Beyond Vana'diel: Future Beta Plans courtesy of Dengeki PlayStation, Vol. 470 - Beyond Vana'diel

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Future Beta Plans courtesy of Dengeki PlayStation, Vol. 470 Dengeki PlayStation sits down with the devs to talk future beta plans.

#1 User is online   Eorzea 

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Posted Apr 9, 2010 - 2:04 AM

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When Final Fantasy XI first started, it began with a beta test. Why did you decide to go back even further this time and start with an alpha?

Komoto: At the beta stage, a game is relatively complete. In order to better take in user opinions and make more adjustments, we wanted users to see an earlier version and let their feedback affect the direction of the game itself.


So, does that mean there could be some dramatic changes after the alpha version?

Komoto: Yes, there could. We're already wondering ourselves what shape the game will take after the alpha testing is complete. There are issues we have seen arise, and we want to think of how to best fix these and add in user suggestions at the same time.

Tanaka: For the alpha test, we only have one World. The idea is we first test that World for stability and then in phase 1 of the beta test, we begin to add more Worlds and collect as much data as we can.


Will the amount of playable cities increase in the beta phase?

Tanaka: More than simply increasing the play area, we want to test and adjust the core mechanics of the game. For example, we want to see if leveling up works properly or if attaining a new skill rank works properly. Our number one priority is to monitor these things closely.

Komoto: Just like how we set a limit to the levels, we want to place benchmarks and see if they can be reached without major issues. We expand the system a bit, and then sample data from within those constraints.

Tanaka: We want to examine the speed at which people grow, as well as the core game mechanics, and see if we need to make any adjustments.


So, then it sounds like we won't really get the full game until the official release version.

Komoto: We think the full scope of the game will come together sometime during the beta phase.

Tanaka: The game system will be completed during the beta phase, but I would say you probably won't see the entirety of what the game world has to offer until the official release.


I got to try out the Guildleve system, and it feels like a great way to manage your play time. You can complete a quest within 30 minutes and then start a new one right away. It feels like Assault in FFXI, where you can enjoy some casual challenges divided into easy to manage chunks. Forgive me if I'm wrong, but it feels like a system really designed around light, casual play.

Komoto: That's true, but I wouldn't say it's just a system for light play. What we wanted to do is design something that casual players could enjoy. That entails making it simple and easy at first. However, while the rules are simple early on, future quests add more rules and more variations to Guildleve while at the same time putting players up against tougher monsters. That's the kind of system we're considering.


As for character growth, it appears there are Skill Ranks for each Class and Physical Levels for the avatar itself. Physical Levels are where you can freely spend points on different parameters, right?

Komoto: In the alpha, there is a cap on Physical Levels, and you can't redistribute points already spent on parameters just yet. Later on, we want to allow players to reallocate points in case they focus too heavily on a certain attribute and want to adjust that. We also plan to make it so you cannot simply max out every attribute, so players will have to work to find a good balance. For example, you may raise a certain skill in order to play a Warrior-type class. If you later want to go as a Disciple of Magic, you can then reallocate those points into something more beneficial for a magic-user.


Regarding character customization, will there be any limitations on attaching skills from one Class onto another?

Komoto: If we can, we want to allow players to use skills from other Classes on their current one. However, there are many things to test out regarding this, such as how the effects of skills will be weakened when used with other Classes. For example, maybe a certain combination of skills doesn't work well together, or perhaps another combination is too powerful -- we want to maintain game balance as we go forward. There will, of course, also be some skills that we simply won't allow to be attached to other Classes. At this stage, we are still looking to see how things work, so feel free to try out any combinations you wish.


With FFXI and Support Jobs, there was a limitation, and in general you wanted users to play Jobs a certain way, which made it easy for other players to pick up on what that Job's role was. If you can freely set abilities on different Classes and freely boost your parameters, will that make it difficult for players to define roles for Classes?

Komoto: That's why we feel it is most important to have Classes defined by their main skills. Although there is wiggle room for adding other abilities, a Class that excels at tanking will usually be considered a tank first and foremost. From that starting point, you can begin to fine-tune your role based on the situation and see how your Class works with other Classes.


How are crafting skills coming along at this point in the alpha?

Komoto: We've touched on them so far and let players get the basics of cultivating materials, but we're still seeing how the system will take shape. We plan to have players able to gather materials in field areas and are preparing Guildleves that involve cultivation and harvesting. However, we're still in the testing phase for these aspects of crafting. Also, we're going to make skills for harvesting and crafting and want to make the whole experience fun for players. Fighting battles is fun, but we hope to create a game where players can have just as much as crafters -- raising skills, going on adventures, and even completing storylines. Guildleves should be very useful for making this happen.


How many different types of Guildleves are there in the alpha version?

Komoto: Not so many. A little less than 20.


Will players be able to solo even some high-level Guildleves?

Komoto: We hope to allow that by use of the selectable difficulty levels. That isn't to say there won't be any party-related Guildleves, but we want to allow solo players to enjoy Guildleve as much as possible.


Speaking of which, is 6 members the average party size?

Komoto: This time, we've set the maximum for parties at 15 members -- almost the size of an alliance. However, they aren't divided into units. A party of 3 is fine, a party of 8 is fine, and we don't want to impose any standards from our end. Instead of forcing minimum party sizes on players, we want to allow them to freedom to put together any group they wish.


I was surprised to see that Teleport and Warp were available to every Class right from the start!

Komoto: There will be costs attached to those abilities, but that hasn't been implemented yet in the alpha. We hope to make it so players with limited time can travel quickly, but also add elements that players with time to spare can enjoy if they decide to travel back on foot. We are looking to provide enough warp points to make these abilities a real help for players short on time. As for costs involved, we don't plan anything really restricting, and hope to keep it down to almost nothing.


The range of motion for avatars was astounding. Lalafell are especially cute.

Komoto: They're sickeningly cute, aren't they? (laughs) This time around, the amount of motions and equipment and everything has been expanded extensively. Then there's the facial improvements.


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The facial expressions are amazing. Characters in cut scenes are so expressive and have voices, too. Compared with current MMOs, especially FFXI, the world of FFXIV just draws you in completely.

Komoto: I had that same feeling when viewing the cut scenes myself.


The alpha only supports Windows, but will the beta phase add support for PS3?

Tanaka: We may not make it in time for phase 1 of the beta, but around phase 2 of the beta we believe we will be able to support PS3.


How long do you plan to run the alpha and stage 1 and 2 of the beta? Are you just seeing how things go and playing it by ear?

Tanaka: Things may change as the product we are making changes through testing. The alpha and phase 1 of the beta will be pretty similar. Phase 2 of the beta is where the game will begin to change based on the feedback collected from the alpha.


Will phase 1 of the beta add more Worlds than the alpha? Will any of the feedback from the alpha influence the initial beta stage?

Tanaka: Between the alpha and phase 1 of the beta, we don't expect much to change at all. Phase 2 of the beta and onward will see the game get updated and become vastly different.

Komoto: More than a set length for each phase, I would say it's how many stages we need.

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Thanks goes out to ZAM for the translation! It remains unedited at this time.

Expect scans when the magazine is released in my area (if it warrants a purchase). For $7.00, the pages must at least be nice to look at. ;)
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#2 User is offline   Kurisu 

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Posted Apr 9, 2010 - 3:13 AM

Thanks again, Eorzea! I'm sure a lot of people here will be happy to see that poins can be reallocated to HP, Strength etc when you want to change classes. It really does sound like SE are going quite casual with this game. I don't mind that really --- this is my first MMO, and I intend to enjoy it, no matter what direction SE take with it. However, are those of you who played FFXI liking the sounds of the changes so far? I'm not sure if that game had any teleportation system at all, and if it had any costs. With FFXIV SE are making travel basically free. I'm sure Momo won't like that, as he LOVES to be punished!
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Posted Apr 9, 2010 - 3:46 AM

Point reallocation is nice, it's nice to never be stuck with a bad build because you didn't know how the stats worked. Also games that make you plan for builds to use at late game leave you so weak in the beginning it's barely any fun.

#4 User is offline   armyofbear136 

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Posted Apr 9, 2010 - 3:56 AM

Dengeki Playstation said:

Dengeki Playstation said:
As for character growth, it appears there are Skill Ranks for each Class and Physical Levels for the avatar itself. Physical Levels are where you can freely spend points on different parameters, right?

Komoto: In the alpha, there is a cap on Physical Levels, and you can't redistribute points already spent on parameters just yet. Later on, we want to allow players to reallocate points in case they focus too heavily on a certain attribute and want to adjust that. We also plan to make it so you cannot simply max out every attribute, so players will have to work to find a good balance. For example, you may raise a certain skill in order to play a Warrior-type class. If you later want to go as a Disciple of Magic, you can then reallocate those points into something more beneficial for a magic-user.



Okay, so now we have to go through the grueling process of stat crunching to figure out what will be best for our class. :onion86: Okay... so kinda like a dungeon crawler game, that's not too bad. To be honest I always liked picking my stats, but that's because I feel like I'm alot better than most by now.

All this is going to do is separate all the smart players from the less intelligent players. That really gives all the new players a fair chance to get themselves handed back to them. I can just imagine my mom sitting down and pressing the buttons till they stop working. Not to say the game should kick you in the face for not being intelligent (although that'd be a great function, death = kick in the face! Let's see how often you'll let yourself die now hah!)

Okay, maybe I'm going a little overboard with this additional function. I'm sure half of the community wants to ram me through with flaming pitchforks for hating more 'depth', but let's look at the facts:

1. Once you crunch the numbers, it just becomes a tedious task to do over and over as levels are gained.

2. If you're not smart enough to calculate it out yourself, there's gonna be an optimal configuration online which ruins the whole idea that you really have any effect on your characters physical stats. You don't want to be the one failing mofo who doesn't know how to allocate stat points, do you?
2b. Adding points to stats is fun for a single player game where everyone isn't expected to be better than you.

3. So now that I'm a theoretical level 16 with X amount of points in category Y, when I switch over to play a mage and come back 3 weeks later and have no idea what my stats were before... (and I must reset them now or else essentially commit suicide) now we're really boned.
3b. Square can't make the game save your stats for you because it's both been implied that it won't be easy to change your physical stats (probably a cost incurred) and it would be completely unbalanced if your Physical Stats could change immediately upon role change (doesn't this defeat the purpose of Physical Stats?)

4. Being able to change your Physical Stats is counterintuitive to the whole segregation between Physical stats and Skill stats. They both need to be in sync to function propery.

5. If I'm swinging a sword all day my strength should go up, not magic just because I SAY SO!

6. At least in XI it was somewhat believable that everything goes when you change your job. Now I've got this rusty nail of customization stuck in my leg dragging blood and puss everywhere since I'll be having to changing out out often for another rusty nail.

7. It is nice we are actually able to change our stats at some point. Now I don't have to make another character to play as a Lancer. *Phew* Might have to lose a leg though and probably incur some sort of headache, though.

What were you thinking Square. Honestly do you think this is going to add any sort of depth to the game? You think this makes it more balanced? NO IT DOESN'T. It's just making things difficult for the player!!!!! If I wanna be a lancer I should be able to change it and everything that goes with it in one simple step. Holy crap they did that! IN XI! I guess Square's logic department was on a huge acid trip when the idea of making/keeping job changes easy in a game where job changes are one of the highlighting features.

OH! You thought it'd be unbalanced to switch to a mage during a fight and heal yourself and switch back to a fighter and keep on rolling? I wonder if you could have made it so you can't switch in combat. Oh that's right, you did that and then stuck us with the sickening task of going back to a town somewhere to reset our skills. Great. I thought the idea of changing your weapon was to change your class on the fly? Guess they just needed some reason to make it difficult.

In a nutshell, we used to have to change our jobs in a mog house and it would do everything for us. But now, to make it simpler we have to go find some asshole and reallocate all our stats every time we wanna change classes.

I see how it'd be beneficial to be able to change to a mage and warp yourself out of somewhere but that's already included. I don't understand, SE. How unfair would it really be to let me change my entire class, stats included, outside of battle anywhere? Guess it's too unfair that they're gonna make me [expletive] bricks trying to remember what my other configurations were. Might have to take some notes.

Overall: Thumbs up to not forcing me to make another character to really play my class. :onion72:

View PostKurisu, on Apr 9, 2010 - 3:13 AM, said:

With FFXIV SE are making travel basically free. I'm sure Momo won't like that, as he LOVES to be punished!


Haha, how he does. BUT! Travel was one thing XI didn't do very well. They added alot of teleport NPC's towards the end but this is far more efficient system. I feel like regardless of return warp we'll still get the sense of adventuring like we used to and less of the "Feeling absolutely alone" moments where you're so far from civilization it seems as though you may never return, although those moments did create a particular atmosphere and real feel for your location in the world...

This post has been edited by armyofbear136: Apr 9, 2010 - 5:44 AM



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#5 User is offline   Chillvan 

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Posted Apr 9, 2010 - 8:05 AM

View Postarmyofbear136, on Apr 9, 2010 - 3:56 AM, said:

...


I won't quote everything he said, but damn, he's right about everything! i just never looked at it that way...

Square's messing up!
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Posted Apr 9, 2010 - 10:50 AM

As much as I hate to admit it, I also find merit in his little "rant like a mad rat" opinion. But then let me ask you this...

Do you really think that that is the case for when you want to change your class with your weapon, that your Physical stats will remain as it was for the previous weapon used?! Or could it be that your allocated physical stats are saved for the "little less than 20" different classes, its when you wish to redefine the class that you can relocate the points...

Now I know... SE has never had a full grasp of things from the get go and still don't in many aspects, so this may be too much to hope for at first... but If you feel so strong about it and rant at a community group of FF/MMO fans, don't you think it would be better of to rant... er... express your hart felt opinions to them directly instead of hoping that by some miracle chance an SE FFXIV development representative will come across this thread and relay your genious?

If SE is good at one thing entirely, its listening to its loyal gamer community (and then taking credit for it XD but listening non the less). About 1/3 of the suggestions I've sent in were implemented in their own way within the next scheduled major update. To name one, I wanted a helping NPC for soloability, and they came out with fellow adventurer npc's, difference was I wanted a moogle with a spear flying around my side like in FFIII (VI in north american release I believe) and they added a time/kill/recall cap to limit its use. Oh well, at least it caught on :) I'm happy.

It is our duty to point out their PHaiLiures and flaws, its their job to do something about it. Like I said, they don't get the full grasp of the situations, I for one am convinced that SE will do another "EPIC FAIL" on the camera system just like almost all other company's do, in narrow corridor dungons and hallways the camera will still cling to the walls, rather than just go behind the wall looking through it, and my personal favorite, when fighting something significantly larger than you, the scale still remains to your size showing only the feet of what you fight.



aaaaaanyways... just sayin ^_^
... your rants in the right topic, but perhaps in the wrong place and at the wrong people.

#7 User is offline   Momotaru 

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Posted Apr 9, 2010 - 11:00 AM

armyofbear said:

2. If you're not smart enough to calculate it out yourself, there's gonna be an optimal configuration online which ruins the whole idea that you really have any effect on your characters physical stats. You don't want to be the one failing mofo who doesn't know how to allocate stat points, do you?
2b. Adding points to stats is fun for a single player game where everyone isn't expected to be better than you.


I understand your point, and ultimately, if you want to be the very best at any single thing, you will need to follow an ideal setup. However, like you point out, adding stats is fun for a single player game.. Why is that? Are you building the ideal setup in that single player game too, and you just don't feel pressure from others who may find a better setup?

Wouldn't you say there are a fair number of players who won't feel that pressure when allocating stats? I for one, am not going to care what the ideal stats are for any given thing I do.... I'm just going to spread them out in a general way that I feel will be to my benefit, and think nothing much beyond that. :onion104:

Demon's Souls is a game where you can increase stats by adding points one at a time... If you're having fun with the game, you will simply add them to what you think will help you, as you need it. If you're some super elitist and you feel the need to be absolutely perfect, yeh, you might end up making a new character because you think you aren't achieving perfection at every possible moment.

One other reason this could make the game more fun, and individualize players more, is that you're encouraged to have multiple specialties. In my Demon's Souls example, you're really only able to be proficient at one or two focuses.. Not so with XIV.

What's the difference between a Marauding Fisherman who also dabbles in Magic and has Tanning skills, and another Marauding Fisherman dabbling in Magic and Tanning??

These Physical Level points allow both of them to add some weight in one direction.

If given these points for further customization, both players won't intentionally arrive at the same end. They both want a mastery over all these abilities, but one may slightly favor physical combat, while the other will focus more on his mage.

How can you determine the perfect recipe for Character Growth points when any one person has 4 or more skills?




What you're arguing makes fair sense if you want to be a Gladiator.. if you want to be an Archer.. if you want to be Thaumaturge.... But what if you want to be all of those things? Who can tell you the perfect way to distribute points for such a set up?


Now, of course there is, in the end, some ideal stat conclusion that could be calculated, no matter how many areas of expertise a person might assume.. But it's beyond the normal play experience to fret about it, and almost inhuman to consider the weight of 4 or 5 categories of a total 20 along with a personal influence :onion105:


I actually like the idea, having discussed this, because I'm not going to be a stone cold stat conscious, hardcore player.
I'll go where the wind blows me, and customize my Character Growth not on a special class, but on my personality, which actually won't change so much over time. If your personality determines the classes in which you indulge (and it does unless you play like a robot), Character Growth points will not conflict with areas of interest.





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So, does that mean there could be some dramatic changes after the alpha version?

Komoto: Yes, there could. We're already wondering ourselves what shape the game will take after the alpha testing is complete. There are issues we have seen arise, and we want to think of how to best fix these and add in user suggestions at the same time.


But, for every one here who is disappointed (that includes me!) it's good news that the developers are not only aware, but are open and willing to adjust game mechanics based on player input.


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I was surprised to see that Teleport and Warp were available to every Class right from the start!

Komoto: There will be costs attached to those abilities, but that hasn't been implemented yet in the alpha. We hope to make it so players with limited time can travel quickly, but also add elements that players with time to spare can enjoy if they decide to travel back on foot. We are looking to provide enough warp points to make these abilities a real help for players short on time. As for costs involved, we don't plan anything really restricting, and hope to keep it down to almost nothing.


Hurray for limitations!... Boo for non-strict limitations!



There's still time for the death penalty to be made stronger!!.. It's not too late! :msncleaver:
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Posted Apr 9, 2010 - 2:23 PM

Personally I like that we can allocate our points so what if it makes it a little bit harder. at lesat this way when we reach the level cap we are not all the exact same gladiator or lancer. It will probably take some getting used to but I think overall I will enjoy it even though i might have to drop some coin to change my allocations now and again.
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#9 User is offline   armyofbear136 

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Posted Apr 9, 2010 - 3:14 PM

I meant to post this a LONG time ago, but time crunch had me at the gym.

View PostMomotaru, on Apr 9, 2010 - 11:00 AM, said:

Wouldn't you say there are a fair number of players who won't feel that pressure when allocating stats? I for one, am not going to care what the ideal stats are for any given thing I do.... I'm just going to spread them out in a general way that I feel will be to my benefit, and think nothing much beyond that. :onion104:


Haha, I knew you would be on the other end of this and it's true there will be a lot of players interested in avoiding speculation and stat charts to have an original experience. BUT, the fact that this element of gameplay exists means there will be people posting stat charts and creating ultimate configurations which alot of players will use to 'cheat' their personal ability to follow a more satisfying attribute path. I don't believe in looking at charts to figure out who I should be, but I've played dungeon crawlers since I could click a mouse and this will just be trivial leveling.

View PostMomotaru, on Apr 9, 2010 - 11:00 AM, said:

Demon's Souls is a game where you can increase stats by adding points one at a time... If you're having fun with the game, you will simply add them to what you think will help you, as you need it. If you're some super elitist and you feel the need to be absolutely perfect, yeh, you might end up making a new character because you think you aren't achieving perfection at every possible moment.


I don't feel complete till I've exhausted every last option of optimization, so yeah I'd probably fall under a super elitist. Woot. Also I hear Demon's Souls is incredibly hard and not fun.

View PostSibris, on Apr 9, 2010 - 10:50 AM, said:

Do you really think that that is the case for when you want to change your class with your weapon, that your Physical stats will remain as it was for the previous weapon used?! Or could it be that your allocated physical stats are saved for the "little less than 20" different classes, its when you wish to redefine the class that you can relocate the points...


I do in fact believe that would be the idea. Although, if you are right the world will rejoice. This would essentially be eliminating any reason to return to a Stat trainer. But, it seems to me that it would also eliminate any reason for a physical level. If it was integrated into the classes you wouldn't have any reason for physical levels and skill levels to be segregated and they would grow as you grow.

View PostSibris, on Apr 9, 2010 - 10:50 AM, said:

... your rants in the right topic, but perhaps in the wrong place and at the wrong people.


I don't mean to yell at the community, if that's what you were implying, I'm simply upset with the new layout Square has made. You're absolutely correct, I should contact square about this. I'm also not trying to force any of you to change your opinions, in fact counter-opinions are encouraged as they can bring new light to current speculation and reason.


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Posted Apr 9, 2010 - 9:21 PM

Actually Demon's Souls isn't that hard.. it just requires patience and is NOT a button mashing experience.. This is where the confusion lies, I think, as modern gamers just hit buttons and expect instant gratification. It challenges you, but you don't have to be a hardcore elitist to enjoy it. And btw, you heard wrong. Demon's Souls is THE game of 2009.. You really need to play it.

Me not being an elite player doesn't mean I don't like challenges. I crave challenge. That's another misconception that needs to go away.

I would much rather play a hardcore game casually (XI) than play hardcore in a casual game... Catch my drift?


If XIV removed the death penalty, made every quest beatable in 20 minutes, allowed free warping to any location... for every simplification, the game becomes more of a casual experience... When the general gameplay is brought down for the lowest common denominator, the people who enjoyed the depth and vastness will definitely be disappointed...

But if the game remains quite complex, both hardcore players and casual players will be able to get something out of it, just perhaps not on the same level.



Back to Demon's Souls... it doesn't take a skilled gamer to finish Demon's Souls... But it does take patience, caution, and the will to learn from simple mistakes. It's a game of discovery.. I hope to find something similar in XIV.


edit:

Quote

Haha, I knew you would be on the other end of this and it's true there will be a lot of players interested in avoiding speculation and stat charts to have an original experience. BUT, the fact that this element of gameplay exists means there will be people posting stat charts and creating ultimate configurations which alot of players will use to 'cheat' their personal ability to follow a more satisfying attribute path. I don't believe in looking at charts to figure out who I should be, but I've played dungeon crawlers since I could click a mouse and this will just be trivial leveling.


Wouldn't they be doing the same thing with any lesser configuration?

Of course they would. The deeper, and more customization options it has, the less likely the general population will be savvy to some cheat.

In XI, I was discouraged from becoming Black Mage with Summoner subjob... It was discouraged, because it was well known to be a poor path, at the time... Of course, there were only two linear variables to work with. Job and Subjob.

.. XIV, again, encourages every individual to have many different skills in progress.. Right there is a well of possible combinations. If that wasn't enough, Character Growth adds another factor to the equation.. If there are nerds who are going to work that mess out, the strong majority of players aren't going to hear about it, or even care.

It's almost like you're begging for a simpler system just so you don't have to bother with additional depth when calculating the perfect character.

The more customization options available, the happier I'll be.
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#11 User is online   Eorzea 

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Posted Apr 12, 2010 - 4:13 PM

Just to let you know, I picked up this magazine yesterday and the article is quite beautiful. I would have gotten the scans up yesterday, but it's not as if you all seem that eager. -_- I should get them up sometime today/tomorrow.

Please look forward to it!
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#12 User is offline   Kurisu 

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Posted Apr 12, 2010 - 4:23 PM

I do look forward to it! I've just been reading through the Alpha Manual and I'm a lot more excited about this game now! Ahh, I so want Phase 2 of the Beta to start right now! I want to get a chance to play the Beta on PS3! ...but at the same time, I don't want to participate in the Beta. I would like the experience to be fresh when I start playing on launch! Plus it would be a shame to have to start all over again with the skills etc. But then again it could give an advantage when starting the game for real, as you would have a better understanding of the system. Ahhhh, DECISIONS!
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#13 User is offline   MiniCloudz 

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Posted Apr 12, 2010 - 8:03 PM

View PostKurisu, on Apr 12, 2010 - 4:23 PM, said:

Plus it would be a shame to have to start all over again with the skills etc. But then again it could give an advantage when starting the game for real, as you would have a better understanding of the system.


I'm hoping I get to get the BETA for this reason too, Kurisu. XD The anticipation is killing me!

I'm looking forward to them, Eorzea. I always read/look over scans, they're very intriguing and it's always nice to have some eye candy with the information. :lol:

It's also great to see SE is putting a lot more depth and customisation into XIV as opposed to XI. I thrive on developing my character, customising and enhancing them my own way, rather than the game doing it for me.

Looking forward to those scans!

#14 User is online   Eorzea 

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Posted Apr 13, 2010 - 3:00 AM

OK, here come the scans!

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The magazine was $7.00 and the scans took a bit of work, so I hope you enjoy them!

:msnwave:
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#15 User is offline   Momotaru 

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Posted Apr 13, 2010 - 1:48 PM

This is Delicious!!


A Hellsguard chef! :msnrice: .. I bet he's all about the spicy recipes!



Thanks Eorzea! :msnapplaud:
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