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  1. #321
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    Quote Originally Posted by Cichy View Post
    So what is it exactly that would make the game exciting for you? All I see you do on this forum is bash everything left and right
    I praised many aspects of the game (story, teleport system, class system, graphic...). Idea made by people like this one don't sound exciting at all, and even goes against what they said in interview (they are trying to make every class better all around, and have a more serious role in the fight).

    Repairing the gears of people who stop by you, and tossing an ore occasionally sound like a good gameplay idea to you? Pacman and pong were more involving than this.

  2. #322
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    Quote Originally Posted by Kaylia View Post
    Sound as exciting as midget porn. I'm sure some people enjoy doing mundane task, but it's not a majority. They will ask for more.
    Of course it's not for the majority, duh. Always so against everything. It's only a bad idea in your mind.

  3. #323
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    Quote Originally Posted by meonline View Post
    The Stamina Bar is nothing like the alphas action bar. In alpha, you waited for it to recharge, then you attacked. In the beta, you can attack repeatedly until the bar reaches near empty, or you can attack at a more measured pace and never run out of stamina. Completely different mechanic.

    AFAIK, I'm the only one who posted pics of weapons, (unless its another forum), and none had + attack speed.

    I edited my last post to clarify the difference between FFXI style haste and stamina regen which you probably missed, since this was posted while I was editing.

    EDIT: From Tanaka:
    I know how it changed and it's not different. You just have 4 extra slots to chain attacks to make it faster and no effect bar. Essentially that really isn't that different except in terms of speed. That doesn't require too much of a gear overhaul. Maybe in terms of items with haste or increase to attack speed. Which there are items with +attack speed. I'll do my best to find them UNLESS someone in the alpha can back me up >_<

  4. #324
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    I've seen quite a few comments about controls. Are they different from FFXI (I really liked that layout)? Also, do you really have to move the camera a lot? I remember in XI there was a "chase cam" kind of mode, where it would just always stay right behind you, and IMO made life a lot easier.


    Also,

    I know how it changed and it's not different. You just have 4 extra slots to chain attacks to make it faster and no effect bar. Essentially that really isn't that different except in terms of speed. That doesn't require too much of a gear overhaul. Maybe in terms of items with haste or increase to attack speed. Which there are items with +attack speed. I'll do my best to find them UNLESS someone in the alpha can back me up >_<
    I think I read somewhere that the PUG weapon had a faster attack speed than the other ones. I hope they fix the Haste this time to also include the ranged classes, because that's where Ranger was kind of left in the dust before.

  5. #325
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    Quote Originally Posted by tymora View Post
    2 questions:

    1. Has anyone tried to use the NA version with a JP account or JP version with a NA account yet?

    In FFXI, it is possible to play setup both NA and JP versions by simply installing both playonlines with a single installation of FFXI.

    2. Can you use Windows IME in the NA version?

    In FFXI, you can't type any JP characters unless you're using JP playonline or Windower.
    1. Yes. The alpha client's installer covered all the languages they had in XI, and had a config option to diverge from the installed language without an additional download. No idea if that is staying though, might be a test build thing.

    2. I have no idea. Doubt anyone tried this since there really was no point in regional tests.

  6. #326
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    Quote Originally Posted by Chakra View Post
    I know how it changed and it's not different. You just have 4 extra slots to chain attacks to make it faster and no effect bar. Essentially that really isn't that different except in terms of speed. That doesn't require too much of a gear overhaul. Maybe in terms of items with haste or increase to attack speed. Which there are items with +attack speed. I'll do my best to find them UNLESS someone in the alpha can back me up >_<
    These are the weapons, and I was the one who posted them.

    http://img686.imageshack.us/img686/9211/weaponsq.jpg

    Feel free to let me know where on those it has + attack speed.

    You completely missed the point of my speculation about haste. Since there is no auto attack, and you attack only as fast as you click, + haste (in FFXI terms) is irrelevant.

    Its far more likely that any type of haste in FFXIV will just be + stamina regen speed. It wouldn't speed up your attacks, it would just increase the number of attacks you can pump out within a set amount of time.

    Also, its not "4 extra attack slots", if that were the case, you could perform 4 attacks, then wait for a full refill, then attack 4 more times. Now, the speed of your attacks is limited by your stamina and the attacks stamina cost only, its a very different concept.

    EDIT: Under the alpha system as well, a more powerful attack took the same amount of time to use and the ATB bar took the same amount of time to charge, it didn't stop you chaining your big attack with small attacks at all. The new system, since large attacks cost more stamina, force you to pick between regular, smaller attacks or occasional, more powerful ones.

  7. #327
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    I've seen quite a few comments about controls. Are they different from FFXI (I really liked that layout)? Also, do you really have to move the camera a lot? I remember in XI there was a "chase cam" kind of mode, where it would just always stay right behind you, and IMO made life a lot easier.
    Even if it is right now, I'm sure the non-XI testers will literally force SE to make up a kb/mouse controls that works, lol. Which is a good thing, that's one of the bigger barriers that keeps some people from enjoying the game right now it seems.

  8. #328
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    I think it'd be nice if instead of attack speed (Which would work strange, as you can attack as fast as you click until you run out of stam as said a few posts up)

    It should work like... "quicker" weapons (A short sword is quicker than a 2 handed axe) Simply uses less stamina than the slower weapons, and "haste" or "Attack speed" would just actually lower the amount of stamina your regular TP gain attacks cost, and like in ffxi, you'd have to take delay into account when looking at a weapons damage, you'd take the amount of stamina it uses per hit into account compared to the base damage, etc



    That's how I hope it'll work.

  9. #329
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    Quote Originally Posted by plue View Post
    I think I read somewhere that the PUG weapon had a faster attack speed than the other ones. I hope they fix the Haste this time to also include the ranged classes, because that's where Ranger was kind of left in the dust before.
    Well if you think about it, a boost to the ATB gauge speed would effect every class. Since the ATB is in linked to every single action and not certain ones. No one should be left behind this time around; when Haste comes into play.

  10. #330
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    Depends how mage classes are handled I think. How would an ATB gauge speed boost affect the casting time of spells for example? I don't think those are linked?

    Not that I know if there will even be 'casting time', but right now I'd assume so.

  11. #331
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    Quote Originally Posted by plue View Post
    I think I read somewhere that the PUG weapon had a faster attack speed than the other ones. I hope they fix the Haste this time to also include the ranged classes, because that's where Ranger was kind of left in the dust before.
    You can see in the pic I linked that PUG weapons have an attack speed of 2, and every other weapon type so far is 1.

    Unless weapon speed is faster the higher the number, they aren't faster.

  12. #332
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    Quote Originally Posted by plue View Post
    I think I read somewhere that the PUG weapon had a faster attack speed than the other ones. I hope they fix the Haste this time to also include the ranged classes, because that's where Ranger was kind of left in the dust before.
    To be fair (and it sure wasn't for anyone not a ranger), rng damage was calculated differently (read: more favorably) than other melee, so I can't exactly recall rngs being left in the dust at any point, other than in the "Non-glass cannons" section of FFXI.

    As an ex-drg that survived the darkest of days in FFXI, hearing a rng ask for anything just sounds... wrong.

    Edit: Azurewrath: That system would only work if SE was dead set on evenly and equally balancing damage output through the different types of damage that each job could put out. There's absolutely no point in SE rehashing FFXI's system of damage-dealing where, because of shady and downright hilarious(ly bad) damage mechanics, the only DD's worth bringing are the ones that carry two axes or claws, or the ones that shoot arrows from afar.

    I'd prefer keeping the speeds equal to one another as is, and simply balancing the inherent accuracy of each job as is with the current system so there will never be another example of "Oh, well, all 2-handed weapons are slower than 1-handed, so by rule of these pathetic damage mechanics, they're going to produce less damage overall because the damage doesn't scale properly between weapon types!". Yes, SE eventually fixed that, but by then, years later, the reputation-based damage had been dealt, and you already had a history of job-based segregation in a game that was supposed to be "hailed for its freedom of choice".

    Yeah... lets try to stay away from that this time, okay?

  13. #333
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    Quote Originally Posted by Lucavi View Post
    One thing I will say that I've enjoyed is the more liberal use of AOE attacks (WSes) - I'm looking forward to, especially as a gladiator, tanking multiple mobs.
    I am sceptical personally, as long as it doesn't become the norm to spam AoE's to maintain hate, spam AoE's to kill groups of mobs.

    There is no skill in doing that.

    *looks at DPS meter, woot I'm first* :S

  14. #334
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    Quote Originally Posted by Jollipop View Post
    I am sceptical personally, as long as it doesn't become the norm to spam AoE's to maintain hate, spam AoE's to kill groups of mobs.

    There is no skill in doing that.

    *looks at DPS meter, woot I'm first* :S
    In the alpha, unclaimed mobs didn't grant exp or skill when they died.

    AoEing mobs outside of a guildleve was pointless since you only got exp/skill off the first mob unless each one died one by one with you switching targets to finish them off. Guildleve mobs were always claimed to you so AoEing them worked fine.

    It may be a bug, or something intended to stop classes with lots of AoE from gaining some advantage by it/

  15. #335
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    Quote Originally Posted by meonline View Post
    Feel free to let me know where on those it has + attack speed..
    Um try the very last word at the bottom of each info panal... :S

    Sure it doesn't say plus, but its not hard to imagine that they could effect haste speed by adjusting attack speed on different weapons.

    The hand to hand weapon is attack speed 2 for example.

    The comment about AoE was more a dig at WoW and how it trivialize trash in instances btw :D

  16. #336
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    Skills that use the direction and position to hit more mobs would be much cooler than straight AoE skills I think. Would give more purpose to this positioning stuff SE emphasizes.

    So far most AoE skills have some kind of limitation to them don't they? Conjurer's elemental magic uses precious MP, Marauder has to stay still and so on?

  17. #337
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    Quote Originally Posted by Jollipop View Post
    Um try the very last word at the bottom of each info panal... :S

    Sure it doesn't say plus, but its not hard to imagine that they could effect haste speed by adjusting attack speed on different weapons.

    The hand to hand weapon is attack speed 2 for example.

    The comment about AoE was more a dig at WoW and how it trivialize trash in instances btw :D
    I was just pointing out that if it wasn't a bug SE may have already considered the whole AoE thing.

    The weapons having attack speed on them is a far cry from someone telling em I'm wrong because they have attack speed + on them. I'm not even sure if the beta version will even have that. Possibly slower weapons will regen stamina slower? If so, again, haste won't exist, it will just be stamina regen.

    Quote Originally Posted by Hyan View Post
    Skills that use the direction and position to hit more mobs would be much cooler than straight AoE skills I think. Would give more purpose to this positioning stuff SE emphasizes.

    So far most AoE skills have some kind of limitation to them don't they? Conjurer's elemental magic uses precious MP, Marauder has to stay still and so on?
    Marauder AoE from standing still is only 1 attack every 15 seconds. They also have Brandish, which is an AoE weaponskill that has nothing to do with standing still.

    PUGs get Siesmic shock (which hits things in a line in front of you, can also be used to hit things at range if needed), Glads get Circle Blade, Lancers get Leg Sweep, Archers get Wide Volley, CON's get the elemental nukes (Fire, Thunder etc), not sure what Thaums get.

    All classes though get some sort of AoE at lowish levels. They all cost either TP or MP though.

    Edit: Corrected a skill.

  18. #338
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    Quote Originally Posted by meonline View Post
    PUGs get Siesmic shock (which is conal, not true AoE),
    It is definitely NOT conal, at least not in the same way Leg Sweep or Thaum spells are.

    It's straight line with roughly the thickness of your body, it's just long range. It hits everything between you and your target, but unless you line it up perfectly, you aren't hitting anything else.

  19. #339
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    There's an Archer skill with the same requirement, too.

  20. #340
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    Quote Originally Posted by LD View Post
    It is definitely NOT conal, at least not in the same way Leg Sweep or Thaum spells are.

    It's straight line with roughly the thickness of your body, it's just long range. It hits everything between you and your target, but unless you line it up perfectly, you aren't hitting anything else.
    Fixed it to be more accurate.

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