Is it a bad thing that the only things I enjoyed about that video was HD textures, weapon-less casting and the old spell naming conventions (Cure, Cura etc.)? Most emphasis on the last of those three.
Is it a bad thing that the only things I enjoyed about that video was HD textures, weapon-less casting and the old spell naming conventions (Cure, Cura etc.)? Most emphasis on the last of those three.
I love how you just lazily throw your arm out with spell casting.
I'd much rather see monster-to-monster interaction. For example; when Maahes spawns right next to some aldgoats he would eat it and gain a short regen buff. I heard that 1.0 had this type of interaction with the gobbue's picking up other monsters and eating them.
Just so you know, this wasn't true at all.
The only monster behavior I really miss from 1.0 is qiqirns running away from you then looking over their shoulder if you got near them. As far as sound goes I'm pretty sure Yarzon are one of the reasons most enemies don't make noises anymore. Ifrit's constant moaning in that video was a bit much.
Edit: So actually i went outside my housing area and tested on some enemies, pretty much all of them make noises but they aren't as loud as they used to be compared to 1.0 and they don't make noises upon taking damage like in 1.0 which is a good thing considering those were the annoying and loud ones and it would be incredibly awful with 8+ people attacking.
Last edited by Estellios; 08-10-2014 at 01:18 AM.
That was actually what they did originally in FFXI during it's alpha stage when they were showing off how monsters will have interactions. (But never ended up doing as such, they revived the idea in FFXII though since it used the same battle system.)
Now that we have 10 second or less monster spawns, and a lot of monsters available- I think this is an entirely available trait to have. Just make sure his eating is on cooldown. Although an awesome fate could be started from a Goobbue eating too many monsters, goes on a rampage eating everything in sight until slain lol.
Would be awesome~
@: Estellios- If they still make some sounds then they are very quiet lol- at least bump the volume up on critical hits with an inner cooldown (cant make more than X sounds per Y time). Audio feedback is a nice touch, certainty we don't want to be annoying but they are real quiet then - and I cant hear them over my lightsaber sound effects.
Edit: I turned my none music sounds up and I can hear on attacks a number of monsters can make sounds- I had a hard time hearing them because I don't really like the battle effects (even metal sword attacks sound like star wars to me). So that'd be part my problem lol, though it would reveal that maybe sound volumes could be adjusted. And the critical part. :P So in conclusion issue because of another issue lol.
Last edited by Shougun; 08-10-2014 at 03:41 AM.
PS3 limitations.
PS3 limitations
PS3 limitations seriously, they mentioned how they could barely fit in all the sound data with their memory limitations around beta, so they just barely could squeeze in crowd sounds. Pretty sure that was posted on the beta forums that shut down, but I found these patch notes where they mentioned those sound memory limitations from a year ago.
http://aquelia.wordpress.com/2013/08...ound-feedback/
Seems like the PS3 is more limited than the PS2, but the way they always talked about certain changes it sounded much more like it simply didn't fit in with their design. The reason we have 'chopped up songs' was also because of 'ps3 limitation' and 'we want areas to feel progressive', but suddenly they can loop music np?PS3 limitations seriously, they mentioned how they could barely fit in all the sound data with their memory limitations around beta, so they just barely could squeeze in crowd sounds. Pretty sure that was posted on the beta forums that shut down, but I found these patch notes where they mentioned those sound memory limitations from a year ago.
http://aquelia.wordpress.com/2013/08...ound-feedback/
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