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  1. #1
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    Oct 2011
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    Quote Originally Posted by Zantetsuken View Post
    Ok, I liked nearly everything I saw in the first live interview, but this one was a bit of a mixed bag -- depending of course on how the ideas are implemented.

    Monster Mounts: (Drake, Goobbue, Ahriman) - PLEASE let this be either just quest related or something related to a taming ability for a Beastmaster class/job. The last thing I want to see in the game is 40+ players riding Goobbues around everywhere I go.

    Jump: way too extreme, but it's a demo so..

    Dragoon pet (Wyvern): Please No... This was an awkward addition to the Dragoon job that only existed in FFXI. The jump attack is the Dragoon's signature attack and should be the focus of the job's design. Rather than FFXI, they should take inspiration from FFIX's Freya Crescent when they design the Dragoon Job.

    Magitek Mount: Absolutely fantastic! The design is 100% straight out of FFVI! I'd reserve them for specific (cold-weather ) regions though. I don't think a player should be able to 'whistle' for them either.. maybe rent them at a station?

    Houses: Nice to see them in development. Multi-level might be nice...

    Moogle Cutscene: Who doesn't love the Moogles? Look forward to the quests.

    CON = WHM, THM = BLM: Can't say I agree with this, but my opinions are based on the current class abilities and lore. That said, I think we are all happy to have a concrete answer to this nagging question.

    Removal of Guild Marks: Seems to indicate a bigger overhaul of class abilities than first was first suggested...Those abilities that convert one stat to another (mind over matter, etc) will definitely be missed.

    Level cap increased at 1.21 (?): The translation was a bit ambiguous.. Personally, I'd prefer that the cap was left at 50 until 2.0, but I won't complain if it is raised.

    New weapons, armor
    : One concern I have is that although the stuff looks very cool, I wonder if the dev team isn't making the game too flashy, too fast. MMO games need a slow build in power and design so that there is room to grow without the game becoming completely ridiculous and over the top in the later years.
    I agree, although i found the interview to be a massive letdown. There was tons of really good questions that didn't get addressed. Overall I felt a little insulted, as if Yoshida asking us to look the other way to pay attention to the shiny butterfly to keep us off their back for a while.

    Most of these things where concepts being tossed up in the air, there should have been shed some more light on class adjustments, more job related info (jobs themselves, quests and gear) and more plans for making crafting and gathering more enjoyable, and maybe also more unique.

    Instead we got some illustrations of ideas being tossed around and answers that have been previously answered in interviews.
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  2. #2
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    Join Date
    Oct 2011
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    Quote Originally Posted by Reliquia View Post
    I agree, although i found the interview to be a massive letdown. There was tons of really good questions that didn't get addressed. Overall I felt a little insulted, as if Yoshida asking us to look the other way to pay attention to the shiny butterfly to keep us off their back for a while.

    Most of these things where concepts being tossed up in the air, there should have been shed some more light on class adjustments, more job related info (jobs themselves, quests and gear) and more plans for making crafting and gathering more enjoyable, and maybe also more unique.

    Instead we got some illustrations of ideas being tossed around and answers that have been previously answered in interviews.
    Same, it seemed like that to me too. There were lots of good questions in the thread. None of them got answered.
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