Don't get your hopes up.
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Nice, no more having to locate quest stuff via that diary. I love how it shows the damage you parry... Quest stuff looks pretty clean overall. Not sure about combat, yet... Looks like we will be more active now, but hard to judge from this.
And just skimming over some of the responses... Quests are usually pretty "cookie cutter," or whatever you want to call them. Welcome to MMOs. Also realize you're looking at only two low level quests that clearly aren't even balanced yet (15 mage having a hard time with a level 4 quest, 15 melee taking decent damage on a level 10 quest).
I know I'm expecting too much of you people, but relax a little. I guess now that we get to see the combat video you've been dieing to see, you have to figure a way to complain about it.
Honestly the questing didn't seem that much different than 1.0, I remember pulling up a map to find the location of where to go next. This is just making it easier to access without going through the extra menus. As for new battle system doesn't look that impressive to me but I'm not gonna dis on it until I've had a chance to at least try it.
I'd like to remind people that the main scenario quests have not been implemented into Alpha.
Also, the red targeting rings are visible in order for players to do positional combos.
Make's feel good that am a legacy member ^_^
I'm loving the pace of the UI shown! LOOKS SO SILKY SMOOTH~!
People that keep going on about "cookie cutter" quests are going to need to pony up some seriously sweet examples of which MMO's don't do this as part of the game structure or quickly zip it. Not trying to white knight this thing, but your responses are based on 3 mins of video showing a higher level character doing low level fetch quests. Kind of a soggy cardboard soap box your standing on if you ask me......Its ok, I can wait while you look up all those examples you must keep drawing from.......
Did someone just say FFXI had a good quest system??? Super vague quests that dont tell you what youre looking for, or where.... forcing 98% of the game population to look up a wiki, or shout in town for just basic direction.... if you like directionless question with no markers dont look at the map then... go explore to your hearts content...
telling you what area to go to, and what npc to speak with, and what thing to defeat is basic quest structure...
FFXI questing was stupid...
That's exactly the point. They aren't offering anything new but more of the same. Final Fantasy is held at a high standard for storytelling and questing. Final Fantasy XIV 1.0 had complaints about the cookie cutter quests, and now 2.0 will have those x6000 per year. Riveting.
They decided for quantity over quality in the end.
YEEEEEESSS!
I like how the quest's are just right there on your screen and easy to access. In 1.0 in order to find out where you had to go it felt like you had to be constantly opening and closing 4 window tabs. Menu -> journal -> "the quest" -> map..... yeah i hated that every single time. now its just right there and looks so much more strait forward with out huge long paragraphs explaining each quest.
I won't argue at all that they are held to a high standard in game design and story telling, but no offense here, virtually ALL of their games have fetch quests identicle to the ones seen in the video. I am failing to see why anyone is suprised they would include these in 2.0.
Besides that, if its so easy to reinvent the wheel here like many of you are suggesting, go ahead and spitball 1 or 2 ways you would rather see this done that no one has ever done before......
Don't get me wrong, I 100% understand what you all are asking for, I just think that conceptually it sounds a LOT easier than it actually is to pull off in a way thats successful, especially since we are talking about a game that already failed trying to take a bunch of risks.
I also distinctly remember people saying "This is Final Fantasy, even if we quest grind it will be nothing but high quality storylines and action packed, it won't be like WoW or Tera."
http://i49.tinypic.com/24mgifd.jpg
Anyway, the music I dislike the style of, but it doesn't really fit with general battle given the tonality of it but I can definitely see it moved towards boss fights in starter dungeons. At least it's shaping up very nicely to being a typical MMORPG, now let's see what will set it apart from everyone besides the Final Fantasy name.
FFXI took EQ and ran away with the concept into something unique, let's see if ARR can do this with the "WoW formula" as they say these days.
They say necessity is the mother of invention, so if anyone here is unhappy with the quest procedure, feel free to design your own MMO the way you'd like. I'll come alpha test for you.
Oh man, talk of FF XI "quests" and people saying that those were somehow "better". Like that main story line quest that required me to find a merchant who the NPC said was "Some where in the world". Great...So I can narrow my search now to the world. Fan-freaking-tastic. Or that fly exterminator quest that required a full alliance to earn a 300ish exp scroll reward...
There's a good reason why no MMO cares to copy FF XI's quest design. As for the approach Yoshi-P took for ARR and to the folks upset at it, all I got to say is,http://i653.photobucket.com/albums/u.../sidequest.jpg
As for the video, loved the music, the visuals, a little string in my heart got tugged on when I read about that second quest being to protect the burial site for the victims of the Umbra era. I can't wait to see what other story bits of treasure they have in store for us.
Is the handholding any different than a single player RPG world being designed solely with the intent of guiding a player to the next part of the story? (Ex: The only accessible town in FF3 at the beginning just happens to be the starter town, even though you have a boat to explore with.). The game doesn't necessarily have to tell you where to go, because the developer knows that even if you butt your head into every wall available like an idiot, you'll still end up where you need to be. You're not "set free" until the game has - by virtue of design and story telling - guided you through enough of the game to where you feel comfortable in setting out on your own (IE: obtaining an airship in FF6)
It just can't be the same with MMOs. MMO's are complex beasts from a play design perspective because they have to accommodate for multiple players of all ranges doing all sorts of different things. There are techniques for hinting at where players should be at what level (hostile mobs blocking access to higher level areas), but ultimately in an open world, a new player will get lost when trying to figure out what to do next. First gen MMOs have tried to just let players figure it out for themselves, but it never seems to be enough and it's not a very user-friendly way of doing things. Some players 'enjoy' this. Or rather, they 'enjoy' the status they feel they obtained by roughing it out even though they know it was bad game design (See: FFXI endgame, Legacy Members [like me!], and elite EQ players). The quests offered in modern MMOs are designed to do the same things the story in single player RPGs do: Guide the player from point A to point B until they feel comfortable with the world. At least in ARR, we can expect quests with a good bit of flavor and meaning to them.
Final Fantasy has never been particularly difficult. I don't recall ever throwing my controller at the screen while fighting my way through Balamb Garden in FF8 (though I did smash in the PSOne power button when I lost my Shiva card to some random jack-off in a TripTriad game). You're constantly going from point A to point B killing hordes of random encounters that mean nothing to the story except to make you stronger. How then, is the quest system XIV:ARR is using such a step back for the genre?
Square-Enix doesn't need to reinvent the wheel, but they can at least create a sturdy quality based product rather then churning out hundreds of wobbly unfinished ones. Sending characters on adventures through the world to explore, to undertake grand assignments to better the realm. These are the types of things I want. Fighting 6 chickens, and then 8 goats x1,000 but varied monsters sucks balls. What Square-Enix is doing is just copying off of other MMOs...and lately I haven't seen many successful ones.
You guys are way over simplying the leveling process there is going to be tons to do beyond quests or group grinding... and honestly I like this type of solo content. So please get off your soap box, this model will sell and this model will help people who have never played an mmo learn to play. Mindless maybe, but I can guarantee it will be better mindlessness with a final fantasy flare then any other mmo so don't kid yourself. And I am sure quests will be interesting later on and throughout the process this is Alpha this is a video on basics this is not the whole game... do people even think before they post or do they just trollolol all day?
Y-yeah guys. FFXI's quests were m-m-much better!
HEY SONNY YOU NEED TO HIT LEVEL 55 NOW FARM THESE SILLY ENEMIES FOR A CERTAIN ITEM.
NOW DO IT AGAIN FOR 60.
NOW 65.
NOW 70.
WANNA GET THAT SUBJOB? COLLECTS THESE THREE ITEMS THAT DROP FROM MOBS.
KILL THIS NM FOR ME.
Yeah, FFXIV's quests are soooooooo unoriginal.
It will, but I think it will be harder for you and others, (people who repeat the same points about it being like WoW and "generic"), to see because you will try to forcefully find differences between WoW and ARR down to it's programming code. The difference between XI and EQ is that people didn't even realize the game was a copy due to the fact that XI brought many of it's players in the MMO world. A lot of them hadn't even heard of EQ before then.
You make a great point and it's not a step-backward whatsoever. I think people want just want players to "suffer" in the "difficulty" they did in XI. @_@
Because every player has already saved the world 3 times by level 7, and their quest for level 8 is to fight universe-destroying world eaters?
Because you've seen every quest FFXIV:ARR has to offer based on the 2 quests shown in the video?
Are you in Alpha or something? SHOULD WE ALL BE WORRIED?
Yeah, I'm still waiting for an MMO to do the quest progression differently, so far as of today, they all end up exactly. the. same. way.
Deny it as much as you want, you're guaranteed to see the same style quest repeated everywhere you go even if it mixes it up between:
"Kill 10 boars!"
"Go pick 5 vegitables!"
"Roll that rock down the hill!"
You'll repeat these 3 types of quests 100x over every hub you go to. Let's not forget the dungeons that tend to also repeat in objectives unless they're linked to a story, which is very rarely.
Is it just me did any of you make is past level 7 on GW2? I thought the leveling in that game was boring as hell... I much prefer wow quest/dungeon leveling to GW2 leveling. On the other hand the GW2 events which 14 will have will be badass really excited for that.
There is no shame in hope. Hope is a wonderfully human concept and I like to hope every day, from innocent hopes born of laziness to more serious hopes born of concern, I shall not cease in my hoping.
I can't "get my hopes up" because I don't harbor such a concept in my being. I hope long, I hope full, I hope even when one is (said to be) silly to have done so, and in the end, even if that hope brings no good reward, I will know that it was not my error - it was not my error to hope - and thus, there is no shame to do so. Disappointment must happen, but that doesn't mean hope should leave me when it does.
Thank you for providing me this opportunity to wax poetic. :)
Look at me, being silly again. :rolleyes: Oh well.
Out of context? The first quest in that video had 11 lines worth of dialogue. You're telling me that's a quality quest? 10 of those with voice acting counterweights 290 more of those?
I have high standards is all, and it's one of the main factors I don't play Terra/WoW/Aion and so on. I hate that type of Quest system. Don't get me wrong it's not wrong to have some of that type of Quest, but I fear they will follow the trend and implement thousands of those over ARRs lifetime. I pray i'm wrong.
There is no denial. It's clear that MMOs will use these quest systems. It just comes with being an MMO. Are you asking for quests like:
"Protect this valuable figure while he carries this valuable item, from point A to B!"
"Disguise yourself as these guys and listen in on this conversation to see what they are planning!"
"Make it to this switch in ? minutes before this devastating effect happens!"
"Talk to all these people, figure out who is not saying who they say they are!"
?
TLDR not sure if this was said but no matter how you look at it, almost all games are the same... just how you go about it, get quest go kill x# of mobs or gather x# of items to lvl, then go kill boss for gears, then lvl some more then kill the boss at end game and save the world :p that covers most game out there...
SWTOR already tried pushing for full-voiced quests filled with cut scenes and various dialog options and interactions with NPC's for their quests. Just isn't good enough for gamers. People need more than 10 quests per patch. A whole lot more. I'll gladly take 300 voiceless quests over just 10 of the same quests with voices any day.
That's pretty much levequests in 1.0. And we still have yet to look forward to those (if they're still the same). And we've yet to see class/guild specific quests that usually house a different pot of tricks(usually, haven't done all of them but some of them were definately different from the norm).
Yet people think these two quests we see in the video are all it's ever going to be...