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All Posts by Cochran1

All Posts by Cochran1

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288 posts found

This part of the interview is what the people who think the mechanic is base on a time limit need to read......

For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.

I've asked this question before with answer and I'll ask it again....... How many people here can honestly say they've straight grinded experience ( and nothing else ) from log in to log out in any MMO?

Why open a brand new thread to argue about this mechanic when there are already a few very long threads about it on this site?

I agree with you OP, it's turned out to be a pleasant surprise for my wife and I. The controls are really nothing new from traditional MMO's, WASD to move and R mouse to move camera ( mouse lag for me hasn't been an issue since I cut occlusion off in the config utility). I think there are many who are disapointed simply because everything isn't hotkeyed ( i.e. B for inventory, C for character sheet, ect.) but so far that hasn't bothered me in the least. The leves remind me of the training regemes that they have in XI. They won't be the end all to leveling but they'll help to move you along faster. The world to me seems very immersive especially the weather effects, when it rains it starts as a drizzle and then the bottom falls out lol. The story is engaging and gets you involved in the world around you, and the world itself is easy to traverse ( except for the other pc's b-lining straight for you and bumping into you.) Combat took a little adjusting to but it's fairly easy, Enter to target the closest mob, TAB to change targets and number bar to attack. All in all a good and poliished game.

As for conning the mobs there's a colorded symbol to the left of their name when you target them. Seems to be colored in the traditional fashion green for easy, red for hard. I certainly understand what you're talking about as for facing multiple enemies though, my wife and I have been duoing the leves and if I'm attacked by more than 2 mobs I'm KO'd pretty quick. Hopefully they'll consider tweaking the damage output from leve mobs as it pertains to solo and band difficulty, then again it might get easier as you get some attribute points distributed.

Supposedly some mobs are supposed to follow some type of group mentality, so getting one alone is likely to be difficult.

I'm running it on an i5 750, 4 gigs of 1333 and a gtx9800+, the only thing I've adjusted from the default is shadows and resolution. Only thing I've noticed is a studder here or there, other than that no problems what so ever. It is a graphic intensive MMO if you try to run it at max and experience problems, it's not the software or the hardware it's the user. Your system is trying to tell you to set the configuration to a more reasonable level.

Not to derail the thread or anything,I Just wanted to touch on the system requirements. It's not the developing company's responsibility to make sure system requirements meet our system specs. They only have to give us some indication of what it takes to run the game, and by that I mean literally run it. It is our responsibility as PC gamers to facilitate our habit, that means making sure our hardware is up to par to run the games we choose play. If you choose to play PC games, then hardware upgrades are a necessary part of the hobby. I highly doubt that a majority of WoW players, who draw some kind of income haven't upgraded at least once in 6 years. My point being, devs shouldn't punish the people who have the hardware to run new graphic intensive games for the sake of those who don't.

Back on topic though I don't see FFXIV beating out sub numbers on WoW, for one because a majority of the WoW fanbase doesn't care to try new games they are content with that game. The second reason is because most gold sellers aren't going to risk a sure thing to a new game.

Free-form skill progression could be a great mechanic, but so far from what I've seen has been implemented poorly as of late. Most just choose the easiest skills to level (because the devs gimped this particular skill or it was too complicated to level or use) which makes for a bland pool of player skill.

Of course only a few manage to find a sweet build and then everyone else just copies it, same as they do in class based games. That's no fault of the game design tho and will continue as long a people are creatures of habit.

Either way I'll play and enjoy both styles because I don't really care what the best build of the week is, I pay to play a game the way I want.

Correct me if I'm wrong but don't they issue you the census survey once a year when you actually log into your game account?

( I can't remember because It's been a while since I played XI )

If that is the way they do, then it's a fairly accurate system to counting active subs.

How is it that so many seem to still think the system is base on the amount of time played, when it's clearly based off of a set amount of xp that the average player could gain in 1 hour grind session multiplied by 8. Meaning you could play at a normal pace and never see the end of those 8 levels of normal xp. Considering travel, getting a group together, sorting out what leves your group is gonna tackle plus the fact that the fatiuge slowly decreases when you're not gaining xp, only botters are gonna have to worry about reaching the limit in a balanced game.

Honestly, how many of you can say you've grinded xp from log in to log out on a play session in any MMO?

I guess the outrage over false information and speculation proves the "skinner box" theory. Then again, what can we expect with all of the "cash cow strategy" MMO's out today. They've been rewarding the mice every time they press the lever that they no longer know how to act when they get the shock.

If it's a conflict of convienience to sort through the merchants to find that shiney new helmet you want, what's stopping you from going to the chat channels and getting it from one of the crafters online? I mean it is an MMO there will be crafters on willing to make things for people at request. Not to mention someone who has that drop item you need, who would probably be willing to part with it for some gil. I seem to remember doing that in almost every MMO I've played.

I just find it entertaining reading all of the complaints about a "penalty" after all of the "old school concepts" threads that have been started on this site. After reading this thread, I have to wonder how many of the beta testers are actually giving SE feedback rather than coming to an unaffiliated site to complain. From the way it reads, sounds like it's a system that rewards people who multiclass. Anyone who has played XI knows that if you want to run with a subjob you have to lvl more than one job. I'm pretty sure they've already said there will be ways to multiclass in XIV.

Naturally when a game turns into a pissing contest, there has to be a way to measure who can piss the farthest.

The truth behind the popularity of WoW has to do with one simple idea, you're either am MMO fan or you're a WoW fan. The majority of the playerbase of WoW likes that single game in the genre and not the genre itself, meaning they aren't even keeping up with the new MMO's on the horizon.

If you ask them if they've seen the latest news on Guild Wars 2 for example they'll more than likely look at you with a confused expression replying, "What's Guild Wars 2?" That's why these developers have been unable to clench the sub numbers they hoped they would.

It's harder to market something to someone who isn't even interested in what you are selling in the first place.

I learned this from a friend of mine, whenever I ask him if he's heard about any of the new titles coming out, he's says no. I tell him he should go to the main site for said title and check it out, he shrugs and says, " I'll check it out " but never does.

Yet he's leveled every race and class except DK to cap in the 4 years he's been playing WoW and has never even considered looking into another MMO.

Judging from the comments about SE's chosen sub model, I'm guessing many who have posted have never really subbed to SE's first MMO. I guess ignorance really is bliss.

XI was originally $21.99 a month then $1.00 for each additional content ID. Usually you would need at least 3 mules, 1 to set up shop and 2 to hold all of your old gear for when you started lvling other jobs on your main. I think the $12.99 a month and $3.00 per extra playable is very reasonable in comparison, at least they are giving a free slot for a non playable mule.


......come to think of it I don't remember ever lvling any of the alts I made on XI, I only ever used them to set up shop or swap gear.

Obviously there is no pleasing everyone, but I for one thought what they've done so far is an improvement upon what XI had. There's more customization in that beta demo than there ever was in the previous title and I like the animations and facial expressions, they help to bring a little more life to the characters. XIV should turn out to be a good successor to XI.

Originally posted by AlexanderTD
Originally posted by Hedeon
its about perception, to me PvP in MMOs is just utterly worthless.  you have all these ppl in a game and all you want to do is kill them?   if care to do PvP I play FPS games for 30ish min on rare occations, they are way more fast paced and over all is just better action games.

find it absolutely boring to win because had better gear or higher lvl than the opponent, no to me MMOs are about cooperation, and reaching the common goal - whatever your guild would set as the common goal, be it roleplaying, run playermade events or kill the big meanies. Ive never tried any PvP in a MMO and enjoyed it, even if Id win - sure its fun to win, but never got me excited.

I can only see you have no idea what you are talking about since none of what been said relates to PVP i know. Not every MMOS offer good PVP. But they offer even worse PVE content compared to many "offline" RPGs  out there. But when you mix both it works great -  to make players compete for most valueable PVE aspects.

In good PVP enabled game - gear won't grant you victory, nor even level. In a good PVP game that is. It's exactly about teamplay, cooperation, tactics, and most important - player skill.

NPCs don't really need much of it since they always predictable. So what's the difference between group of mobs and group of players of same number/level and items as yours? Let's say you came to some field to do a quest but another group is doing it, so is it not the challenge that require all that you mentioned? I can tell you why you don't like it - cuz carebears always want to have an advantage only NPCs can grant. In other words - "no balls"

 To the underlined remark, how so? I don't consider having to relearn my class every six months when the nerf bat starts swinging great.

As far as I remember it was always one Knight who slew the dragon, not a legion of them. I have to agree with what Ihmotepp is going for here though, there is no game out where grouping is the only viable option.

It's not the first time I've heard this criticism, if you dig deep enough on the offical forums you'll find the Rakki tail petition thread. I for one was disappointed with the models for the animal races from the very beginning. I ended up rolling a goblin when the game launched and think that asides from the elves looking a tad on the fugly side the human type races are done well (dwarves, goblins, orcs etc.). It certainly would look better had they done anthropomorphic legs like EQ2 did with the Ratonga and Froglok.

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