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Final Fantasy XIV Pre-Launch Event Coverage

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  • #16
    Re: Final Fantasy XIV Pre-Launch Event Coverage

    Nothing wrong with crumpets guvner....... We happen to like our crumpets with afternoon tea don't you know.
    - Never Underestimate The Power Of A Duck!
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    • #17
      Re: Final Fantasy XIV Pre-Launch Event Coverage

      You laugh, but I got a friend in the UK who totally loves crumpets =P
      "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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      • #18
        Re: Final Fantasy XIV Pre-Launch Event Coverage

        Originally posted by Ziero View Post
        You laugh, but I got a friend in the UK who totally loves crumpets =P
        I had crumpets for breakfast this morning tyvm :p

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        • #19
          Re: Final Fantasy XIV Pre-Launch Event Coverage

          I am happy there will be PVP and massive PVP at that.
          I do hope it will affect something not like ballista or brenner. Maybe give abonus to crafting or something.
          -add later-

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          • #20
            Re: Final Fantasy XIV Pre-Launch Event Coverage

            Originally posted by Takelli View Post
            This I found interesting... How will physical stats actually affect the crafting?
            They want crafters and adventurers to be able to cooperate in a lot of ways and I'm assuming combat might be involved in at least some of those events. As a crafter, stat distribution is really important, if anything, to not simply get one-shotted during combat type events.

            The changes are very welcomed and addressed most of the problems I had encountered during this period of open beta. I do hope they continue to address other issues, most notably the difficulties in linkshell invitation (currently it follows the same TIRED AND OLD METHODS of physically being in the presence of a pearl holder in order to receive a pearl in order to then join a linkshell ... do away with this silly RP'd formula) and also party formation, same problem as linkshell.

            Issues with chat ... very, very cumbersome. The fact that there is no mod system in place like WoW has placed the entire burden of getting everything right squarely on SE's shoulders and they need to step up to the plate and hit a homerun with it. So the talk of improving the UI is also welcome but I'm not going to hold my breath for any significant changes and will be quite pleased if they do make the changes we have all suggested or asked for.

            We'll see how the game is going to be received. I already know I'll be playing this even in the current condition it is in (complete with bugs and problems) However, as for longevity, I won't pass judgement for at least 6 months. I feel that is only fair considering the amount of time I've spent in other MMO games (Usually 1 year in games like WoW, FFXI, GW, RO etc.)
            Last edited by Aeni; 09-14-2010, 01:12 PM.

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            • #21
              Re: Final Fantasy XIV Pre-Launch Event Coverage

              Originally posted by Freelancer View Post
              Physical stat distribution will affect both crafting and gathering classes as much as it does everyone else.
              Honestly do not care for this one f'ing bit.


              Originally posted by Freelancer View Post
              There aren't any "open world" NMs outside of guildleves.
              Best news in the whole thing, period. Thank God SE finally got it right. Well, this and the reduction to the guildleve cool down but even still I rate this above all else.


              Originally posted by Freelancer View Post
              Crafters will be able to cooperate in large-scale projects (boats, cannons, wedding cakes! YUM) so more fun for you and your company!
              This intrigues me, can't wait to see exactly what comes out of this. Reminds me of synergy in XI.
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              "BLAH BLAH BLAH TIDAL WAVE!!!"

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              • #22
                Re: Final Fantasy XIV Pre-Launch Event Coverage

                Originally posted by wrongfeifong View Post
                I am happy there will be PVP and massive PVP at that.
                I do hope it will affect something not like ballista or brenner. Maybe give abonus to crafting or something.
                Uhhh... I thought they would limit PvP... I thought that they would focus on PvE over all else. Where does it say there would be large scale PvP? Link me to the article that has proof behind it or I don't believe you.

                Originally posted by Aeni View Post
                They want crafters and adventurers to be able to cooperate in a lot of ways and I'm assuming combat might be involved in at least some of those events. As a crafter, stat distribution is really important, if anything, to not simply get one-shotted during combat type events.
                This does help some, but I thought that they meant it would help with crafting items. I know crafters "might" be used in large scale events but... That is a pretty big might.

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                • #23
                  Re: Final Fantasy XIV Pre-Launch Event Coverage

                  Originally posted by Takelli View Post
                  This does help some, but I thought that they meant it would help with crafting items. I know crafters "might" be used in large scale events but... That is a pretty big might.
                  Hand and Land can equip War and Magic items to change to different roles. This is what they mean (in the context of character creation process ... I hope people understand that the role you pick for your character at the creation process IS VERY IMPORTANT and you are not able to change your mind down the road ... so they shouldn't be fickle about this) They mean, "Main Crafters, Main Adventurers".

                  Stat distribution will not affect crafting because then it would be messed up for those who didn't roll mains (either way) It's quite discriminatory already what with guild points requiring learning of skills, abilities and knowledge and further alienating the various disciplines is pointless. I would be quite upset as a more "physical stat oriented archer" to find out that crafting requires more "magic stat orientation" and that would upset other people as well.

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                  • #24
                    Re: Final Fantasy XIV Pre-Launch Event Coverage

                    Originally posted by Aeni View Post
                    tat distribution will not affect crafting
                    which is exactly what SE is implying in the article, and if does impact crafting and gathering that's BS.
                    sigpic


                    "BLAH BLAH BLAH TIDAL WAVE!!!"

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                    • #25
                      Re: Final Fantasy XIV Pre-Launch Event Coverage

                      Originally posted by Freelancer View Post
                      Physical stat distribution will affect both crafting and gathering classes as much as it does everyone else.
                      This was the only thing that was stated and looking at it, while there's a chance there's a hint at something more "nefarious" I really don't think there is.

                      Hand/Land players (Let's make sure we know there's a difference between them and War/Magic ... in that they would rather enjoy playing the economy game rather than the hunting game) would not think about using their stat points. I believe that statement refers to the fact that many of them run around with unspent stat points. It's there to remind them that, at any time that they choose, they can and should feel encouraged to participate in "adventuring" and that they would want to strongly consider using those stat points and possibly using it in a way that they wish to spend it (i.e., if they want to be a War and not Magic disciple, the stat spent should reflect this)

                      That's all I'm getting ... I didn't think it was overly complicated but I guess you can interpret that to how you feel about the changes. However, I think we're drawing conclusions that may seem a bit negative at times.

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                      • #26
                        Re: Final Fantasy XIV Pre-Launch Event Coverage

                        Originally posted by Aeni View Post
                        (in the context of character creation process ... I hope people understand that the role you pick for your character at the creation process IS VERY IMPORTANT and you are not able to change your mind down the road ...
                        ...err, no it's not? Your stats change depending on how you distribute them and by what class you're on at the time. You can start as a crafter, buy a weapon and be just as adept and prepared for combat as a War/Magic class. How is your initial role important past what starting gear you get?

                        Originally posted by Aeni View Post
                        Stat distribution will not affect crafting because then it would be messed up for those who didn't roll mains (either way) It's quite discriminatory already what with guild points requiring learning of skills, abilities and knowledge and further alienating the various disciplines is pointless. I would be quite upset as a more "physical stat oriented archer" to find out that crafting requires more "magic stat orientation" and that would upset other people as well.
                        Again, there is no "mains" to roll and stat distribution happens however you decide. You pick which stats you want to go up after every level up, it's the basic concept behind the system. And if you ever choose to redistribute your stats, you can do so very easily with no real drawbacks.

                        Originally posted by Aeni View Post
                        Hand/Land players (Let's make sure we know there's a difference between them and War/Magic
                        ...but there's not.

                        Originally posted by Aeni View Post
                        It's there to remind them that, at any time that they choose, they can and should feel encouraged to participate in "adventuring" and that they would want to strongly consider using those stat points and possibly using it in a way that they wish to spend it (i.e., if they want to be a War and not Magic disciple, the stat spent should reflect this)
                        ....or it could be there to blatantly point out that crafting and gathering classes will rely on physical stats to do their work, just like War/Magic classes. It's not a stretch to see Str affecting how well you Mine, Int affecting your abilities in Alchemy, Dex being a part of Goldsmithing or Mnd making people better chefs.

                        There's a reason these things are labeled Ranks and Skills and not Jobs. These things don't define your character, it's not "Once a Marauder always a Marauder" it's "I started as a Marauder, but I also enjoy fishing and cooking and weaving!"
                        "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                        • #27
                          Re: Final Fantasy XIV Pre-Launch Event Coverage

                          Originally posted by Ziero View Post
                          There's a reason these things are labeled Ranks and Skills and not Jobs. These things don't define your character, it's not "Once a Marauder always a Marauder" it's "I started as a Marauder, but I also enjoy fishing and cooking and weaving!"
                          Then what is the point on differentiating the discipline from the creation screen? Why not choose it after the introduction and they tell you to visit what guilds. Also, why place specific guilds in specific cities and not place all guilds in all cities (much like trainers in WoW)?

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                          • #28
                            Re: Final Fantasy XIV Pre-Launch Event Coverage

                            Originally posted by Aeni View Post
                            Then what is the point on differentiating the discipline from the creation screen? Why not choose it after the introduction and they tell you to visit what guilds. Also, why place specific guilds in specific cities and not place all guilds in all cities (much like trainers in WoW)?
                            because that's silly, why would a fishing guild be in a desert city? or why would a mining guild be in a forest?
                            -------------------------------------------------------------------------
                            Kain (FFIV): I am aware of my actions, but can do nothing about them.

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                            • #29
                              Re: Final Fantasy XIV Pre-Launch Event Coverage

                              Originally posted by Aeni View Post
                              Then what is the point on differentiating the discipline from the creation screen? Why not choose it after the introduction and they tell you to visit what guilds. Also, why place specific guilds in specific cities and not place all guilds in all cities (much like trainers in WoW)?
                              The point of selecting a discipline to start off with is just to get you going. I mean, my brother's going to start as an alchemist just for the little glasses they get, then switch to a Pugilist afterwards. Starting gear looks kind of nice, but it would suck if you started the game only being able to throw rocks, and having no initial class at all. Plus, the way FFXIV works, you HAVE to have a weapon equipped at all times, without one you don't exist!

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                              • #30
                                Re: Final Fantasy XIV Pre-Launch Event Coverage

                                Originally posted by Aeni View Post
                                Then what is the point on differentiating the discipline from the creation screen? Why not choose it after the introduction and they tell you to visit what guilds. Also, why place specific guilds in specific cities and not place all guilds in all cities (much like trainers in WoW)?
                                Flavor.

                                When I started the Beta I started as a Miner, mainly because they had gear I liked. I did all of two leves, sold some stuff, bought a Great Axe and suddenly I was a Marauder with no trouble at all. Barely level 3 at the time. I then continued playing, alternating between Marauder and Miner, often within the same Leve before returning to town to look through the shops. Doing so I found every starting weapon and tool for fairly low (none over 1k) prices and even most of the secondary tools for Land/Hand skills.

                                As of now, my character is a Marauder/Miner/Blacksmith (only one of which has a guild in my starting city) and tomorrow I'll probably throw some Pug skills into the mix.

                                When you started XI, you got to choose one of six classes as well, but starting as one class had no effect on the other classes, and as soon as you walked into your MH you could become any of the other choices. XIV works the same way, only they give you "more" options but make the initial limit be how much cash you have. A limit which quickly disappears if you follow the main city Storyline.
                                "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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