I've always felt that the battle pace suits the game, especially as a base point. The battles do feel slow because what we're experiencing is the tip of the iceberg here. Complaining about it now is like playing WAR solo in FFXI for 14 levels and complaining that the battles are boring and you've absolutely nothing to do.
What we aren't considering is that you will be able to stack many abilities on each other in battle when you learn more of them, as well as the likely fact that you will eventually get gear that allow you to attack even faster.
I don't think it makes design sense to throw a new gamer into the flow of things right from the get-go. If the pace is slow at the start, it's probably because it's meant to pick up later on at a more advanced level, which is almost always the case.
Another fallacy to take note of is visual speed. The speed of the game is a relative experience whether you're watching it or actually playing it. In XIV, when you're actually playing it, the battles don't really feel as slow as they seem when you watch it.
Take FFXIII as an example. Everything moves at a frenzied visual speed even though its actually a lot slower when you're the one playing it. Battles in XIII seem to drag on and take a long time to clear (likely because of the number of attack rounds you take), when in reality they're much much faster than almost every other main-lineage FF to date.
And slow isn't necessarily a bad thing either. If there's some notion that faster = better, then that needs to be corrected. Controlling the pace of the game is a plausible way of encouraging more strategic play rather than zerg tactics.
uhh i only messed with marauder pug and conjurer, marauder seemed slow as heck but that was the first job and i only had 3 skills, pug got to use those skills pretty fast and i was more entertained by it, sooo i couldnt really tell you precisely, though it seemed faster; maybe it just means you attack twice per round, i couldnt really say.
On another note, I loved the animations for my roegadyn. Running was a bit glitchy (especially in active mode) but animations itself are as smooth as ever. Same goes to the mobs although some of them are so small (like, XI chigoe size >_>).
There were like, maybe two different skill animations from what I noticed but they were done pretty well. The roe swings his axe vertically 180 degrees, it's awesome. Also, from what I noticed crit hits have different animation as well, makes it look like it really hurts. I do miss the blue hitting effect you get in XI though, the current one is pretty bland.
I played with Gaxe and h2h till rank 15 and h2h is a bit more fast for replenish the bars or the 3 gauge bar for extra bonus. Howerver it seems like sometimes it glitch and the bars appear instant full after do some action under X condition.
For example as h2h capable to spam attack > attack > attack (2ktp) > WS > WS > attack in really a short period of time. Maybe is not glitched and is "working as intended" but it seems kinda overpowered so far since was capable of kill Tough mobs pretty fast.
finally.Test Contents:
- Party-Based Battle
- Loot System
Looking for Party for tomorrow EU test. PN me!!
Anyone wanna join? I want to team up and kick some Arimans ass.![]()
Party-based battle means bigger mobs (or groups)? ..hopefully.
There won't be any additional mobs or content, but they will be asking for feedback specifically on parties.
I hope testers really take advantage of testing out the Loot system. I hate to see FFXI drop drama happen again in FFXIV.
As long as greedy people exist, it'll happen.
I'm worried about the "Loot will be randomly distributed among players private loot pools".
I mean, if a rare/ex item drops, one person need to pass it, at which point it will appear in another member's loot pool, at which time said person needs to pass it so on and so forth until it appears in the loot pool of the person you want?
I do hope they do a master loot system in that case where alliance leader pass out equipment to the members...
Or have I completely misunderstood the alpha manual?
From the little bit I've seen of the looting system so far there is a random drop system like FFXI, but the party leader can also assign any loot in the pool to a specific person instead.
Sounds good they have master loot in place
It's not guna solve the drama but it will deffinately speed things up come end game.
AFAIK, it functions like XI's loot system but instead of it being randomly assigned at the 5-minute mark, loot is randomly assigned at the 0-minute mark to temporary pools. Individuals (or the leader?) can manually shuffle items between temporary pools from there.
I'm not in alpha so I don't know if there's a "give me this item now" button to immediately take it out of the temporary pool, but I assume there's some way to do it.