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All Posts by Gormogon

All Posts by Gormogon

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154 posts found
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.

So OP's assessment is that "WildStar has only one weapon type per class, therefore one weapon type per class is better for WildStar."   That's awesome...

 

The devs should just tell the truth, which is likely that it was a design decision stemming from aping another action combat game (TERA) and be done with it.  This "You don't understand, we had to do it this way; if we did it the way you want it would ruin everything!" garbage is insulting to the intelligence of everybody who isn't coked out on the game. 

 

Especially in this case, where you're trying to argue for a visual enhancement over an opportunity for greater gameplay diversity and complexity in a game that mostly downplays the "gamer pr0n" aspect because it's supposedly the gameplay that really matters.

 

For the record: I support the one-weapon-per-class concept for WildStar.  It doesn't bother me in TERA where the argument for its use is that it reinforces a certain identity for every class.   On the other hand, GW2 has weapons spread out over a bunch of classes and nobody at present will successfully argue that two classes in GW2 play the same.

 

So yeah, people are going to need to deal with it, but the "You're wrong for wanting more weapon options; a single weapon per class is better" argument is ridiculous.

FFXIV surpasses the other "significant" titles I've seen this year (Defiance, Wushu, Neverwinter, Firefall) IMO.  I haven't seen any convincing evidence that WildStar or EQN will hit the shelves before 2014, and ESO is already slotted for spring 2014 AFAIK.

 

That said, an annual award just means it was the best of the games released that year in a given category (according to the awarding body).  It obviously indicates nothing about long-term growth or how the game stacks up against genre greats from other years.

 

As a progression-driven PvE player who enjoys character-building grinds, FFXIV holds more interest for me than anything else at the moment (pending how WildStar shapes up), but if I try and take out my personal motivations for playing a game and just look at its execution both technically and in meeting its core objectives, I don't believe FFXIV is even on the same planet as GW2, WoW pre-patch 2.3, and I'm sure half a dozen other "greats" I haven't played.

 

IMO it will go down outside of Japan and "fanboy" circles as two things;

A ridiculously boring, poorly-realized knock-off of WoW among the people who don't get much past level 20.

For those who do keep going and get into some endgame play, a nice-but-nothing-special game that will see some popularity in the short term because it feels familiar (both as a Final Fantasy game and as an MMO) but ultimately offers an unsatisfying, unrewarding gameplay experience after maxing out a couple of classes and the newness has worn off.  Obviously we won't know until we get there, but that's what my crystal ball says.  ;)  One thing I am confident about: FFXIV will be nowhere near as popular in the West a year from now as it will be for the next three months.

TOR.  I wanted to give it three years, but I didn't make it three months.  I can't even bring myself to log back in ... and it's free.

 

 

What about raging at people who rage?

There are a few of things I need:

 

- A pleasant community.  I don't need or want it to be a fraternity type of environment, just people who can be civil to each other.  My experience with my server's community in GW2 has been on the whole very positive and I'd like to see that atmosphere in FFXIV.

- Attachment to my character.  The ability to get a name and appearance that I feel a connection to.  I think FFXIV already offers that.  As an extension, I really liked the shadowpriest class in WoW and raided with one for two years.  I need to feel that connection with a certain style of play.

- A reason to keep getting better.  Progression is the long-term motivating factor for me.  I want to continue getting better to take on increasingly challenging (and interesting) content.  Playing an MMO is a bit like playing golf for me.  As a leisure time activity I can enjoy a round at almost any time, but a lot of the fun really comes from trying to improve my score, move on to more challenging courses, etc..  In an MMO part of that is going through the process of acquiring optimal gear for my class(es) and role, but also just getting better at handling my character.  This means that the game has to keep offering something after the "end" that encourages me to keep improving and testing myself individually and as a "teammate" (this is where GW2 failed in a huge way for me).  The caveat here is that if you dumb things down to the point that I don't feel like it matters whether I pick up that new item or get better at managing my MP or whatever, you've lost me. 

Originally posted by ZizouX

Your damage is based on when the enemy cast bar ends, not when the animation goes off.

 

If you're out of the red circle, when the enemy cast bar reaches 100%, you're safe.  Don't look at the red circle on the ground, look at the cast bar.

 

The reason I know is because this was an issue in the forums start of phase 3, until someone explained it.  I was getting his by red circles all the time and I thought, as you, it was lag.  It's more of the way the abilities go off.  Once a mob casts the ability, there is a little time left over to finish the ANIMATION.  You're focusing on the animation rather than the cast itself.

 

Don't look at the circle, look at casting bar.   Here' i'll even show you what it looks like.  When ever you're fighting a big boss, press Shift+F to have the focus target icon pop up.  It will make it easier for you to see the casting bar.   It looks like this.

 

 

This is true, and because damage isn't actually applied until later in the attack animation (even though you are definitely going to take it) it can look even worse than it actually is.

 

But, people really are experiencing moving out of the circle with cast time remaining and still being hit (or moving into the circle with cast time remaining and not taking damage).  There is visual evidence for this in one of the bug reports.

There's nothing inherently easy about a telegraphing system.  Yes, it can be brain-dead easy, but they can also conceivably throw so much at you that it becomes ridiculously hard. 

 

My concern is more along the lines of it not feeling like combat.  It's something I really need to try out to see how it feels, but it looks to me like they could remove the entire game world and the combat will still function as a game of "Spotlight Wars" (whether they're circles or cones or rectangles or hexahectaheptacontakaidigons), which to me means it's not really fantasy combat so much as a mini-game with a science-fantasy wallpaper.  It makes it even more important IMO for combat actions to feel like they have "weight" and for the abilities themselves to do interesting things.

right click the character name on the character select screen for the delete option.

 

After you confirm you have to sit through a countdown (I believe the UI element here is slightly bugged, but your character will be deleted when the countdown ends).

 

 

EDIT: Agh! Beaten to it. 

According to Martin, this is still on.

 

"We do have several cool GAME OF THRONES videogames out already -- an RTS and RPG from Cyanide, a social game from Disruptor Beam, and an MMORPG forthcoming from Big Point."

(July 3, 2013)

http://grrm.livejournal.com/326474.html#comments

 

An MMO based in the Planescape setting.

 

Dump the DnD mechanics (go ahead and keep the names and concepts, just not the numbers and the way they're applied).

 

Represent each plane and layer with their actual physics (conceptually), weather, and environmental effects.  So Acheron is really a bunch of cubes where gravity acts perpendicular to each face and Sigil is really the inside of a torus were you can see players walking "above" you in the distance.

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