Re: FFXIV interview.
Yes, and answering "will there be RP servers?" will shut up the people that keep hoping for RP. Any non-redundant question will answer something and shut up someone, that doesn't exactly make it useful.
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Re: FFXIV interview.
At the very least, the "Free or p2p" thing will shut up those who claimed it would be free.
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Re: FFXIV interview.
I don't know. That "free or P2P" question was insanely asinine. Although I don't see RP servers happening at all, anything would've been a better use of a question than that one....wait wait wait, you're complaining about the "poor" quality of the questions asked and then say that your most burning inquiry is roleplaying servers?
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Re: FFXIV interview.
I had no clue there were that many people so eager for role play. I really only hear it brought up once in a blue moon.
At any rate, in lieu of S-E providing a pre-set server for a group, hopefully the pay-to-transfer option will carry over to XIV. That way, if people are really hard up about dedicating a server to one thing(role play, language-specific, whatever), they can conspire with like-minded individuals to all pick a server, transfer there, and perhaps take it over as they see fit.
Best to find out which servers are lowest population, for best results.
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Re: FFXIV interview.
...wait wait wait, you're complaining about the "poor" quality of the questions asked and then say that your most burning inquiry is roleplaying servers?Originally posted by Omgwtfbbqkitten View PostMS isn't under consideration currently because they see FFXIV as many FFXI players unfortunately do - a next generation, premium version of FFXI that should be on the main Xbox Live service. SE wants the same deal they got as FFXI - Xbox Live Silver.
Anyway, I wish they would have asked about the one thing this game is screaming for - Roleplay servers. I'm not even big into roleplay, but I can't fathom playing FFXIV without it being in-character with whatever I create. From the start there's already better material to go off of than FFXI had.
FFXIV seems to aim to change a lot of behaviors, roleplay servers would be a good change as well. Just keep summoning out of the game and we'll eliminate 90% of the bad roleplay right off the bat.
I can tell you right now there won't be any specific set of servers to do anything. SE is just gonna mix and match and let the community do as they wish. All i can hope for is that server swapping and choosing is around from the start so people can gather together with like minded individuals to shape the servers in their own ways.
But really, RP servers? That's what you would have wasted a question on?
p.s. I actually enjoy RPing and have done so in FFXI with friends in the past, but I still think it would have been a worse question to ask then what actually was.
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Re: FFXIV interview.
From what I've seen it looks like the actions you have on action are the only ones you're able to use. I don't think you'll be able to change them mid-battle but should be able to between fights, just like you can your class.
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Re: FFXIV interview.
I don't see why they wouldn't provide us with a way to swap skills in and out. Besides, if you're worried about not having enough slots, you'll probably be better off setting long-sequence actions in a macro to save a lot of bar space.Originally posted by Malacite View PostI very, very much doubt it would be "set in stone" given they want to make solo play easier, and the fact that you can change classes on the fly. I'm just curious if there will be a way to quickly swap what skills you have set since as I said, if individual spells each take 1 of the 10 slots that could be very annoying.
It's going to be weird having a bar and macros at the same time.
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Re: FFXIV interview.
I very, very much doubt it would be "set in stone" given they want to make solo play easier, and the fact that you can change classes on the fly. I'm just curious if there will be a way to quickly swap what skills you have set since as I said, if individual spells each take 1 of the 10 slots that could be very annoying.Originally posted by Takelli View PostWell. They may allow us to macro skills that aren't on the bar. Or, it could be like GW, where as the skills you have set, are set ins tone until you decide to go back to town anc dhange them.
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Re: FFXIV interview.
Well. They may allow us to macro skills that aren't on the bar. Or, it could be like GW, where as the skills you have set, are set ins tone until you decide to go back to town anc dhange them.Originally posted by Malacite View PostThis bothers me a great deal, especially if individual spells are selected in this manner. Unless they allow us to use macros to switch out sets of abilities, this could be problematic.
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Re: FFXIV interview.
Elmer makes a few important notes I want to emphasize;
"* There are two command gauges, one for your right hand and one for your left hand."
This is very interesting, especially with regards to dual-wielding (and I don't see they wouldn't bring that back along with some ninja-like abilities; they did say katnana will be usable) and what about 2 handed weapons?
"* As the player increases their skill in a particular weapon, their character will acquire more abilities. However, the action menu at the bottom is limited to 10 icons at a time."
This bothers me a great deal, especially if individual spells are selected in this manner. Unless they allow us to use macros to switch out sets of abilities, this could be problematic.
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Re: FFXIV interview.
LMFAO! This just made my day!!!!Originally posted by Malacite View Post* Red Lotus Blade is hilarious. (レッドãƒãƒ¼ã‚¿ã‚¹ can be truncated to レタス, which became an amusing way to refer to the Weaponskill in FFXI due to it's dual meaning of lettuce, the vegetable.)
---------- Post added at 08:31 AM ---------- Previous post was at 08:30 AM ----------
Hmmm... Well, with the way the game play looks, it may be changed so that you can actually walk over them. The invisible walls may be gone as well.Originally posted by Grizzlebeard View PostMore I think about it the more it bothers me they're not letting us jump. I'd hate to know the hours I wasted running around the length of the world in FFXI because my avatar was incapable of lifting his foot up to the height of his knee in order to step up on to a ledge or all those fucking annoying little issues like running up steps in Ordelle's Caves or across hidden obstacles like in Xarcabard.
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Re: FFXIV interview.
More I think about it the more it bothers me they're not letting us jump. I'd hate to know the hours I wasted running around the length of the world in FFXI because my avatar was incapable of lifting his foot up to the height of his knee in order to step up on to a ledge or all those fucking annoying little issues like running up steps in Ordelle's Caves or across hidden obstacles like in Xarcabard.
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Re: FFXIV interview.
And now for an epic saga;
The Adventures of Tanaka!
At Gamescom, Hiromichi Tanaka held and interview with staff from Famitsu. We posted translations of his and Sage Sundi's interviews earlier today, but now footage of the discussion is available on Famitsu.com.
While the information is the same, we now can see everything Tanaka was doing while explaining the battle and Guildleve systems, plus get a demonstration of how adjustable the interface will be. Read on to see the key points revealed in each video!
Episode 1
Tanaka ventures out into the plains of Eorzea in search of Puks to exterminate, but runs a-fowl of an infamous clan of Dodos wreaking havoc. Revealed in this episode:
* There is no auto-battle, commands must be selected every time the character attacks.
* Depending on the combination of commands chosen, the player can activate a variety of techniques.
* You can draw and sheathe your weapon freely, even outside of battle.
* The monsters you must defeat for a particular quest will appear on your map during Guildleve.
* There are two command gauges, one for your right hand and one for your left hand.
* The player chooses which commands they wish to register to the command gauge from the action icons lined along the bottom of the screen.
* There will be and Action gauge and Power gauge that increase over time. You must build these up in order to unleash special techniques.
* A TP gauge is also present, which increases by attacking or being attacked. A full TP gauge will alter your techniques in a variety of ways.
* Red Lotus Blade is hilarious. (レッドãƒãƒ¼ã‚¿ã‚¹ can be truncated to レタス, which became an amusing way to refer to the Weaponskill in FFXI due to it's dual meaning of lettuce, the vegetable.)
Episode 2
Having toppled the mighty Dodos of the eastern plains and bringing peace once more to the land, Tanaka bravely charges forth to wipe out an infestation of Puks. Revealed in this episode:
* The action icons you have at your disposal will change based on your equipped weapon. If Tanaka chose to wield a Staff, he would have access to magic.
* As the player increases their skill in a particular weapon, their character will acquire more abilities. However, the action menu at the bottom is limited to 10 icons at a time.
* The action menu can be customized to match a player's individual style.
* The status of party members will appear in the center of the right edge of the screen. Tanaka waves his hand to indicate their rough position around 0:55 seconds.
* The interface can be freely adjusted by the player. Window placement, chat box size and more will be customizable.
* There will be three different camera views: over-the-shoulder, overhead, and first person.
* The aim of the battle system is to deliver a more aggressive, engaging experience. The player will constantly be selecting commands, evolving their strategy and adapting to the flow of battle.
* The focus has been taken off the strict roles jobs had in Final Fantasy XI to allow players to easily play alone, with a friend or with a group of people.
* Warp points will mainly be provided for travelling back after completing a Guildleve quest.
The mini-series then closes with some words from Hiromichi Tanaka and Sage Sundi. Here is a rough translation:
Tanaka: "The fruits of our labor are finally coming to bear, and the development team is working hard to get the game ready. We're planning to let everyone get a shot at a playable version like we have done here in Germany, so please look forward to it."
Sundi: "I know many Final Fantasy XI users are quite worried about what kind of experience they can have in our upcoming MMO. Making Final Fantasy XIV enjoyable for all users, including Final Fantasy XI players, is our number one priority. We cannot build a community without considering that. First we address how to satisfy Final Fantasy fans. From there, we will attract other MMO players and develop a community like never before. I believe Final Fantasy Xi players will find their time in Eorzea to be an enjoyable and fulfilling experience, and I hope you look forward to it."
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Re: FFXIV interview.
Oblivion armor repair skill please! 125% durability on Armor and weapons? {yes, please!} XDOriginally posted by Grizzlebeard View Postreally hope they don't mess up the implementation of weapon durability. I've many a time been on raids in WoW where my gear ended up entirely broken and useless, however, in that game there were ways to repair your gear without having to take 30 minutes to run back to town. If they adopt the FFXI approach of getting from A to B via Z, then weapon breaking could provide serious hurdles to enjoyment and progression.
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Re: FFXIV interveview.
Nah, I was referring to those long nights of wipes mastering new raid bosses and the inevitable wipes and gear degradation. Granted, if it's anything like FFXI you will wipe and have to return to town, then spend two hours collecting groundspawns, then go back to town to repair, then re-attempt the fight.Originally posted by Pwnagraphic View PostI thought you were saying you were tired of going to a raid and you forgot to repair and were fucked then you had to resort to go back to town repair then meet back with your raid group.
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