Famitsu Hands-On with Alpha

In my experience most composers for games and movies are like that.

Danny Elfman in particular.
 
I hope they use someone else for FFXV at any rate, I'd kill to see Yasunori Mitsuda (from Chrono Trigger/Cross/Xenogears) compose for an FF title, or even Naoshi Mizuta from XI, let him compose a single player FF.
He did the Sanctuary of Zi'tah, one of my favorite FF songs of any game.

Anyways, on-topic!

I think they mentioned the whole healing MP thing previously, there is no rest option, but it'll recover in passive mode (like HP).
Least I think that's what they said before.

Nice that they are making it easier for people of all levels to get around, and the leveling system kind of reminds me of FFII's system.
 
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I think you're applying to much logic to the system.

This is Uzor you're talking to ;) It's like saying that Spock is applying too much logic to a concept.

Nothin but <3 for ya Uzor.
 
Given that Nobuo Uematsu is doing the composing for XIV, it's rather unsurprising that it would sound rather familiar.
Actually, its been said that some of the songs in FFXIV are songs that were originally made for other games, but did not make it in the final version. Hence why some songs sound similar.
 
Why did I just see this now? I still haven't put in my code that I got from FFXIII.
 
I did just now, it's probably not gonna help you get in the beta, I've tried.

Still, at least we can still get the Secret Item when we use this code when first registering FFXIV on release.

Edit: Should note that I had already signed up for the beta previously.
 
That's alright, I'm far to busy with XIII still among other things. I'll just wait it out.
 
More stuff stolen from Zam, this time an interview with developers, and it would appear that I must stand corrected on the Physical Level issue.

From what the devs say in this interview, it does indeed sound like you'll have a core Physical Level that applies across all jobs, then individual class skills for the precise specializations, with the need to respec your stat choices when you change from one job to another.

Which could get rather messy and complicated, actually, so we'll see whether this makes it past Alpha.

- When Final Fantasy XI first started, it began with a beta test. Why did you decide to go back even further this time and start with an alpha?

Komoto: At the beta stage, a game is relatively complete. In order to better take in user opinions and make more adjustments, we wanted users to see an earlier version and let their feedback affect the direction of the game itself.

- So, does that mean there could be some dramatic changes after the alpha version?

Komoto: Yes, there could. We're already wondering ourselves what shape the game will take after the alpha testing is complete. There are issues we have seen arise, and we want to think of how to best fix these and add in user suggestions at the same time.

Tanaka: For the alpha test, we only have one World. The idea is we first test that World for stability and then in phase 1 of the beta test, we begin to add more Worlds and collect as much data as we can.

- Will the amount of playable cities increase in the beta phase?

Tanaka: More than simply increasing the play area, we want to test and adjust the core mechanics of the game. For example, we want to see if leveling up works properly or if attaining a new skill rank works properly. Our number one priority is to monitor these things closely.

Komoto: Just like how we set a limit to the levels, we want to place benchmarks and see if they can be reached without major issues. We expand the system a bit, and then sample data from within those constraints.

Tanaka: We want to examine the speed at which people grow, as well as the core game mechanics, and see if we need to make any adjustments.

- So, then it sounds like we won't really get the full game until the official release version.

Komoto: We think the full scope of the game will come together sometime during the beta phase.

Tanaka: The game system will be completed during the beta phase, but I would say you probably won't see the entirety of what the game world has to offer until the official release.

- I got to try out the Guildleve system, and it feels like a great way to manage your play time. You can complete a quest within 30 minutes and then start a new one right away. It feels like Assault in FFXI, where you can enjoy some casual challenges divided into easy to manage chunks. Forgive me if I'm wrong, but it feels like a system really designed around light, casual play.

Komoto: That's true, but I wouldn't say it's just a system for light play. What we wanted to do is design something that casual players could enjoy. That entails making it simple and easy at first. However, while the rules are simple early on, future quests add more rules and more variations to Guildleve while at the same time putting players up against tougher monsters. That's the kind of system we're considering.

- As for character growth, it appears there are Skill Ranks for each Class and Physical Levels for the avatar itself. Physical Levels are where you can freely spend points on different parameters, right?

Komoto: In the alpha, there is a cap on Physical Levels, and you can't redistribute points already spent on parameters just yet. Later on, we want to allow players to reallocate points in case they focus too heavily on a certain attribute and want to adjust that. We also plan to make it so you cannot simply max out every attribute, so players will have to work to find a good balance. For example, you may raise a certain skill in order to play a Warrior-type class. If you later want to go as a Disciple of Magic, you can then reallocate those points into something more beneficial for a magic-user.

- Regarding character customization, will there be any limitations on attaching skills from one Class onto another?

Komoto: If we can, we want to allow players to use skills from other Classes on their current one. However, there are many things to test out regarding this, such as how the effects of skills will be weakened when used with other Classes. For example, maybe a certain combination of skills doesn't work well together, or perhaps another combination is too powerful -- we want to maintain game balance as we go forward. There will, of course, also be some skills that we simply won't allow to be attached to other Classes. At this stage, we are still looking to see how things work, so feel free to try out any combinations you wish.

- With FFXI and Support Jobs, there was a limitation, and in general you wanted users to play Jobs a certain way, which made it easy for other players to pick up on what that Job's role was. If you can freely set abilities on different Classes and freely boost your parameters, will that make it difficult for players to define roles for Classes?

Komoto: That's why we feel it is most important to have Classes defined by their main skills. Although there is wiggle room for adding other abilities, a Class that excels at tanking will usually be considered a tank first and foremost. From that starting point, you can begin to fine-tune your role based on the situation and see how your Class works with other Classes.

- How are crafting skills coming along at this point in the alpha?

Komoto: We've touched on them so far and let players get the basics of cultivating materials, but we're still seeing how the system will take shape. We plan to have players able to gather materials in field areas and are preparing Guildleves that involve cultivation and harvesting. However, we're still in the testing phase for these aspects of crafting. Also, we're going to make skills for harvesting and crafting and want to make the whole experience fun for players. Fighting battles is fun, but we hope to create a game where players can have just as much as crafters -- raising skills, going on adventures, and even completing storylines. Guildleves should be very useful for making this happen.

- How many different types of Guildleves are there in the alpha version?

Komoto: Not so many. A little less than 20.

- Will players be able to solo even some high-level Guildleves?

Komoto: We hope to allow that by use of the selectable difficulty levels. That isn't to say there won't be any party-related Guildleves, but we want to allow solo players to enjoy Guildleve as much as possible.

- Speaking of which, is 6 members the average party size?

Komoto: This time, we've set the maximum for parties at 15 members -- almost the size of an alliance. However, they aren't divided into units. A party of 3 is fine, a party of 8 is fine, and we don't want to impose any standards from our end. Instead of forcing minimum party sizes on players, we want to allow them to freedom to put together any group they wish.

- I was surprised to see that Teleport and Warp were available to every Class right from the start!

Komoto: There will be costs attached to those abilities, but that hasn't been implemented yet in the alpha. We hope to make it so players with limited time can travel quickly, but also add elements that players with time to spare can enjoy if they decide to travel back on foot. We are looking to provide enough warp points to make these abilities a real help for players short on time. As for costs involved, we don't plan anything really restricting, and hope to keep it down to almost nothing.

- The range of motion for avatars was astounding. Lalafell are especially cute.

Komoto: They're sickeningly cute, aren't they? (laughs) This time around, the amount of motions and equipment and everything has been expanded extensively. Then there's the facial improvements.

- The facial expressions are amazing. Characters in cut scenes are so expressive and have voices, too. Compared with current MMOs, especially FFXI, the world of FFXIV just draws you in completely.

Komoto: I had that same feeling when viewing the cut scenes myself.

- The alpha only supports Windows, but will the beta phase add support for PS3?

Tanaka: We may not make it in time for phase 1 of the beta, but around phase 2 of the beta we believe we will be able to support PS3.

- How long do you plan to run the alpha and stage 1 and 2 of the beta? Are you just seeing how things go and playing it by ear?

Tanaka: Things may change as the product we are making changes through testing. The alpha and phase 1 of the beta will be pretty similar. Phase 2 of the beta is where the game will begin to change based on the feedback collected from the alpha.

- Will phase 1 of the beta add more Worlds than the alpha? Will any of the feedback from the alpha influence the initial beta stage?

Tanaka: Between the alpha and phase 1 of the beta, we don't expect much to change at all. Phase 2 of the beta and onward will see the game get updated and become vastly different.

Komoto: More than a set length for each phase, I would say it's how many stages we need.
 
I think people may be split on defined classes, but I'm all for it. I hope we have a little more wiggle room than in XI, although we do need some form of definition. I completely agree on the graphics too; The quality just looks stunning by the standards of MMOs. They would even look damn good for an offline game.

However, one topic they brought up that really has me excited is the possible flexibility we may be granted in terms of party sizes. The ability to effectly skill-up solo, with 3 people, 6 people, 10+ people will be a spectacular addition if handled right. No more full parties or parties of 2-5 that aren't quite ready to go? Awsome. Also, this could be great for social linkshells that want to roam as a giant group or for circumstances when 6 spots just isn't enough or too many.

Oh another thought I just had. Increased party flexibility may allow 2 or even 3 tank-like/healer/support characters to participate in the same party. Parties that could prehaps be fighting several mobs at once or mobs that would simply be too plentiful/high for 6 person parties.
 
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That equipment screen on the original post looks a bit ghetto, I'm hoping it's because the game is (or was) still in alpha. Also, what's this FFXIII code thing you guys are talking about?
 
I think people may be split on defined classes, but I'm all for it. I hope we have a little more wiggle room than in XI, although we do need some form of definition. I completely agree on the graphics too; The quality just looks stunning by the standards of MMOs. They would even look damn good for an offline game.

However, one topic they brought up that really has me excited is the possible flexibility we may be granted in terms of party sizes. The ability to effectly skill-up solo, with 3 people, 6 people, 10+ people will be a spectacular addition if handled right. No more full parties or parties of 2-5 that aren't quite ready to go? Awsome. Also, this could be great for social linkshells that want to roam as a giant group or for circumstances when 6 spots just isn't enough or too many.

Oh another thought I just had. Increased party flexibility may allow 2 or even 3 tank-like/healer/support characters to participate in the same party. Parties that could prehaps be fighting several mobs at once or mobs that would simply be too plentiful/high for 6 person parties.

That sounds really cool.

I think another cool feature to add would be some sort of branding. I knew when I was main tanking for my party in Aion, it helped being able to label monster party pulls.
 
Oh another thought I just had. Increased party flexibility may allow 2 or even 3 tank-like/healer/support characters to participate in the same party. Parties that could prehaps be fighting several mobs at once or mobs that would simply be too plentiful/high for 6 person parties.

Technically we can do that right now, it's called an Alliance (or whatever you prefer for your game of choice), and one can assume that the same rough rules will apply, ie, the more people you have in your group, the less reward you will individually receive for killing something.

Admittedly, it offers advantages in terms of single-party spell limitations such as we have in XI, but it's probably not going to be much different aside from that.

Reya said:
I think another cool feature to add would be some sort of branding. I knew when I was main tanking for my party in Aion, it helped being able to label monster party pulls.

It's handy, aye, but it's not in my top 10 list of desired functionality. It doesn't take a whole lot of effort to specify things without branding, after all.

Actually, now that I think about it, I'm not even sure what my top 10 bits of desired functionality are.

Better mail system, that's obvious.
Good mini-map and generalized mapping system, but from the look of the screen shots it appears we might be getting a good mini-map at least.
Better party/alliance arrangement system, though with a single-party system it might be unnecessary. I guess branding could actually fall into this category. :O
No massive multi-hour multi-alliance content (ie, no Dynamis, ever again, and fuck you Absolute Virtue).
Better mount functionality. One thing I really got used to in WAR was being able to just call my damn mount whenever I needed one, and the chocobo whistle isn't quite the same thing.
Better LS/guild functionality. LS in XI are basically just an extra chat channel, when you get right down to it. It'd be nice to have some of the more advanced features that most other MMOs have.
Some level of Armor appearance customization; While it may be nice to be able to tell more or less how well someone in XI is geared at a glance, it's painfully hideous at times.
Better overall job balance both in and out of endgame; What jobs are considered useful varies wildly in XI, and I really don't like the concept of a "merit job".
A mechanism to reward persistence, even when fortune fails; Aragaeon should have gotten his damn hat. I do not particularly like the gods of random fortune being the sole arbiters of success in games; there really ought to be a system in place to get gear from activities that doesn't rely on luck. I hear WAR put that in after I quit, but I'm not entirely sure...
Better macro system; half the reason people I talk to went to the technically-tos-violating windower is because 6 lines just doesn't cut it...

I'm sure I could think of a few more if pressed, but those more or less cover what I could think of off the top of my head.
 
I really like the idea of having your hp and possibly mp refreshing itself upon passive mode, but I hope they'll also give us gear and what not to allow these refreshes during attack mode.

I also like the idea of casting magic while you move around, instead of worrying about your magic being interrupted. XIV looks like it'll be more of a fast paced game rather than slow paced like XI. It looks like it may have some elements of a single player offline FF game only with massive multiplayer online capabilities.
 
Technically we can do that right now, it's called an Alliance (or whatever you prefer for your game of choice), and one can assume that the same rough rules will apply, ie, the more people you have in your group, the less reward you will individually receive for killing something.

Admittedly, it offers advantages in terms of single-party spell limitations such as we have in XI, but it's probably not going to be much different aside from that.

Yes that's true, but it's not quite what I was getting hopeful about.

In XI you get a certain share of xp when in a party. As you know the amount the mob is worth and the amount that is split between the party members is a pretty straight rate; perhaps a slight bonus is applied ( I can't remember exactly ). However, once in an alliance be it 7 people or 18, the xp share is no longer in sync with the amount of people fighting.

For example mob X is worth 200 xp per person in a 6 person party. However in a 12 person alliance it's not set up so that each member would gain 100xp per on mob X. Now it's some bullcrap number like 30-60 or something along those lines. I'm sorry I can't give %'s and such since it's been awhile, but we've all experienced what I mean.

I hope in XIV the xp split is handled with greater consistancy to encourage flexibility so that we can stray from 6 person parties without severe penalties. I have nothing against an optimal setup or bioptimal setup; I just want some party size options within reason.
 
Also, if there's no level up system like with FFXI, then does that mean you can pretty much skill up with anyone I wonder, as long as you have that balanced pty setup to function well against monster.
 
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