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  1. #281
    Sea Torques
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    Quote Originally Posted by miokomioko View Post
    I never said anything about stats. Babban's Traveling Companion simply made a very specific mob type apply regen to you. Adding straight up STATS would obviously create a niche for the best thing to wear with any given job, regardless of the situation.
    {Understood.} See /edit.

    Having titles that affect specific mob types' behavior towards you is another thing. Babban's Traveling Companion is not even a quest trigger, not sure where you got that from.
    Skimmed the google result and saw it was somehow quest related. There's also a quest in Aion that requires you to wear a specific title. I didn't really play FFXI and pay attention to update/new content details for a year or something.

  2. #282
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    Quote Originally Posted by miokomioko View Post
    I never said anything about stats. Babban's Traveling Companion simply made a very specific mob type apply regen to you. Adding straight up STATS would obviously create a niche for the best thing to wear with any given job, regardless of the situation.

    Having titles that affect specific mob types' behavior towards you is another thing. Babban's Traveling Companion is not even a quest trigger, not sure where you got that from. Having that title active makes Lycopodiums give you Regen if you have their attention. It makes sense as it is proof that you helped their hero Babban on her historic journey.

    For example, I was thinking more along the lines of:

    'Shining Scale Rifler' = Mamool Ja are non-aggressive towards you.
    'Gorgonstone Sunderer' = Merrow/Lamiae are non-aggressive towards you.
    'Troll Subjugator' = Trolls are non-aggressive towards you.

    'Breaker of the Chains' = Luminian Killer effect.

    'Lifter of Shadows' = Dark weather grants Regen.

    [insert some tonberry title] = Halves Everyone's Grudge/Rancor damage.
    [insert some other tonberry title] = Throat Stab only brings you down to 50% HP.


    I am talking about random little mechanics here and there. Not 'Nidhogg Slayer' = STR+25. I am talking about instilling fear in certain monsters/enemies by essentially wearing proof that you've slain a general of theirs, or perhaps by sympathizing with them via a quest, you gain some of their benefits. Shit, do a Dhalmel-saving quest and the title makes Whistle and Healing Breeze affect you as well.

    Stuff you can neglect if you don't care and want your silly title. But also stuff you can go out of your way to get if you really need that edge on a certain family/mob/area/etc.
    See that's a good idea.

  3. #283
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    Like the title idea a lot.

    Kind of a random question here, didn't feel like making a new thread for it:
    I thought I had read somewhere that the CoP development team is the lead design team for FFXIV, but can't find any info out about them. Can anyone confirm/deny/source this?

    Going through the CoP missions, discovering Sea, and doing limbus were probably my favorite parts of FFXI.

  4. #284
    LD
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    Nobuaki Komoto directed CoP and is the director of FFXIV. Dunno about the rest of the staff...I didn't know he was also the directer of FFIX, no wonder I always liked the feel of FFXI...Too bad the battle & item teams weren't as awesome. ~_~; Anyway, as long as Akihiko Yoshida is the art director, this game is gunna bleed awesome.

  5. #285
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    Quote Originally Posted by LD View Post
    Nobuaki Komoto directed CoP and is the director of FFXIV. Dunno about the rest of the staff...I didn't know he was also the directer of FFIX, no wonder I always liked the feel of FFXI...Too bad the battle & item teams weren't as awesome. ~_~; Anyway, as long as Akihiko Yoshida is the art director, this game is gunna bleed awesome.
    Excellent, thank you!

  6. #286
    LD
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    Dunno why I haven't seen this on here yet, but I found this through Massively. I like how it more or less confirmed hybridization (still a little unclear, but it seems there will be), I was getting worried that I'd have to juggle weapons for everything. Still, if they allow you to mix and match spells & abilities, that presents a few potential issues.

    I mean, I don't expect it to be limitless; I doubt you'd be allowed to have the highest defense and magical attack at the same time, but it potentially creates an expectation. Will every DD have to be a PLD? Will I have to have healing spells just to survive an HNM? Granted, that's not inherently bad and might actually be a refreshing dynamic (like how a SCH can take care of his/her own MP), I guess it depends on how far it goes. If the healing I use for soloing isn't seen as adequate for a high end situation, that's when I think there'll be a problem. I have no problem healing myself or others; I picked MNK, BLU, & SCH for a reason (self-sufficiency), but the main reason was because they hurt things in a big way. Focusing on that should be a viable option in groups at least. This bring up another point: Learning new spells and abilities will take a certain amount of effort, but there has to be some sort of limit on the number of skills you can learn. If not, everyone with enough time on their hands will become an omni-class, ruining any sense of diversity beyond appearance. Since we'll be putting in a lot of hours to build a particular skill and there's a limit to how many we can have at one time, will there be skill deletion and how will it be handled? Will it be like merits and we'll have to build it over again or will we be refunded the time (or points or whatever) we invested in the skill?

  7. #287
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    Think of it like Ragnarok Online and how you go from Acolyte > High Priest/monk Whatever else and the skills generally carry over along with the new class specific spells you can learn.

    Only instead of a skill tree it will be tied to weapons. That's how it sounds really. People had the same worry about FFXI when they heard how the job system and subjob system will work and it turned out fine till everyone went with "x subjob or gtfo' mentality. So just have to wait and see, there will obviously be limits in place but they'll have enough draw for people to specialize one thing instead of being an omni-class. They also said you can't swap weapons in battle which is also another reason you'll have more specialists than 'omni-class' players, just because it will be generally headache free to stick with one class and max it out.

  8. #288
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    Ability learning is striking me like IX in a way. Various pieces of equipment grant various abilities, go fight some battles, fill their meter, and you'll then have an ability you can set based on its point cost relative to your level. However, since we won't be having levels in the traditional sense, that base total could be regulated through your weapon, armor, or even the total number of abilities you've learned. Paired with equipment binding on use, this would almost guarantee the livelihood of crafters as everyone looking for something in particular would have to get X piece of gear. There's still the potential for (H)NMs dropping unique stuff, too, but they may instead focus directly on stat boosts or specific ability enhancements.

    Sure, those with more time on their hands will be "better equipped" to adapt to a situation by juggling abilities or equipment around, but that's really no different than XI and people running back to town to change jobs or hop onto a secondary account.

    I really don't want to see forced forgetfulness or some such, though. That just leads to people either wasting time or content eventually getting shunned when practical applications aren't found. There's no real legitimate reason for the merit caps in XI right now, either.

  9. #289
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    Quote Originally Posted by LD View Post
    Nobuaki Komoto directed CoP and is the director of FFXIV. Dunno about the rest of the staff...I didn't know he was also the directer of FFIX, no wonder I always liked the feel of FFXI...Too bad the battle & item teams weren't as awesome. ~_~; Anyway, as long as Akihiko Yoshida is the art director, this game is gunna bleed awesome.
    Really? that's great news. I just hope he will have the freedom to make a CoP-like game in term of area/story progression.

    I hope it will be somewhat difficult to progress through mission (where difficulty doesnt lies in finding a full party)

  10. #290
    LD
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    Apparently he was the main director for the series as a whole as well. The story, art, and musical aspects aren't even an issue for me; FFXIV looks like it'll easily expand on FFXI's strong story-telling and excellent presentation. There's no doubt in my mind that they'll deliver a a deeply compelling narrative.

    The actual GAME part is what I'm still unsure about. Ability balance, itemization, event mechanics: these are the things FFXI got wrong and FFXIV needs to get right. They did get better with these as time went on, but even that was a series of trial and error with us as the beta testers. I'm sure they've learned a lot and I'm sure FFXIV isn't going to be FFXI-2, but the game balance is definitely what's going to make or break it.

  11. #291
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    Quote Originally Posted by Elcura View Post
    Fuck that, I liked the grind somewhat. It gives you time to actually learn how to play your job decently (though some people will never learn). Just because the game doesn't hand you levels doesn't mean they shouldn't be there. I thought FFXI was on the cusp of being hard and somewhat challenging to actually obtainable. When I see some MMOs I know there is no chance of becoming a high level without at least a year or more of time invested into full grinding.

    Not everyone needs to grind to know their job.

    Can I also say I just wish this game would come out, like RIGHT NOW. Im in a pretty big hurry to completely obliterate my social life.

  12. #292
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    Are people going to play on "their" server if they name the servers the same?

    Cerb fo life mufuckaz

  13. #293
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    I wish for.



    Pamtam Kelp.

  14. #294
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    Quote Originally Posted by The Finesse View Post
    Are people going to play on "their" server if they name the servers the same?

    Cerb fo life mufuckaz
    Hell no! I don't want to be with 3/4s of the people in Asura.

  15. #295
    The 69th Donor
    Pens win! Pens Win!!! PENS WIN!!!!!

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    It would hardly matter. There are retards on every server.

  16. #296
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    Anything except JP/NA integrated servers please. WoW did it right in that regard.

  17. #297
    The Syrup To Waffles's Waffle
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    Quote Originally Posted by Haylie View Post
    Anything except JP/NA integrated servers please. WoW did it right in that regard.
    What? Lolno to begin with and not happening anyways.

  18. #298
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    Quote Originally Posted by Haylie View Post
    Anything except JP/NA integrated servers please. WoW did it right in that regard.
    go back to wow etc etc lol @ this

  19. #299
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    Being mixed with jp wasnt always bad, but it did create a lot of uneeded tension.

    Worst part however is the stupid latency we have to deal with because server are located in japan. It's not always so bad, but for thing like stun, it get annoying.

  20. #300
    LD
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    Strong solo play will probably decrease the importance, and increase the quality, of international interaction. FFXI's forced PT play created a min/maxing quagmire; Since all significant advancement required some sort of group, your progress was tied to how well someone else was doing. This meant demanding as many positive and as few negative variables as possible, since any alternative activities were either much less efficient or completely immaterial. This extends to things some might consider trivial, like communication. With SE promising better solo play, anyone demanding another player to improve or conform to an archetype will come off as slightly unreasonable or a control freak. Since there'll be fewer consequences for 'failing' a group, people will be more willing to accept the odd foreigner. A calmer environment may also spur players into actually trying to befriend foreigners; People may learn a new language to communicate more easily with a friend they made, or attempt to make more casual use of the auto-translator, rather than use it strictly as a tool to bark out terse orders on the battlefield.

    Kinda went far there, but essentially my point is with a sufficiently strong solo environment, communication will either be improved, be rendered irrelevant for most of the game, or both.

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