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!!
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new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!
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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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Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!
Originally posted by Malacite View PostThat's interesting >_>
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Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!
Originally posted by Aeni View PostThat'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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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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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 EtraThis thread brought to you by Malacite's lack of understanding.
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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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Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!
Originally posted by Armando View PostI 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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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.
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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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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...sigpic
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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.sigpic
"In this world, the one who has the most fun is the winner!" C.B.
Prishe's Knight 2004-Forever.
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Re: new Q&A interview!! they demonstrate FFXIV 2.0 alpha version!!
Originally posted by DakAttack View PostI 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.
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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