Sunday, June 16, 2013

Ascy: A Hyur Reborn



Hello!

Anyone out there?

I'm guessing not... but if you do see this and you haven't talked to me in a while... leave a comment and say hi!

In the 1 1/2 years since my last post, I've gone through a circuit of waaaaaaaaay too many MMOs! Star Wars: The Old Republic, Tera, Phantasy Star Online 2, Guild Wars 2, Neverwinter, The Secret World, Vindictus... None of them have held my interest for very long for one reason or another, some of which embarrassingly so -- Ark & I had hit max level and finished all the Neverwinter content before the game was actually released! I might do a post on my experiences in each of the other MMOs if people are interested. I was considering reactivatin Final Fantasy XI for the new Seekers of Adoulin content until the Final Fantasy XIV 2.0: A Realm Reborn testing started up!

I've been playing this off and on since the alpha last December. Through the different phases, I've tried out healing as a Conjurer, DDing a an Archer, and tanking as both a Gladiator and Marauder. Now that the NDA is lifted, I figure I'd revive this blog and put some of my impressions out there for people, especially those former FFXI players who might be considering playing XIV.

First, the legal stuff. All appropriate images are:

 All company, product, system names and/or company logos and marks are the
registered trademarks or trademarks of their respective owners. 


 Copyright (C) 2010 - 2013 SQUARE ENIX CO., LTD. All Rights Reserved. 


I find it slightly ironic that the last time I blogged about FFXIV it was during the 1.0 alpha. Since this the game is still not released, and it has changed significantly between phases, I'll just talk about the latest beta. In this beta, I had original chosen to be Marauder, the axe wielder which eventually develops to become Warrior. I had originally figured on trying out a close-ranged DD for a different experience, but I quickly found out that not only is Marauder an effective off-tank, but also quite good at being a main tank!

Graphics & Sound
FFXIV is still one of the prettiest games I've ever seen. The good news is that unlike 1.0, you don't need a computer that is out of this world to play it! Framerates are smooth, the environment and rendering looks sharp and almost realistic.
(Mostly) Starting gear, just out of town
The UI is adjustable so you can edit it, move things around. The environment chases constantly too, with an accelerated day/night cycle, weather effects, etc. all things you'd expect from FFXI. Fighting effects are very flashy, with appropriate noises.
Yay lens flares! Just like J.J. Abrams
The sound effects are also impressive. Besides the usual stuff like footsteps changing depending on your armor and what you're stepping on, the environmental sounds change depend on where you are and what's around you. When I first logged on, the opening town was relatively quiet since there weren't many players around. Later, there was a crowd in the adventurer's guild and it sounded like a lot of noise. If you enter a cave, you'll hear the sound of your footsteps changing, adding an echo. The same thing happens for any actions you take.

Combat
Some people call this the "old style" MMO combat style, involving 2.5 second "global cooldowns" between items, tabbed targeting and hotkeys. They'd be correct here. The actual combat itself isn't anything special, with the usual actions like a few damage moves, stun moves, healing, raises, etc. The combat is faster compared to FFXI, but anyone from a classic MMO like WoW would feel right at home.

TP, HP, MP all regenerate at a decent speed and when you're in the open world, you have virtually no downtime. /heal is a thing of the past. The good news is that claiming mobs is also a thing of the past! If someone else is fighting a mob you need credit for a quest, go join in! If someone is near death, go help kill the mob too! Even more amazing is that they actually have aggro lines showing you not only who has the mob's attention, but which mobs will link if you attack a mob! There are even hate meters so you can see how much leeway you have to do damage compared to the tank.
Not the best shot, but you can see the red circle around the mob's feet pointing to who is under attack. The white bar next to the party member's name on the upper left shows the amount of hate. Also, see: "The Hole" and "Key to the Hole"
What else... they have a "combo" system which gives your attacks special effect or more potency if you chain two skills together. I guess a kind of self-skillchain, but you're doing this constantly. You can see there's a dash outline on the box of one of my skills. This means that I just did an ability that chains to this one and that if I use it, I'll get more damage compared to normal. There are also limit-breaks, but they are based on parties. I still haven't figured out how to trigger a limit break yet!

Overall, the combat system leads to something that feels fast paced compared to FFXI, but not as fast as modern action MMOs like Tera or Neverwinter. The good news is that it at least gives you some time to actually type and talk, unlike the other games where if you aren't moving, you'll be killed.

Controls
Since the game is being released for both the PC and PS3, the game has gamepad support. I've always played FFXI with a gamepad, though the method of hitting a button, then moving the cursor around and finally selecting something seemed slow. I've had many cases when I decide to simply abandon the controller and type commands directly (like '/ma "Cure IV" Fuuji') as it would be faster than scrolling and finding the macro. I did like how the buttons can be used to select items and interact with everything in the world.

I also liked Tera's method of using the face buttons to perform commands. For example, pressing X uses one skill, Y another. This made combat feel more real-time and interactive. You didn't have to look at the menu bar to see which action you were choosing and could do it entirely by feel.

FFXIV keeps the way that FFXI interacts with the world, but manages to add the hotkey-like buttons by using the shoulder buttons as modifiers. You can use the D-pad and buttons to interact with the world, but if you want to use a skill, you hold one of the shoulder buttons and press a face button. For example, LT+Y causes you to sprint, and you can also use the D-pad as buttons. This gives a default of 16 actions you can use (LT and RT are two different macro 'pallets', while the 4 buttons and 4 directions on the D-pad are individual actions you can take. FFXIV calls this the "cross-bar". You can also switch between 8 different cross-bar configurations, giving a theoretical 128 possible customizable actions you can take from just a controller

The classic MMO hotkey method (keys 1-=) can also be used. What's interesting is that you can actually use both at the same time, and they don't have to map to the same actions.
Busy picture, but look at the cross-bar just above my HP in the bottom middle part of the screen, and the hotbar just above it.
I found this actually worked quite well. I could have the rarely used things on my keyboard, playing with the controller just above the keyboard and quickly tap down on them when needed. In this picture, I have my potions and ether on the right side, and the "target marking" actions on the left, letting me very quickly mark the order which my party should attack mobs without sacrificing actions on my gamepad.


Gameplay
At first glance, gameplay seems to be the standard MMO stuff... pick up quest, kill mobs/escort npc/fetch items, turn in quest, go to new area and repeat. It's what WoW did for ages and is fairly standard for MMOs. Unlike other MMOs, FFXIV lets you have multiple classes/jobs on the same character, so you need other ways to exp. The semi-good news is for at least levels 1-15, there are 3 different countries where you can do 3 different sets of quests, so at least 3 classes can go through this manner. I think there is a split of quests after level 25 as well, but haven't confirmed.

There are also a few other ways to get exp:
  • Hunting logs -- For the OCD of us, each class has a log which tracks the mobs you've killed. You can get exp just from killing different mobs in different places in the world
  • "Guildleves" -- Essentially repeatable quests. You get 3 leve allowances every 12 hours, and the quests themselves give exp, gil and in some cases, items or gear. This would make it easy to grind exp solo. You can have up to 100 allowances, so if you simply don't do leves for two weeks, you'll be capped and can go on a levequest grind
  • FATEs -- Real-time dynamic events. These pop up on the world map. Essentially mini-events that last a few minutes at a time, you can get quite a bit of exp from dropping in with a large crowd and smashing mobs (or picking oranges, or killing a big boss). It's very similar to Rift or Guild Wars 2
  • Dungeons -- These are repeatable, give decent exp and gear. I think I was averaging just under 1 level per run through a dungeon, and they didn't take very long to do (~1 hour if you don't screw up). Dungeons are also enjoyable with interesting boss fight mechanics, not the simple tank & spank that so many other games use. You actually have to talk to your party members! 
  • Exp chains! -- This concept from FFXI is still alive! Kill an equal level mob or higher in a certain time and you'll get a bonus of up to 50%. What's better is that they actually *tell* you how much bonus you're getting, what chain number you're on and how much time you have before the timer runs out. Self-chaining to 5 can be done for most classes Supposedly you get a bonus for partying and killing, but I haven't tried the sustained chain in a party concept before.


Another successful dungeon
Subjobs make a comeback... kinda. Unlike FFXI, you get to pick and choose specific abilities from the jobs you've leveled. For example, as a Marauder, I could choose to either enhance my damage with another ability from the Archer class, add another move from Lancer to increase my parry, or even add Protect or Cure from the Conjurer class. The number of abilities you can borrow from other classes increases as you go up in level, and the ability to unlock other classes starts at level 10, though you may have to visit other cities to unlock the class you want.

Cutscenes are of course, SE standard! Some random scenes:
No, I'm not your dentist
And my axe! (Yes, subligar, the FFXI standard armor is still around!)
Yay posing!
Traveling to Ul'dah
Entertainment in Ul'dah
The little things
I've played the initial starting experiences in two of the major cities so far -- Gridania to level 28 (thanks to some level fast forwarding they had in betas), and Limsa to level 20... I thought that the experience is fairly good, and has only gotten better in the latest beta. There are still things that aren't in-game yet that will be. I might put up another blog post about the leveling experience, including how the game introduces things gradually, but funnels everyone to experience dungeons together, much like how FFXI funnels everyone to Jeuno.

However, I found that it's the little things that have impressed me the most. Besides what I said about sound earlier, they've done a lot of things that make me feel like they've learnt the lessons of FFXI, from other MMOs and are actually listening to the players.

A few of what caught my eye so far:

  • Traveling around the world is very easy. No more 15 minute chocobo rides to places, teleporting between cities, or even places in a zone, can be done for relatively cheap, airship rides are instant and you don't have to wait for the airship
  • Abundant storage -- Not only do you start off with a crazy amount of storage (100 inventory slots), but each armor slot has their own independent inventory section in the "armory chest". Key items and quest items also have their own area, so you essentially have 100 inventory slots for crafting items and consumables. I haven't even touched individual storage or player housing, but I don't think I'll need to juggle around my inventory
  • Emotes and facial expressions -- Besides the major motions whenever you do something like a /wave, you can see your character's face changing expressions even when you do something as simple as a /joy will show your character smiling
  • Questing is easy -- They basically point you to where you need to go, and clicking on the map brings up where you need to go so you can easily travel to places. They also funnel people to the initial dungeons
  • If you log out/log in to the game in an inn, you'll see that your character actually climbs into bed and lays down, logging you out when you fall asleep... just like ALfheim Online.
  • You can set up gear set to easily change your gear for the job. No more hunting around your mog house searching for that Serket ring which you can't find when you need to change roles! Switching to WHM is just a click away! (This may or may not be a good thing)
  • You can interact with the environment in limited ways, like sit down on a bench

  • Detail on the outfits, down to the underwear! Look at how the designers created something just for the mi'qote tail!
  • The taru-taru's worst enemy has finally been defeated! The newer stronger brand of lalafells have conquered the counter!
Thanks to Ark for the pic! Visit his tumblr at http://eorzeark.tumblr.com/ 
Ok, that's it for now. I'll save some pics for next time... but before I go, very important question!

Hairstyle! Which is better, long or short? Vote now on the poll to the right!
Long:
or short:


They're almost the same hairstyle, except the shorter version has an extra layer of hair along the left side of the face.

Vote now!



6 comments:

Zurar said...

Well, you pretty much already pointed out everything that I also like about the game, so I guess I just have to point out my dislikes.

What I don't like is how generic the combat and quest systems are (though the quests I can live with). Character building also seems kind of limited... Everyone that's your level wears the same gear and uses the exact same skills in combat. I'm hoping this changes later in the game, but based on how it's going now, I can't see combat methods being very unique between players of the same character class. At least in WoW, the talent trees gave you a couple of "unique" abilities based on which talent tree you chose, and the choices of armor were more varied, so everyone didn't look the same or wear the same stats.

They also removed my most favorite thing about JRPGs; elemental/damage type weaknesses. Without these, I feel like I'd be better off with a bot running my character so I can enjoy their animations and beautiful scenery instead; though even a bot isn't necessary as the macro keys on my G11 could easily be programmed to handle the combat in the game; all I'd have to do is steer.

I think they've got a great world and story and all, but their 2 most critical RPG features are sorely lacking; Combat and Character building. With things the way they are, I worry the game will succumb to the same FATE as 1.0.

Zurar said...

sorry, apparently they removed the ability to "edit" one's comment, so I had to delete it to fix it...

Ascule said...

The combat/quest system is pretty generic... As for gear choice, I'm not too sure about that. Haven't seen the models for crafted gear. The sub actions and different leveled jobs give some variety in what classes can do, but the jobs will be identical.

As I recall, they removed the effect of elemental weakness stuff in FFXIV completely and did more of a Guild Wars 2 type where each element has its own attributes, like fire is heavy damage, water is recovery.

Personally, I think the long-term profitability of a MMO is really up to the endgame content and the initial launch, but I'll put another post about that sometime in the future...

Ghiren said...

I feel bad about missing out this weekend's beta. There were a couple of things that should be noted too for returning FFXI players.

1) The targets for quests are now visible and the next step appears on the side of the screen! No more being dependent on wikis and message boards for every step of your quests (or worse, not getting credit because you missed a conversation in town)! Areas where you hunt for specific monsters are marked on your map the monsters are visible, so you don't have to guess where to go. The same applies to gathering targets, so no more searching for the invisible "Mining Point" targets.

2) Crafting is result based rather than ingredient based. In FFXI and FFXIV 1.0, you put ingredients into a box and hoped that they were the right amounts, now you decide what you want to make and get a list of which ingredients that you need. This makes creating new gear or leveling crafting skills much easier. Again, there's much less dependence on a wiki to tell you what you need, and there's a crafting log for extra exp, just like the hunting log that you mentioned for battle classes. There's still a crafting minigame like in 1.0, but it's much improved and helps to give the player an idea for how close they are to successfully making something.

I'm hoping to get in on more of the betas going forward. I have some family stuff next weekend (again) but at least I'll be home so I can log on.

Ghiren said...

Apparently, the elemental wheel was taken out of XIV because none of the magic classes have access to all of the elemental spells. They wanted to avoid a situation where specific classes would be left out because they don't have the right spell for elemental bosses. For example, Thaumaturge being left out of Ifrit fights because they don't have water.

I can't say that I totally agree with the decision to design it that way, but I can see why they chose to leave it out.

Zurar said...

Yeah, I get why they did it, but I just think it was a bad move... though it does put mages on par with melees as far as "difficulty to learn" that way. Still, the game seems too simple; almost every class in the game can play itself with a small number of easily made macros. It kind of takes the fun out of it when you no longer have to think about how you attack the mob. There are some minor things to watch for, but none big enough to really make a major difference.

This may be why I ended up liking WKC2 more; you actually have to pay attention to what you're fighting and use the appropriate ability/spell to do the most dmg with the least amount of "cost" (in WKC2's case, MP, AC, and recharge) so that you don't run out of ways to sustain your character during the fight. Unfortunately, their character building was very drawn-out, so most people got bored with it quickly. While it was far from perfect, I do still think the character growth was far better than XIV's and the combat was definitely superior as far as user interaction and attention. It also had end-game "tiers" as I like to call them, where each guild rank would unlock new gear sets for you to work towards; though most simply saw this as grinding, I saw it more like level caps presented with a new expansion (they were just already there). Because the later ranks took so long to get through, it made it worth the effort to go for those new gear sets rather than wait for the next rank, most times. Alas, the developer ended up favoring the JPN market and completely screwed over the US market, so now our servers are no-more while the JPN are still getting new content.

Anyway, getting a little off topic there... Long story short, the combat is far too simple and actually makes the game boring, while lack of character development and customization really gives me no reason to keep playing aside from finishing the story. At this point, I'm very concerned for XIV; I know the dev team has put a lot of effort into making the game, but the core game mechanics just fall short.