http://na.finalfantasyxiv.com/blog
:D
We get to see Yoshi play something. And something about puzzles I think?
Keep up the hard work everyone! We're right behind you!
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http://na.finalfantasyxiv.com/blog
:D
We get to see Yoshi play something. And something about puzzles I think?
Keep up the hard work everyone! We're right behind you!
Puzzle!!!!!!
Not jumping puzzles... Please... anything but jumping puzzles...
i read it too! That will definitely be a nice touch! Bring on the puzzles!
Yes! Puzzles! I want to see things like casting a particular type of spell on X to make glowing Eorzean text appear on the wall in a riddle that leads us to the next area *wipes lip*
<3 puzzles
Oh man... is it gonna be worse than CC?
PUZZLES! O.O! http://www.puzzlemochalovlp.com/puzzles.gif
Well they hint about a pit and how deep it should be, and impaling spikes.
New Ruin dungeon, mainly going to have puzzles.
Jumping will have no impact on the gameplay, they said, but apparently falling will. Into a pit with spikes no less *covers behind*
Yes!
.............
Hopfeully something more like that in FFX:
FFX - Cloister of trials
or like that:
FFX puzzle
but well that works for a singleplayer once.. and when you want to do an instance more often it wont make much sense hm?
and when many people have to interact at the same time. (like in cutters cry, where you have to kill the ants at the same time.. )
yay i love puzzles
:D
yea i do agree, but somethin more like maybe the last one for example. but who knows.
but it sounds a little bit more like avoiding obstacles like spikes coming out of the ground etc:
Quote:
“How deep should this pit go?”
“Where do we put these impaling spikes?”
“Blah blah blah blah!”
Maybe puzzles where you need to use a variety of jobs to complete. I liked the spell idea someone posted. Then maybe you need a war to bust down a wall with his axe or a drg jump to a door switch high up on a ledge
The Limit Break trailer shows a bridge floating up to allow you passage so its safe to assume you need a puzzle for that XD!
I was more making a suggestion rather than saying thats what they were blogging about. Im hoping they do something like this. however, this could help the class stacking problem, or on the other hand make certain jobs more essential than others in certain raids.
what would we good is if you needed a DoL or DoH to get past certain obstacles
maybe you'll need curtain jobs to do different things to complete the puzzle? like a arc,blm or cnj is needed to use a spell or arrow to hit a switch on the other side of the bridge or maybe different jobs are need to stand in a spot with the job marking on the ground to open a door or need to make a chess team to battle a mob group in a chess like game? to be honest its as endless as the people's thought process that is making the game...
His yoshi-p description killed me.
As much as I loathe puzzles this would be nice. Aren't we supposed to not be able to switch classes in dungeons though? Might be really awkward in a long dungeon to have to do the whole thing as miner just to solve a few puzzles along the way. At least the WHMs would have their work cut out for them keeping you alive.
The Pit? Impaling spikes? Sounds like the Mortal Kombat pit level. "Finish him!" <uppercut> Fatality!
this reminds me of a puzzle!
am i the only one that doesn't like puzzles in a online mmo? i know i can find the negative in anything lmao but i don't mind solo content with it, i don't mind things like diablo fight in ffxi where the ground falls and you need to stand in right spots but in swtor there were puzzles in the endgame and i hated it. mostly the one with the big machine, i still don't know to this day what needed to be done cause the leaders of the group did it ...and that is the biggest issue. i don't feel like part of the group when there is endgame like this. it doesn't really belong in large party content and it takes being on vent or people aren't willing to join the group. lot of annoying things that acure from it being in dungeons. it's one thing having to stand at spots right time like ifrit or having to move a boss to specific spots or he gets no damage output done to him, stuff like that but if it is something where only 1 or 2 people get to be involved i find it pointless and the content isn't usually hard it's usually just verbally talking it threw that makes it challenging.
so in short puzzles yes for solo but no thanks in large scale stuff. who wants other people to figure it out for them anyway or not be part of it cause you take longer to figure it out or forced to read the answer to puzzle on forums. and big yes to everyone in large groups having to know there roles and know when to move from stuff and how to avoid things.
and as others mentioned for the love of God, no jumping puzzles like gw2. they suck. also reality check gw2 turned normal everyday things that every mmo should and usually has and turned it into extra content. ..it's like hey we have maps.. yeah? ok lets make them get 100% of the map as content. and lets sprinkle around jumping puzzles and stupid little items to collect all over the map. bam bam and that is about 65% of the content in that game. exploring is naturally part of a mmo ...you can't just have that and call it content. if you didn't do that in gw2 you only had the dungeon to do over and over and you only had to repeat the same 2 fights only over and over at the time i played for 2weeks and quit fast as hell.
but yeah there should be tricky treats laced along the game for all to figure out, i spent a whole day trying to climb the mountains in attawah in ffxi and it was epic and long and fun. hopefully it's done right and not pointless and more specifically not something that leaders try and figure out themselves while we follow them around.
I could easily see needing something like an ARC or a LNC to hit a switch with a ranged attack or a caster to use a spell on distant crystal or something. If I remember right, they mentioned getting rid of thrown weapons from all classes... no more throwing axes... throwing daggers... etc. With that said, if they placed a target 15-20 yalms away it would be subtle enough but require some ranged classes.
Ruin dungeon, hmmmm
Tomb Raider puzzles with many switches and traps or Indiana Jones puzzles with traps and rolling stones (do a speed run or the stone get you) ^^
Yay for something hardly anybody will do unless it's required!
Bitches love puzzles!!
well ok you are right. but on the other hand i dont like the idea of mixing up crafting classes with combat.i only would like that in pvp maybe, where crafters can create siege weapons and so on, and special ammunition.
but as for the classic combats.. i dont like the idea of mixing up crafter and fighter classes. well thats just my taste.. so..
for me a battle is a battle and not a place to craft. so thats why i think it feels so "deplaced" in "besieged" (sorry i forgot the name of that type of battle in FFXIV).. as if SE tried too hard to implement crafting classes in it. for me it wasnt that entertaining. because its a damn battle and not a crafting competition.
i'd like that aspect in a pure adventure game like Broken Sword.. but not for final fantasy rpg.