencing if only other parts of the game had been "better"?  The same goes for single player games too.  There are undoubtedly games that would have been enjoyed much more widely if they had done some things differently. And there are of course games that surely would have done worse if they had caved to player demands too.  It's not a cut and dry discussion IMO.

 

Likewise, don't make the mistake that a great many in the industry make of thinking that "making it" means you know everything and those that don't make it know nothing.  There is plenty of overlap at the boundary.  Making an indy game or being heavily involved in the modding scene isn't making a AAA title, for example, but it's not nothing either.

As many have said before...

SE clearly wants to be an animated film company.  :D

 

Which reminds me of an awesome guest lecture I attended back in college about computer animation in movies given by a couple of the guys who worked on The Spirits Within; that led to my first FF purchase: FFIX.  I had played FFI (friend's), and FFIV and FFVI (both rented from Blockbuster), but IX was the first one I actually owned.

Female Seeker of the Sun Miqo'te.

 

"Raid" as a Thaumaturge/Black Mage or Arcanist/Summoner, heal smaller group content as a Conjurer/White Mage, and general purpose questing as a Lancer, which seemed to offer high efficiency with little hassle.  Gathering and crafting will also be a focus early on for me.

I will definitely be testing the family of issues again in Phase 4 and at release, but it is absolutely refreshing to see a developer come out and say, "Yes, we can see it was happening, here is why, and yes, we've made adjustments."    BioWare would have continued to tell us it was our own fault.  There are other areas where I think SE has done some hand-waving, but this was an area important to me that hopefully has been improved as much as their current resources allow.

One thing I will say about quest compasses is that they can become a crutch for the game's designer too.  When the player is provided a compass (or heaven forbid a sparkly path), they can get away with putting less effort into quest descriptions.  The quest giver's story that lays out where the player should look can be replaced with what amounts to "Just go get it already!" 

 

Of course, most players absolutely don't care about quest text (and many even hate it), so spending more time fleshing out the little stories that drive the quests has a poor return on investment.  The rest of us, of course, end up having to deal with it.

 

Which is not to say that all games that have a quest compass sacrifice quest text, but it definitely open the door for it.

Originally posted by Fadervor

I agree, and when I look back at other MMO's did having a different weapon even make a difference in how I played ? nope. Neither in GW2, Wow, NWN, TSW, Aion. A caster casts spells (um, duh???)

 

 

You're allowed to prefer one weapon per class, but you're completely full of rubbish with respect to GW2 and TSW.

 

First of all, TSW doesn't even have classes.  Your weapon defines your potential set of abilities.  If you have a caster weapon, then you're a caster (and even here an argument can be made about different playstyles depending on the specific caster weapon).  BUT you also have the option to use a machine gun, hammer, shot gun, katana, dual pistols, and fist weapons.  They all offer different styles of play and you can play all of them on a single character. Suggesting they're stacks sticks is ridiculous.

 

In GW2 the weapons themselves often function similarly across different classes, but warriors can also use rifles and bows in addition to traditional melee weapons.  Thieves can use shortbows to fight multiple opponents from range, while playing with a longsword and pistol is very little like the backstab-based dagger/dagger play.    Bow rangers and greatsword or longsword rangers play completely differently and both are effective.  For necromancer casting ground-targeted marks with a staff is nothing like the direct condition application with scepter.   The up-close and personal dagger/X or dagger/dagger style on a necro or elementalist (where it is one of the most effective builds in the game) is a completely different playstyle than standing back with a ranged weapon.  If you want to deal melee damage wielding daggers instead of spell damage, you can do that too.... it's called playing a thief.

 

I never say this about anybody because I find it obnoxious, but if "having a different weapon didn't even make a difference" in how you played in GW2 and TSW, then you either didn't play past the first few hours of the game or you're a horrible player.

 

Having multiple weapon options certainly can be a superficial choice.  I would never argue otherwise.  But, having played both of them, TSW and GW2 (along with FFXIV:ARR) are the absolute two worst examples I can think of to support that point.  The. Worst. 

 

WoW's (as you cited) ranged casters on the other hand are probably the perfect example of the superficiality of weapon choice.  Whether you're using a staff, dagger, sword, or mace, your set of abilities remain exactly the same ... literally nothing changes about your abilities or the way you play the class.  They are truly stat sticks.

 

GW2 shows that WoW's way is not the only way to go with weapons, so the superficiality of choice, while being true in individual cases, is not at all some universal law.  It's how the developer employs choice that matters.  Do most developers do it poorly?  Maybe.  Would Carbine have done it poorly?  Who knows?

 

One of the issues, I think, is that there are some players who merely want a cosmetic option.  They don't even want the abilities to change (or don't care), they want a greataxe instead of a greatsword, or daggers instead of claws, or a rifle instead of dual pistols.  It's here where I diverge from them, because I think having abilities (and animations) specific to a weapon (ie "Fists of Fury" for claws or "Rapid Shot" for pistols or "Skewer" for greatsword) can definitely reinforce the player's connection with his character. 

 

Of course, no outside force stopped Carbine from coming up with a second weapon option with some unique abilities for each class -- of which their are only six -- that made the weapons feel different and therefore added diversity to the player's combat experience.  Is it a lot of additional work between creating the weapons, animating them, inventing abilities, and balancing them?  Absolutely.  Would it have been worth it?   It would have been to some people.  To Carbine?  Nobody can honestly say one way or another in this particular case.  Not even Carbine knows to what extent the lack of choice in this area will, after, a time, contribute to players leaving who might otherwise have stayed, or encourage people not to pick up the game to begin with.

 

We can all come up with many many examples where, if the option is between more content (or more story/more graphical detail/etc.) and more player choice, you absolutely sacrifice the former.  If WildStar had just two classes but four more zones, we're not even here discussing this because the game wouldn't even be on most people's radar.  If going with eight human races with different skin tones allows you to make six more dungeons, in a game like WildStar you sacrifice the dungeons to offer Chua, Aurin, Granok, Mechari, Draken, and Mordesh.  So yes, there are tradeoffs, but plenty of tradeoffs are absolutely worth it, both to many players and even sometimes to the developer too.

 

Again, not saying additional weapon options would indisputably be worth it in WildStar's case, but the existence of examples where it is not used effectively doesn't establish some universal truth about having additional weapon options ... and flat out misrepresenting how weapon choice affects combat in GW2 or TSW doesn't help.

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