It actually was an odd case quality 30fps mode seemed to be locked in for the most part except some rare instances. Performance mode in combat was flawless from what I’ve seen it’s everything out of performance mode like exploration which was getting drops. However the demo was build 1.01 and the state of play in April had the menu show build 1.03
It makes sense the demo build to be of an earlier build so until the game is out it’s hard to really comment on performance. Also doesn’t help that performance mode isn’t 60fps it’s just a higher frame rate so they aren’t misleading here. Also their engine is very different to that of unreal but for the most part it’s a massive step up visually in quality mode. Il be curious how it translates to 7.0 and its visual upgrade; having a slither of these features would be really nice.
That particular fight was as described as how it was an on rails fight we’ve clearly seen other Eikon gameplay that is vastly more interactive. I also stand that the prologue was cutscene heavy to set up the world and its characters and for that it did a good job. It’s a 40-50 hour game where it roughly has 10 hours of cutscenes. This isn’t uncommon in jrpgs at all, but we are I’ll have to wait for release to form proper opinions. Combat wise coming from DMC etc it’s really smooth, the main issue is parry being the attack button as well.


Yoshi shared his personal work calendar during a past LL and it showed that his time was fairly evenly split between 14 and 16.Seeing as you have no idea how or what resources were used for the game, I cant see how you can make any kind of decision. This whole "FF 14 is having problems based on they sent all their people to work on 16" has zero proof.
You dont know.
Admit it and move on.
This claim that FF 14 suffered because of 16 is absolute rubbish. No one, including me, knows what resources went where.
( Stupid post limit. Ugh. )
So there is an impact, how much, I’m not sure.
He also said the game wouldnt be pay to win but you can buy gil at the mogstation via the job skips since they always come bundled with 50,000 worth of allagan platinum pieces
I THINK you're being facetious, but if you're honestly spending $30 on 50,000 gil, I dunno what to tell you when you can make that in turning in leves cheaply.
I made an error there, I meant 500,000 worth of gil. I know because I shamelessly bought the skips even if I didnt need them just so I can fund for the hard to get/make mats for making the previous crafted tier gear sets.
I didnt do that this time around but the fact that its possible, its totally pay to win.




The ability to subscribe for more retainers is also (marginally) pay to win, since more retainers = more free crafting materials from ventures. Plus more gambling opportunities on quick ventures if that's your jam.I made an error there, I meant 500,000 worth of gil. I know because I shamelessly bought the skips even if I didnt need them just so I can fund for the hard to get/make mats for making the previous crafted tier gear sets.
I didnt do that this time around but the fact that its possible, its totally pay to win.



Extra retainers are imo more serious issue than some cash shop doggies. Game offers you very limited bank space, and then sells you solution to this problem with extra retainers and companion sub. Those mounts are at least permanent, 2$ x 7 retainers + 5$ for companion sub is much worse, if you use all of that, that's 19$ extra per month.

Variety is the spice of life. There is no variety of content for casual players. High end raiders have more because they have criterion dungeon savage extremes and ultimates. alongside floors31-100 of the new potd which has savage level bosses in it.
While casual players have just the bare minimum content. There content is supposed to be 1500 tome grind for a relic stage and thats uhh really it.
Im of the opinion we need 2-3 more dungeons an expansion to make it so expert roulette isn't just the same 2 dungeons only. Because variety is the spice of life. Expert roulette doesen't even feel like a roulette in the state its in it's just a coin flip thats weighted to be the newest dungeon more than not


I feel like Yoshi-P could had avoid so many future problems if he had thought out meaningful long term content (like with Bozja for example, just need some basic idea here though Bozja was not without its issues).
You can't skid by with weekly lockout content for everyone since that content story-wise, gameplay-wise only lasts for about two days at the max, and the hamster wheel begins (which some of us thinks as pretty annoying), and not everyone cares for savage.
Criterion Dungeon has potential to be long-term, its actually on the right track, but it doesn't have a lot of oomph behind it (I think having the mid-boss always being the same guy was a bad idea on their part as one example). I actually wished Criterion Dungeon's strategy of multiple paths could have been a thing for the main story dungeons since 2.0 as that would had extended the game's playtime by a lot for both casuals and midcore players.
The only thing that prevented this idea was the "path of least resistance players that deterred this", I wish Yoshi P didn't listen to these players because clearly Multiple path dungeons can actually be done if done right.
The Developers are sitting on good ideas, but not realizing the potential until its too late.
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I accept this is not a really a true MMORPG, this is something that is trying to be something else or can't decide what it wants to be.
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