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  1. #1
    Player
    Teknoman's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    Im sure it will be optional, and can be turned off much like the current enemy icons.

    On the other hand, how is Matsui and the team going to approach the advantage of various distances in battle? In other words, this:

    http://k.min.us/jwpiW.jpg

    Also, are stances still going to come into play? It really stunk that they didnt actually go all the way, implementing that aspect:

    http://k.min.us/jsnNQ.png

    Of course, if Matsui and the team have a better idea in store, then i'm all for it.

    And as others have stated, please make enemies have actually weaknesses to certain elements or damage types (blunt, slash, pierce, etc). As well as archer arrows actually having different noticeable effects.

    Cool that Matsui specifically made a point that the job system would cater to those looking towards challenging battles and content, while the default classes would be a means of supporting casual players.

    I wonder if crafters and harvesters are going to end up having specialization jobs as well...funny how this turned out exactly how most of us wanted it too. I'd like for them to pull some other jobs besides the ones that appeared in XI though.

    As for the boss battles at the end of the dungeons: PLEASE MAKE THEM UNIQUE MONSTER MODELS WITH A FITTING UEMATSU COMPOSED BOSS THEME TO GO ALONG WITH THEM.

    ...ahem.
    (6)
    Last edited by Teknoman; 05-19-2011 at 06:11 PM.


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  2. #2
    Player
    Teknoman's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    Well at worst, the battle system will be like a faster paced XI system with a focus on group vs group battles (which aint that bad at all ). Of course i'd also like to see more original ideas continue to emerge, such as how the job system will play out, what jobs make it into the game beyond the standard set from XI ( the system here seems closer to FFV or 4 Heroes of light, with classes working as a Freelancer), and how the battle regimen system will be reworked...hopefully with accompanied with special effects dictating the regimen taking place.

    Also i'm wondering if the complete reworking of skills and actions for everyone, along with auto attack being implemented will revamp some of the animations and special effects along with them?

    I really hope some of the dungeons implemented have music...also that they are actually decent looking and worthy of the Final Fantasy name with a diverse set of enemies.

    EDIT: Will the first set of jobs be implemented in patch 1.18 along with the rest of the introductory battle changes? It would be nice to have that, along with new dungeons to explore and company missions all at once.
    (0)
    Last edited by Teknoman; 05-19-2011 at 06:39 PM.


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  3. #3
    Player
    Vesper's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    I wasn't impressed. Maybe I will be when I see all this in action. Until then, we'll see.
    (0)

  4. #4
    Player
    Teknoman's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
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    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Vesper View Post
    I wasn't impressed. Maybe I will be when I see all this in action. Until then, we'll see.
    What were you expecting to be said?
    (0)


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  5. #5
    Player
    kukurumei's Avatar
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    Mar 2011
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    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    I'm sadden by the fact that it looks like a dull middle ground of merging FF14 and traditional (FF11ish) ideas without any elegance.

    But am tempered by the fact that it's a starting point so that it can be molded to something that is worthy of a FF, not just try to shove aside.

    But again it's saddening to hear it's still in "basic" stages after...5months of work and feedback.

    There is no plus minus in this, simply more "wait and watch". At the very least though, it'll get people back into the game to try something new.
    (1)

  6. #6
    Player
    Arya's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Arya Nyx
    World
    Excalibur
    Main Class
    Culinarian Lv 50
    Just talked about this a little bit with my LS mates.....

    In terms of the advanced jobs, it would be nice to see certain job quests requiring multiple main classes levelled to fit the skills that will be required.

    EG:

    Thaumaturge (THM) + Gladiator (GLD) = Dark Knight (DRK)

    Conjurer (CON) + GLD = Paladin (PLD)

    Marauder (MAR) + GLD = Berserker

    Archer (ARC) + Pugilist (PUG) = Marksman

    NOTE: The classes not already in game are just examples. I'm not saying they're coming in for definite at any point
    (1)
    Last edited by Arya; 05-19-2011 at 07:02 PM. Reason: spellcheck

  7. #7
    Player
    Akira_Tenshi's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Akira Tenshi
    World
    Odin
    Main Class
    Weaver Lv 80
    Quote Originally Posted by Arya View Post
    Just talked about this a little bit with my LS mates.....

    In terms of the advanced jobs, it would be nice to see certain job quests requiring multiple main classes levelled to fit the skills that will be required.

    EG:

    Thaumaturge (THM) + Gladiator (GLD) = Dark Knight (DRK)

    Conjurer (CON) + GLD = Paladin (PLD)

    Marauder (MAR) + GLD = Berserker

    Archer (ARC) + Pugilist (PUG) = Marksman

    NOTE: The classes not already in game are just examples. I'm not saying they're coming in for definite at any point
    I like that idea. I would love to see Dark Knight return.
    (0)

  8. #8
    Player
    Junpei's Avatar
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    Mar 2011
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    446
    Character
    Gunso Gunso
    World
    Ragnarok
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Akira_Tenshi View Post
    I like that idea. I would love to see Dark Knight return.
    I am also looking forward to see the Dark Knight Returns, I think it comes out this year? Batman vs Bane is going to be awesome ;D

    /joke

    Overall I am impressed with the changes, I think auto attack is going to make battle regimen much more widely used, especially with ~skillful~ fights.... as long as starting a regimen doesnt pause the auto attack!
    (0)

  9. #9
    Player

    Join Date
    May 2011
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    2
    Players will have the means to examine their own current hate value.

    A hate conversion formula will be applied to actions that target friendlies or do not inflict damage.

    Furthermore, a player’s enmity will be made constantly visible as a percentage of that of the party member being attacked.
    This one change, alone, has gotten me to not only sign into the SE website (something I haven't done since December), but also make a forum account to post. As a player who loves maximizing my potential, I await this change with open arms. There is nothing more frustrating than attacking a mob with no idea whatsoever how well you are doing or if you are even close to pulling off the tank.

    I can definitely see why some players would dislike this change, but overall this can only improve gameplay. The ability for a player to gauge their own contributions and effectiveness is required for effective group play with any semblance of difficulty.

    I look forward to following FFXIV-related news and hopefully soon playing it again. Good luck to the team and I feel this is a great leap forward in the right direction.

    Slight edit for something I'd like to see: The removal of rooting a player when you activate an ability. The rooting prevents a lot of reactionary movement, which in turn cuts a lot of the potential for dynamic boss fights. I'd love to be able to move while attacking, but I understand this is probably done for latency reasons. This would be another huge thing that would get me pumped, but is by no means a deal breaker for me.
    (2)
    Last edited by KingGiddra; 05-19-2011 at 10:53 PM. Reason: little suggestion

  10. #10
    Player
    Velhart's Avatar
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    Mar 2011
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    Ul'Dah
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    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    That was very nice to read. I can't wait to hear what the new jobs are going to be. What I also wonder is, will they use the same weapon as the class you gain the quest off of.

    Like leveling Gladiator gives you the quest for lets say....Paladin and Dark Knight. When you do the DK quest, you still use a sword, but use Dark Knight like abilities and stats are more allocated towards an offensive style. It sounds like this would make sense, but I am prepared for anything coming up.

    I also am cool with taking physical levels away, and allowing point allotment in the classes themselves. This is actually a great compromise. The physical level system sounds great on paper, yet it was not executed properly, since it took away the idea of wanting to switch classes. This idea sounds great and will help bring uniqueness to the class you are playing. I also like how even though you are not awarded as many points per level, each point will have a lot more effect.

    I am also in favor in how they are setting up dungeons like raids. My question is, is this a raid like 10/25-man raids in WoW where it is an all night event, with several bosses, ending with a major boss at the end, or are we getting a dungeon that can be completed in a short period of time like Deadmines is to WoW? The word "raid" is kind of used loosely, looking forward to what they mean by that exactly. I am also looking forward to more NM fights, lets get some real hard ones in there!

    So it sounds pretty straight forward in auto-attack, which we were expecting. It kind of sounds like they are going with a delay feature in auto-attack like FFXI, where something like a sword will have less delay than an axe, but show less damage than an axe naturally. I think this system works, as long as you balance TP/damage with the weapons.

    I love the ideas for hate control and enmity. I am currently playing a Gladiator right now, and I find tanking nothing but tedious right now, struggling to keep a group of enemies on me. His plans for this sound tight, even though I will turn my GLA into a DPS if one of it's job quests is a DPS style class, haha.

    I am a bit disappointed that the action bars will not get it's fine tuning till a later date. It isn't a big deal though, I am willing to take 2-3 minutes setting my bar up every time I switch a class.

    Everything is just sounding fantastic so far, ohh man why does June feel so far away!?
    (0)

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