http://gamerescape.com/2017/03/01/ga...etails-on-4-0/
It has some interesting details.
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http://gamerescape.com/2017/03/01/ga...etails-on-4-0/
It has some interesting details.
Seems main city will be one zone and not split off... Glad PS3 is gone.
"We also plan on implementing something for players who have finished the 4th tier of the raid in the odd numbered patches. What we will implement exactly, we will tell you at a later time."
We the recent additions to the game, I'am not sure if I should get hype or not for this.
I have just the feeling it will be one extra boss and that's all.
You mean an alternate trash mob?
Anyway, kidding aside... that first question bugs me as it seems to be carrying on the tradition of miscommunication and tangential answers. Like it sounds like the interviewer is asking about inter-class synergy, rather than cross-class skills?
Big costly PvP content, and change to all aspects of PvP - no idea what that means but personally would love to see 1v1v1 fights turned into 1v1 to lead to better queue times, even harder to coordinate*, and to reduce accidental coordination that are not fun*.
* I've seen a few moments in PvP since patch that feels like a party from two of the opposing teams are working together, they pincer the group and then as they clash inwards they don't attack each other and just leave after utterly decimating the target - feels planned, and perhaps it wasn't but this moment isn't fun and is not fairly defensible its just "welp, we dead, and probably lost". I suppose it'd happen more often if people were organized against the winning team but lol yeah that rarely happens, so I assume its two groups that queued and got separated cross GC. However if it was 1 v 1, you'd have a far more consistently balanced mode, 1 v 1 v 1 leaves more of the game into chance that the enemy team screws with you when you're already in combat with the other team. Just an imo.
That said I do like PvP in general and I wish they made it an even more valid content, also new exciting options sounds great! Perhaps check how they calculate PvP seasons as party scoreboard has some issues. Could be nice adding it to be a reasonable way to level your character through PvP (easier like PotD), and perhaps gear that has accuracy on it so you can take it outside of the PvP without too much issue (maybe an upgraded version of the gear has accuracy or something, so you have to put in time to get the gear and then more time to upgrade it.. making it less freeby and fair that you can do so).
Anyway, thanks for the interview~ :)
haha u beat me to it I was gona post this
I wonder what they'll do to the loot system.
Thanks for sharing!
I feel like they completely skipped over the first question though. Didn't really get an answer. Is it so hard to say, 'Yes, we'll be giving Red Mages and Samurai party-wide buffs/debuffs to give them the necessary synergy to be competitive in the end-game.' They just spoke about the combat system revamp with cross class skills again.
In that case, SE please go back and merge the maps for our existing cities...Oh, and adding flight to ARR zones would be nice too.
I don't know about that, to my knowledge PvP is hardly the most popular content int the game and many players only do it to gain access to the 'stuff' not because they enjoy it. Personally I feel this is an aspect of the game that needs to be greatly de-emphasized.
I don't disagree. I've never enjoyed PvP in any game I've played. I like FFXIV for its emphasis on cooperation and PvE. I don't mind PvP being here for those who enjoy it, but stuff like the Garo event did not sit well with me. Please, SE, do not try and, 'Tempt,' me into PvP. I don't want to do it, PvP'ers will be happier if I'm not.
Hopefully there'll be Ala Mhigan/ Highlander inspired outfits because this is looking more and more like an Othard expansion that people have been talking about.Quote:
Oriental glamour gear planned for 4.0. Some Instance Dungeon and Raid gear might have an oriental design as well.
Anyways, I am surprised that Isle of Val will play a part in the MSQ. Guess we'll find out how and why it disappeared.
It needs some work sure, and I really feel the three (1 v 1 v 1) really throws stuff off balance and adds negative dynamic to the battle field - making PvP not related to GC and fixed around Freelancing would help a lot (lost and won so many matches not due to people's skills but because one of the GC groups decided to mess up the other one).
I like PvP in general, did A LOT in WoW, but it'll be nice if it was tightened up here. Besides removing the random factor of 3 teams at once they should probably make the roulette more complete, like they did to the Feast, and then add a master PvP roulette so it's as snappy as can be (it searches for any and all non-ranked PvP).
Well so long as they keep the point that you unlock flying where it is, I don't think adding flight to old zones would really change that ground up experience. Certain zones appear to be flight ready already, but a few I guess would take a bit of resources to fix up first.. I'd like to see it in all areas just because I feel it's silly not to but it's not high priority certainly. If they add flight to old areas they could add some new areas and zones around the old ones for new content as well, that could be advantageous (efficient use of old resources).
Good thing Yoshi-P mentions Tanks and DPS, the only two roles in the game. Almost gives me a look into the future of what to expect.Quote:
Yoshida: It has been around 2 years since the release of Heavensward, and the population for different roles hasn’t changed. For example, players who played tank as their main job, ultimately stayed with that role. We think the same will happen in Stormblood with the 2 new DPS. People who played DPS as their main might change it into the new DPS jobs. When talking about sub jobs, it might be different though. We plan on adding more merits when playing tank roles in Instanced Dungeons. As for the leveling process itself, with the addition of the Deep Dungeon, etc., players have much more choice, so I think that will be more popular at the start of Stormblood.
Truth be told, I consider that a good thing, because games in a 1vs1 set-up tend to be largely pre-determined, as in: You can tell quite accurately which team will win by knowing the players on each team. It's something you don't notice much when there are a great many players, like in a random game of LoL, where you get completely different people each game, but it becomes quite noticeable when the community is smaller and you play with/against the same people a lot.
Ideally, matchmaking can feather that effect by ensuring that everyone on the field is close enough in skill that it comes down to very small, human errors, but...tight matchmaking in this game? Pardon if I laugh >.>
Regarding the bit you bolded, all I have to say is this. Does this mean that Yoshida and the dev team have finally woken up to the fact that their tank incentives (mount) that rest on full-party end-game content are not the solution to tank shortages? In the end I cannot imagine that the actual number of tanks was changed by that particular incentive since anyone wanting the mount played tank in that content specifically and retired as soon as they have the mount. While players like me will never see that mount despite playing tank and running DF for years because I run comparatively few things that are ever on the list of what is needed for the mount. But then I play tank to play tank, though seeing rewards aimed at johnny come lately tanks who don't have to really support basic dungeon instances to obtain their reward is rather galling.
P.S. my other roles are healers, and as a career tank I know that healers are my best friends, so you can count on me to ensure that SE does not forget healers.
Not sure if this has been shared yet or not. http://gamerescape.com/2017/03/01/ne...rview-summary/
Is it too much to hope that they'll re-balance old Frontline content to the new max level?Quote:
Originally Posted by Yoshida