Quote:
Sonomaa (BG): With the new 2.0 server systems, will the major game breaking issues such as animation lock, the positioning imprecision, and interface lag be greatly reduced? Closer to the speed of FFXI? Or better than FFXI?
Square-Enix: First of all, we'd like for you not to worry. The interface lag will get much better when we introduce the server system for 2.0. As compared to 11, he (Yoshida) would rather compare it to World of Warcraft. It's going to depend on things such as your personal environment, equipment, etc. But it will be closer to that then what currently exists.
BG: That is important, because FFXI is good, but World of Warcraft is "I push forward, I go forward. I turn around, I turn around." In FFXI, I can turn around with a few button clicks and it's not that slow. In FFXIV, I turned around and it took 30 seconds to finish that rotation. I have a Core-i7 - a fast computer - and not being able to do that was a problem.
SE: The current plan, when we're redesigning the servers, is to have a system where there's difficult tactical battles. Like the Ifrit battle, he wants to make end content closer to this - where it's all about the positioning is important and where response is immediate so you have to decide in one second where to make these moves...
In beta Yoshi said this:
Quote:
With the advent of stronger internet connections, recent MMORPGs have come to be able to have defensive and evasive skills similar to offline stand alone games. Despite this, I feel that this does not fit with our customers who play FINAL FANTASY online, and I would like to have everyone play this game steadily for as long of a time as possible, which is why we’ve eliminated action elements to the best of our ability.
With these goals in mind we have built the content and the battle system.
Visually noticeable AoE attacks that you can avoid by moving
A system where you can boost damage by attacking from certain positions
Freedom to put things together by executing skills that follow a specific route
Being able to fixate on dealing the most damage while giving consideration to TP/MP costs in the end-game.
Jump not being essential for clearing content
While it might be thought of as simplistic, the end-game after reaching the level cap is where a good deal of player skill differences will start to appear, especially when adding equipment into the mix. We started designing this game by making the first goal of FINAL FANTASY XIV: A Realm Reborn having everyone enjoy this aspect.
This is the reason why there are no action elements in FFXIV content and battle.