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new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

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  • new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

    They do Q&A while seeing the demonstration, mew. Interview of Naoki Yoshida during the Japan Expo - Final Fantasy XIV Online - JeuxOnLine, le réseau des MMORPG More informative details!!

  • #2
    Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

    Yoshida : Actually the reps are posting about it on the forums, but we are trying to have the best leveling features, and for 2.0 it is going to be quite different from the current leveling system.
    When I started working on XIV, I wanted to make the changes straight away but we couldn't because there was a lack of contents, and also the system wasn't ready, but for the 2.0 version I want to make sure once you complete contents, you will get the key to level up your character, so completing content is a key to leveling up in 2.0 version.

    Completing the quests, getting rewards, huge experience points, or completing a dungeon and getting experience points, that's going to be the key thing to level up your character, not like at the moment where you have to do monster camping or farming, that's not going to work in 2.0.

    That's interesting >_>
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    "BLAH BLAH BLAH TIDAL WAVE!!!"

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    • #3
      Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

      Originally posted by Malacite View Post
      That's interesting >_>
      That's no different than how it is in Rift, WoW-Cata and just about every other modern MMO. The grind fest of Korean MMO and FFXI are in the past. Players want new and interesting content, not just some piss-poor time-sink contraption for accumulating fractional increments of progression from killing the same pixels & textures over and over and over for hours on end. I don't know about you, but I rather like to spend more time on doing things with the gil and materials I've earned, participate in events and lots of other things rather than spend it with a hit-or-miss group of players with varying self-interests and staring at the same section of a zone for hours repetitively streaming macro and input commands hell bent on trying to get that npc to keel over so I can sweep a few more fractions in my exp bank.

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      • #4
        Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

        Originally posted by Aeni View Post
        That's no different than how it is in Rift, WoW-Cata and just about every other modern MMO. The grind fest of Korean MMO and FFXI are in the past. Players want new and interesting content, not just some piss-poor time-sink contraption for accumulating fractional increments of progression from killing the same pixels & textures over and over and over for hours on end. I don't know about you, but I rather like to spend more time on doing things with the gil and materials I've earned, participate in events and lots of other things rather than spend it with a hit-or-miss group of players with varying self-interests and staring at the same section of a zone for hours repetitively streaming macro and input commands hell bent on trying to get that npc to keel over so I can sweep a few more fractions in my exp bank.
        I enjoyed it. I found it undeniably satisfying to work with a group that could pull off skill chains and magic bursts. Pulling and tanking kept things interesting. All the same whether it was Mandragoras in Yuhtunga, or Crawlers in the Nest. Treasures of Aht'Urgan turned that into pure grinding and ruined the game. Sure, the bean counters loved it, because their self worth was somehow dependent on how much EXP they could rake in per hour, but that didn't make it fun.

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        • #5
          Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

          I also enjoyed the Skillchain/Magic Burst teamwork aspect of FFXI pre-ToAU. On the other hand, the grind was so slow back then that I felt I was missing out on the cool parts of FFXI (the missions). They always felt out of reach as I was leveling up. Also, I found Nyzul Isle to be more engaging and interesting than any kind of party, even if certain floors were goddamned impossible. I liked the accessibility of ToAU missions because fuck CoP, but they really didn't offer a challenge to 75's 'til the end.

          Both pre-ToAU and post-ToAU FFXI had problems.

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          • #6
            Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

            I think we all liked the ffxi game, that's why we are on this site, lol.
            75: Sam, Nin, Blm, Thf, Pld, Cor, Rdm
            RANK 10 Bastok
            CoP: Done
            ZM: Done
            ToA: Done
            Assault rank: Captain
            Campaign Medal: Medals
            Wotg: Complete the quests already and I'll start

            Originally posted by Etra
            This thread brought to you by Malacite's lack of understanding.

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            • #7
              Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

              FFXI is great in it's own way, mew.

              And FFXIV will still have parties that beat up mobs for EXP and stuff, but it is nice nice that will be many other ways to get lots of EXP and level up besides 100% depending on camp grinding, mew. now in this way people's experience could be more adventureous and feel more rewarding at the sametime.

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              • #8
                Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

                Originally posted by Armando View Post
                I also enjoyed the Skillchain/Magic Burst teamwork aspect of FFXI pre-ToAU. On the other hand, the grind was so slow back then that I felt I was missing out on the cool parts of FFXI (the missions). They always felt out of reach as I was leveling up. Also, I found Nyzul Isle to be more engaging and interesting than any kind of party, even if certain floors were goddamned impossible. I liked the accessibility of ToAU missions because fuck CoP, but they really didn't offer a challenge to 75's 'til the end.

                Both pre-ToAU and post-ToAU FFXI had problems.
                Skillchaining was the basic reason I got into SAM and chose it as my primary (that and Soboro). I prided myself on memorizing the chart and joining in as many chains as possible. Hell, that's how we got past Ouryu with a sub-optimal setup - forming a very crappy detonation chain that allowed our SMN to MB Aerial Blast for huge damage. There was a time when you'd be kicked from a party for not being able to SC, or might not get invited at all if you couldn't use the right weapons to make distortion.
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                • #9
                  Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

                  ...or might not get invited at all if you couldn't use the right weapons to make distortion.
                  Times like those are when the old style of partying would rear its ugly head the most.

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                  • #10
                    Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

                    True, but the smart leaders would just take advantage of what was available and make it work. My overall point was there seemed to be a much greater emphasis on skill & teamwork back then.
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                    "BLAH BLAH BLAH TIDAL WAVE!!!"

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                    • #11
                      Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

                      "Smart" has ALWAYS been in short supply. But I understand what you're saying.

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                      • #12
                        Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

                        I miss the PTs of old. Think that's why I got into XI so much... Back when I imported, it was so incredibly important to the party setup to do renkei successfully. I miss itttt...
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                        • #13
                          Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

                          Parties were good back then, and I always thought things like skillchains and IT++ mobs should give a nice xp boost to compete with spammage parties. But the process of lfp was always so painful it really wasn't worth it when you actually got a nice party that played well because by then you'd have spent the other 90% of the time suffering the game instead of enjoying it.

                          Nowadays I'm waaaaaaaay more likely to play a game like GW2 or STO that has instanced events players can team up for through a queue instead of XI's rigid party system.



                          Disclaimer: This is from a perspective of someone who doesn't have a good LS nor time or energy to look for one, because the game changes radically when you do. Problem is people with good LS are as rare as good old fashioned pick up xp parties, so we kinda go back to the beginning.
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                          その目だれの目。

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                          • #14
                            Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!

                            Originally posted by DakAttack View Post
                            I enjoyed it. I found it undeniably satisfying to work with a group that could pull off skill chains and magic bursts. Pulling and tanking kept things interesting. All the same whether it was Mandragoras in Yuhtunga, or Crawlers in the Nest. Treasures of Aht'Urgan turned that into pure grinding and ruined the game. Sure, the bean counters loved it, because their self worth was somehow dependent on how much EXP they could rake in per hour, but that didn't make it fun.
                            Maybe because it was precisely that I stuck around for as long as Aht'Urgan that my perception of the game got muddied and tainted blood red (I am still very angry with how I was shoehorned into being a healer onry as a RDM and less of a "support" or anything else for that matter in all of the JP parties - only ones that I actually could get into in my time zone - and got yelled at when I couldn't keep up their 11+ level difference pull on an endless "shine on you crazy diamonds" /rant )

                            No, I agree with you, I miss the MBs, the renkeis and really, EXPLORING zones that you otherwise would be hard pressed to check out on your own (unless you met a few of the criteria for being able to, e.g., sneak + invis) But I do not miss the treadmill for each and every job (if you really wanted to experience the "full" content) And since a good majority of players are expecting a non-grinding experience, it would be more prudent for SE to go with the flow, especially if they insist on a P2P model (nothing wrong with that, just that you need to understand the full implications of going that route) You leave the Korean MMO grind to the Korean F2P MMO games where they belong.

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