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Final Fantasy XIV - Page 8

Forum Index > General Games
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Infernal_dream
Profile Joined September 2011
United States2359 Posts
June 22 2013 14:12 GMT
#141
Does anyone know what "Increase Transparent lighting does?" It drops my frames by literally about 150 in the main menu but I see no difference. In game it doesn't do anything to my fps or graphics.
Infernal_dream
Profile Joined September 2011
United States2359 Posts
June 22 2013 14:39 GMT
#142
Also in case anyone is trying to level your alternate classes:

It seems after you have finished your company quest(~level 20), you can instant level 15 by talking to these NPCs as the correct class.
Swaenhylt in Camp Drybone(Eastern Thanalan) for Thaumaturge
Wihtred in Hyrstmill(North Shroud) for Conjurer
Aniud in Hawthorne Hut(East Shroud) above the town for Lancer
Chechezan in Horizon Camp(Western Thanalan) for Gladiator
Zacheus in Little Solace (East Shroud) for Archer
Urswyrst in Moraby Drydocks(Lower Noscea) outside gate near Chocobo Porter for Marauder
Adelard at the South Hammer(Western Thanalan)(20,27) for Pugilist
Ramong
Profile Joined March 2011
Denmark1706 Posts
June 22 2013 21:26 GMT
#143
I have a couple of questions for those of you who got access to the beta.

How is this game different from other MMOs out there?
Not just talking about graphics which I can see is splendid, but more about combat, is it the same as FFXI or close to?
Not any streams out there, which I guess is because they aren't allowed, but it makes it harder to see how the gameplay is.

"Yeah buddy"
Infernal_dream
Profile Joined September 2011
United States2359 Posts
June 22 2013 21:38 GMT
#144
It's been a lot like 11 up to this point for me. There's a lot of positioning required for many of the classes to get bonuses on moves (extra crit or attack power, etc). The limit breaks are kind of cool. They build up throughout the dungeon and when the bar is full one person can activate it and it does a specific thing depending on the class. Melee dps - does a braver/sworddance for super damage, ranged does an aoe heal, tank increases everyones health. A lot of the boss fights have random quirks and things where they will beat down a wall to let adds in or shoot at random things in the room to blow you up.
rawb
Profile Joined September 2010
United States252 Posts
Last Edited: 2013-06-23 03:19:54
June 23 2013 03:14 GMT
#145
On June 23 2013 06:26 Ramong wrote:
I have a couple of questions for those of you who got access to the beta.

How is this game different from other MMOs out there?



I've been raiding in WoW pretty hardcore on and off for the last 3-4 years, and I'm quite picky about character movement and combat fluidity in MMOs when I try something else.

That being said I found no problems controlling my character with keyboard and mouse, the game plays pretty standard to other MMOs. There's a GCD on your action bars, rather than your cast time being animation based. You can also move to cancel out of non-instant casts. These are the two things I really missed with my recent try at TERA.

Using a controller, on the other hand, made targeting in combat extremely frustrating. I did not have a chance to play with the selection filters for the tab targeting, but I could imagine targeting being a lot more comfortable with some time in those settings. There's a thaumaturge quest, can't remember if it's level 10 or 15 but you have to tab sleep quite a bit and it got really annoying on controller.

Really enjoyed the keybind setups for controller once I got past being mad at targeting. Was a refreshing change and I imagine that I'll be playing this primarly on PS4 if I'm still into it by then.


Gameplay wise, the world events are similar to Rift in that your contribution to them either via damage or healing determine your exp/gold reward. Monster tagging is usually shared, barring some events you aren't active in. It's also reflected quite nicely by the color of the hostile nameplate. Dungeons have the same feel as 5-mans in most other games; with standard need/greed/pass for loot.
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
Last Edited: 2013-06-23 07:36:55
June 23 2013 07:36 GMT
#146
I was really impressed with the (Gridania) storyline, as well as the unique class storylines. The cutscenes are gorgeous, and you often get thrown into instanced boss battles which I really liked. The comments from the lead producer said that everything up to 15 is soloable, but once past that party play becomes much more essential to even finishing the storyline stuff. It's very reminiscent of FFXI with the nation characters, cutscenes, dialogue, and the occasional boss battle (BCNM). It's way more engaging than your typical MMORPG, and if you're not into that stuff you're gonna have a lot to skip through :p but I really enjoyed it.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
Killmouse
Profile Joined August 2010
Austria5700 Posts
Last Edited: 2013-06-23 09:18:18
June 23 2013 09:17 GMT
#147
downloaded and installed over night, just wanted to try out, got into the tutorial area, disc


so when is the next beta phase?
yo
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
June 23 2013 09:33 GMT
#148
On June 23 2013 18:17 Killmouse wrote:
downloaded and installed over night, just wanted to try out, got into the tutorial area, disc


so when is the next beta phase?

It hasn't been announced yet.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
AwesomeFossum
Profile Joined February 2013
United States312 Posts
June 23 2013 09:40 GMT
#149
Beta 4 was supposed to be soon. Then it's Open Beta.
"The greatest athletes of all time... Michael Jordan, Roger Federer, and SlayerSBoxer." - Artosis
Tirean
Profile Joined August 2010
Great Britain36 Posts
June 23 2013 11:21 GMT
#150
A quick question. I own a copy of FF XIV when it was bad. Will I need to buy a new version of this game to play the updated version? Since it seems like a brand new game and all.
Reno(TE)
Profile Blog Joined September 2004
United Kingdom434 Posts
June 23 2013 11:40 GMT
#151
The new FF14 will be free for you to download.
A pro isnt someone who sacrifices themselves for their job, thats just a fool.
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
June 23 2013 11:42 GMT
#152
On June 23 2013 20:40 Reno(TE) wrote:
The new FF14 will be free for you to download.

Yep, can read more about it here http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=14019fb32d90859f118dccb8cd96bf81c212957d
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
carraway
Profile Joined March 2011
264 Posts
June 23 2013 11:58 GMT
#153
My FC and I have serious reservations about the complexity of level 50 combat, but I personally think the framework is there for a good game. We did a fuckton of testing on level 35 FATE bosses just because they actually had enough HP for us to fight them for more than a few minutes. For anyone transitioning from another contemporary MMORPG, MNK has the most appropriate playstyle, with their self-buffs from combos resulting in a ~2.0s GCD with dungeon blues/AF/relic weapon. Positional combos could actually become an issue as skill speed increases due to how large boss hitboxes can be, and the two primary physical DPS classes (MNK and DRG) both rely heavily on positionals. BLM is kinda braindead right now, but probably not too dissimilar from anyone familiar with playing mage in WoW and maintaining something like ignite stacks (could be wrong, I never played mage myself). WAR is decently interesting; PLD is way too easy to play. BRD actually has a really high skill ceiling with the reactive proc-based rotation/priority, but the real DPS output is low due to its status as a support class. WHM is pretty simple, but has a lot more tools than in 1.0, and uses some procs/reactives in addition to the obvious benefits of proactively healing.

I stuck with 1.0 no matter how bad it was (by 1.23, it was actually pretty fun, despite operating on a horribly broken engine) and I'll probably stick with 2.0 for quite a while. If anyone has any in-depth questions about 2.0 mechanics or comparisons to 1.0, I can try to answer them (cleared all endgame content in 1.0, 5/7 relics, etc.)
ragz_gt
Profile Blog Joined April 2012
9172 Posts
June 23 2013 14:55 GMT
#154
by 1.20+ it were decent, but the RNG grind got wayyyyyyyyyy too much for me. 100+ raid a week was worse than FFXI, in that at least you do one thing each night, rather than doing same thing over and over 20 times a day.
I'm not an otaku, I'm a specialist.
Qaatar
Profile Joined January 2011
1409 Posts
June 23 2013 15:05 GMT
#155
On June 23 2013 20:58 carraway wrote:
If anyone has any in-depth questions about 2.0 mechanics or comparisons to 1.0, I can try to answer them (cleared all endgame content in 1.0, 5/7 relics, etc.)


Is there any DPS class that plays similarly to a shadow priest/affliction warlock of WoW? Rolling multiple dots on multiple mobs, then have a decent single target nuke as well. Seems like the magic jobs specialize in either summoning/support or direct damage, which are less fun to play imo.
solsken
Profile Joined June 2011
Sweden182 Posts
June 23 2013 15:31 GMT
#156
Are the jobs the end-all-be-all? People don't use the starter classes in the endgame?
Ramong
Profile Joined March 2011
Denmark1706 Posts
June 23 2013 15:53 GMT
#157
That is something I was wondering as well. The jobs are extensions, enhancement of a specific class.
The Black Mage job is a Thaumaturge.
White Mage -> Conjurer
etc.

But some of the cons of that is the freedom you have with classes, like being able to use other class abilities.
Won't this make the endgame less customizable?


"Yeah buddy"
Infernal_dream
Profile Joined September 2011
United States2359 Posts
Last Edited: 2013-06-23 15:56:49
June 23 2013 15:53 GMT
#158
On June 24 2013 00:05 Qaatar wrote:
Show nested quote +
On June 23 2013 20:58 carraway wrote:
If anyone has any in-depth questions about 2.0 mechanics or comparisons to 1.0, I can try to answer them (cleared all endgame content in 1.0, 5/7 relics, etc.)


Is there any DPS class that plays similarly to a shadow priest/affliction warlock of WoW? Rolling multiple dots on multiple mobs, then have a decent single target nuke as well. Seems like the magic jobs specialize in either summoning/support or direct damage, which are less fun to play imo.


Summoners are pet/dot oriented. Much like the pet class from Aion ( can't remember what it is) with rolling dots and stuff.

On June 24 2013 00:53 Ramong wrote:
That is something I was wondering as well. The jobs are extensions, enhancement of a specific class.
The Black Mage job is a Thaumaturge.
White Mage -> Conjurer
etc.

But some of the cons of that is the freedom you have with classes, like being able to use other class abilities.
Won't this make the endgame less customizable?





In the end isn't everything less customization? You can customize to an extent, just like every other game. But if you want to be the best of the best then you have to min max. If you want to complete end game raids and things like that there is always builds you have to do. This is no different. Say if you're a lancer then you should specialize in dragoon at 50 for dungeons because your role is to dps. You don't need other class skills because dragoon skills will more than make up for that. (at least they did in 11 dragoon was awesome :D).
nota
Profile Joined May 2010
United States231 Posts
June 23 2013 16:18 GMT
#159
On June 24 2013 00:53 Infernal_dream wrote:
Show nested quote +
On June 24 2013 00:05 Qaatar wrote:
On June 23 2013 20:58 carraway wrote:
If anyone has any in-depth questions about 2.0 mechanics or comparisons to 1.0, I can try to answer them (cleared all endgame content in 1.0, 5/7 relics, etc.)


Is there any DPS class that plays similarly to a shadow priest/affliction warlock of WoW? Rolling multiple dots on multiple mobs, then have a decent single target nuke as well. Seems like the magic jobs specialize in either summoning/support or direct damage, which are less fun to play imo.


Summoners are pet/dot oriented. Much like the pet class from Aion ( can't remember what it is) with rolling dots and stuff.

Show nested quote +
On June 24 2013 00:53 Ramong wrote:
That is something I was wondering as well. The jobs are extensions, enhancement of a specific class.
The Black Mage job is a Thaumaturge.
White Mage -> Conjurer
etc.

But some of the cons of that is the freedom you have with classes, like being able to use other class abilities.
Won't this make the endgame less customizable?





In the end isn't everything less customization? You can customize to an extent, just like every other game. But if you want to be the best of the best then you have to min max. If you want to complete end game raids and things like that there is always builds you have to do. This is no different. Say if you're a lancer then you should specialize in dragoon at 50 for dungeons because your role is to dps. You don't need other class skills because dragoon skills will more than make up for that. (at least they did in 11 dragoon was awesome :D).


Im not too confident that all of the jobs will be definite improvements over class/multi class abilities. Looking at the new black mage skills, most seem to be near worthless utility skills and the 2 new dps skills seem to be mediocre based on comments on the beta forums. I think right now, thaumaturge/multiclass abilities is probably better than taking black mage and losing archer/monk dps cds and monk/glad defensive cds.

solsken
Profile Joined June 2011
Sweden182 Posts
June 23 2013 16:35 GMT
#160
I'm so sad the skillchain system wasn't brought over from FFXI. One of the best parts of FFXI combat.
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