Final Fantasy XIV - Page 11
Forum Index > General Games |
Darksamus6
United States79 Posts
| ||
pedduck
Thailand468 Posts
| ||
ragz_gt
9172 Posts
On June 28 2013 23:02 pedduck wrote: I am a turn base rpg fan so it is sad to see ff turn in to action rpg. I may have to skip this one. You can't turn base a MMO, as it makes no sense... Though I kinda feel the same way as Sen no Kiseki will no longer be turn based. | ||
![]()
blahz0r
3030 Posts
| ||
TheFish7
United States2824 Posts
| ||
Infernal_dream
United States2359 Posts
On June 28 2013 23:02 pedduck wrote: I am a turn base rpg fan so it is sad to see ff turn in to action rpg. I may have to skip this one. Uh...what turn based mmo's have you seen besides DnD? The closest thing you can get to "turn based" is having everything on the same GCD's which FF14 has. Very few skills are separate of the main GCD. | ||
SheaR619
United States2399 Posts
On June 28 2013 23:02 pedduck wrote: I am a turn base rpg fan so it is sad to see ff turn in to action rpg. I may have to skip this one. FF hasnt yet fully turn into action RPG. It is just that this is an MMO and you honestly cant really have a turn base MMO. When most peopel see MMO, I am sure they think of faster pace combat the exact opposite of turn base. Just because it is final fantasy doesnt mean it is going ot be turn based when the genre specifically said it was MMO. I mean they did the same thing with Final fantasy 11. Although I doubt they will continue to play around with turn base game any longer as we move toward newer final fantasy. | ||
pedduck
Thailand468 Posts
| ||
Capped
United Kingdom7236 Posts
Sorry it just is, everyone with their own specific charge bar and their own abilities. Whats the problem? Make it as complicated or as simple as you like. Free-movement in battles is also entirely possible with this, or people controlling multiple characters. I mean, who wouldnt kill to control a Duo of characters instead of one in an MMO? Sorta, FF12 style without the gambits. Shit, so many wonderful choices they could have made work, and they go with standard MMO garbage...not that the game is garbage, just the standard MMO system is pretty tiring nowadays and im sure everyone will agree. Game could be brilliant and still tiring because its just a rehash battle system ![]() Im getting all starry eyed about an "actual" FF-MMO now, im going to cry to myself while playing rift, im not coming back here again ![]() | ||
MaestroSC
United States2073 Posts
On June 29 2013 16:21 pedduck wrote: I am not mmo hater, it is just that there are so few japanese rpg right now and FF is one of that rare series i am looking forward to. May be it will be like you guy say, traditional rpg will be gone as we move to casual game or monthly pay game. at this point... pretty sure ur in the wrong thread? seems like ur talking about FF15... not FF online ? | ||
Ayaz2810
United States2763 Posts
| ||
ragz_gt
9172 Posts
On June 29 2013 16:33 Capped wrote: ATB Battle system with FF's menu system = perfect for an MMO. Sorry it just is, everyone with their own specific charge bar and their own abilities. Whats the problem? Make it as complicated or as simple as you like. Free-movement in battles is also entirely possible with this, or people controlling multiple characters. I mean, who wouldnt kill to control a Duo of characters instead of one in an MMO? Sorta, FF12 style without the gambits. Shit, so many wonderful choices they could have made work, and they go with standard MMO garbage...not that the game is garbage, just the standard MMO system is pretty tiring nowadays and im sure everyone will agree. Game could be brilliant and still tiring because its just a rehash battle system ![]() Im getting all starry eyed about an "actual" FF-MMO now, im going to cry to myself while playing rift, im not coming back here again ![]() What described is exactly what early FFXI was (except a visible bar). Problem is nowadays it's impossible to get enough people to sustain a MMO with such slow paced system. They genuinely tried to do it for FFXIV initial release, and... here we are. (It's funny you mentioned FFXII as it was an attempt to create a single player MMO because director loved FFXI so much.) | ||
Tachion
Canada8573 Posts
As dull as they are though, it's still a lot faster to do quests than just sit and grind mobs in your hunter's log with the occasional FATE. Leveling up your 4th+ class once you're out of nation quests won't be so exciting ;p ![]() NO VICTORY WITHOUT JAEDONG | ||
Yurie
11692 Posts
On June 29 2013 23:34 ragz_gt wrote: What described is exactly what early FFXI was (except a visible bar). Problem is nowadays it's impossible to get enough people to sustain a MMO with such slow paced system. They genuinely tried to do it for FFXIV initial release, and... here we are. (It's funny you mentioned FFXII as it was an attempt to create a single player MMO because director loved FFXI so much.) The problem with FFXIV wasn't its combat system. It was the interface to it. It was legitimately cumbersome and hard to use skills or knowing when you could use them. Things took extra clicks, was laggy etc. It made it so whatever was behind that didn't matter, I can't honestly say I recall the combat system from release due to the UI for it being so poor. | ||
Infernal_dream
United States2359 Posts
On June 30 2013 03:38 Tachion wrote: Started a new char with another nation this testing weekend, and I gotta say, with the exception of class/story related quests the questing is super boring. It's all deliver this, kill this, pick up this. I'm already spam clicking through all the minor quests. As dull as they are though, it's still a lot faster to do quests than just sit and grind mobs in your hunter's log with the occasional FATE. Leveling up your 4th+ class once you're out of nation quests won't be so exciting ;p ![]() NO VICTORY WITHOUT JAEDONG Well since you have great ideas why don't you make a quest line in an mmo that isn't completely fucking boring? It doesn't exist. 90% of people don't care about the story, that's what quests are. People really couldn't care less about the quests, they do them for xp. | ||
Tachion
Canada8573 Posts
On June 30 2013 05:25 Infernal_dream wrote: Well since you have great ideas why don't you make a quest line in an mmo that isn't completely fucking boring? It doesn't exist. 90% of people don't care about the story, that's what quests are. People really couldn't care less about the quests, they do them for xp. Mark Kern, a team lead on WoW vanilla had something to say about these types of quests on mmorpg.com The main thing we lose when lowering the difficulty curve is a sense of achievement. When the bar is lowered so that everyone can reach max level quickly, it makes getting to max level the only sense of accomplishment in the game. We lose the whole journey in between, a journey that is supposed to feel fun and rewarding on its own. Nobody stops to admire a beautiful zone or listen to story or lore, because there is no time to do so. You are fed from a fire-hose of quests that you feel compelled to blaze through, whose content is so easy and quick to accomplish, that you are never in one place long enough to appreciate the incredible world around you. We feel bored by these quests, simply watching numbers on our quest trackers count down to completion before we are fed the next line of quests. And you don’t feel satisfied from playing the game because it never challenged you. And since these quests are so easily and quickly accomplished, the developer is not motivated to spend any time creating rich quests or events for players, since they will only be done once and discarded in the blink of an eye. Developers have no choice but to rely on kill 10 rats, fedex or escort for nearly every quest, and to do so with the least amount of work possible, lacking in depth or story. Its simply not worth it to do anything more. This makes the situation even worse, as not only do we not have a sense of accomplishment, but we enjoy these quests chains less and less as they become simpler and more cookie-cutter. The moment to moment gameplay suffers. And its this focus on throwaway quests as “content” that is putting MMOs into a very deep bind. It's disappointing to still see this bland/boring XP content in a brand new game. It's simply not fun to do these anymore and it makes leveling feel like a chore. The FATE system is a step in the right direction. I've had some fairly fun boss encounters in those thus far where we just barely edged out a win. It was actually hard which made it fun. | ||
LaNague
Germany9118 Posts
On June 30 2013 05:25 Infernal_dream wrote: Well since you have great ideas why don't you make a quest line in an mmo that isn't completely fucking boring? It doesn't exist. 90% of people don't care about the story, that's what quests are. People really couldn't care less about the quests, they do them for xp. well, you could make really big epic quests and for the rest the people will have to kill mobs, favourably in a group. Like the old fun mmos did it. I find questgrinding 100 times worse than killing mobs, killing mobs can be a group activity and even when solo you can always challenge yourself to be as fast as possible. Quests are mostly running around, its so boooooring, but new mmos reduce mob kill xp to meaningless amounts to force people to do their ratkilling quests. | ||
RagequitBM
Canada2270 Posts
| ||
Jehct
New Zealand9115 Posts
On June 30 2013 05:51 Tachion wrote: Mark Kern, a team lead on WoW vanilla had something to say about these types of quests on mmorpg.com It's disappointing to still see this bland/boring XP content in a brand new game. It's simply not fun to do these anymore and it makes leveling feel like a chore. The FATE system is a step in the right direction. I've had some fairly fun boss encounters in those thus far where we just barely edged out a win. It was actually hard which made it fun. Uh, the class/story quests (and levequests/guildhests I guess) are the complete opposite (often challenging, introduce/force learning of mechanics, in-engine cutscenes etc.). The way they tie into dungeons is pretty solid, too. There's nothing wrong with well-written, simple filler (it's basically unavoidable), and there's definitely less of a 'well, on to the next area of 15 quests' feeling to 14 than other MMO's I've played. The hunting log is a cool system to cut down on that quest-gathering bloat (probably not new? Did Aion have it or something? Iuno) and FATE's, as you've said, are great for spicing up the experience. Really, the only style of filler content that 14 is missing are the minigames that we've started to see more and more of, and I'm glad that's a secondary focus compared to the battle, grouping/social and tutorial systems, as well as endgame content. I don't think a single innovative quest ever made me want to play a game more. On June 30 2013 06:09 LaNague wrote: well, you could make really big epic quests and for the rest the people will have to kill mobs, favourably in a group. Like the old fun mmos did it. I find questgrinding 100 times worse than killing mobs, killing mobs can be a group activity and even when solo you can always challenge yourself to be as fast as possible. Quests are mostly running around, its so boooooring, but new mmos reduce mob kill xp to meaningless amounts to force people to do their ratkilling quests. Have ya'll actually played it or is this a general commentary? They have a hunter's log which basically gives bonus xp for going out and slaying shit (without any NPC interaction), as well as chaining experience bonuses for slaying fast. It's also pretty easy to die so there's some interesting risk/reward there, and working with others (even non-grouped) to slay is much faster, and thus, gives more xp (there are no xp penalties, at least for ungrouped). | ||
MaestroSC
United States2073 Posts
On June 30 2013 06:09 LaNague wrote: well, you could make really big epic quests and for the rest the people will have to kill mobs, favourably in a group. Like the old fun mmos did it. I find questgrinding 100 times worse than killing mobs, killing mobs can be a group activity and even when solo you can always challenge yourself to be as fast as possible. Quests are mostly running around, its so boooooring, but new mmos reduce mob kill xp to meaningless amounts to force people to do their ratkilling quests. agree with the last part especially... all it really comes down to is if u increased the xp for monster killing... people would enjoy having options... i also find it really frustrating that while questing... i spent 75% of the time running and 15% actually fighting... which is why i prefer grinding quests over any "delivery/talk/runaroundforanhour" type quests lol | ||
| ||