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  1. #201
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    I'd rather not see any more game trailers with japanese people playing the game via point and click. It makes the game look slow and terrible and it makes me feel bad for them as people.

  2. #202
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    The point and click is a design decision for the video, not how they actually play. They have said the did it on purpose so that people could follow the actions of the character easier and know what abilities were being used. As for the video just being more cut-scene, I just saw it as a beta launch trailer and I am sure there will be plenty of content videos to come out during Beta just as there was during alpha.

  3. #203
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    I don't think you're aware of how many asian gamers play MMO's, lol. I understand they said it was intentional, and it is intentionally terrible. I haven't had anyone watch one of those videos and not be turned off by how slow and bad it looks.

  4. #204
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    The alpha battle system was a joke, there was nothing they could have done to mask it.

    To be on topic with this thread, this mash-up we got added on does the "End of an Era" part little justice. You can spin it whatever way you want mio, but when a video is two parts one animal, and one part another.. It's a bit jarring and not as satisfying as it could have been.

  5. #205
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    Quote Originally Posted by Jaraude View Post
    miokomioko, I think you nailed it. As the game’s opening cinematic, the purpose of the sequence isn’t to explain what happened in the interim, but perhaps if SE had simply put “5 years later…” (like the “20 years later…” in FFXI’s opening) people might not take such issue with the awkward transition from past to present.
    I think its less the jarring transition and more the fact that the past and present look exactly the same, so its like you're seeing the exact same thing all over again. For a game that's attempting to show the world that "Things are different this time! Better even! For reals!", seeing essentially the exact same trailer contents - the happy, sing-song band riding through green grassy plains and stopping to look at something big over the horizon as the music gets dramatic and pans off - is a bit of a head-scratcher.

    Take away the fact that we have no idea what happened in-between the time period. Take away the fact that some deus ex machina may have saved everything, or, at the very least, averted everything. Take all that away and remove yourself from the plot completely.

    You're seeing basically the same trailer - again - for a game that's supposed to be very different. That's not a very good way to show that things have changed, especially when you're trying to get people that either never played the first rendition, or played it, hated it, rolled out, but are somewhat interested in the new version.

    That should be the main issue here, and it has absolutely nothing to do with the actual plot. That's an entirely different discussion for another day.

  6. #206
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    the last two pages= lol lucavi

  7. #207
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    Okay.

  8. #208
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    We be arguin about a video sadly most people will probably skip because they dumb.

  9. #209
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    Quote Originally Posted by Coyohma View Post
    The alpha battle system was a joke, there was nothing they could have done to mask it.
    Which Alpha? 1.0 or 2.0?

    2.0's was fine, it's just that you're only level 20 so you don't have many abilities. 1.0 was terrible and everyone knew it.

  10. #210
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    Quote Originally Posted by Izzy View Post
    Which Alpha? 1.0 or 2.0?

    2.0's was fine, it's just that you're only level 20 so you don't have many abilities. 1.0 was terrible and everyone knew it.
    Pressing 1, waiting three seconds, and then pressing 2 is "fine"?

    That was as well as you could perform, maximum DPS/efficiency. I struggle to even call it a system, more like a framework -which isn't scalding criticism as it was an alpha, but we shouldn't be praising what it was and thinking "just scale this to 50 and we're good." Because that's far from the truth.

  11. #211
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    Quote Originally Posted by Coyohma View Post
    Pressing 1, waiting three seconds, and then pressing 2 is "fine"?

    That was as well as you could perform, maximum DPS/efficiency. I struggle to even call it a system, more like a framework -which isn't scalding criticism as it was an alpha, but we shouldn't be praising what it was and thinking "just scale this to 50 and we're good." Because that's far from the truth.
    There will most likely be abilities to use inbetween the GCD for damaging abilities.

    Are you attempting to say the 1.0 battle system was better than 2.0's? Because that's what's far from the truth.

  12. #212
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    Quote Originally Posted by Izzy View Post
    There will most likely be abilities to use inbetween the GCD for damaging abilities.

    Are you attempting to say the 1.0 battle system was better than 2.0's? Because that's what's far from the truth.
    I haven't made any reference to the battle system from 1.0, so I don't know why you ask. However, it had evolved into something much deeper than what ARR's alpha was. A large number of people on the alpha forums were wondering why they would scrap it all instead of improving the latency, removing the animation lock, and going from there.

  13. #213
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    Quote Originally Posted by Coyohma View Post
    I haven't made any reference to the battle system from 1.0, so I don't know why you ask. However, it had evolved into something much deeper than what ARR's alpha was. A large number of people on the alpha forums were wondering why they would scrap it all instead of improving the latency, removing the animation lock, and going from there.
    So you have a problem with "Pressing 1, waiting three seconds, and then pressing 2" but you were cool with "Pressing 1, waiting five seconds, and then pressing 2?"

    I don't get it.

  14. #214
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    Quote Originally Posted by Pooky View Post
    So you have a problem with "Pressing 1, waiting three seconds, and then pressing 2" but you were cool with "Pressing 1, waiting five seconds, and then pressing 2?"

    I don't get it.
    You're referring to the ungodly latency? I've mentioned that. You had to do a bit more than mindlessly repeat one or two keys to reach the performance ceiling towards the end of 1.0.

  15. #215
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    Quote Originally Posted by Coyohma View Post
    You're referring to the ungodly latency? I've mentioned that. You had to do a bit more than mindlessly repeat one or two keys to reach the performance ceiling towards the end of 1.0.
    No, he's referring to the cooldowns on spells and WS. I can understand the concern but you can't compare endgame gameplay to level 20 content and you surely can't include alpha gameplay into the equation when it's been said multiple times that things will change in Beta and following feedback.
    The difference between 1.0 and ARR alpha is that in 1.0 you were forced to use worse comboes and WS in order to keep your damage up while in ARR that's no longer necessary. However we haven't seen the ARR concept fully developed yet.

    Edit: at level 20 in 1.0 you didn't have any options. As a DD you had 1 combo at best and I don't think THM even had access to the -ra line yet so all you did was spam your best WS/spell/only combo anyway.

  16. #216
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    Quote Originally Posted by Alkar View Post
    No, he's referring to the cooldowns on spells and WS. I can understand the concern but you can't compare endgame gameplay to level 20 content and you surely can't include alpha gameplay into the equation when it's been said multiple times that things will change in Beta and following feedback.
    The difference between 1.0 and ARR alpha is that in 1.0 you were forced to use worse comboes and WS in order to keep your damage up while in ARR that's no longer necessary. However we haven't seen the ARR concept fully developed yet.
    Either way, 5 seconds is a gross exaggeration of what it was. And if you caught the hint I wasn't thrilled about going down the road of comparing an alpha product to 1.0, but someone wanted to. I should again make it clear that I'm not being so critical of ARR's alpha in a vacuum (because it is an alpha) - it's when people prop it up as some legitimate battle system that bothers me. It was a bunch of nothing, and people should treat it as such.

    Just for the record since you oversimplified it to an extreme, I'll elaborate more. In 1.0 you had to constantly be aware of your WS timers, and think critically of what was best to use when. This could become more complex when figuring if or when to use an out-of-combo TP dump like Disembowel. You had to pay attention to your TP generation, at times seeing or sensing when your autoattack was about to fire, and you had the option of throwing weapons (which you would also want to try to pair with an autoattack proc).

    Additionally at the same time you had to move correctly for combos, which given animation lock meant that you often had to plan one step ahead, as well as take advantage of "sliding" through some weaponskills to be most efficient.

  17. #217
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    Quote Originally Posted by Coyohma View Post
    Either way, 5 seconds is a gross exaggeration of what it was. And if you caught the hint I wasn't thrilled about going down the road of comparing an alpha product to 1.0, but someone wanted to. I should again make it clear that I'm not being so critical of ARR's alpha in a vacuum (because it is an alpha) - it's when people prop it up as some legitimate battle system that bothers me. It was a bunch of nothing, and people should treat it as such.

    Just for the record since you oversimplified it to an extreme, I'll elaborate more. In 1.0 you had to constantly be aware of your WS timers, and think critically of what was best to use when. This could become more complex when figuring if or when to use an out-of-combo TP dump like Disembowel. You had to pay attention to your TP generation, at times seeing or sensing when your autoattack was about to fire, and you had the option of throwing weapons (which you would also want to try to pair with an autoattack proc).

    Additionally at the same time you had to move correctly for combos, which given animation lock meant that you often had to plan one step ahead, as well as take advantage of "sliding" through some weaponskills to be most efficient.
    All you wrote sounds like the challenge was working around a terrible system.

  18. #218
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    Quote Originally Posted by Rakisho View Post
    All you wrote sounds like the challenge was working around a terrible system.
    Sliding through weaponskills, sure. Paying attention to autoattack/throwing weapons is more debatable. The rest, no. It was at least bordering on being a solid combat system.

  19. #219
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    Quote Originally Posted by Alkar View Post
    No, he's referring to the cooldowns on spells and WS. I can understand the concern but you can't compare endgame gameplay to level 20 content and you surely can't include alpha gameplay into the equation when it's been said multiple times that things will change in Beta and following feedback.
    The difference between 1.0 and ARR alpha is that in 1.0 you were forced to use worse comboes and WS in order to keep your damage up while in ARR that's no longer necessary. However we haven't seen the ARR concept fully developed yet.

    Edit: at level 20 in 1.0 you didn't have any options. As a DD you had 1 combo at best and I don't think THM even had access to the -ra line yet so all you did was spam your best WS/spell/only combo anyway.
    That's another issue entirely. Low level gameplay has always been god awful and I hoped that SE would at the very least spice it up even at the beginning and not just keep all the good shit at the higher levels. This of course isn't including how certain jobs were snooze even at 50 (sup BLM). To make matters worse, the fact that most of what we've seen boils down to standing in one spot and pressing buttons until the mob is dead just exasperates this. We really can't make a fair comparison to 1.0 either until we get some 50 gameplay going but if pre-cap fighting is a bore then is it any wonder that people race to level cap?

    On topic, that video is just eye-candy. I don't really see what people expect from it. Gives you the setting that a war was happening, a big bad went loose, you got ported elsewhere, and the world didn't end so you now have an adventure to find out what happened. At least the trailer had some gameplay stuff we can actually do like Steel Cyclone and whistling to call a chocobo unlike freezing a mob and using a fire arrow team attack from the first trailer that never made it into the game. Unless of course, SE plans to implement the latter 10 years after release.

  20. #220
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    Quote Originally Posted by Coyohma View Post
    Either way, 5 seconds is a gross exaggeration of what it was. And if you caught the hint I wasn't thrilled about going down the road of comparing an alpha product to 1.0, but someone wanted to. I should again make it clear that I'm not being so critical of ARR's alpha in a vacuum (because it is an alpha) - it's when people prop it up as some legitimate battle system that bothers me. It was a bunch of nothing, and people should treat it as such.

    Just for the record since you oversimplified it to an extreme, I'll elaborate more. In 1.0 you had to constantly be aware of your WS timers, and think critically of what was best to use when. This could become more complex when figuring if or when to use an out-of-combo TP dump like Disembowel. You had to pay attention to your TP generation, at times seeing or sensing when your autoattack was about to fire, and you had the option of throwing weapons (which you would also want to try to pair with an autoattack proc).

    Additionally at the same time you had to move correctly for combos, which given animation lock meant that you often had to plan one step ahead, as well as take advantage of "sliding" through some weaponskills to be most efficient.
    So Cooldown and Resource management with positional elements.

    I think you're over glorifying the "depth" of 1.0's combat and comparing it to ARR's low level alpha system.

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