Announcement

Collapse
No announcement yet.

E3 2009: FINAL FANTASY XIV Online Coming in 2010

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Malacite
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    I'm definitely sold on Rapture now, at least initially.

    I'll give it a shot and if I like it enough, I'll probably cancel my content ID for FFXI for a while until I feel like going back. I'm not giving up on FFXI right away, but the fact that SE is using the same art style and even the same races is too great for me to ignore.

    @.@ maybe male Mithra won't be so god damned rare this time? If I can run around as a bishie lion man I'm totally freaking sold. I mean I love how tall and buff my Elf is, but sexy lion man = chick magnet lol =3

    And I just plain love cats.


    EDIT: I figured it out!!!!!

    OMG it's so freaking obvious... the reason they're using the same races is to attract players to both games.

    Think about it. The FFXI veterans will appreciate the familiarity while also experiencing a brand new world. Meanwhile the new people who didn't play FFXI will look at XI and think to themselves "hey, that game has the same races too!" and so they'll generate interest in both MMOs that way.

    At least that's my theory.
    Last edited by Malacite; 06-02-2009, 04:39 PM.

    Leave a comment:


  • Taskmage
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    Originally posted by Malacite View Post
    I say this not because I want WoW to fail, but because FFXI is already short on players by comparison and a split player base would really suck.
    Compared to WoW, New Jersey is short on people.

    The thought of SE doing some kind of end of the world scenario to push all the players out of FFXI and into FFXIV crossed my mind as well, but they did say support for FFXI would continue as long as it remained profitable. I wouldn't put it past them to somehow incentivise moving from FFXI to FFXIV, though I'm not sure how. I'm sure they wouldn't be handing out direct transfers from one system into another nor do I think they should, but maybe something like an experience bonus for a certain period based on the level of your FFXI character to soften the blow of starting over?

    Leave a comment:


  • Malacite
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    I don't mind them putting the Blink Spell in there again, however it should function the way it originally did in FF 1 and 2; greatly enhance evasion.


    Good eye btw about the Galka O.O

    Leave a comment:


  • Karinya
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    The trailer says it isn't Vana'diel, and while the races may be the same, the monsters are completely different. (We might eventually see some of the FF series iconic monsters like cactuars, malboros, or bombs, but they're not in this trailer.)

    As for gameplay, obviously, it's hard to say; we don't even know if any of the trailer is gameplay footage or if it's all CS's, or how much gameplay will change in the next year and a half before release of the base game (to say nothing of expansions). It might not even *have* a job system, let alone one that resembles FFXI's.

    Hopefully SE will learn at least a few lessons from FFXI so that a few major balance and gameplay problems they're unwilling to fix (either because they would be seen as large nerfs, or are too integral to the structure of the game) can be designed differently from the start. In no particular order:

    * Tanking without taking damage is overpowered. Giving an exceptionally powerful damage mitigation ability to *everyone* through subjobs is also overpowered. If there's going to be a blink in FFXIV, it needs to be gimp by FFXI standards unless you specialize in it (i.e. are the equivalent of a main NIN) - or just outright too long a recast to rely on for anything other than safer pulling. Really, raising the level of Ni could accomplish this in FFXI - but the devs are afraid/reluctant/??? to do it as a nerf. A new game could be done right from the beginning. (Insert standard SMN/WHM rant here, too. Whatever the intended role of a particular job, it should be resistant to derailing by subjobs or the equivalent.)

    * Conversely, some job combos are overgimped by skill restrictions on spells that need to affect an enemy. I'm not sure how to deal with this exactly, but in games like FF 6, 7, 8, 10, and 12 anyone can learn a few spells and have them work at least well enough to damage enemies weak to that element. Skill level and the way it interacts with subjobs has too strong an effect on some spells and too weak an effect (basically none) on others. (Yes, it's hard to walk the line between Hybrids Suck and Hybrids Rule. But NIN/WAR's combination of damage avoidance and damage dealing is clearly way over the line - especially when combined with actual hate holding.)

    * Speaking of tanking - it's only possible because monsters are dumb and easily manipulated. What if they weren't? High offense, low defense jobs (or the equivalent) would function very differently if monsters attacked whoever it benefited the *monster* to attack, and not whoever the players want the monster to attack. On the other hand, that's also traditionally a big area of teamwork in MMOs - if you take it away, there's little point to having offense specialists in the first place, because they'll just get taken out first to shut down their firepower (or healers will, to shut down their healing, etc.) and the tank would be nothing more than the last person to die. Maybe there's some middle ground where tanking involves actually stopping (some) enemies from reaching your more fragile party members (ranged attackers could still be dangerous, though).

    * The ability to choose what monsters you fight is very game altering compared to the usual FFs (and other RPGs) with random/plot dictated encounters. Maybe FFXIV should have more unexpected/unwanted adds and mixed groups of enemies which players should be expected to deal with (and therefore need to have a more well-rounded character/party to do so). Mixed groups don't always make a lot of in-world sense, but they're more balanced and more varied gameplay than one colibri after another. (Which was no different in the pre-ToAU era when it was one crab after another, or one beetle after another, or one fly after another. At least beastmen come in a variety of jobs around the same level and area, so players usually fight different kinds in succession.)

    * Team tactics were a great thing in FFXI, probably one of the best things about it. Initial voke + SATA, SC+MB, characters specializing in support roles like BRD. On the other hand, coordinating tactics with strangers is a pain in the ass compared to "everyone spam your strongest damage ability" and very few players actually *want* to specialize in support roles; the same thing that makes the game so great when everything comes together also demands more effort from players, which may be bad for market share. FFXI today has a lot less teamwork than in the RoZ/CoP days, and IMO, is worse for it. But there's no doubt that subscriber numbers are up and people spend a lot of time in ToAU areas. (Which reminds me: giving away free crack, er, ultrafast exp, in expansion areas is a cheap trick to boost expansion sales, sometimes greatly at the expense of long-term game balance. Hopefully FFXIV will avoid that, too. I don't know how the overall revenue from disc/expansion sales compares to the overall revenue from subscription fees, but based on the existence of the Vana'diel Collections, I can guess.)

    * Multihit weapons need to be handled much more carefully. Ridill, Joyeuse and Kclub would never have been released by the FFXI dev team of today and hopefully FFXIV will be free of them from the start. Lower damage per hit might have balanced them, if not for Souleater and TP mechanics. (Lower damage per hit *and* less TP per hit and Souleater added damage per hit *would* balance them - but in FFXI it would be a nerf, in FFXIV it could be just the way the game is.)

    * Time nuking/sleep nuking and related strategies should be, at least, carefully examined. Some fights in FFXI can be ended before the monster even tries to fight back or realizes it is under attack. A few long casting, but very powerful spells gives nuking a very different gameplay than melee or ranged attacking - but it's also one with serious balance implications that are not always well addressed in FFXI. Maybe FFXIV monsters should be smart enough to aggro at the *start* of the spell (although that still doesn't solve sleep/bind breaking only when damage is dealt).

    * If we're going to get really ambitious, why not do something about the lag/kiting/melee problem? Do *what*, I am not really sure. But it's a big problem - as long as kiting a non-CC'd monster is effective at reducing its damage output, which in FFXI, it sometimes is. Maybe it shouldn't be.

    * Absolutely, positively no timer pops. FFXI has come up with a variety of different ways to grant rare opportunities to fight certain fights - FFXIV should take advantage of them, and not use the lazy way out of the monster you need to fight just not being there, or someone else having it first. If there is a timer, it should be personal to the player/group (like Dynamis) - e.g. anyone can fight Behemoth once a week, but no more often, and one player's Behemoth fight doesn't affect another's. (Although it would also be really cool to have a zone where lots of behemoths just wander around and you can fight them as regular mobs, since they're also one of the FF series icons. Maybe the timer thing should only apply to FFXIV's equivalent of *King* Behemoth...)

    * In general, players shouldn't work at cross-purposes on things like NM claiming and Dynamis/Limbus schedule collisions. (If you have PvP, obviously players will have opposed goals in that. But that's the whole point of that area of gameplay - usually a literal area, so it doesn't have to disturb players who aren't interested in it.) Player-to-player interference could be avoided with better game design (trigger pops or special battlefields, instancing a la Assault). Again, solutions FFXI has already come up with should be adopted so FFXIV avoids those problems from the start.

    * In general, it would be nice to avoid falling into the trap of hard-to-get gear becoming both performance defining, and the main goal for level capped players. But no other MMO has pulled that off AFAIK - they would have to figure out how to do something interesting with your character that wasn't either level, a merit equivalent, or gear (because both of the former two are capped).

    * Most importantly: The structure of the game determines the structure of the playerbase, by determining which players will be attracted and retained, and how their behavior is influenced by the game. We've seen some of this just within FFXI with ToAU and the subsequent decline of SC+MB dynamics (and in some cases, even tanking), but it's *really* dramatic when you compare FFXI with a highly popular MMO that focuses on solo and PvP content - World of Warcraft. The ways players interact with each other, both in and out of the game (on forums etc.) are light years apart. There are, judging from sales figures, a lot of people who want to play a WoW-like game. A lot of them (not necessarily all) are kind of jerks, compared to FFXI players (or at least, playing or talking about WoW brings out their jerky side). But there are a lot of them, and businesses like to make money, and a jerk's money spends as well as a considerate, mature player's.

    Which is all to say, I wouldn't be surprised if FFXIV's structure and player interaction moved substantially in the WoW direction in a bid for market share - but I probably wouldn't want to play the result as much, no matter how pretty the graphics are. (Except, maybe, if they also fix some of the other gameplay issues listed above.)

    Leave a comment:


  • Aksannyi
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    What's wrong with jumping? Jumping is fun, and it beats having to get stuck behind something that is two inches high but I can't step over.

    Leave a comment:


  • Caspian
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    I'm pretty sure I'll atleast try this out for awhile. Hopefully jump in with some of ya'll when it starts. One of my largest concerns is the economy. The fact that money was always of great concern and there wasn't any way outside of spending many hours farming or whatever to get enough money just to maintain yourself. I'm not asking for easy mode, but (and I'm gonna compare it to WoW now, because thats what I've been playing for awhile) something a little more similar to WoW, where the day to day stuff doesn't require playing every night for several hours, but for acceling at endgame then greater hours of play really becomes helpful.

    And speaking of jumping (not the dragoon ability), I would love not to have it, I spend way too much time doing nothing at all just jumping back and forth wasting time I could be sleeping.

    Leave a comment:


  • Yellow Mage
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    Originally posted by Taskmage View Post
    Anyone else notice that the first half of the trailer is a reference to the art from the installer for FFXI?
    O_O

    Lago's title: Extremely Discerning Individual

    ---------- Post added at 08:07 PM ---------- Previous post was at 08:05 PM ----------

    Originally posted by Murasame View Post
    No jump button.
    Except for Dragoons, obviously.

    Leave a comment:


  • neighbortaru
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    The world seems to be called Eorzea so I doubt there'll be character transfers between the 2 games (which I'm glad for). This is really exciting and I can only hope they've learn to adapt the more modern mmo gameplay conventions (seriously too many time-sinks/blocks in FFXI) for XIV.

    btw, anyone notice the Galkas here don't have tails? :lol:

    Leave a comment:


  • ChocoboBunny
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    Valid points by both of you.

    Leave a comment:


  • Malacite
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    Originally posted by Taskmage View Post
    Are the problems of FFXI fixed in this new game? That's all that's important.
    This is my chief concern. SE has to fix FFXI before getting a new MMO up and running. How the hell they're going to manage to keep up both player bases is beyond me though. Also, I wonder if it will be good enough to put a dent in WoW's population?

    I say this not because I want WoW to fail, but because FFXI is already short on players by comparison and a split player base would really suck.

    Leave a comment:


  • ChocoboBunny
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    Although there is much we all dislike and enjoy in FFXI, here is hoping to a huge blockade of the RMT infestation that is now FFXI. That is all I would like. Players ripping off other players, well, that is life in the game, and real life sadly, but RMT must die.

    Leave a comment:


  • Malacite
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    They could pull something akin to what 3D0 did with Heroes of Might and Magic 4;

    That is, some horribly cataclysm forced the people of vana'diel to flee their world to this new one. Or it could just be a parallel universe, or even just another planet that happens to have the exact same races.

    Either way I'm pleasantly surprised and just finished registering.

    Leave a comment:


  • Yellow Mage
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    Originally posted by hexx View Post
    I would love to live in your mind, for just a day, i bet its a happy place...........or it could be another version of hell
    It depends. Part of me wishes that they had just called Versus XIII "XIV" instead, or make something else FFXIV, so that Rapture would end up being FFXV. XV is the product of III and V, which means that game could not possibly be anything short of epic. And maybe Malacite would finally get his stupid "Mystic Knight."

    Leave a comment:


  • TheGrandMom
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    Doesn't matter to me actually. I play every FF game being a "fangranny". LOL So I'll buy/play the JP release, get in the US beta, and buy/play the US release no matter what. I'm pitiful... /sigh

    Leave a comment:


  • Taskmage
    replied
    re: E3 2009: FINAL FANTASY XIV Online Coming in 2010

    Anyone else notice that the first half of the trailer is a reference to the art from the installer for FFXI?

    I dunno. It looks pretty as hell of course, but the important information about a game like this can't be conveyed in a trailer. Are the problems of FFXI fixed in this new game? That's all that's important.

    Leave a comment:

Working...
X