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  1. #1
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    Quote Originally Posted by Landale View Post
    All this nagging about the jumping is just making me pull my hair. Well, not really, but honestly jumping BELONGS in a MMORPG. The exploration part and feeling of freedom to leave the ground is very important to these games, being able to jump on top of/over anything instead of having to run around a tiny pebble, makes the world a lot more natural. So what if they JUMP a lot in the vids. They're demonstrating it. Once the game is out there I can assure you that people will behave EXACTLY the same way as they do on any other jump-enabled mmo: Jump when necessary.
    I've played jump enabled MMOs as well and in my experience people jump because they haven't jumped in the last second. If a game without jump requires you to go around everything that is a level design problem due to the levels not being made with the lack of jump in mind. Honestly if a fence is in my way in an MMO or the real world I don't think "Oh, I need to jump that" because I'm not Mario.

    If a little rock you could step over is in your way it is because the level is messed up not because you can't jump it.
    (3)
    Last edited by Tupster; 11-22-2012 at 09:25 PM.

  2. #2
    Player
    Landale's Avatar
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    Mar 2011
    Location
    Gridania
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    27
    Character
    Lann Landale
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Well, you get a great deal of game play and level design FROM Jumping as well. Take Gw2 as an example. Finding and getting to Vista's by jumping is a great little minigame and it brings you to further understand your surroundings.
    Also by jumping has been used in gameplay purposes as well. Rift has a Boss that makes you jump all over the place or well, you'll die.
    Sure, I can't jump over fences IRL because I am, honestly, too short. BUT I have climbed them instead of trekking round the whole thing. BUT you could have the option of going around if. See right there. The option. Either you can jump it or go round it, but at least the option is there.
    (3)

  3. #3
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    Zetsumei_Tsunarashi's Avatar
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    Mar 2011
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    Shadowlord Server
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    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    Great video.

    My one complaint for this video is the map revealing. It seems like too much of the area is revealed all at once. Also it seems a little broken, the character was traveling west, but the area to the south was revealed ?

    Seems like this feature needs some work.
    (3)

  4. #4
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    Quote Originally Posted by Zetsumei_Tsunarashi View Post
    Great video.

    My one complaint for this video is the map revealing. It seems like too much of the area is revealed all at once. Also it seems a little broken, the character was traveling west, but the area to the south was revealed ?

    Seems like this feature needs some work.
    Maybe it needs to reveal the map for the area when you reach the middle of the area, not the edge. At least further in than right on the edge, that prevents the hysteresis of when you reach the corner of 3 areas and they all pop into view at once like in the video.
    (1)

  5. #5
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    Ursus's Avatar
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    Mar 2012
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    Character
    Serene Snowfield
    World
    Balmung
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    Gladiator Lv 50
    The theme at 2:50 is so so good.
    I think the more ambient and relaxed music with silent breaks is the way to go in MMOs. But I know there will be those epic FF tracks for when the situation calls for it. Really happy with the direction the music seems to be going. That's what I'd say is the strongest showing right now. Following that up would be the art direction. We've only really seen the Shroud area so far but it looks good. I like the more than just green design. Also that there are places where you can actually see the sky. It's a good idea for every area to look a bit different from the original game.

    I'm split on the UI. It's obviously a big improvement in terms of functionality and speed - that's great. What I dislike is the design. It looks like styles from two different games mashed together. The map, compass, mini-menu and job icons look classy fantasy with dark colors and brass. But all HP/MP/TP bars and action bar look futuristic sci-fi with bright glowing neon colors. The bright neon doesn't really fit with the rest and against the overall look of the world it just feels jarring and distracting to me. Maybe if they could just be toned down or changed to deeper colors (forest green, royal red instead of lime green and pepto pink)?

    I appreciate that our feedback seems to be asked for and heard this time around so I hope it's taken to heart when so many people have repeated that the character animations aren't up to expectations for a FF. I understand that some things can't be exactly like the original FFXIV and you are so focused in creating a better gameplay and overall experience than the original game that it might be hard to look beyond the original problems. But I must remind you that not responding to the concerns and criticisms players had in the original alpha/beta is what led to dissatisfaction with the original release. Even if you fix the old problems you have to still be aware of what new ones you could be creating. If enough people are not satisfied with the animations then they must be improved.
    (4)

  6. #6
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    Quote Originally Posted by Ursus View Post
    I'm split on the UI. It's obviously a big improvement in terms of functionality and speed - that's great. What I dislike is the design. It looks like styles from two different games mashed together. The map, compass, mini-menu and job icons look classy fantasy with dark colors and brass. But all HP/MP/TP bars and action bar look futuristic sci-fi with bright glowing neon colors. The bright neon doesn't really fit with the rest and against the overall look of the world it just feels jarring and distracting to me. Maybe if they could just be toned down or changed to deeper colors (forest green, royal red instead of lime green and pepto pink)?
    It seems like the selection indicators on the UI are very bright (along with important numbers like MP/HP/TP). I found this to be very distinctive and interesting choice since like you said it has a very science fiction feel to it. It is like these elements are trying to draw attention to themselves as computer interface elements. The selection cursor, floating character names, floating character hp, and selection indicator under selected npcs, are all very bright. These elements also float on top of everything else for the most part (they are not occluded by world geometry). It is like a HUD of a fighter jet.

    In a way I like the contrast, but I think you are right that neon colors might be too much. Maybe they will let us choose the colors of the indicators so we can choose less saturated colors. I also do not mind if somebody's name is blocked by another player as this has never caused me any trouble in selecting people (since I have always used more precise methods like the function keys or up/down on the D-pad).

    On the one hand I like how much it contrasts, on the other I see how they almost certainly need to let people choose color themes.
    (1)

  7. #7
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    Apr 2012
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    First thank you so much for the video about the Black Shroud! I can hardly wait to be able to explore these new scenic areas. I do wonder if an entire zone is revealed the moment you enter it though?

    Second, about jumping if you want to you will, if not then don't. I for one hope that exploration achievements can be gotten through the use of getting to some areas that can only be reached by jumping.

    Thank you again!
    (1)

  8. #8
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    Coyohma's Avatar
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    Mar 2011
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    Character
    Coyohma Aerra
    World
    Gilgamesh
    Main Class
    Archer Lv 70
    Quote Originally Posted by Andrien View Post
    edit: Regarding the other question. To me it wont look right if I see somebody walk through a rock, or slide over something, or even phase right through a fence like a ghost and what not. A toggle option to me is a waste of time.
    The obvious point here is that you wouldn't see any of that if you so chose. It would be a safety net for people seeing hundreds upon hundreds of useless jumps and getting annoyed. There's nothing wrong with bringing the idea up now, when SE has plenty of time to consider it.

    edit - the best solution would be for only extraneous jumps to be censored. Where if you are jumping a fence or on a rock it would still show that animation. That's a lot more ambitious, but again, my opinion is just that this is a valid consideration.
    (1)
    Last edited by Coyohma; 11-22-2012 at 10:19 PM.

  9. #9
    Player Andrien's Avatar
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    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Coyohma View Post
    The obvious point here is that you wouldn't see any of that if you so chose. It would be a safety net for people seeing hundreds upon hundreds of useless jumps and getting annoyed. There's nothing wrong with bringing the idea up now, when SE has plenty of time to consider it.
    let me get this straight. you wont mind seeing hundreds of people slide up hills, or phase through objects like a ghost?
    (0)

  10. #10
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    Quote Originally Posted by Andrien View Post
    let me get this straight. you wont mind seeing hundreds of people slide up hills, or phase through objects like a ghost?
    This is what you are not getting yet. When me and Coyohma say that we are annoyed by people jumping constantly for no reason we mean it. We aren't just trying to be fuddy-duddies who want to spoil everybody's fun. We really are bothered that much by it. We really would flip such an option on and prefer it.

    When I watched the Live Letter, I just knew that every large gathering of players would look exactly like that. It just completely spoils the mood for me to see all those avatars bouncing around like the ground is made of lava.

    Edit: Speaking of annoying things in the Live Letter, does anybody know what the white flash with accompanying sound effect was? It was almost happening as much as jumping but without knowing what it was I cannot say if it needs to be toned down or not.
    (2)

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