On July 14 2013 09:51 Scruff wrote:
Hello, can someone kindly PM me a beta key? Would appreciate it lots ^^
Hello, can someone kindly PM me a beta key? Would appreciate it lots ^^
check out ff14 reddit
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Killmouse
Austria5700 Posts
On July 14 2013 09:51 Scruff wrote: Hello, can someone kindly PM me a beta key? Would appreciate it lots ^^ check out ff14 reddit | ||
ragz_gt
9172 Posts
http://www.twitch.tv/feed_rss | ||
ragz_gt
9172 Posts
8/1 benchmark 8/4 live letter 8/8 phase 4 start | ||
Dismay
United States1180 Posts
I'm pretty interested in this incarnation of the game. Weighing the pros and cons of saving for a new PC (preferable, though more costly for sure) or grabbing a PS3 and just playing the game that way. | ||
carraway
264 Posts
On July 14 2013 23:29 ragz_gt wrote: Open beta schedule: 8/1 benchmark 8/4 live letter 8/8 phase 4 start Okay, so after reading up the summary-so-far on 2ch, from what I gather it's: August 1st - Character Creation Benchmark August 8th - Producer Letter Live, in which they'll announce when the start date for Phase 4 is. Hence, it will seem that Phase 4 will start sometime after that. - Stanislaw from bluegartr | ||
ragz_gt
9172 Posts
On July 15 2013 07:34 carraway wrote: Show nested quote + On July 14 2013 23:29 ragz_gt wrote: Open beta schedule: 8/1 benchmark 8/4 live letter 8/8 phase 4 start Show nested quote + Okay, so after reading up the summary-so-far on 2ch, from what I gather it's: August 1st - Character Creation Benchmark August 8th - Producer Letter Live, in which they'll announce when the start date for Phase 4 is. Hence, it will seem that Phase 4 will start sometime after that. - Stanislaw from bluegartr Hi Carraway, first time see you here. | ||
Eoin
19 Posts
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ragz_gt
9172 Posts
I don't care for all the fetch quest though as I'm a fun of grind exp in a party. Definitely get a Keyboard for chat, it's pretty much mandatory for later content. | ||
nota
United States231 Posts
Some of the classes can get decently complex rotations, but theres little interactivity in the movesets. Theres also issues with how the server interacts with clients causing issues with the order damage/healing occurs. For example: You heal yourself for 230. You take 100 damage. You die. Hopefully they fix these issues. | ||
carraway
264 Posts
On July 15 2013 07:45 ragz_gt wrote: Hi Carraway, first time see you here. Hi~ On July 15 2013 09:30 Eoin wrote: So whats everyones overall opinion on the beta? I played the last 2 beta weekends and got my archer to level 33 enjoyed basically every part of it bar the fact i played on ps3 without a keyboard (my next purchase) . I like how the combat system slowly gets more complicated and how they ease you into a party plus the music is awesome and the visuals even on ps3 are really impressive. Background: I've played a lot of MMORPGs over the years to varying degrees of hardcoreness, and I was one of the bitter few who played 1.0 for its entirety. I never unsubbed or took a break longer than a few weeks except to wait for content once or twice. 2.0 is, essentially, a brand new game. The dev team's overarching design philosophy is basically to just make a contemporary MMORPG with the FF feel. In a lot of ways, they're succeeding. The world redesign and general aesthetic of the game is amazing; the areas connect well, have visual variety, and are overall pretty impressive. Future DX11 implementation should make the game even more appealing, but graphical fidelity means nothing without the aesthetic, and that's really where the game shines. The engine, at first touch, feels competent. The UI is pretty clean, and most UI elements that are problematic will be fixed by phase 4/launch with UI scaling and more granular customization. However, in some ways, they're either failing or their implementation doesn't match the vision. One thing that Yoshida, the lead producer, has stated over and over again is that they want the game to be extremely accessible, but that once you get to the level-cap and start doing endgame content, the gameplay will be rewarding and difficult. However, certain aspects of combat are extraordinarily off-putting, to the degree where it's hard to predict how endgame content could be difficult -- especially to those of us with raiding experience in other games. Chief among these is the global cooldown (GCD). Without metric fucktons of skill speed/spell speed, the game's mechanical skill ceiling is very, very low, even if you take into account movement during a raid encounter. In phase 3, my level 50 character's GCD ranges from 2.35s to 2.45s base GCD on all 7 available jobs; on MNK, this does go down to 1.99s with three stacks of Greased Lightning. I mean, it's theoretically possible to design fights that require so much constant movement that you need the time between GCDs, but then that's a very limiting way to funnel encounter design. Most jobs do have some off-GCD abilities, but these tend to have 20-30s or higher cooldowns. Yoshida has said in many interviews that the playerbase needs to just wait and see, that their approach to the GCD will vindicate their statements about scaling difficulty, but I'm not particularly optimistic about endgame combat. If you're not worried about things like that, then I feel you'll have a pretty good time with XIV for at least the first six months of the game's life. For many, just being able to go out into the world and fight Odin or Behemoth in a contemporary MMORPG will be more than enough. I'm still very much looking forward to launch, but yeah, I'm concerned about the game's longevity when it comes to raiding. | ||
ragz_gt
9172 Posts
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Nos-
Canada12016 Posts
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carraway
264 Posts
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PassiveAce
United States18076 Posts
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ragz_gt
9172 Posts
On July 15 2013 22:50 Nos- wrote: I think most people that have played the beta are more worried about the glaring server response delays than maybe the end game longevity of the game. I just did the lvl20 Bowl of Embers (where you fight Ifrit) and the delay on dodging out of his flame pillars was absurdly annoying. In initial release that was totally brutal, especially with 400 ping to JP. But it is something you can get used to and everyone was dodging them pretty well after a bit practice, knowing you need to be out of area 0.5 sec faster. + Show Spoiler + | ||
Nos-
Canada12016 Posts
In contrast to something like a thaumaturge or any caster DPS class, the 2.5 second casting time, regardless of the existence of GCD for other spells, severely limits their ability to dish out damage (especially as a solo). So while I understand your concern for the GCD, the fundamental way some classes operate may be one of the reasons it exists. | ||
Bashnek
Australia895 Posts
On July 15 2013 22:29 ragz_gt wrote: Sawashiro Miyuki gonna voice Minifilia!!! Well im sold. | ||
nota
United States231 Posts
and firestarter procs. Usually procs such as these in other games would much yield larger dps increases due to the normal cast time for the spell being much longer than the gcd. You can also argue that TP is simply a horrible mechanic in that it puts an artificial barrier to melee/archer dps. The producers have said they did not want to require certain classes for end game content, but with this TP system they are basically requiring bards anyways due to their tp regen ballad. Its really bad since there is no way to regen TP through normal dps movesets. If they modified each TP user's movesets such that they would have ways to regen tp at a cost to the user, ie, reduced damage, speed, ect then Tp as a limiting resource would be ok since it would force some decision making in the user. | ||
carraway
264 Posts
On July 16 2013 03:10 nota wrote: The reason they have a super long gcd is because they wanted to make the game more "accessible" and closer to other ff's.The long gcd hurts alot of spells that are instant cast / procs that create instant cast spells such as thm's thunderhead and firestarter procs. Usually procs such as these in other games would much yield larger dps increases due to the normal cast time for the spell being much longer than the gcd. You can also argue that TP is simply a horrible mechanic in that it puts an artificial barrier to melee/archer dps. The producers have said they did not want to require certain classes for end game content, but with this TP system they are basically requiring bards anyways due to their tp regen ballad. Its really bad since there is no way to regen TP through normal dps movesets. If they modified each TP user's movesets such that they would have ways to regen tp at a cost to the user, ie, reduced damage, speed, ect then Tp as a limiting resource would be ok since it would force some decision making in the user. Yeah, I posted pretty much what you just described in the feedback section of the beta forums. If every TP-reliant class had a low-potency combo finisher that regenerated TP as an additional effect -- hell, add a directional component too if you want -- it allows players to actively manage their TP by making consequential choices. Regarding the server/engine responsiveness stuff, I personally haven't had real issues with it despite playing on Durandal (a Legacy Japanese data center server) for phase 3, but I can understand how a cognitive break can result from seeing your character outside a red circle but still taking damage. It's the same underlying issue behind why you have to stun a move before it gets to about 50% completion in the cast bar or it will still fire. | ||
ragz_gt
9172 Posts
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