Yah, the timer needs to go. Now I can see timers being needed in some dungeons(if story warrants it). But not all of them. Unless the timers have to do with the instance mechanic they set up and there being a limited number of instances available per dungeon. This would eliminate people sitting up in dungeons doing nothing but afk... then I see its purpose.
..but as someone stated, its for solving the puzzles, which is a very cool idea. Bring on the timers.
To the one complaining about battle system looking like the norm:
-The UI is not going to change, click'n on a action bar to do something is never going away. If this is your "copying from WoW" argument. EverQuest had this and so did Dark age of Camelot. There are other mmo's too that used this before World of Warcraft came out.
Besides that everything I see is of FF/SE quality, from the animations to the special effects to the live orchestrated music.
We have yet to play with, the more original ideas, of Yoshi's team(and that belongs to them):
-Limit Break system(party initiated)
-their take on a Combo system(single user usage)
-their take on Combo system(1-3 other players)
-I wish for Skill chains. hopefully they will bring this in. Battle Regimens was supposed to be this.
-We have 4+ other classes that have not be added yet. And the beta is still not going to add them, we still won't have full battle aspects shown until phase 4 probably.
Go watch a low level game play for World of Warcraft. Then watch one of these alpha videos. I see no similarities in them one bit. I see nothing taken from WoW, as WoW did not invent the UI wheel, nor did WoW invent the clicking of an action bar to perform an action. That prize would actually go to the first mmo to actually utilize those features.
I can tell you are a young buck, and that goes for anyone using World of Warcraft as a symbolism of originality. <--- I laugh at you.
History lesson for you:
Ultima Online (UO)released on 24 September 1997<-- this game set the stage for all other mmo that would come to PC. Creator even coined the phrase 'MMOG'
EverQuest released on March 16, 1999
Dark Age of Camelot(DAoC)released on October 10, 2001
Final Fantasy XI on May 16, 2002/NA October 28 2003
World of Warcraft(WoW) released on November 23, 2004
Its not about what a person claims to be a dainty battle system. No more, MMO's from here on out are about the draw, and what makes an individual player want to stay and keep playing that particular game. Only mmo's with high draw rate will become a success.
I already have my draw, for this game. From the amazing graphics/draw distance, orchestrated in-game music, animations of my avatar, and the fact that its a FF base mmo, taken aspects from FF12, 3, 7, 11, 6, 1 & the fan base. So you go ahead and not play because you have to click on bars/macro's <---- I laugh at you.
FinalFantasy:A Realm Reborn is going to own the mmo scene for 2013... I'm calling it now. And I said it first.




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