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Unread 09-07-2013, 01:38 AM   #1
POS Industries
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mIrAcLeS FFXIV: A Realm Reborn - This time it's actually playable!

LAST TIME, ON FINAL FANTASY XIV:

Quote:
Originally Posted by POS Industries View Post
Literally everything is awkwardly and ineffectually set up. Movement, combat, communication with NPCs, communication with other players, video options... anything that one would consider the bedrock of a video game is just absolute shit.

It's something that I've noticed with a lot of new MMOs where they don't want to be accused of being a "WoW clone" so they try to avoid it in the most wrongheaded manner by just trying to reinvent the UI in a way that's as far removed from what Blizzard did as possible (and invariably coming up with something unplayably worse) and leaving all the generic MMO gameplay elements that people associate first and foremost with WoW in place.

It's like they're throwing out the baby with the bathwater, except they're keeping the bathwater.
So after three years of having to completely redevelop their MMO from square one () and then fucking up the relaunch with a week's worth of server problems that they finally got worked out a couple days ago, I'm pleased to report that Squeenix has successfully put the baby back in their bathwater. Granted, I think said baby has a completely new set of parent, but this time they've got themselves a pretty damn good MMO on their hands.

As far as the gameplay goes, this time it totally is a WoW clone, but it's being a WoW clone right. The combat is fairly smooth, although the global cooldown is longer than I'd prefer, but it's FF and I dunno maybe that's supposed to be a throwback to how it felt waiting between attacks in the oldschool ATB days. For the most part, you're not going to notice any sluggishness (especially when playing a caster class), but be prepared to stand there feeling like a chump for a couple seconds after using an instant cast ability, is all I'm saying.

The class system is fantastic, though. Your class is based on the type of weapon you have, so switching classes is as easy as switching weapons, and the layouts of your actionbars is saved for each class. It also has a system set up to where you have gear loadouts saved and can switch back and forth between them seamlessly, which makes class changes even more of a breeze. The only major downside is that you start out in one of the three capital cities based on your starting class, and each city only has guildmasters for the classes that start there, so if you start out as an arcanist and then want to train up thaumaturge, you have to wait until you get through the story quests up to the point that you're allowed to take an airship to the appropriate city to become one. Not that any of this takes all that long.

Also this game is still beautiful, but it's a FF game, so that's not gonna be a surprise. Gorgeous graphics, great music, the usual. The english voice acting is pretty terrible, though. I'm usually pretty forgiving of that stuff but this was one of those times where I ended up switching the cut scene audio to japanese and not looking back. Also, I guess one thing worth noting is that the graphics are too good, so you may find yourself having some trouble running it. It runs fine at 1280x720 for me, but unfortunately my monitor is 1080p and there's an issue where the game won't run properly at fullscreen 1280x720 that I have yet to find a solution to (it doesn't fill the screen vertically), so I'm stuck in windowed mode for the time being. Shitsux.

Anyway, I'm Torch Maranda on Gilgamesh. Come find me. Or don't because my server's full most of the time so you might not be able to get on it.
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Last edited by POS Industries; 09-07-2013 at 01:44 AM.
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Unread 09-07-2013, 01:45 AM   #2
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Originally Posted by POS Industries View Post
As far as the gameplay goes, this time it totally is a WoW clone, but it's being a WoW clone right.
So basically they killed everything interesting about it, rather than just fixing the awful UI problems it had?

Good to know.
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Unread 09-07-2013, 02:00 AM   #3
POS Industries
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Quote:
Originally Posted by Krylo View Post
So basically they killed everything interesting about it, rather than just fixing the awful UI problems it had?

Good to know.
I was only talking about the UI problems, actually, since I couldn't even bother to spend any time with the old version because the UI was so unplayable. If they've changed anything else about the mechanics of the game, I sure haven't noticed.

EDIT: Oh wait, they did make one really big change: Questing isn't limited to guildleves anymore, and I don't think you're limited on how many leves you can do in a day if you opt to grind them, which is pretty handy as far as leveling up other classes after you've done all the quests in that area.
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Last edited by POS Industries; 09-07-2013 at 02:03 AM.
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Unread 09-07-2013, 02:17 AM   #4
Grandmaster_Skweeb
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Yeah, Yoshi-P really outdid himself with FFXIV ARR. By cultivating what works and culling out what was failed and implemented ideas he has created a slick beast of a game that just works. No campy trying to create something original and failing terribly at it, no forced awkward mechanics, etc.

Before really diving into the game I was a little put off by the crafting's very diversified requirements. Then the more I got into it the more I appreciated that a tailor/leatherworker/so on so forth requires stuff from other crafters and how gatherers contribute directly to multiple crafting classes. Is a driving force in making materials affordable but still profitable.

When I don't feel like punchin the bojangles out of things I'll go diggin in the rocks and catchin fish. What I don't use I'll sell and make a nice profit off nearly everything. When fundage gets too low? Dig up some iron ore or silver. Feed into the auction machine, push button, receive bacon. Undoubtedly the economy will slow down in a bit so I'm makin the most out of it while the market is still a dosh machine.

Though, there are a few things I'd like addressed. Very little things. Quality of life stuff. like a larger clickbox radius around a moving target or tab targeting that doesn't rotate between everything on screen. A nice proximity based tab-to-nearest-target would be nice. Other than that, is very solid game. There's really only one thing I think could have been handled better: Materia melding. It should have been a skill not tied to any specific crafting class. Or at least every crafter can fit matera in any slot. 'cause the only options now are to either grind up every crafting class to 50 or pay outrageous sums of money for someone else to socket it.

Interestingly enough, I've heard rumors about what new classes will be added. Supposedly confirmed in world chat but I haven't seen anything to verify it. Some folk be sayin that Musketeer, Dark Knight, and Blue Mage will be the first ones implemented. If these are true I'd at least like dark knight to be a melee dps class. Pugilist/monk lancer/dragoon are fine and all but need somethin more...brutal and raw. Would love blue mage to be in. Always did love the blue mage concept. will shut up now. rambling from work exhaustion.

Last edited by Grandmaster_Skweeb; 09-07-2013 at 02:22 AM.
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Unread 09-07-2013, 02:23 AM   #5
POS Industries
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Quote:
Originally Posted by Grandmaster_Skweeb View Post
Though, there are a few things I'd like addressed. Very little things. Quality of life stuff. like a larger clickbox radius around a moving target or tab targeting that doesn't rotate between everything on screen. A nice proximity based tab-to-nearest-target would be nice. Other than that, is very solid game.
Oof, yeah, I'll give you that. I'm not sure what the algorithm for tab-targeting priority is but it sure seems to have "enemy directly in front of you" as the very last thing it will ever select in any and all circumstances. Doubly so if said enemy is currently attacking you.

I know this is usually just solved with clicking the damn thing and being done with it, but my pinky is way closer to the tab key than the cursor is to the enemy so it just seems like it should be the more convenient option.
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Unread 09-07-2013, 06:26 AM   #6
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pretty much the sole reason I don't tank in this game, which is a shame because the tanking mechanics and play look actually quite fun and up until now I've detested tanking. The clockwise and counter-clockwise targeting they currently have is the deal breaker.
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Unread 09-07-2013, 07:48 AM   #7
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I tried one of the beta tests.

This game looks fucking gorgeous. GW2 looks fantastic, but realistic whereas this just tries its fucking best to make every environment picturesque as hell. I also liked the variety with equipment. I can't speak much about combat because every time I saw something to fight there were 20 people around me trying to also kill it.

I ain't giving up on GW2, though.

Oh, one more thing: How does the game deal with resource gathering? Is it like WoW/GW2 with resource nodes? If so, does it do the good thing with being like GW2 wherein gathering a node only makes it disappear for you?
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Unread 09-07-2013, 01:02 PM   #8
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Default That said, fuck level 40 malboros in a level 20 area...

I've been playing a Gladiator and trying to get used to aggro management. Early on most of the classes threat management is single target, so someone attacking the wrong thing can fuck up the entire fight, but I guess you get used to it.

Yeah, ARR is actually a lot of fun! Enjoying it a ton. And gathering is like GW2 resource node wise, I think. Also they respawn really quickly.

Storyline is fun and pretty well written. The voice acting is terrible, jesus christ. It sounds more like they're trying to read lines clearly than actually do voice acting save for one or two characters (and even them...) but it's a pretty minor issue, so I'll let it pass. Good game for the most part!
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Unread 09-07-2013, 02:27 PM   #9
Grandmaster_Skweeb
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Oh, one more thing: How does the game deal with resource gathering? Is it like WoW/GW2 with resource nodes? If so, does it do the good thing with being like GW2 wherein gathering a node only makes it disappear for you?
Personal resource nodes. When you start digging at a mineral node a menu pops up and you can choose what you want out of what it provides, if you have the skill to dig it reliably. Same applies to botany. Fishing is randomized and only requires a body of water.

Mining is undoubtedly the most profitable of the gathering classes since it feeds resources directly into goldsmithing, blacksmithing, armor smithing, alchemy, and leatherworking. I can generally pull in at least 8 to 10k after about an hour or less from digging miscellaneous stuff. If I focus gather ore like iron or silver I can pull in a helluva lot more by selling in bulk.
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Unread 09-08-2013, 04:49 PM   #10
Magus
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Is this on PS3 now? Is it free to play?
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