It looks like another E3 interview has been posted. This time it's 1UP's turn.
Take a look. :)
FFXIV Interview: Phoenix Down For a Fallen MMO
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It looks like another E3 interview has been posted. This time it's 1UP's turn.
Take a look. :)
FFXIV Interview: Phoenix Down For a Fallen MMO
Its very good. And some nice Job, Drop and Party info there.
I won't hold Yoshi to it as with anything this far from fruition, but i like the mention of multiple (3) parties for 24 man dungeons instead of just one 24 man group. As this could open up alot of options for Dungeon Mechanics.
- Different routs requiring groups to go multiple directions, meaning its possible to keep a the same content fresher since you might be going a different way often enough.
- Multi boss fights that could require Teams to focus on different targets, and switch among them often.
- Less focus on 1-2 tanks, heals and a Bleep ton of DPS which could help lessen the need for Bosses to consist of tons of HP and 1 hit killing blows that only a tank can survive. Which means Hate, AOE, Enviormental risk can be used even more dynamicaly.
- Some team puzzles stuff added in dungeons where one team may have to do X, which changes a path or puzzle another team does etc
-and possible some team vs team vs team competetive dungeons.
That was a really good read.
I really like the idea of 3 party dungeons. I could just imagine the alliance splitting up into 3 parties during the dungeon, heading in different directions, and all meeting up near the end for a mega boss. That would be pretty exciting.
I like how he mentioned about a token system where if you do it so many times, you will get rewarded. I hope this applies to Hamlets and sh*t in the future /crosses fingers.
Was a really good read.
We FINALLY get confirmation that there will be multiple job unlocks per class, and that there will be plenty of class oriented content in 2.0.
This is excellent.
NY: The most difficult thing is talking about schedules. [laughs]
With this schedule, if you tell them a date and you're late, they call you a liar. If you say nothing, they say you're not telling them enough. If you say, okay, how about I give you a general date, and you give them a general date, you're late, they say, oh, you gave us this date, why are you late? It's just that battle with the schedule, there's no way to win.
So true
A good read to be sure. Unfortunately many of the questions/answers were a repeat of the last EA interview.
However I think even just droplets of new information on 2.0 is worthwhile.
I liked the question about the relic drop rate reward system (LUCK > EFFORT). A current and heated issue in the FFXIV community.
Also did the author seem slightly arrogant? To quote him:
"Michael Vreeland
Freelancer Michael Vreeland has the dubious distinction of being uniquely qualified to cover Final Fantasy XIV, as he's basically the only person in the media playing it, and also the only one that also played Final Fantasy XI."
I agree that i'd rather read interviews from a current and informed player than someone who had no idea about FFXIV. But still, seems like a pompous/arrogant statement to make.
Guess he doesn't know about the guys in Massively, Neogaf or RPGfan
Lighten up guys, it was a joke.
- Multiple Jobs stemming from one class (example provided, Gladiator can become palidin or dk).
- Need, Greed, Pass Loot system
- Incorporating many standard elements from other MMOS
- Big changes to the "loot" system that is different than the current system, without telling us what
Michael Vreeland (the interviewer) asked some really good questions, and he got some nice answers. Yoshida is also a really good interviewee: he's not afraid to be honest and straightforward, and he answers the questions he is asked, rather than taking the conversation off in a more "PR-friendly" direction.
It shows that Vreeland actually plays FFXIV. I love that he asked about things like the combo system and parley. He also got a really good answer regarding the possibility of XIV on future consoles. I know Yoshida has addressed this before, but this time he really seemed interested in making it happen sometime in the future. It wasn't just an "I dunno, whatever, maybe..."--it was more like "yep, we want to do that if at all possible."
They also did a great job of ensuring that Yoshida's personality came across in the article. Nice interview!
I'd take the Star Fox approach and determine the paths by the chosen difficulty of the instance. Normal takes you down a certain path with its own bosses. Hard takes you down a different path with its own bosses. Could also implement encounters where the raid has to split up (eg: Thorim where half the raid had to stay in the arena and fight off mobs while the other half worked its way to Thorim to knock him into the arena).
Could be as simple as Feugen and Stalagg (mobs punt the tanks between themselves, though this requires taunt mechanics that PLD and WAR do not have) or a little more complex like the now-known "council" style fights. Could also have something like Dreadscale and Acidmaw, where the bosses were designed in a way that the mechanics of one could help the raid against the other.Quote:
- Multi boss fights that could require Teams to focus on different targets, and switch among them often.
The reason raids are designed for two tanks (three in freak ocurrences, or the rare fight where you need a ranged tank) is to keep the raid instance as a whole within workable parameters. You can't have a single fight requiring 4 tanks when there's say six more fights where the extra tanks are dead weight.Quote:
- Less focus on 1-2 tanks, heals and a Bleep ton of DPS which could help lessen the need for Bosses to consist of tons of HP and 1 hit killing blows that only a tank can survive. Which means Hate, AOE, Enviormental risk can be used even more dynamicaly.
I'd love to see SE's take on the Karazhan chess event.Quote:
- Some team puzzles stuff added in dungeons where one team may have to do X, which changes a path or puzzle another team does etc
I disagree here. Keep the competitiveness where it belongs: PvP. Let PvE be about people working together towards a common goal.Quote:
-and possible some team vs team vs team competetive dungeons.
I smirked and it's probably pretty close to the truth, other then Eliot from Massively who else plays as much Final Fantasy XIV in the larger gaming media?
Anyway it was a super solid interview uncovering even more information, way to go and way to ask important questions. *clap*
Best interview I've seen yet. So glad someone in the media knows the game as much as we do. Such good questions!
Yep, he have posted lots of times about his intentions too, and we in that LS liked it very much.
And it turned out to be better than I expected, of course being only played this game in 3 months. :)
The interview was pretty good, I just hope in the future he does not have to freelance for the tabloid of gaming.
Why have different routes if all 24 are going to go the same way? sounds like a very fancy difficulty selection window then instead of having 3 teams part ways, rejoin eachother etc. kind of like what party members do in nearly every FF to date (cept perhaps 11.)
I think we'd disagree here in that i'm looking at the possability of them doing something different. where as what your describing i've seen many many times before. The reason those tanks are dead weight in many games is because your locked into a single class. If we presume that the current class change mechanics of FF14 in dungeons sticks. Then there is no dead weight since they could, change class or job.Quote:
Could be as simple as Feugen and Stalagg (mobs punt the tanks between themselves, though this requires taunt mechanics that PLD and WAR do not have) or a little more complex like the now-known "council" style fights. Could also have something like Dreadscale and Acidmaw, where the bosses were designed in a way that the mechanics of one could help the raid against the other.
The reason raids are designed for two tanks (three in freak ocurrences, or the rare fight where you need a ranged tank) is to keep the raid instance as a whole within workable parameters. You can't have a single fight requiring 4 tanks when there's say six more fights where the extra tanks are dead weight.
PVP is player vs player, in a competetive group vs group dungeon, that is still PVP. Honestly PVP need not always be only about smashing eachother's face in over and over. Maybe its because i've played the battle ground and arena scene in so many titles, it would be interesting to see some PVP options apart from "Vs." Face smashing.Quote:
I disagree here. Keep the competitiveness where it belongs: PvP. Let PvE be about people working together towards a common goal.
Sorry for the quotations back, but since you put the effort to discuss my points i thought i'd do the same ^^
that is the currently the best article from E3.
http://silentpagoda.com/blog/wp-cont...9/facepalm.gif
Really? I mean....really?
I think your taking a silly jab a slight too seriously.
I didn't take offense to it either and I agree it was a good interview (even if some of the questions and answers were a little recycled from the last EA interview), I just felt the author lost credability for a well written interview.
For an article that has a mostly serious tone, it feels like an out of place way to finish the article.
Probabally, this relic system is making me edgey and angry. I need to step away from it.
Also calling a game dead with 50,000+ subscribers is fairly informed. It portrays a misleading and unpopular player base image.
A a lot of former FFIXV players read reviews before returning.
Sure we don't have anywhere near as many players as we did on launch, but the game is teaming with life more now than ever (or since chocobos were implemented).
Also Jynx, why are almost all your posts unconstructive and negatively geared?
You're one of the forums biggest devils advocate.
Great to finally start seeing a few more positive articles about FFXIV. Stepping in into a totally new team, and trying to salvage this horribly broken MMO is such a difficult task. If Yoshi-P really succeeds with this (and I think he will) he will have all my respect. Impressive stuff!
I don't consider it to be feasible dungeon design in an MMORPG, especially considering that players have a very bad tendency to pick the "efficient" route. It was neat in FFVI where you had to split your characters into three parties to climb Kefka's Tower, but it wouldn't work in an MMO with different classes lacking that LCD that allowed it to work in VI.
Which is something I hope they do with dungeons so that encounters can be balanced around reasoinable parameters instead of parameters that would force players into having multiple jobs just for one dungeon. I'll always favor design that will encourage people to play the jobs they like at all times (or as much as possible). Allowing job/class swaps in any way goes against that.Quote:
I think we'd disagree here in that i'm looking at the possability of them doing something different. where as what your describing i've seen many many times before. The reason those tanks are dead weight in many games is because your locked into a single class.
No need to apologize. Makes the discussion easier when the points in question are there for quick referral.Quote:
Sorry for the quotations back, but since you put the effort to discuss my points i thought i'd do the same ^^
Good questions, Wish it went on and on forever...
Really really want yoshi-p to wax poetic about player vs player.
:3 hurray for this article. Concept art. :3
Great interview.. I'm especially pleased to see that they're making changes to the drop/loot system as token based instead of RNG luck.
My respect for Yoshi-P just grew even more.Quote:
As for Parley... you're the first person to ask that, and it's a really good question. He hates it as well. So yes. We can't tell you that it's going to be taken out of the game, but we can tell you that he hates it, and he's the director and producer, so... [big laughs]
If he hates Parley as well, he must be a good person with good taste!
Good read.
Pretty much one of the most informative interviews regarding information on 2.0
Eorzeapedia's interview was equally as good.
The rest were so-so.
I do like the part about battle regimens.
It didn't work.
rofl
1up have always had people on staff (or a contributor) who got heavily into MMOs. I remember James Meilk (sp?) was on Siren in FF11, and his interviews with the team usually ended up being the among the best because it was so obvious that he knew what he was talking about.
Edit: Good interview. Glad to hear Yoshi hates Parley. I remember when I tried Toll of the Warden, and it seemed impossible to complete without, because the mobs would just sit at 1% HP and be invincible. So I had to learn Parley. Angriest hour of my life.
Such a good interview. All the better from it being conducted by someone actually playing the game.
Yoshi-P: Please learn that if you say the word "Ice Cream!" in a room full of children, you'd better have ice cream and you'd better have enough for everyone.Quote:
But maybe in the future a gladiator will also be able to change to Dark Knight. Again, this is a maybe... Not saying anything about Dark Knights.
I don't think theres is anything that will avoid an "efficient" route mentality. But also "if" we belive that more energy should be put into avoiding the posibility of such a route we ultimately end up with Boss hallways. There is always the option of when splitting up a group that they have limited choice in which route they can take.
I'm not too sure we'll share common ground on this point. But if we're to take Yoshi-P's translated point at value, we will already be split into 3 parties.
Myself i do belive it to be feasable to have such a dungeon in an MMO. Since teamwork should be one of the main parts of an MMO. But i'll digress on this point.
In some ways i agree with your responce. But i'd also like to see the armory system put to some good use. Either way there are good and bad points to both. In some ways by withholding the ability to change a bit on the fly you may also disallow people from using the class they really like for the entire dungeon, instead of parts of it due to "needs".Quote:
Which is something I hope they do with dungeons so that encounters can be balanced around reasoinable parameters instead of parameters that would force players into having multiple jobs just for one dungeon. I'll always favor design that will encourage people to play the jobs they like at all times (or as much as possible). Allowing job/class swaps in any way goes against that.
As far as balance if you start with an expectation of anything possibly being brought i think you can balance around it somewhat. But i can also understand the concerns from one boss to another.
I'm glad to have a real enjoyable discussion about different thoughts on systems. Thank you ^^Quote:
No need to apologize. Makes the discussion easier when the points in question are there for quick referral.
I don't know that that 1up interview really told us anything new...but it did bring out the heart of Yoshi-P and the team...and the essence of what this project means to the team and the effort they are putting into it.
The questions asked by 1up weren't even anything new that many of us haven't posted time and again...yet this is one of the best interview questionings that I've read...because it's concise to the heart of the matter...
Phoenix Down he heee...goes to the heart of Final Fantasy and all the lives it raised for many years...it's fanbase...and raising a new fan base...working hard...working diligently...patiently...
Thank you both 1up and Yoshi-p
It's less about avoiding it and more about ensuring it has minimal to non-existent effects on gameplay. It's also about defining what should be efficient. For me it's ensuring your comp is balanced between necessary buffs, debuffs and utility. In this game it's been basically stacking WARs, WHMs, BLMs and having a BRD for refresh.
This depends on how the jobs are balanced at the end of the day. If the DPS jobs are interchangeable, then the raid loses nothing by not having X job over y job. Same thing with tanks and healers. Still, it would lead to situations where you might like being MNK but your group makes you change to BRD or RNG or BLM for some of the encounters. That's the sort of thing I abhor and would never want to see in a raid, much less be subjected to.Quote:
In some ways i agree with your responce. But i'd also like to see the armory system put to some good use. Either way there are good and bad points to both. In some ways by withholding the ability to change a bit on the fly you may also disallow people from using the class they really like for the entire dungeon, instead of parts of it due to "needs".