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E3 2009: FINAL FANTASY XIV Online Coming in 2010

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  • re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    It's also entirely possible that there will be evidence on people, via gear and such. If they want to make a "more realistic" MMO, they can include things like weapon wear/tear, and not have "levels", but still have "experience".

    Maybe/Hopefully you need a certain amount of experience or "proficiency". Just cause your Axe skill was 0 in FFXI, that didn't stop anyone from equipping a Juggernaut and going to town.

    Or equipping a Kraken at 0 club and raising it to cap within only a few hours.

    Similarly, maybe only certain monsters can give you an experience cap up to a certain level, and have certain gear only equippable by people up to a certain point. So you can see someone is a noob by their gear and accomadate. The lack of levels would mean it's easier for people higher to help someone lower without imposing restrictions on them

    I see that in this way, the higher level people could easily help out lower level people, and not necessarily jump down to their "level".

    Or maybe they'll do something ridiculous, like if your Great Axe is Level 100, and a mob caps at level 70, it'll only register you as if you're hitting a monster with level 70 skill.

    Lol, that would make farming a chore, but would almost make it so that High Level players don't monopolize certain mobs based merely on their levels/skill at all.

    Would it encourage people to fight closer to their cap level? Maybe.

    Doubt they'd do it though.
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    • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

      Changed thread title, removed "exclusively to PS3" bit. Since its not really true.
      signatures are for pussies mew mew mew, here's mine

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      • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

        I was wondering when someone would do that. I edited the title myself awhile ago, but no power over the rest of the thread.

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        • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

          Originally posted by WishMaster3K View Post
          It's also entirely possible that there will be evidence on people, via gear and such. If they want to make a "more realistic" MMO, they can include things like weapon wear/tear, and not have "levels", but still have "experience".
          h.
          I don't think wear and tear would be a good idea. I mean I know they are not going to let go of AH and the important of money.
          so needing to stock up on doubles of everything or even weapons is very taxing on players budget, and might force people to farm even more than before.

          as for farming, I think drops should be more reasonable and fair. especially yagudo necklaces, I swear any yagudo that has a visible neckacle on them should drop that item 100%.

          same for stuff like crab meat and stuff. if you killed a crab, the crab meat is always there. it's not like we disintegrated the mob after defeating it. some drops should be more practical in drop rates.

          I don't think jumping should be in, this will just turn into a mmorpg version of Halo or adventurer on the moon. people will constantly hop, even if it doesn't help them move faster. it would be too ridiculous. unless jumping has a 2 hour cooldown time.

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          • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

            Considering the director is who he is (he oversaw FF, FFII and FFIII) could be we see some elements from those games. Additionally, this won't be the first Final Fantasy we've seen that didn't have experience points.

            Both Final Fantasy II and Final Fantasy X did not use EXP or Levels. In FFII, your character's growth was determined by the actions you took in battle and the classes were pre-determined, though you could have them use any kind of weapon and increase proficiency with it. If you took lots of damage in a fight, your HP might see an increase, whereas if you spent lots of MP, you might see an increase to your MP. Eventually, this sort of system defines you by the skills you use the most, so if you're on the frontlines taking a lot of damage, you're probably going to see stats like HP and VIT rise while INT, MND and MP diminish.

            The other way might be something more akin to FFX or FFXII, a grid full of skills we gain points from kills and we're free to spend these points as we please and as we progress the grid in a particular direction, we can open up new skills from new job classes. The FFIX/FFTA system are also possible, but could see abuse as well. Imagine there's a staff that teaches Ultima, but its rare and can be sold. Use it enough and you learn Ultima.

            I see a grid system as the most practical, at least for learning magic and special skills, but I think a hybrid of FFII and FFX's systems could prove interesting. The important thing is that even if you can grow a Warrior to be a Berzerker or whatever is that each job class itself, much like FFX, has things that make them shine. If a Warrior can learn Cure and a WHM can too, fine, but both offensively and defensively there should be things only they can bring to a fight.

            For example, in FFX, you had Auron specializing in piercing damage, Rikku could dismantle machines with Steal, only Yuna could summon, only Khimari could learn Blue Magic, and Wakka was great at enfeebling and taking out aerial targets. This was important since none of the other characters could do these things and that impacted the flow of battle.
            Last edited by Omgwtfbbqkitten; 06-06-2009, 12:43 PM.

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            • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

              I've always wanted to see a game with a hybrid of the grid and tree based leveling systems, on an MMO scale. EVE online's skills kinda do it, but they're not organized nearly well enough to give that impression. Plus having to buy skills is a little silly.

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              • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

                I would imagine that they'll stay with the normal trifecta of classes (dps, healer, tank) strengthened by the fact that they're doing the job system again, but something in the interview made me think of what they're doing with Stargate Worlds. In SGW there aren't really any of those types of classes. Its supposed to be a lot more about strategy than having one person take the beating, have someone heal them, and everyone else just beats on the mob.
                I RNG 75 I WAR 37 I NIN 38 I SAM 50 I Woodworking 92+2

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                • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

                  Quotes still broken for me and I'm lazy:

                  BBQ: LotRO is based solely on the books. Turbine have no rights to any likeness or content from the movie trilogy. They got rights for the book content from SZC, who holds the rights or w/e for Lord of the Rings and The Hobbit. Because of this, we can't have any content that is found in the Silmarillion, however, since that book is still in the possession of Tolkien's estate. And you'd literally have to pry it out of his son's cold, dead fingers.

                  Children are likely crawling out of the woodwork on the 'normal' servers, and all of the US ones if only because the US servers lack a RP server. However, on Laurelin (English RP, EU side), it's a safe haven. The naming rules are enforced heavily, the community itself tends to be very unwilling to tolerate shit, and those who bring drama and shit find themselves suddenly on every kins 'do not group with' list. Kind of hard to get Radiance when everyone knows you're a tool. Age wise, my boyfriend and I are the youngest in our Kin at 22 and 25. Everyone else is in their very late twenties or well over 30. The leader and most of the active officers are in their 40's. And we're all there for the books, not the movies. There are very few people on Laurelin who were movie-onry! fans. Most other kins I know of are similar. So yeah, a RP server can and does seem to deter the kiddies, especially when it's well policed. However, SE would never give us one, so that's a pipe dream for me.

                  Jenova: It's easy to make a MMO focus on the single player in a story. I'm already playing one that exists and does it, and The Old Republic is supposedly going to do it as well. The explanation for it is easy: they don't assume the other players exist for you. And they don't. Within your 'story' all that exists is you, and at times maybe a handful of allies that come with you. They don't have to -and really shouldn't feel compelled to- cater to the idea that there are a thousand+ just like you doing the same thing. For those who RP there are easy ways around it. On Laurelin it's mostly that people either A: don't RP the epic story as part of their static and growing character arc, or B: do not count that anyone else was there at all (which is what I do). In LotRO this is actually more fitting, as at the time of the War of the Ring there were not thousands of travelers on the road anyway, and trying to say there are, or cater to the idea breaks even more lore and they're already bending it enough in other places.

                  But by no means do I buy that they 'have' to make the story group focused. They simply chose to. And of all the changes they could possibly make to this game, making the story deeply personal and highly focused on my character as a key mover of deeds in the world is the one I would most appreciate. I think this goes against the entire Japanese mentality and I'm likely on yet another pipe dream, but eh.
                  "If you keep me waiting much longer, it damn well better be the end of the Galaxy." ~ Kaidan

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                  • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

                    Originally posted by jenova_9 View Post
                    I don't think wear and tear would be a good idea. I mean I know they are not going to let go of AH and the important of money.
                    Well, SE has already begun to include erosion-type mechanisms. For instance, Chocobo Racing victory points and Campaign Rank. In each case, the "repair" mechanism is simply the same activity that you used to gain ranks in the first place.

                    It's not the same thing as wear-and-tear, but I can see them including more of this as a way of keeping people engaged in an activity.

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                    • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

                      EQOA didn't really need much in terms of policing. Either you roleplayed or you didn't and people accepted that, no Nazi standards for naming your charactwr, we just knew to avoid you if your namesake was taken from a popular anime/RPG character.

                      Hell, I had a character with what I thought was a fantasyish-sounding name, turns out it was actually a breed of collie. I stopped using it after that. I just pick names that amuse me now. I would have totally gone Galka had SE not borked the Galkan naming convention by not letting me put a space in my name.

                      But by no means do I buy that they 'have' to make the story group focused. They simply chose to. And of all the changes they could possibly make to this game, making the story deeply personal and highly focused on my character as a key mover of deeds in the world is the one I would most appreciate. I think this goes against the entire Japanese mentality and I'm likely on yet another pipe dream, but eh.
                      The story isn't group-focused, the mission content is. The story is centered directly on your character and your character alone, so I don't see what you're trying to say here.

                      I find the notion that missions should be soloable to be kind of dumb, part of the challenge of an MMORPG is coordinating with other people. But if you're going to be a follower instead of a leader or attentive member on missions, you get who you deserve in terms of allies in groups that are just thrown together.

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                      • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

                        Originally posted by Omgwtfbbqkitten View Post
                        I find the notion that missions should be soloable to be kind of dumb, part of the challenge of an MMORPG is coordinating with other people.
                        I don't see why MMOs have to have such a narrow description.

                        That's like saying "racing can't have coop games, the point is for you to be first"-- but there are plenty of racing teams out there.

                        The only requirement of MMOs is that you place a bunch of players in the same world. Why can't you have a lone adventurer and massive groups in the same world? If someone can beat Mission Q2 as a level 89 Dark Jackass they worked hard for, why is that less valid than the group of level 34 players that banded together to win?

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                        • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

                          Originally posted by Omgwtfbbqkitten View Post


                          The story isn't group-focused, the mission content is. The story is centered directly on your character and your character alone, so I don't see what you're trying to say here.
                          .
                          ya that's true about the story missions focused on the player, it REALLY does treat us like we are the only player who can
                          get the job done.

                          but ya it's true that required grouping for story missions can be bit out of hand, I know many who couldn't finish CoP because they had no help, and they are capped, great gear and everything. but at the sametime, forced grouping for some missions gives groups more to do instead of being all separated and lonely and stuff.

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                          • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

                            Feba, what's the point of playing a Massively Multiplayer game if the only thing you're going to do is play by yourself? The point of WoW isn't to solo to max level, its to get to max level to do PvP and instanced content with... wait for it... other people. I don't think there's a need to bait-and-switch players like WoW did, FFXI made no bones about it early on - if you don't work with other people in the game, you won't get ahead period.

                            If I only have time to play by myself, then my time would be better spent playing an offline game. More than enough games out there to cover that and don't require such high maintenance or a monthly fee. If I feel the need to chat with someone during it, there's skype, ventrillo or whatever.

                            But even as I'm going about the world solo on my BST, I have opportunities to interact with other players. I can and often will help a player if I see them in trouble. Even if it costs me an EXP chain or an expensive jug pet.

                            I think some soloable missions would be fine, particularly low-to-intermediate ones, but I think to ultimately complete a mission arc, cooperative play should be involved.
                            Last edited by Omgwtfbbqkitten; 06-06-2009, 04:50 PM.

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                            • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

                              Originally posted by Omgwtfbbqkitten View Post
                              Feba, what's the point of playing a Massively Multiplayer game if the only thing you're going to do is play by yourself? The point of WoW isn't to solo to max level, its to get to max level to do PvP and instanced content with... wait for it... other people.

                              If I only have time to play by myself, then my time would be better spent playing an offline game. More than enough games out there to cover that and don't require such high maintenance or a monthly fee. If I feel the need to chat with someone during it, there's skype, ventrillo or whatever.
                              ya I agree, its just too bad that when the gap between newbies and high levels began to widen, it left the solo people
                              with less options and less chances to do what they want. because of course not all high levels are helpful, and they won't always be there, and it's rare to have a well rounded party to do it themselves.


                              at this point, soloing won't even really be needed for a while because unlike FFXI these days,
                              in FFXIV everyone is starting from scratch. So there won't be any problems trying to find party members, in fact, at least during the first month, people will instead be whining that there is in fact too many potential party members to choose from.

                              there won't be a huge chunk of people capped and looking bored at some whitegate (lol),

                              people will find people everywhere around their levels to party with. especially the first week.

                              the community will need each other more than ever since not everything is explored, not everything is known,
                              not everything is learned, not everything is discovered, not everything is achieved, and much more.

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                              • Re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

                                I think there should be a happy medium between solo content and group content. I don't think you should have to get a group every single time you want to grind some exp.... that was one thing about ffxi I found ridiculous. I think as long as you can exp and farm solo that covers it.

                                Off topic tho. Any plans to create a FFXIV specific forum here or a site for it? Probably no on the site since it's so early but yeah just thought I'd ask.

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