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  1. #21
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    Quote Originally Posted by Shuichi View Post
    In reference to Dynamis, I would not call Dynamis a true instance. Because only one group could be in Dynamis at a time. True instanced content allows for multiple parties to participate in the content all at the same time. So, in that sense, don't be afraid of instanced content, when implemented correctly, everyone can go on their own time and not worry about scheduling conflicts.
    I wasn't really talking about the implementation of dynamis, but the actual event itself. Shit was boring as fuck and long. CoP zones were tolerable but who knows how they'll do it in 14. I'd rather them not even think about instance shit until they get other stuff fixed.

    Either way when SE says instances I think they're talking about something similar to dynamis.

  2. #22
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    Quote Originally Posted by CasualPlayer View Post
    I wasn't really talking about the implementation of dynamis, but the actual event itself. Shit was boring as fuck and long. CoP zones were tolerable but who knows how they'll do it in 14. I'd rather them not even think about instance shit until they get other stuff fixed.

    Either way when SE says instances I think they're talking about something similar to dynamis.
    Well, for me, Dynamis was fun at the beginning. Especially that first trip to Xarcarbard. However, after run #332328902, yes, it did become somewhat boring. I seriously doubt, any new instanced content in XIV will be over 3 hours or more like Dynamis was. A sweet spot would be like 1-1.5hrs, like Salvage.

  3. #23
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  4. #24
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    I love how he made the whole chart a big to-do list and crossing out things they implemented. Shows you the progress towards the goal. It still has a long way to go but I love seeing progress being made.

  5. #25
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    The worst issue I always had with the battle system and its skills is now dull it feels.
    If you are gonna give players, say, 12 skills to use then please :

    - It's repetitive to have 3 different healing skills on 3 separate cooldown. make it 1 single skill with 1/3 cooldown, or else make the heals different from each other, like requiring certain conditions.

    - Give us reactive skills, not just 4-5 buffs I have to recast each mob. Skills that can be effectively chained also works.

    - Cataclysm WoW changed a lot of "skills cycle" mechanics to "reactive answers + oh-shit-buttons" ones and I think that works quite well tho it might just be me.

  6. #26
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    Quote Originally Posted by CasualPlayer View Post
    Am I the only person that read through that whole list and got a little depressed? I love how hard they're trying but its been about 6mon. since the game released now, and that list is a stark reminder of how far they have to go.

    Also that bit about instanced content at the end really makes me pause. Did people really like dynamis from ffxi?

    Other than that the list seems good to me but it will be 2013 until all that shit gets finished. How long can they keep up this development pace for a f2p game?
    I know most people got sick of dynamis very quickly, but I think the most praised endgame content prior to abyssea was Limbus. That event was by and far the most successful instanced content I think SE ever made for 11.

    The main thing about 11 instancing was that it was pointless, they make an instanced area for an alliance and then people go in there from solo to a single party and lock the zone. The 2 key things wrong is most 11 instances weren't truly instanced, and that they weren't truly balanced for the number allowed in.

    Instanced content has the best potential of challenging players, unlike large scale free world content that people can get in and out of party for, unless they specifically come up with a game mechanic to keep free world content from being cheesed through.

  7. #27
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    and that list is a stark reminder of how far they have to go.
    Yeah, I got that impression too. I mean he doesn't have to do it the way he does while simultaneously showing just how far this game is from the rest of the MMO's. He could instead do it the way that it doesn't really matter whether these features are in place or not, and still make the game much better.

    But I'm happy that they're willing to go this far, and whatever happens happens.

    The 2 key things wrong is most 11 instances weren't truly instanced, and that they weren't truly balanced for the number allowed in.
    I liked the flexibility that the instances allowed, but as you said it was kinda ruined by only allowing X # of groups in at a time and the restrictions (like 6 people minimum in Salvage) that could have made it even better when dealt with imo.

    Instanced content has the best potential of challenging players, unlike large scale free world content that people can get in and out of party for
    I do like their phasing in this context. I mean as long as it's not necessary I'd like to play in the open world instead of in a Monster Hunter environment, as that's not very MMO'ish.

    Frankly, I LOVED Salvage.
    I'm also slightly concerned about this. If they start implementing content with an assembly-line approach there's less time for them to develop cool shit like this. Like nowadays in XI it's Abyssea > Abyssea > Abyssea and not much else. However, I think it's good enough method until the level cap is established. What I'm worried is the plan afterwards.

  8. #28
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    Quote Originally Posted by Hyan View Post
    –NEW– Removal of character collision

    –NEW– Risk analysis of collision detection adjustments to improve movement response
    I am 12 and what is this?
    Upper one means being able to run through players, lower one....I'm not sure on. Could relate to processing time with regards to running about on more complex geometry. XIV ran like shit on my PC so I couldn't tell if movement from a standstill was instant or if there was a slight delay.

  9. #29
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    All looks good on paper, very excited for the changes. Keep it up Yoshi-P!

  10. #30
    Dr. Salami
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    I love that their looking at auto attack, and adding icons for quest givers. I still am saddened to not see anything about unbinding the stupid camera control keys from IJKL and allowing us to use arrow keys. Overall, a pretty awesome letter.

  11. #31
    Dovie'andi se tovya sagain
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    Quote Originally Posted by Selamis View Post
    I love that their looking at auto attack, and adding icons for quest givers. I still am saddened to not see anything about unbinding the stupid camera control keys from IJKL and allowing us to use arrow keys. Overall, a pretty awesome letter.
    I agree completely. I'm for the auto-attack, like icons for quests, and want to see them add camera controls to the damn arrow keys. Also, the ability to alt+tab while in true fullscreen, plzthx.


    FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF @ synthesis not being an option on question 4, what kinds of content you would like to undertake in a party, but available as an option on question 5, what kinds of content you like to undertake while solo. God damn it. And seriously, this question should allow for as many options as you want, it isn't asking what you would like to do most, just what you would like to do, ffs.

    Man, that thing about crafting annoys me so much. And right when I was hoping some of the new "synthesis concepts" and "adjustments to the item synthesis process" would allow for that specifically. Who knows, maybe it's already a defined addition so they don't need feedback on whether or not to do it, but starting to be difficult to keep up that hope.

    Class and rank requirements for gear are good, imo, and I chose that option.

    As far as "bonus point allotment"... I think either option 1 or 2 would both be fine. They're actually both good, solid options, in my opinion. I'm voting for option 1, mainly just so that it takes it off the table as far as "customization" goes and lets them focus on enabling it in other ways. Option 2 would allow each class to have it's own specific allotment, obviously, and be min/maxed accordingly (which is how it should have been to begin with if they were going to include it, in my opinion). Again, ultimately, I think either option would be far superior to how it currently is.

    Not sure how I feel about the claiming enemies bit. Where regular mobs are concerned I don't really see an issue or care, but when you consider NMs, then a treasure pool that should have only included one party potentially includes several and increases the chance of actually getting the specific goal item immensely. So in one way I don't see it as mattering much either way, in another just in bad ways, so overall I can't imagine it's a good idea unless skill, exp and loot goes strictly to the initial claimers. Also, there would need to be some kind of timer even after a wipe on large HNM type enemies before losing "initial claim" so that people can recover to try again before losing the mob, since it would allow others to easily "flail" (or whatever similar mechanic the mob may have) the the mob. Other people can help actually kill it all they want, that won't bother me a bit (and I'd like it, actually, since it will give you the option of helping others without affecting their exp/drops if they're having problems), as long as it doesn't affect SP/exp/drops.

    Torn on instances. On one hand, I don't mind them at all, and they can be a convenient and quite fun way of implementing content. On the other hand, games like WoW are too top heavy towards instanced content, and while in FFXI Limbus and Salvage were fun, I personally enjoyed Sky more than anything, Sea to a lesser extent (preferred the mechanics in sky), and was starting to get into ZNMs before quitting. I just like the idea of building up several key pops to pop a series of large NMs, who in turn allow for summoning an incredibly massive boss type mob, without it having to all be instanced. I would prefer there being actual lore and quest content related to them, which there wasn't in FFXI, but I would hate for them to focus too heavily on "dungeons".

    Besides, Limbus, Salvage, Assaults, Nyzul, etc. were basically dungeons/instanced content (Limbus wasn't instanced, but should have been, as has been noted), and they still managed plenty of open world content. Dynamis deserves it's mention too, since people are talking about it, and I don't personally enjoy it. Took way too long, was way too repetitive, and very little to nothing actually fun about it. But I don't really see them returning to that, I'm sure it will be more akin to their later types of instances and normal "dungeons".

    It's all about the balance between instanced and not, and whether all the dungeons are strictly one time, or more like Limbus/Salvage. I'd prefer them approach it in a more FFXI~esque manner than the raid raid raid raid approach WoW uses.

    As long as they eventually release large scale open world content as well, I don't see the initial offerings being instances as necessarily a bad thing. Possibly, potentially, even a good thing. Besides, Hamlet Defense, whatever it is, probably lurks around in development somewhere anyway, and that should be a form of scalable world content which will be something. I just hope a type of open world content along the lines of sky/sea/ZNM will come along later, after the game is back on it's feet or in an expansion, because only instances would suck.

    Overall, I think the changes are all for the better. It will take a while before we see how everything is in effect though, and hopefully it comes out fun and enjoyable and not just feeling awkward and hastily thrown together.

    tl;dr - Lots of opinions.

  12. #32
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    I'm not sure how I want to answer 9-10. I want to see some things instanced but not everything. The competitiveness of ffxi somewhat made the game interesting and fun. Anything close to dynamis or limbus should definitely be instanced. And I have no clue what they are asking in #9.

  13. #33
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    Really loving this info. Instanced events will fun if they don't make them long and boring like Dynamis.

    Also, goodbye to the physical level!

    EDIT: I doubt it, but I hope they take my suggestion seriously. Asked them to limit GLA to Long/Short swords only due to how general of a term sword can be. Since daggers could be used to make a Thief class, and Scimitars for something else (Mystic Knight? Blue Mage?)

  14. #34
    Dovie'andi se tovya sagain
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    Quote Originally Posted by Kaisha View Post
    Upper one means being able to run through players, lower one....I'm not sure on. Could relate to processing time with regards to running about on more complex geometry. XIV ran like shit on my PC so I couldn't tell if movement from a standstill was instant or if there was a slight delay.
    Pretty sure it's also talking about the ledges and pieces of environment that also block the players, not just other players.


    Quote Originally Posted by Kenshiin View Post
    I'm not sure how I want to answer 9-10. I want to see some things instanced like but not everything. The competitiveness of ffxi somewhat made the game interesting and fun. Anything close to dynamis or limbus should definitely be instanced. And I have no clue what they are asking in #9.
    They're asking whether or not you want other people to be able to attack the mob you're fighting, even though you have it claimed.


    Quote Originally Posted by The Q View Post
    Fucking seriously!? Quest markers on NPC's for quests!? Instanced dungeons and shit? Why don't they just go ahead and rename the game Final World War of Fantasycraft? If I wanted to go play WoW with better graphics I'd go play RIFT!
    I'm not serious.
    Uninstalled, unsubscribed, disc broken. Fuck this game!
    Come on, why troll? This was all pretty solid, don't encourage the thread to deteriorate already.

  15. #35
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    Quote Originally Posted by Kenshiin View Post
    And I have no clue what they are asking in #9.
    Anyone can fight any mob at any time. Who gets rewarded for their efforts? The party who claimed the mob first or divided equally?

    They're asking whether or not you want other people to be able to attack the mob you're fighting, even though you have it claimed.
    I don't think this is what they're asking, they're just stating that this is what they'll do.

  16. #36
    Dr. Salami
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    Quote Originally Posted by Elrina View Post
    As far as "bonus point allotment"... I think either option 1 or 2 would both be fine. They're actually both good, solid options, in my opinion. I'm voting for option 1, mainly just so that it takes it off the table as far as "customization" goes and lets them focus on enabling it in other ways. Option 2 would allow each class to have it's own specific allotment, obviously, and be min/maxed accordingly (which is how it should have been to begin with if they were going to include it, in my opinion). Again, ultimately, I think either option would be far superior to how it currently is.
    I voted for option two, and getting rid of the physical level. I think this might have perhaps been the most important question on this survey, but just barely ahead of the questions regarding what you want to do solo and in a party. For that I put skill up/quest/small scale PvE for party, and for solo skill up/quest/guildleve.

  17. #37
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    Dynamis was one of my favorite events. I loved playing as a BLM, timing sleeps etc. It didn't really matter how low man you went, as long as you had skilled mages and strong DDs. I never forget those 6-7 man Xarcabards at Lv. 75.

    On topic, I liked this poll and I'm curious how they will change the battle-system. I hope Yoshi-P makes the right call

  18. #38
    Dr. Salami
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    Quote Originally Posted by Elrina View Post
    They're asking whether or not you want other people to be able to attack the mob you're fighting, even though you have it claimed.
    Ah fuck, if that's the case I answered this wrong then...lol.

  19. #39
    Falcom is better than SE. Change my mind.
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    They're asking whether or not you want other people to be able to attack the mob you're fighting, even though you have it claimed.
    From how it sounded, wasn't this for large scaled events only? Like Behests/new large scale combat content? And it won't effect normal mobs?

  20. #40
    Bagel
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    Quote Originally Posted by The Q View Post
    Fucking seriously!? Quest markers on NPC's for quests!? Instanced dungeons and shit? Why don't they just go ahead and rename the game Final World War of Fantasycraft? If I wanted to go play WoW with better graphics I'd go play RIFT!
    I'm not serious.
    Uninstalled, unsubscribed, disc broken. Fuck this game!
    I don't really see the issue with adding some "modern" things to the game. Having some instancing is a good thing. There were a lot of instances in FFXI (I'm lumping in item popped mobs/forced pop) so as long as they don't instance everything nullifying world spawns/events, I don't see it as a bad thing at all.

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