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Final Fantasy XIV - Page 18

Forum Index > General Games
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Prev 1 16 17 18 19 20 114 Next
Killmouse
Profile Joined August 2010
Austria5700 Posts
July 14 2013 11:15 GMT
#341
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
yo
ragz_gt
Profile Blog Joined April 2012
9172 Posts
Last Edited: 2013-07-14 13:39:44
July 14 2013 13:38 GMT
#342
ひろゆきx吉田P ファイナルファンタジーXIV: 新生エオルゼア 生放送 中継

http://www.twitch.tv/feed_rss
I'm not an otaku, I'm a specialist.
ragz_gt
Profile Blog Joined April 2012
9172 Posts
July 14 2013 14:29 GMT
#343
Open beta schedule:

8/1 benchmark
8/4 live letter
8/8 phase 4 start
I'm not an otaku, I'm a specialist.
Dismay
Profile Blog Joined February 2011
United States1180 Posts
July 14 2013 22:03 GMT
#344
Is it safe to assume your ARR means A Realm Reborn?

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.
In every age, in every place, the deeds of men remain the same.
carraway
Profile Joined March 2011
264 Posts
July 14 2013 22:34 GMT
#345
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
Profile Blog Joined April 2012
9172 Posts
July 14 2013 22:45 GMT
#346
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.
I'm not an otaku, I'm a specialist.
Eoin
Profile Joined March 2011
19 Posts
July 15 2013 00:30 GMT
#347
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.
ragz_gt
Profile Blog Joined April 2012
9172 Posts
Last Edited: 2013-07-15 01:14:47
July 15 2013 01:14 GMT
#348
It's pretty good, though TBH 1.18+ are pretty decent, though they need a fresh start to shake off the disaster release.

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.
I'm not an otaku, I'm a specialist.
nota
Profile Joined May 2010
United States231 Posts
July 15 2013 07:01 GMT
#349
SO ive gotten 4 lvl 35's over the last 4 weeks of beta. The combat is average, not great, but still kinda of fun.
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
Profile Joined March 2011
264 Posts
July 15 2013 07:10 GMT
#350
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
Profile Blog Joined April 2012
9172 Posts
July 15 2013 13:29 GMT
#351
Sawashiro Miyuki gonna voice Minifilia!!!
I'm not an otaku, I'm a specialist.
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
July 15 2013 13:50 GMT
#352
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.
Bronze player stuck in platinum
carraway
Profile Joined March 2011
264 Posts
July 15 2013 14:04 GMT
#353
Yup, that's definitely a recurring concern, and a very valid one.
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
July 15 2013 14:44 GMT
#354
I got really bad delay sometimes, but other times it was perfectly responsive.
Call me Marge Simpson cuz I love you homie
ragz_gt
Profile Blog Joined April 2012
9172 Posts
Last Edited: 2013-07-15 14:58:12
July 15 2013 14:56 GMT
#355
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 +
I'm not an otaku, I'm a specialist.
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
July 15 2013 15:02 GMT
#356
Also in regards to your concerns about GCD, my input is that if they were to go with a more WoW oriented cooldown system, where only very specific skills share cooldowns, then the damage numbers/mob healths/resource regen will have to be changed. If GCD were removed for some dps classes (I play a lancer), I can very rapidly combo my skills for high consistent damage, but this would also draw a lot of aggro and burn through TP (without invigorate for early levels).

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.
Bronze player stuck in platinum
Bashnek
Profile Joined May 2011
Australia895 Posts
July 15 2013 15:13 GMT
#357
On July 15 2013 22:29 ragz_gt wrote:
Sawashiro Miyuki gonna voice Minifilia!!!


Well im sold.
/人 ◕ ‿‿ ◕人\
nota
Profile Joined May 2010
United States231 Posts
July 15 2013 18:10 GMT
#358
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.
carraway
Profile Joined March 2011
264 Posts
Last Edited: 2013-07-15 20:39:29
July 15 2013 20:36 GMT
#359
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
Profile Blog Joined April 2012
9172 Posts
July 15 2013 20:46 GMT
#360
BTW, where is BG moving to? Or you guys sticking on Durandal.
I'm not an otaku, I'm a specialist.
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