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Thread: Superficial

  1. #71
    Player
    Teakwood's Avatar
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    Vai Greystone
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    Zalera
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    Arcanist Lv 90
    Physic: I'm not sure that's the case, based on experience with XI. It never had any drastic complete reworkings of the battle system, but there will still things at multiple points in the game that changed almost everything about how battles played out and changed the character of the game almost as drastically. However, your point that 1.20 is the mechanical underpinning of the future battle system is valid - which is why I'm holding my own criticism of enmity and class balance until 1.20 hits.
    (0)
    7UP!


  2. #72
    Player
    Physic's Avatar
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    Bladed Arms
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    Balmung
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    Monk Lv 70
    Quote Originally Posted by Teakwood View Post
    Physic: I'm not sure that's the case, based on experience with XI. It never had any drastic complete reworkings of the battle system, but there will still things at multiple points in the game that changed almost everything about how battles played out and changed the character of the game almost as drastically. However, your point that 1.20 is the mechanical underpinning of the future battle system is valid - which is why I'm holding my own criticism of enmity and class balance until 1.20 hits.
    Im just saying, they arent going to make any new drastic changes like removal of AA or make systems that rival blade and soul or guild wars for action orientedness. They will add new skills, tweak existing ones, but other than the combos, and battle regimen replacements (they mentioned super moves) there wont be any ground breaking changes to battle.

    just like you say in ffxi, some things changed things slightly, but overall battle was still the same, even the two hand thing basically only increased the stat returns on two hand weapons. It was overall a small change compared to what the op is talking about
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  3. #73
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    Quote Originally Posted by ellohwell View Post
    Before I begin, I just want to say that I think that most of the concepts for Version 2.0 look good. But that's the problem. It only looks good.

    When you think about it, 90% of the gameplay is the combat system and the crafting system. The quests and the environments (i.e. the other 10%) merely provide the substrate for that experience. In terms of fractions, most of the game will still be the "same old same old" . . . won't it?

    Won't we just be doing the same stuff as always, but with a different backdrop (and the ability to jump up and down)?

    I guess my point is, the concepts all look like improvements (cartooniness notwithstanding), but is it really enough? The combat system and crafting systems have a long way to go before they can really be deemed engaging.

    I submit to you that the combat systems and crafting systems are not yet enthralling enough to guarantee this game's success, and quite frankly, masking it with some pretty pictures and new zones may not be the best way to go.

    The game's foundations are what needs most work, right? And yet the only things that seem to be getting extensive work are the superficial aspects of the game.
    Cartoony? You mean the UI I assume? All changes will be made by 2.0 release and with 2.0 we are getting new servers and other things that will fix key gripes of the game right now. But I would like to know how you consider class adjustments and new everything including more battle updates in 1.20 and on to be superficial aspects of the game. Please elaborate more on what you mean.
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  4. #74
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    Quote Originally Posted by Dreamer View Post
    I saw that quote, but it simply makes it sounds like they're keeping the current system for HQ, and giving us a dumbed-down version for grinding. I'm not sure if that'll address the real problems of the crafting system being to RNG reliant and boring.
    People have been talking about this a lot, but I still have no clue what RNG is. I'm not kidding.

    Regardless, it will cut down on the time it takes to level up. A lot.
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  5. #75
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    Rydin's Avatar
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    Nyris Reach
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    Jenova
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    Lancer Lv 50
    Quote Originally Posted by Dargoth_Draconia View Post
    Quote Originally Posted by ellohwell View Post
    Before I begin, I just want to say that I think that most of the concepts for Version 2.0 look good. But that's the problem. It only looks good.

    When you think about it, 90% of the gameplay is the combat system and the crafting system. The quests and the environments (i.e. the other 10%) merely provide the substrate for that experience. In terms of fractions, most of the game will still be the "same old same old" . . . won't it?

    Won't we just be doing the same stuff as always, but with a different backdrop (and the ability to jump up and down)?

    I guess my point is, the concepts all look like improvements (cartooniness notwithstanding), but is it really enough? The combat system and crafting systems have a long way to go before they can really be deemed engaging.

    I submit to you that the combat systems and crafting systems are not yet enthralling enough to guarantee this game's success, and quite frankly, masking it with some pretty pictures and new zones may not be the best way to go.

    The game's foundations are what needs most work, right? And yet the only things that seem to be getting extensive work are the superficial aspects of the game.
    Cartoony? You mean the UI I assume? All changes will be made by 2.0 release and with 2.0 we are getting new servers and other things that will fix key gripes of the game right now. But I would like to know how you consider class adjustments and new everything including more battle updates in 1.20 and on to be superficial aspects of the game. Please elaborate more on what you mean.
    Please don't encourage him

    Quote Originally Posted by Answa View Post
    People have been talking about this a lot, but I still have no clue what RNG is. I'm not kidding.

    Regardless, it will cut down on the time it takes to level up. A lot.
    RNG = random number generator

    Most actions involve some type of random number to be generated
    For example, if a MOB has a 10% chance of dropping item X, and a 90% chance of dropping nothing, then every time the MOB is killed, the game would request a random number between 1 and 10... If its a 1 then the item drops, any other number and nothing drops

    Thats a really REALLY basic example. In practice the random number generator can get a lot more complicated when there are multiple conditions and possibilities

    Think of the random number generator as a big ass die that is rolled in the spirit of the games that all of these RPG's descended from
    (1)

  6. #76
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    Quote Originally Posted by Rydin View Post
    RNG = random number generator
    That was enough, haha. I'm just not used to abbreviating everything. Thanks!
    (0)

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