Very nice. The music of course is great, and it seems combat is action packed which is also great. Now I'm hoping to see some limit breaks soon!
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Very nice. The music of course is great, and it seems combat is action packed which is also great. Now I'm hoping to see some limit breaks soon!
Yah, the timer needs to go. Now I can see timers being needed in some dungeons(if story warrants it). But not all of them. Unless the timers have to do with the instance mechanic they set up and there being a limited number of instances available per dungeon. This would eliminate people sitting up in dungeons doing nothing but afk... then I see its purpose.
..but as someone stated, its for solving the puzzles, which is a very cool idea. Bring on the timers.
To the one complaining about battle system looking like the norm:
-The UI is not going to change, click'n on a action bar to do something is never going away. If this is your "copying from WoW" argument. EverQuest had this and so did Dark age of Camelot. There are other mmo's too that used this before World of Warcraft came out.
Besides that everything I see is of FF/SE quality, from the animations to the special effects to the live orchestrated music.
We have yet to play with, the more original ideas, of Yoshi's team(and that belongs to them):
-Limit Break system(party initiated)
-their take on a Combo system(single user usage)
-their take on Combo system(1-3 other players)
-I wish for Skill chains. hopefully they will bring this in. Battle Regimens was supposed to be this.
-We have 4+ other classes that have not be added yet. And the beta is still not going to add them, we still won't have full battle aspects shown until phase 4 probably.
Go watch a low level game play for World of Warcraft. Then watch one of these alpha videos. I see no similarities in them one bit. I see nothing taken from WoW, as WoW did not invent the UI wheel, nor did WoW invent the clicking of an action bar to perform an action. That prize would actually go to the first mmo to actually utilize those features.
I can tell you are a young buck, and that goes for anyone using World of Warcraft as a symbolism of originality. <--- I laugh at you.
History lesson for you:
Ultima Online (UO)released on 24 September 1997<-- this game set the stage for all other mmo that would come to PC. Creator even coined the phrase 'MMOG'
EverQuest released on March 16, 1999
Dark Age of Camelot(DAoC)released on October 10, 2001
Final Fantasy XI on May 16, 2002/NA October 28 2003
World of Warcraft(WoW) released on November 23, 2004
Its not about what a person claims to be a dainty battle system. No more, MMO's from here on out are about the draw, and what makes an individual player want to stay and keep playing that particular game. Only mmo's with high draw rate will become a success.
I already have my draw, for this game. From the amazing graphics/draw distance, orchestrated in-game music, animations of my avatar, and the fact that its a FF base mmo, taken aspects from FF12, 3, 7, 11, 6, 1 & the fan base. So you go ahead and not play because you have to click on bars/macro's <---- I laugh at you.
FinalFantasy:A Realm Reborn is going to own the mmo scene for 2013... I'm calling it now. And I said it first.
The time limit is the only thing I don't want to see for the dungeons. It should be an elapsed time ticking up, not down to failure.
Maybe if it were a situation where a bomb will explode or a hostage will get killed if you dont make it there in time, but not the same ol 1hr time limit just cuz.
And I just noticed the cast bar in the party window is covering the casters name. That should get changed too. They could slightly space the players in the list apart more and put the bar over the name instead of replacing it.
Someone stated its only a time limit for solving the puzzles in the dungeons. If true, then that's OK with me.
The thing I dislike about the standard fast-paced combat like the ones in WoW, Rift, and ARR is that it usually becomes a "focus on spamming your rotation and dodge boss mechanics" kind of play-style. I find it more fun if you have to pay attention to what your party members are doing as well, and respond according to what skills they use or what situation they get stuck in. Of course you can still kind of do this in longer boss fights with a fast-paced combat system, but I find it either becomes less important or too difficult to do because you have to pay too much attention to your own fast rotations. There's also the fact that it's really difficult to tell what skills your party members are using in ARR. In 1.0 this wasn't the case.
Fast-paced combat systems also make fighting normal mobs incredibly boring imo. "Oh it just put a buff on itself. Oh well I'll just kill it and not worry about it." A lot of people here seem to have a lot of hate for FFXI's battle system, but the exping in that game was so fun imo because you had to actually pay attention even on normal fights. Dangerous abilities that needed to be stunned, buffs that actually had to be dispelled, and coordinating with party members to set up skillchains/magic bursts. Yea the battle system was slow, but the exping was 100x more fun than doing quests that require no focus at all.
The timer makes total sense beyond the puzzles. It regulates and keeps instances from being over populated and becoming laggy.....:cool: Anyone going into one goes in knowing they have a limited amount of time to finish thus avoiding afk and making dungeons more enjoyable.
A freaking mind flayer. Hell yeah.
Um... You still have to pay attention. You just have to move faster.
FFXI's battle system was and is far FAR too slow no matter how you swing it. You're still able to do the exact same stuff in FFXIV; buff, debuff, react to party, etc. in FFXIV. Again, you just have to move faster. All it is is enemy and player balance that will make the battle last longer, not action speeds.