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#52 Feb 22 2013 at 2:12 PM Rating: Good
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Yeah same here.
#53 Feb 22 2013 at 5:12 PM Rating: Decent
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2,153 posts
So, Wint, tell us about your honest impression of the new combat system.
If 1 is "just like in 1.0" and 10 is "a combat system reborn", where are we standing, and why?
#54 Feb 22 2013 at 7:17 PM Rating: Good
28 posts
Been a long time since I've commented here. PS3 version is looking good, seems it soon to be time to pick up one of the keypads. Also scored close to 6k on the pc bench mark. Can't wait.
#55 Feb 22 2013 at 7:44 PM Rating: Good
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9,997 posts
Wint wrote:
Louiscool wrote:
I am in love with the subtle changes to the areas and towns. It truly looks like a single player FF. Also, SE is just toying with us at ~4;00-`4:02.

I'ts a MAMMET! In public. Following a person! OMG give me Pup NOW.


Yeah the mammet is one of the pets I got to play with.

I know a little baby behemoth is planned, manly enough for you Kachi? Smiley: tongue


Wint wrote:
Louiscool wrote:
I am in love with the subtle changes to the areas and towns. It truly looks like a single player FF. Also, SE is just toying with us at ~4;00-`4:02.

I'ts a MAMMET! In public. Following a person! OMG give me Pup NOW.


Yeah the mammet is one of the pets I got to play with.

I know a little baby behemoth is planned, manly enough for you Kachi? Smiley: tongue


Squee! Smiley: blush He looks like an adorable little piggy!

I mean, ahem, yes, I suppose that will be fine. Smiley: bah
#56 Feb 22 2013 at 7:53 PM Rating: Good
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2,232 posts
Bleh nevermind

Edited, Feb 22nd 2013 5:54pm by LebargeX
#57 Feb 22 2013 at 8:38 PM Rating: Excellent
Rinsui wrote:
So, Wint, tell us about your honest impression of the new combat system.
If 1 is "just like in 1.0" and 10 is "a combat system reborn", where are we standing, and why?


It's an 11.

Honestly I was a little nervous about just hammering abilities but there are a few things that calmed my fears:

1) You can perform extra powerful chains. Say you open with one skill, then the icon for another 2 in your hotbar light up, depending on which you choose one of two others light up for the finishing blow so to speak. Not only are there combos, but combo paths you can take with different effects from the skills you use on the monster you're fighting.
2) You still need to watch hate. When we lost to the boss mob of that dungeon, one thing I did was steal hate from the tank accidentally on Archer. Our second time through I used some abilities you can trigger that do things like reduce your hate to allow me to spam for a bit before the effect wore. It feels a little more challenging to manage than say, FFXI, but once you get the hang of it it is a lot of fun.
3) We haven't seen all the abilities yet. My character was only level 35, and they're capping at 50 at launch so there are another 15 levels to see what is coming. Add to that the ability to use some of the skills from other jobs and we have a lot of choices and combinations to choose from, hopefully they will make the "sub job skills" useful in multiple situations so there isn't that perfect build out there that everyone will demand (que Kachi to come rant about this Smiley: tongue

Another thing I was responsible for (other than popping the pods I talked about earlier) was keeping up enfeebs like blind and poison. Between keeping those applied and running through my combos, and watching the environment and the monster behavior, there is enough there to keep a skilled player hopping.
#58 Feb 22 2013 at 9:40 PM Rating: Decent
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9,997 posts
Quote:

1) You can perform extra powerful chains. Say you open with one skill, then the icon for another 2 in your hotbar light up, depending on which you choose one of two others light up for the finishing blow so to speak. Not only are there combos, but combo paths you can take with different effects from the skills you use on the monster you're fighting.
2) You still need to watch hate. When we lost to the boss mob of that dungeon, one thing I did was steal hate from the tank accidentally on Archer. Our second time through I used some abilities you can trigger that do things like reduce your hate to allow me to spam for a bit before the effect wore. It feels a little more challenging to manage than say, FFXI, but once you get the hang of it it is a lot of fun.
3) We haven't seen all the abilities yet. My character was only level 35, and they're capping at 50 at launch so there are another 15 levels to see what is coming. Add to that the ability to use some of the skills from other jobs and we have a lot of choices and combinations to choose from, hopefully they will make the "sub job skills" useful in multiple situations so there isn't that perfect build out there that everyone will demand (que Kachi to come rant about this Smiley: tongue

Another thing I was responsible for (other than popping the pods I talked about earlier) was keeping up enfeebs like blind and poison. Between keeping those applied and running through my combos, and watching the environment and the monster behavior, there is enough there to keep a skilled player hopping.


The chaining sounds promising to me, actually. They're clearly going for strategic combat over reflex-based combat. Where many MMOs go wrong is that they don't really offer the player many decisions... hotbar combat isn't necessarily suited to that. If your players aren't having to make tough decisions, e.g., the same rotation of skills is optimal in most situations, then you've failed to create strategic combat. So the chaining holds the promise to add to the decision-making process the question of which combinations/permutations of abilities should be used.

But yes, I'm going to temper that by saying that this conceptual possibility is the easy part. Balancing those possibilities so that the decision is actually tough and meaningful is the hard part. I doubt that most combinations are viable, and would suspect that clearly superior ones will emerge. It all comes down to the balancing act, which I don't believe will be done well.

Which seems, by the way, to reflect one of the central misconceptions a lot of today's designers have about how to make a fun MMO... busy=fun. Of course, that's ridiculous. Busy does not equal fun. It's certainly better than boring, but the question remains, will the combat require you to regularly make meaningful and challenging decisions... or just a lot of easy ones?
#59 Feb 22 2013 at 10:01 PM Rating: Good
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3,737 posts
One of my favorite aspects of Aion was its chain-skill combat system. A system whereby you would set up combos ahead of time and literally chain skills into one another. You could set up chains that had high damage, or you could set up chains that set up particular buffs and debuffs. Their version of this system was pretty simplistic, but it was very interesting to me as far as the possibilities of such a system.

I'll relate an example.. My main character in that game was an assassin (leather-wearing rogueish class that fights in melee). There was one occasion where I and a few other people wanted to do a mid-level dungeon, but we couldn't find a tank (1 tank class... WHY?!). So after a little thought and prep work, I tanked the dungeon myself. I did this by setting up stuns, blinds, evasion buffs, knockdowns, and spell avoidance into my skill combos so that I could minimize the damage I was taking from mobs in the dungeon. Because of my naturally high damage output I was able to maintain threat as long as nobody went nuts (and they were good about that due to the unconventional nature of what we were doing). It worked quite well. By using some thought and strategy I was able to tank the entire dungeon. It was one of my most enjoyable experiences from that game and it helped me to see that not everything has to be taken as it first appears.

The potential of a combo system you can manipulate yourself is quite high.

That being said, in any game based on numbers, there will always be one set of numbers that's higher than the other sets; that's just how math works. So when you're calculating pure damage output, yes.. there will be a "correct" combo to use for a given set of abilities. But that's only really useful if the encounter only cares about raw damage output. If the encounters are well-designed, they can require thought and strategy and utility. And once you add utility in there, raw damage calculations cease to be a thing since you start looking for particular effects.. and now you have to maximize those effects, and balance that with damage, and .... you get the idea.
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#60 Feb 22 2013 at 11:05 PM Rating: Decent
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9,997 posts
Quote:
That being said, in any game based on numbers, there will always be one set of numbers that's higher than the other sets; that's just how math works. So when you're calculating pure damage output, yes.. there will be a "correct" combo to use for a given set of abilities. But that's only really useful if the encounter only cares about raw damage output. If the encounters are well-designed, they can require thought and strategy and utility. And once you add utility in there, raw damage calculations cease to be a thing since you start looking for particular effects.. and now you have to maximize those effects, and balance that with damage, and .... you get the idea.


Even things that are ostensibly not based on numbers are still based on numbers, so yeah, there will always be a correct combo to use -for a given situation-. But if there are universally superior options, then that's the problem. Take fighting games as an example. Everything in a fighting game is reduced to numbers, and frequently certain characters emerge as "the best" (if you're familiar with character tiers, then this is that principle in action). But even those characters are not generally the best in every matchup, and just because you pick the best character doesn't mean you'll win... you have to make the right decisions as the player to utilize that character's potential. Only the worst, most broken fighting games have characters with unbreakable combos where you can just spam an ability over and over or use the same rotation of moves over and over--and have that be the most effective strategy.

So consider these same principles in an MMO. Yes, some configurations will be -statistically- optimal, but in a good game, player skill and matchups should be far more important than configuration. There should not be a way to approach combat that is clearly the best way, even in your average situation. And this is what MMOs do badly. They're intercharacter design and encounter designed are poorly balanced against this. I talked a lot about this several weeks ago in a discussion about how classes should be numerically balanced against one another before they're balanced against monster encounters.
#61 Feb 23 2013 at 8:58 AM Rating: Excellent
I'm hoping they create situations where non standard setups are also useful. I know not all skills from a "sub job" are available to you on your main job, so maybe they will control things that way. The other thing that wasn't immediately apparent is how effective each skill is as a sub job skill. We will have to wait and see there.

One other thing that Yoshi-P said to me in my interview that I didn't get a chance to clarify: he said item stats would be much more effective than they were in 1.0. He told me that in 1.0, they accounted for 20% of the player's performance, but in ARR he wants to see it at about 50%. I believe he wants this so that end game players are inspired to pursue difficult to obtain gear, to really maximize their effectiveness. We'll have to see how that plays out, I know more than a few on these boards probably won't like that, since there seems to be more of desire to put more emphasis on player skill than items.
#62 Feb 23 2013 at 9:12 AM Rating: Decent
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2,153 posts
Quote:
It's an 11.

Honestly I was a little nervous about just hammering abilities but there are a few things that calmed my fears:

1) You can perform extra powerful chains. Say you open with one skill, then the icon for another 2 in your hotbar light up, depending on which you choose one of two others light up for the finishing blow so to speak. Not only are there combos, but combo paths you can take with different effects from the skills you use on the monster you're fighting (...)


Whoa. I tricked Wint into breaking the NDA. Yay me! ^.-/



Edited, Feb 23rd 2013 10:19am by Rinsui
#63 Feb 23 2013 at 9:19 AM Rating: Excellent
Rinsui wrote:
Quote:
It's an 11.

Honestly I was a little nervous about just hammering abilities but there are a few things that calmed my fears:

1) You can perform extra powerful chains. Say you open with one skill, then the icon for another 2 in your hotbar light up, depending on which you choose one of two others light up for the finishing blow so to speak. Not only are there combos, but combo paths you can take with different effects from the skills you use on the monster you're fighting.
2) You still need to watch hate. When we lost to the boss mob of that dungeon, one thing I did was steal hate from the tank accidentally on Archer. Our second time through I used some abilities you can trigger that do things like reduce your hate to allow me to spam for a bit before the effect wore. It feels a little more challenging to manage than say, FFXI, but once you get the hang of it it is a lot of fun.
3) We haven't seen all the abilities yet. My character was only level 35, and they're capping at 50 at launch so there are another 15 levels to see what is coming. Add to that the ability to use some of the skills from other jobs and we have a lot of choices and combinations to choose from, hopefully they will make the "sub job skills" useful in multiple situations so there isn't that perfect build out there that everyone will demand (que Kachi to come rant about this

Another thing I was responsible for (other than popping the pods I talked about earlier) was keeping up enfeebs like blind and poison. Between keeping those applied and running through my combos, and watching the environment and the monster behavior, there is enough there to keep a skilled player hopping.


Whoa. I tricked Wint into breaking the NDA. Yay me! ^.-/



I'm not breaking the NDA, this was in my hands on during the media event which I confirmed I was allowed to post about Smiley: grin
#64 Feb 23 2013 at 9:21 AM Rating: Decent
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2,153 posts
I was just joking. Thank you for the detailed answer.
I'm a little confused nonetheless, because what you tell me is so different from what I read... elsewhere.
In any case, it's just 2 days until some people find out.

P.S.: For now, I'm still thoroughly impressed whith what they managed to pull off with the new graphics engine.

Edited, Feb 23rd 2013 10:23am by Rinsui
#65 Feb 23 2013 at 9:22 AM Rating: Excellent
Rinsui wrote:
I was just joking. Thank you for the detailed answer.


I didn't want beta players to think they could also post their experiences so I wanted to clarify Smiley: nod
#66 Feb 23 2013 at 10:46 AM Rating: Good
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2,120 posts
Kachi wrote:
Quote:
That being said, in any game based on numbers, there will always be one set of numbers that's higher than the other sets; that's just how math works. So when you're calculating pure damage output, yes.. there will be a "correct" combo to use for a given set of abilities. But that's only really useful if the encounter only cares about raw damage output. If the encounters are well-designed, they can require thought and strategy and utility. And once you add utility in there, raw damage calculations cease to be a thing since you start looking for particular effects.. and now you have to maximize those effects, and balance that with damage, and .... you get the idea.


Even things that are ostensibly not based on numbers are still based on numbers, so yeah, there will always be a correct combo to use -for a given situation-. But if there are universally superior options, then that's the problem. Take fighting games as an example. Everything in a fighting game is reduced to numbers, and frequently certain characters emerge as "the best" (if you're familiar with character tiers, then this is that principle in action). But even those characters are not generally the best in every matchup, and just because you pick the best character doesn't mean you'll win... you have to make the right decisions as the player to utilize that character's potential. Only the worst, most broken fighting games have characters with unbreakable combos where you can just spam an ability over and over or use the same rotation of moves over and over--and have that be the most effective strategy.

So consider these same principles in an MMO. Yes, some configurations will be -statistically- optimal, but in a good game, player skill and matchups should be far more important than configuration. There should not be a way to approach combat that is clearly the best way, even in your average situation. And this is what MMOs do badly. They're intercharacter design and encounter designed are poorly balanced against this. I talked a lot about this several weeks ago in a discussion about how classes should be numerically balanced against one another before they're balanced against monster encounters.

I remember the original XIV running into situations like that when I was playing. I forget what specific content it was, but many shouts were for archers & archers only. No one wanted my pugilist.Smiley: frown

It's not as good for me if I have tons of possibilities in building my character, but only a few that people will want to team up with for the content I plan on tackling. FFXI had plenty of situations like that as well. Some optimal combos, others doable, and still others that people laugh at if you did them.
#67 Feb 23 2013 at 12:22 PM Rating: Good
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3,737 posts
In one sense, creating a system as diverse as FFXIV's (or FFXI's for that matter) means that people will think they need to cherry pick the best of the best combinations and reject all others as hopelessly inferior.

Usually this is a ridiculous thing to do.

Now there are obviously combinations that are just silly... like, oh say, BLM/WAR... or maybe MNK/SMN. But most sensible combinations are perfectly fine, deviating only 1 or 2 percentage points off the "optimal" build.

As long as what you're picking makes sense, you should be able to compete, and that's the design challenge with a system like this.
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#68 Feb 23 2013 at 12:45 PM Rating: Good
Some of the content that XI introduced in the last few years called for bizarre combinations. WHM/RDM and BLM/BRD are the norm in Abyssea seal parties. Thousands of career black mages suddenly discovered they needed to not only have leveled BRD to 50 and gotten skills capped out, they were expected to have it available as a subjob. Smiley: lol
#69 Feb 23 2013 at 1:28 PM Rating: Good
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3,737 posts
Quote:
Thousands of career black mages suddenly discovered they needed to not only have leveled BRD to 50 and gotten skills capped out, they were expected to have it available as a subjob


Because of course they were.

I'd have been in trouble if I'd still been playing then.. I think my BRD was at like... 25? Maybe?
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#70 Feb 23 2013 at 1:48 PM Rating: Good
Archmage Callinon wrote:
Quote:
Thousands of career black mages suddenly discovered they needed to not only have leveled BRD to 50 and gotten skills capped out, they were expected to have it available as a subjob


Because of course they were.

I'd have been in trouble if I'd still been playing then.. I think my BRD was at like... 25? Maybe?


I was a career THF and SAM for years, then my HNM shell decided everyone needed to have a mage job of some sort leveled and skilled in preparation of the lvl cap increase to 80. I went and lvl'd BRD to 75, then quit the game about 3 days aftrer the lvl cap increase. Mage jobs just weren't for me in XI.
#71 Feb 23 2013 at 2:00 PM Rating: Excellent
Hey Wint,

I want to ask you about something pertaining to this thought by Kachi:

Quote:
Which seems, by the way, to reflect one of the central misconceptions a lot of today's designers have about how to make a fun MMO... busy=fun.


I believe this is spot-on.

With that in mind, I wanted to ask you about the activity level of zones in FFXIV 2.0. One of the things that contributes to the immersion of FFXI is that you can run through certain areas and it's relatively calm, even tranquil... it's the opposite of Guild Wars 2, where it's hard to run for more than 10 seconds without being attacked by some pesky animal, or without some kind of quest flashing across your screen. Just think of how much less fun running through the Sanctuary of Zi'Tah would have been if it were busier like GW2.

Even FFXIV 1.0 got this right (for the most part), allowing players to actually take in the scenery as they moved through areas (too bad the scenery was so bland and samey).

So, have the revamped zones in FFXIV ARR been Guild Warded?
____________________________
Thayos Redblade
Jormungandr
Hyperion
#72 Feb 23 2013 at 2:00 PM Rating: Default
WOW the PS3 version looks horrible. I'm surprised they were willing to post that video in public. so much lag

they arent even fighting , or around any monsters and its running so terrible



Edited, Feb 23rd 2013 3:01pm by Poubelle
#73 Feb 23 2013 at 2:03 PM Rating: Default
in the camps like around 6:45 it looks like the playstation 3 is going to explode or crash at any moment

http://youtu.be/KW6fL5X1fM4?t=6m45s

(didnt mean to double post)

PC version looks nice though

Edited, Feb 23rd 2013 3:10pm by Poubelle
#74 Feb 23 2013 at 2:33 PM Rating: Excellent
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3,737 posts
Poubelle wrote:
WOW the PS3 version looks horrible. I'm surprised they were willing to post that video in public. so much lag

they arent even fighting , or around any monsters and its running so terrible
Edited, Feb 23rd 2013 3:01pm by Poubelle


Yeah... you'd think it was the alpha version of the PS3 version or something.
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#75 Feb 23 2013 at 3:16 PM Rating: Decent
They've apparently brought in a team from Sony to get that fixed.
#76 Feb 23 2013 at 5:15 PM Rating: Excellent
Thayos wrote:
Hey Wint,

I want to ask you about something pertaining to this thought by Kachi:

Quote:
Which seems, by the way, to reflect one of the central misconceptions a lot of today's designers have about how to make a fun MMO... busy=fun.


I believe this is spot-on.

With that in mind, I wanted to ask you about the activity level of zones in FFXIV 2.0. One of the things that contributes to the immersion of FFXI is that you can run through certain areas and it's relatively calm, even tranquil... it's the opposite of Guild Wars 2, where it's hard to run for more than 10 seconds without being attacked by some pesky animal, or without some kind of quest flashing across your screen. Just think of how much less fun running through the Sanctuary of Zi'Tah would have been if it were busier like GW2.

Even FFXIV 1.0 got this right (for the most part), allowing players to actually take in the scenery as they moved through areas (too bad the scenery was so bland and samey).

So, have the revamped zones in FFXIV ARR been Guild Warded?


I didn't get a whole lot of time in the lower level zones, but in at least one instance, near Camp Bentbranch, I was able to run around normally aggressive mobs at level 35 (they were level 10ish) with no problems, so I'm thinking yes is the answer to your question.

The zones are definitely more immersive now, La Noscea is absolutely gorgeous.
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