#21
Posted 28 September 2009 - 12:13 PM
first i have to say that i enjoy ur Potcast and im looking forward to every new episode :)
I'm from Germany (so excuse my maybe not so advanced english *g*) Im FFXI Player since Sept.. 2004 (Europe Release) now got 890 Joblevels on a single char. Well got e few things about different Facts:
1. I wonder if there is a new concept about translation at the XIV.. FFXI was released in english at europe Start. it was no problem so i startet in english. later the german/france Version came out via patch. it was a complete mess. the simply translated everything inside the game. Menulanguage items conversations with npc... the result of it was that new german player had problems to talk to people playing in english cuz the item and location name where completly different. thats why i dicided to stick to english version of the game.
2. this "openclass" system sounds like the result of the skill-level->weaponskill system of ffxi so u train a weapon u get an ability to use. same system should fit to passive abilitys like u lern "dodge" ability at for example 100 Evasion skill lvl. the instresting thing will be how the restrictions snaping in. cuz u got basic status alignment like strength agility dextirity and so on. at last the "chang ur class with equipment concept says that u are ur equipment. so most of them should have status alignment up values on it. only with this u can realize different "attackpower" "critchances" "dmg per hit" "max dmg" values.
i thing they will bind abilitys to skill level and actual class like they bound weaponskills to this in FFXI.
3. u have any suggestions about the possibilitys of changing classes on the fly? cuz i think balance is hard to handel if u would be able to change ur class inside the battle. that brings up another fact: "Power leveling" who holds people back from gettin a "high skilled" char inside there party and train there own low skills at a huge mob till it hits the big partymember... at FFXI u got the lvl that decides "no no now u got no more exp cuz one member is to high" i wonder how the solve this problems.
that it for now :D
#22
Posted 29 September 2009 - 09:33 AM
#23
Posted 02 October 2009 - 07:04 PM
1: Gaining Abilities: Since their isn't a job system in FFXIV I was wondering what you guys thought about gaining abilities in game. (Ex: Warrior would gain Provoke at lv 5.) I believe it will be somewhat FF9 like, or maybe FF5 where your actual weapon has the ability on it and I feel that would be the best way to go. This way you could have, say your main hand weapon with the "Dual Wield" ability instead of everyone having to /NIN. Just wondered what you thought and your thoughts on how abilities would work out.
2: Fearing Death: I've jumped around to every MMO I could trying to get a good idea how they all worked. But I noticed in FFXI the players FEAR death more then anything else. When I played WoW, specially in battlegrounds I noticed players saying things like "We lost this battle, just give up, let them kill us." And every time I just think "I would NEVER hear that in FFXI" I feel the ability to loose EXP would make players do everything in their power to stay alive and to keep other people alive. Do you think their going to find a way to keep the "fear" instilled in us or are we just going to learn to not care about death?
Thanks, love the podcasts - Suo from Seraph.
#24
Posted 03 October 2009 - 10:49 AM
Making repairs player based would be a neat idea if you got some kind of bonus for doing it through them. Say, you repair at a vendor, your gear would be "Normal" durability, but if you repair from a "Blacksmith," you get "High Quality" durability, which could increase damage, last longer, etc. That way, players have some incentive to having players fix their equipment, but not getting rid of the ability to just fix your stuff if you need it.
Another issue that I noticed about the degregation system, is how inconvenient it would be in certain circumstances. Using Final Fantasy XI as an example, imagine being in a party somewhere like Valkurm Dunes. In the middle of fighting stuff, your weapon "breaks." Nobody in your group is able to repair your sword, so you have to shout for someone. This seems like it'd be just as flow breaking as half your group just leaving all of a sudden. For most players, this won't be an issue, because they would repair their gear frequently...but there will be some people who just can't remember to do it. I don't really see something like this happening, because of the Guildleve system, I just don't think having to put everything on hold because your sword breaks mid-mission.
What are your thoughts on the weapon degregation system? Do you think Square-Enix will go for player only repairs, or do you think there will be both options?
Great job on the Podcast! Thanks!
Dragonblade - Carbuncle
This post has been edited by Dragonblade: 03 October 2009 - 10:58 AM
#25
Posted 13 October 2009 - 11:01 AM
#27
Posted 14 October 2009 - 04:03 PM
I have a question after listening to episode 6 that i would like to address about crafters about having them more involved than just crafting. For example, having the party size on the field be larger with limits. Like having a party of 6 (fighters or mages) and having an additional 2 slots for crafters that can help the party in there particular field of crafting, This allows even crafters to not miss out on the action but still be useful in the party (alot like bards in FFXI where they dont fight but have a useful function). maybe having the chef cook up meals from the dead monsters that come there way and just like ffxi make the party stronger, just curious if you could see this type of thing happening and other uses you might see for having the crafters in the party setting.
Thanks!
Kaze Darkwind of Asura Server and 3D animator
This post has been edited by Kazedarkwind: 14 October 2009 - 04:05 PM
#28
Posted 08 November 2009 - 06:04 PM
We all know about the meta-gaming craze that is "Achievements," that started with Xbox Live and was followed by PS3 Trophies as well as introduced into games like World of Warcraft and even recent Call of Duty games in the form of "Challenges." The Xbox Live, PS3, and World of Warcraft systems are cool I guess, and I can enjoy a good cosmetic unlock for bragging rights, but I would rather see rewards that actually benefit your character somehow.
In Call of Duty, the Challenges system actually gives the player rewards for completing these tasks, in the way of a small amount of experience that is equal to the difficulty of the challenge you completed. I believe this type of system would be great to see in an MMO, that is, one with actual unlocks for your character that make your character better, whether via experience (or in the case of FFXIV, skill ups) or via items you can actually use. The rewards would obviously be better depending on how hard the task is to complete.
If you do a challenge like "Kill 100 enemies with critical hits" or something, you would maybe get a small reward, because it only really requires that you play the game for a while, but if you complete a challenge like "Kill this overpowered boss that murders souls without anyone in your party dying" then I think you should get a substantial reward. This would provide incentive for players to come to things they don't even need anything in the way of drops from too, because they still can get the achievement reward, whatever it may be. Your thoughts?
EDIT: If you use this, my name is pronounced Viv - Air - Ray with accent on the middle syllable.
This post has been edited by Vivere: 08 November 2009 - 06:06 PM

Thanks Corchy for the rockin new sig :D
#29
Posted 09 November 2009 - 10:21 AM
Vivere, on 09 November 2009 - 12:04 AM, said:
We all know about the meta-gaming craze that is "Achievements," that started with Xbox Live and was followed by PS3 Trophies as well as introduced into games like World of Warcraft and even recent Call of Duty games in the form of "Challenges." The Xbox Live, PS3, and World of Warcraft systems are cool I guess, and I can enjoy a good cosmetic unlock for bragging rights, but I would rather see rewards that actually benefit your character somehow.
In Call of Duty, the Challenges system actually gives the player rewards for completing these tasks, in the way of a small amount of experience that is equal to the difficulty of the challenge you completed. I believe this type of system would be great to see in an MMO, that is, one with actual unlocks for your character that make your character better, whether via experience (or in the case of FFXIV, skill ups) or via items you can actually use. The rewards would obviously be better depending on how hard the task is to complete.
If you do a challenge like "Kill 100 enemies with critical hits" or something, you would maybe get a small reward, because it only really requires that you play the game for a while, but if you complete a challenge like "Kill this overpowered boss that murders souls without anyone in your party dying" then I think you should get a substantial reward. This would provide incentive for players to come to things they don't even need anything in the way of drops from too, because they still can get the achievement reward, whatever it may be. Your thoughts?
EDIT: If you use this, my name is pronounced Viv - Air - Ray with accent on the middle syllable.
Firstly, loving the podcast I look forward to the next!
Secondly, sorry but I had to respond my view on this lol, based on the achievements thing, it is a nice idea but based on WoW I dunno if I would like it in XIV. When they introduced them in WoW I loved it at first cuz it give you something to do when LFG etc, made you feel like trying things you hadn't before to get certain achievements n such. However, after a while people began judging skill on achievements. For example you couldn't get a group for Naxx without having the achievement. No one see the flaw? How do you get the achievement if you need it to get a group? Silly huh. So yeah I guess I would be kinda worried about achievements in that respect. Though if they didn't include ones to do with instances etc then it wouldn't be a problem.
This post has been edited by Nikki: 09 November 2009 - 10:22 AM
#31
Posted 12 November 2009 - 12:12 PM
in ff11 u cant max out every carft in the game(so i heard never got past lvl 10 cooking)so in ff14 even if u learn every carfting related skills will u only be the best at only one craft. considering that most might max out there black smithing for cheaper on feild weapons repairs(asuming that better weapons mean more costly to repairs that also need a higher lvl crafter).in the case do u think that there will be a lack an massive damand for non-weapon items at AH for ex u might see people selling ginger cookies for +8k a stack(commonly sold for 4k)
in a podcast before u brogth up the idea of square bring in more items into 14 then 11 i think that they will considering that there is a alcemist craft(~~~mundane materials into wanderis wares ~from <curative concoctions> to~~~)i realy hopeing to see more that just consumeables but conbustables like bombs an poison gas maybe an esape item like a flash bomb for when u are first starting out the gate(running).
?????(no lvl system i think)???
so asuming still that u learn spells from items in 11 to learn a spell u need to be this lvl of job to leanr it but in 14 there is no lvl system so does that mean with the right item an some time spent u could even learn spells like raise just by putting hrs of work into it mean that without going to far from town i could have any high lvl spells maybe mulit target spells even(learning an armory of spells before going into the wild).
sorrydata the soon to be master Magi lalafell A.K.A. Shadow of soul I WILL SWALLOW U ALL IN MY WAKE
(evil)Laugh later
This post has been edited by sorry data: 12 November 2009 - 12:14 PM
#32
Posted 22 December 2009 - 08:41 AM
Anyways, that made me think that if a blacksmith would have some attacking abilities, then he could solo the game without any sort of help. (He could attack, kill a monster, use a potion, refine his armor and weapon, then repeat.)
The idea of being able to switch from class to class might make the game more unstable for people looking for parties. Do you think that Square Enix would have to add more advantages to the party system?
They might even have to restrict the classes so that, for example, a blacksmith can refine a piece of armor or weapon every 30 minutes. Your thoughts?
#33
Posted 30 December 2009 - 07:34 AM
Thanks Neoryudo
This post has been edited by Neoryudo: 30 December 2009 - 07:39 AM
#34
Posted 30 December 2009 - 09:36 AM
Hella, on 22 December 2009 - 08:41 AM, said:
Anyways, that made me think that if a blacksmith would have some attacking abilities, then he could solo the game without any sort of help. (He could attack, kill a monster, use a potion, refine his armor and weapon, then repeat.)
The idea of being able to switch from class to class might make the game more unstable for people looking for parties. Do you think that Square Enix would have to add more advantages to the party system?
They might even have to restrict the classes so that, for example, a blacksmith can refine a piece of armor or weapon every 30 minutes. Your thoughts?
Good thoughts, I guess that all goes into the "balance" of the game and until release I'm sure this is something that will always be refined. As a "buff" I can see it have a cool down, however, as a craft skill, it would really hamper anyone from using it to make money, if they could only use it ever 30 or so minutes. Might detract from the class...
Still, we might see something as in party buffs... To entice people to party together perhaps each class would be an active buff to the group, so by having a black smith in your party, your weapons and armors don't deteriorate as fast etc... Something like that would be interesting, but still we can only speculate until we get our hands on the game. :)
#35
Posted 18 February 2010 - 07:21 PM
#36
Posted 19 February 2010 - 08:34 PM
Last week we reported that Square Enix launched Final Fantasy XIV Beta application sign ups, however, these currently do not include the PS3 version of the title.
The good news is that Siliconera.com (linked above) has revealed that those who got their hands on a copy of Final Fantasy XIII also should have received a campaign code used to apply for the PlayStation 3 Final Fantasy XIV Beta.
As of now, there’s no other way to get access to it!
To quote: "The Final Fantasy XIII bonus item does two things.
The twenty digit code packaged with the first shipment of Final Fantasy XIII gives future Final Fantasy XIV players a secret item when the MMO debuts next year.
Before that happens, the campaign code is also a ticket to apply for the PlayStation 3 Final Fantasy XIV Beta."
#37
Posted 19 February 2010 - 09:59 PM
alacarius, on 19 February 2010 - 06:34 PM, said:
Here is the link to the story at siliconera.com. I had not heard this part of it, but I may be behind on the news in that regard. When the campaign code news first broke, no one knew what it was and many figured it was a beta key. The Square Enix officially announced that it was a campaign code to unlock an in-game reward after FFXIV goes live. I am unable to confirm or reject the PS3 beta part.
Please note that this story makes it sound like it is Japan-only still.
#38
Posted 23 February 2010 - 05:32 PM
#39
Posted 24 February 2010 - 01:19 PM
alacarius, on 23 February 2010 - 05:32 PM, said:
Not having played White Knight Chronicles yet I have to say that I do believe that players will have the ability to both wield swords etc and cast magic. Looking back even further to the alpha battle footage you can see the the gladiator has an MP bar with 300 mp in it... Now, that says to me that he might have abilities or spells that will use that MP. I have to think that abilities are learned then equipped to your character to use for any class. Now that's speculation on my part but I think you'll find we'll have the ability to really customize our characters and their classes. As per Square-Enix saying that with FFXIV they wanted the theme to be about character growth and customization. :)
We'll know more soon. :)
#40
Posted 25 February 2010 - 03:00 AM
What do you think about the idea, if having Chocobo's be used more then just a transportation tool. (Ex) - They can store inventory for you, you can summon them on your travels.
thanks!
This post has been edited by yondaime: 25 February 2010 - 04:05 AM
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