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  • #91
    Re: New info from Famitsu this week

    Originally posted by Coinspinner View Post
    You normally gain levels in FF games by exploring and progressing the plot.
    No, you don't. You normally gain levels by killing monsters. FF12 is probably the first one where the average player, without using special low-level run strategies, can make it through without grinding at some point in the game.

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    • #92
      Re: New info from Famitsu this week

      Originally posted by Feba View Post
      No, you don't. You normally gain levels by killing monsters. FF12 is probably the first one where the average player, without using special low-level run strategies, can make it through without grinding at some point in the game.
      Even in FF12 you needed to grind some before certain bosses.

      You also had to grind to get skills if you wished to use certain ones, as well as for money since not all monsters dropped money, for spells/abilities/weapons/armor.

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      • #93
        Re: New info from Famitsu this week

        I grind in most rpgs, even if I don't need to. Even did it in FF13 after cutscenes, I'd backtrack and kill previously killed mobs. I love grinding.
        Originally posted by Feba
        But I mean I do not mind a good looking man so long as I do not have to view his penis.
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        ...I'm shitting dicks out of my eyeballs in excitement for the next bestgreating game of all time ever.

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        • #94
          Re: New info from Famitsu this week

          Originally posted by Takelli View Post
          Even in FF12 you needed to grind some before certain bosses.
          Not really. You were probably fighting them poorly. Even then, FF12's openness also lends itself much more to not needing to grind; as long as you aren't just plowing straight forward with the main quest, you'll find yourself doing plenty of killing on sidequests, hunts, random exploration.

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          • #95
            Re: New info from Famitsu this week

            Originally posted by Feba View Post
            Not really. You were probably fighting them poorly. Even then, FF12's openness also lends itself much more to not needing to grind; as long as you aren't just plowing straight forward with the main quest, you'll find yourself doing plenty of killing on sidequests, hunts, random exploration.

            So... You never had any money issues getting potions, or armor. Or any issues affording the magic, and such? Because, even though I spent like 5 hours one day, killing the humaoid things in the sand area, getting the money, and having over a 600 chain I still had issues affording certain items. Even during some fight I had issues killing the things.

            Like the stupid fight with the wall you have to kill, or you'd get crushed. I stopped it by examining the lights, and even went all out with all my abilities.

            At what TGM said... I hate gridning. Its the most boring part of ANY game IMO. Thats why I hate random encounters. I like to choose between "Do I want to fight, or just run past" if I so wish. Yea, I like not being able to avoid certain fights, but having ALL fights random. No thanks. You are also either too high of a level, or too low with random encounters. Happened to me in all FF games. I'd go through, and be like 15 levels higher than needed to kill the bosses because of this.

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            • #96
              Re: New info from Famitsu this week

              The lights are pretty useless. They'll screw you up as often as help. Best to ignore them and pound it with all the quickenings you've got-- and by that point, it shouldn't take much grinding to have them on every character. Quickening with main party, swap out character 3 for 4, repeat, 4 for 5, repeat, 5 for 6, repeat, and it should be dead after four quickening chains, or on its last legs.

              And no, not really, but I don't usually worry too much about items in offline FFs unless I feel I really need them, which FFXII simply didn't. I ran around trying to get high chains in the Sandsea for fun, so I don't really consider that grinding; plus the mandragora forest later on.

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              • #97
                Re: New info from Famitsu this week

                Originally posted by Omgwtfbbqkitten View Post
                There was no MP. Any needed spells you could expend you could just mod from items or cards you picked up along the way or Draw from enemies..
                Magic sucked ass in 8 anyway. There honestly was no reason at all to use anything other than Limit Breaks and GFs, and maybe Aura, which could also be granted by items.

                ---------- Post added at 09:22 PM ---------- Previous post was at 09:19 PM ----------

                Originally posted by TheGrandMom View Post
                I grind in most rpgs, even if I don't need to. Even did it in FF13 after cutscenes, I'd backtrack and kill previously killed mobs. I love grinding.

                Good Lord is grinding ever necessary in 13 holy @^&@%&^@%@&. It's not so bad for the first 9-10 chapters of the game, but....

                Teh Spoilarz
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                • #98
                  Re: New info from Famitsu this week

                  Originally posted by Malacite View Post
                  Magic sucked ass in 8 anyway. There honestly was no reason at all to use anything other than Limit Breaks and GFs, and maybe Auras.[COLOR="Silver"]
                  .[/SPOILER]
                  Ultimecia's Castle would say differently. :p

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                  • #99
                    Re: New info from Famitsu this week

                    Originally posted by Feba View Post
                    So you're implying that roaming parties will consist of running back and forth as close to the save point/airship as possible until you get tired?
                    If some parties decide to run in circle, or back and forth between save points. The possibilities are still there.

                    We don't really explore anything much in 11. Traveling to our camp means carrying oils and powders and get to the spot and stay there. I'd really love to break away from that. 90% of the place are left deserted....

                    Even in end game, we oil/powder our way to the strongest boss. Aggro'ing some weakling on the way means a lot of trouble to the whole alliance or even a wipe... it shouldn't be like that.

                    A system designed for us to fight our way in is just an excellent change I always want to see.
                    Last edited by Jei; 03-12-2010, 11:04 PM.
                    There are painters who transform the sun into a yellow spot,
                    but there are others who with the help of their art and their intelligence
                    transform a yellow spot into the sun.

                    - Pablo Picasso

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                    • Re: New info from Famitsu this week

                      Originally posted by jenova_9 View Post
                      Ultimecia's Castle would say differently. :p
                      Beat that part without using magic either, it's not hard at all if you do it in the right order.


                      I'm really taken aback by their decision to not allow us to rest HP & MP though honestly wtf. Unless you level a class with MP recovering skills, that's kinda stupid. I mean, it's annoying enough managing MP in XI, but now you can't even actively replenish it without special skills? I thought they were supposed to be making soloing easier. I was telling one of my good friends about this and now she's having second thoughts because all she does is play mage roles.
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                      • Re: New info from Famitsu this week

                        I think there will be a lot of needless downtime traveling back to a source to recover MP, if there is no other way to get their MP.

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                        • Re: New info from Famitsu this week

                          Eorzeapedia: Final Fantasy XIV (FFXIV, FF14) News, Wiki, Forums, Community and more � Lost (and Gained) in Translation – Abilities and Weapon Skills



                          One Siphon is for MP, One for TP

                          It’s time for a Lost in Translation check! We have new official information in English but it doesn’t match up with everything that is out in Japanese. Let’s do a quick comparison of abilities and weapon skills and see what’s changed.

                          Archer Ability Replenish:
                          [J] Use up all of your arrows to be able to fire off multiple arrows at once.
                          [E] Consume MP to replenish your projectiles to capacity.

                          Marauder Ability Murderous Intent:
                          [J] Increases critical hit rate.
                          [E] Increases critical hit rate, reducing TP generation.

                          Marauder Ability Defender:
                          [J] Increases defense.
                          [E] Increases defense. Increases enmity generation while in steadfast stance.

                          Marauder Ability Disorient:
                          [J] Reduce the target’s evasion.
                          [E] Reduce the target’s evasion. Effect may stack up to three times.

                          Marauder Ability Enduring March:
                          [J] Able to move at slow speed while bound.
                          [E] Enables movement at reduced speed while bound. While active, also maintains steadfast stance while moving.

                          Pugilist Ability Blindside:
                          [J] Attack the enemy for a large amount of damage when you attack from behind.
                          [E] Strike from an enemy’s rear, increasing attack power by half of your dexterity.

                          Pugilist Ability Steal:
                          [J] Steal from the enemy.
                          [E] Steal a random item. Chance of success increases with stealth.

                          Pugilist Weapon Skill Victimize:
                          [J] Critical hit rate increases with successive attacks.
                          [E] Increases your critical hit rate for each enfeebling effect on the target.

                          Conjurer Ability Profundity:
                          [J] Increase magic potency but increase casting time.
                          [E] Lengthens cast and recast times and increases the magic potency of your next cast.

                          Conjurer Ability Spiritbind:
                          [J] Bind yourself and reduce MP costs.
                          [E] Bind yourself and reduce MP consumption by half.

                          Thaumaturge Spell Sacrifice:
                          [J] Sacrifice your own HP to give HP to an ally.
                          [E] Consumes HP to restore a portion of the target’s HP.

                          Thaumaturge Spell Siphon TP:
                          [J] This spell is not mentioned yet.
                          [E] Transfers TP from the target to you

                          Thaumaturge Spell Siphon Magi (official English name unknown):
                          [J] Transfer MP from an enemy you have defeated to yourself.
                          [E] This spell is not mentioned on the official site.
                          (The developer interview in Dengeki PlayStation includes a comment about draining MP and what happens with enemies that have no MP so we know this isn’t just a misprint from MP to TP.)

                          Blacksmith Craftable Item Halberd:
                          [J] Not mentioned.
                          [E] Requires Halberd Head, Spear Shaft, Halberd Butt, Spear Clasp, Grip Wrapping

                          These are some of the things I’ve found. Is there anything else that’s different?
                          Also, NA site has been updated as well now. O. O XIV is now a strong contender for my favorite battle music in an RPG... Nobuo-san has really out done himself this time


                          Also, going by the site update, it looks like each class has it's own guild hall in different cities as well! That's awesome.
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                          "BLAH BLAH BLAH TIDAL WAVE!!!"

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                          • Re: New info from Famitsu this week

                            Thaumaturge Spell Sacrifice:
                            [J] Sacrifice your own HP to give HP to an ally.
                            [E] Consumes HP to restore a portion of the target’s HP.

                            This one sounds the same to me.....

                            The archer one is wayyyyy off.
                            There are painters who transform the sun into a yellow spot,
                            but there are others who with the help of their art and their intelligence
                            transform a yellow spot into the sun.

                            - Pablo Picasso

                            Comment


                            • Re: New info from Famitsu this week

                              Originally posted by jenova_9 View Post
                              I think there will be a lot of needless downtime traveling back to a source to recover MP, if there is no other way to get their MP.
                              They said there would be.. So I doubt there will be running back and forth. Potions may be of more use also.
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                              • Re: New info from Famitsu this week

                                Well, assuming we see a return of some kind of support class like BRD, this won't be too bad.


                                Still, I would strongly urge everyone on this site who got into the beta to play mage roles and see just how bad it really is. This is why you're a beta tester, to give SE feedback. I have a feeling they're going to get a lot of backlash over this change from XI.
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                                "BLAH BLAH BLAH TIDAL WAVE!!!"

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