We're not done with the love for Final Fantasy XIV around here by a long shot, especially not as the game moves into the next phase of testing. Amidst secondhand reports, allegations, rumors, and the general wall of non-information Square-Enix surrounds the game with, it can be difficult to know whether the new phase of testing has actually changed anything, or we're just looking at the same build with a few names changed. There's a new video making the rounds, however, demonstrating exactly what has changed.
It's easier to understand the changes by watching the video, but in brief: they've improved light sourcing, distance rendering, and a vastly different combat system. The latter is perhaps the most surprising, as the two systems sound similar but have significant differences when compared side by side. Any fan of Final Fantasy XIV is encouraged to watch the video not just to see the version comparisons, but to get a good sense of what the game will look like in action.
Reader Comments (23)
Posted: Jun 27th 2010 10:17AM jpkustra said
Well... it looked great up until the combat portion. What the heck was the combat like before it was "improved"? Did you just play rock, paper, scissors with mobs?
Posted: Jun 27th 2010 12:50PM Kyrra said
Combat was slower (around 5-6 seconds between attacks), they lowered this to around 3 seconds between attacks.
As well, they made the new system work more like Rogue Energy from WoW. The old system had a gauge that would fill up after 2-3 seconds, which then would start charging a secondary gauge called the "effect gauge". That second gauge had 3 "levels" that it could charge up (1 second per level), shortly after it fully charged the effect gauge would reset back to zero. So you wanted to press the attack button when it was near full. The bigger the effect gauge was, the more damage you did and the more accurate your attack was.
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As well, they made the new system work more like Rogue Energy from WoW. The old system had a gauge that would fill up after 2-3 seconds, which then would start charging a secondary gauge called the "effect gauge". That second gauge had 3 "levels" that it could charge up (1 second per level), shortly after it fully charged the effect gauge would reset back to zero. So you wanted to press the attack button when it was near full. The bigger the effect gauge was, the more damage you did and the more accurate your attack was.
Posted: Jun 27th 2010 10:55AM (Unverified) said
I'll hold judgment on the combat until I play the game, but yeah, the combat looks pretty boring.
Posted: Jun 27th 2010 10:56AM Monkey D Luffy said
I watched this a few days ago and i am still amazed at how great it looks.
I want it sooo bad!~
I want it sooo bad!~
Posted: Jun 27th 2010 2:21PM Monkey D Luffy said
@Mikael Hultgren, You watched the Beta / Alpha side by side video, right?
Don't see how you can say anything bad about it, it looks amazing.
Or are you trolling me?
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Don't see how you can say anything bad about it, it looks amazing.
Or are you trolling me?
Posted: Jun 27th 2010 12:11PM alzeer said
not having auto-attack in the game does make it look slower
Posted: Jun 27th 2010 2:49PM Its Utakata stupid said
Age of Conan does not have auto-attack, but combat is still fast. SE are obviously throttling combat responce time for some inexplicable reason.
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Posted: Jun 27th 2010 12:19PM blomma said
Also, the combat seems to be a complete bore. Very static, no movements, next to no animations, in fact id say it looks very much like every FF rpg i have played over the years. Which is sad, because combat has always been the weak point of the FF series. But then again, this is a early build so there is still time to improve on the combat.
Posted: Jun 27th 2010 1:36PM DevilSei said
The combat only seems to be a "complete bore" because the video isn't a combat video. They are showing the differences between the alpha and beta game, and this was just a short example of what they changed, not how it looks. Instead of the ability having a charge-up time, you have one main bar, and abilities will require chunks of different sizes from it as it fills up. If you pay any attention at all, he only used one attack over and over, yet had an entire bar (or two) full abilities they could use.
So yes, it seems boring and without animation, but only because they spammed one move. I can't vouch for the game, neither can most anyone I know, but those were most likely just beginner mobs which would be simple and require little if any skill to really kill.
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So yes, it seems boring and without animation, but only because they spammed one move. I can't vouch for the game, neither can most anyone I know, but those were most likely just beginner mobs which would be simple and require little if any skill to really kill.
Posted: Jun 27th 2010 12:49PM Bartlebe said
At first glance I was ready to come down hard on how slow and boring the combat seemed.
In hindsight, the combat during newbie levels of all MMOs are a bit slow and boring. Maybe it speeds up as you go? Lets hope so.
In hindsight, the combat during newbie levels of all MMOs are a bit slow and boring. Maybe it speeds up as you go? Lets hope so.
Posted: Jun 27th 2010 2:48PM Its Utakata stupid said
I hope so...because I thought newbie combat in City of Heroes was slow before watching that.
As for newbie combat in WoW, it's fast and furious right out the door. All games should be that way.
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As for newbie combat in WoW, it's fast and furious right out the door. All games should be that way.
Posted: Jun 27th 2010 12:57PM Theeinferno said
Combat looks a bit weird, but I'll wait until I try it.
Posted: Jun 27th 2010 1:36PM Egobrane said
I can't wait for this game. This video has me really hyped.
The combat is fine, I don't know what people are complaining about once again. But I suppose that unless it's a hardcore button mashing game, people can't find enjoyment.
In FFXI and, presumably the case with XIV from the battle regime system, you don't just pay attention to yourself mashing your buttons and doing as much damage as possible like say WoW or EQ2. You're paying attention to your entire group and what's going on with them, trying to skillchain, magic burst, debuff the right spells (a bit more on that, in WoW most healers I know have an addon that just changes their name plate to a different color when they get any debuff, and then they can use the generic debuff cleanser spell by clicking their name that rids of any debuff instantly. In FFXI there were different things for everything, poisona, paralyna, erase, silena, blindna, etc.), keeping buffs up, carefully watching threat/aggro, stuff like that.
The combat was faster than it was by basic soloing because you had to pay attention to more things. I don't want them to remove that type of gameplay from XIV by making it a stereotypical WoW clone like RoM, Aion or LOTRO (not saying they're WoW clones, just they follow the basic gameplay formula). I want them to keep it like FFXI was, a primarily group-centered MMO game. Because after all, that's the point of the MMO genre.
Combat isn't the only thing in games, another thing that mystified me about XI was how well the story was and the incredible scope of things you could do. I hate to reference WoW again, but I played it for 3 years and XI for 5 so I think I can do such. Nowadays in WoW there's little to no immersion, you just hit your button and teleport to the heroic. Then there's the 2 raids people do now, one of which takes an hour max to do. In FFXI there was einherjar, sky, sea, assault, salvage, nyzul, ISNM/BCNM/KSNM/ENM/ZNM/ANM/VNM/SNMs, limbus, dynamis and other stuff such as campaign, garrison and the vast amount of storyline missions from Bastok, Windurst and San'doria and the expansion content which rivalled all of those put together times two such as the 34 CoP missions or the 48 ToAU missions.
I hate to drone on but I can't stand when people instantly label game as "Shit game, combat too slow in beta." when that's not the only thing important to a game's enjoyment at all and doesn't reflect any of the more advanced mechanics of said game. The point of the video was to show the vast improvement from the late stages of the alpha to the earliest build of the pre-beta. Not to brag and show how super flashy their effects or intense their boss mechanics are.
The combat is fine, I don't know what people are complaining about once again. But I suppose that unless it's a hardcore button mashing game, people can't find enjoyment.
In FFXI and, presumably the case with XIV from the battle regime system, you don't just pay attention to yourself mashing your buttons and doing as much damage as possible like say WoW or EQ2. You're paying attention to your entire group and what's going on with them, trying to skillchain, magic burst, debuff the right spells (a bit more on that, in WoW most healers I know have an addon that just changes their name plate to a different color when they get any debuff, and then they can use the generic debuff cleanser spell by clicking their name that rids of any debuff instantly. In FFXI there were different things for everything, poisona, paralyna, erase, silena, blindna, etc.), keeping buffs up, carefully watching threat/aggro, stuff like that.
The combat was faster than it was by basic soloing because you had to pay attention to more things. I don't want them to remove that type of gameplay from XIV by making it a stereotypical WoW clone like RoM, Aion or LOTRO (not saying they're WoW clones, just they follow the basic gameplay formula). I want them to keep it like FFXI was, a primarily group-centered MMO game. Because after all, that's the point of the MMO genre.
Combat isn't the only thing in games, another thing that mystified me about XI was how well the story was and the incredible scope of things you could do. I hate to reference WoW again, but I played it for 3 years and XI for 5 so I think I can do such. Nowadays in WoW there's little to no immersion, you just hit your button and teleport to the heroic. Then there's the 2 raids people do now, one of which takes an hour max to do. In FFXI there was einherjar, sky, sea, assault, salvage, nyzul, ISNM/BCNM/KSNM/ENM/ZNM/ANM/VNM/SNMs, limbus, dynamis and other stuff such as campaign, garrison and the vast amount of storyline missions from Bastok, Windurst and San'doria and the expansion content which rivalled all of those put together times two such as the 34 CoP missions or the 48 ToAU missions.
I hate to drone on but I can't stand when people instantly label game as "Shit game, combat too slow in beta." when that's not the only thing important to a game's enjoyment at all and doesn't reflect any of the more advanced mechanics of said game. The point of the video was to show the vast improvement from the late stages of the alpha to the earliest build of the pre-beta. Not to brag and show how super flashy their effects or intense their boss mechanics are.
Posted: Jun 27th 2010 1:58PM (Unverified) said
To everyone complaining about the combat, if you look at the video you see the char is level 1. :P
Posted: Jun 27th 2010 5:25PM Its Utakata stupid said
But logic and thinking can never cover fail apologist disposition...when I've already pointed out two games where combat is quite fast at level 1. I am sure there's more fine examples out there if you armchair intellects care to look.
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Posted: Jun 27th 2010 2:49PM Betel said
"Very static, no movements"
Yes yes, except for the whole "position and direction affects your damage and efficiency" factor that wasn't showcased here. Guess why?
Because that wasn't changed from Alpha to Beta. It is that simple. This video shows the changes (stamina gauge), not what is still the same.
Yes yes, except for the whole "position and direction affects your damage and efficiency" factor that wasn't showcased here. Guess why?
Because that wasn't changed from Alpha to Beta. It is that simple. This video shows the changes (stamina gauge), not what is still the same.
Posted: Jun 27th 2010 2:51PM (Unverified) said
Why are people complaining about level 1 combat again? Heroic strike, sinister strike, smite, shadow bolt, ice bolt, wrath, auto shot and auto attack. Thats all you had in WoW at level 1 to do combat.
FFXIV combat still looks slow though but seeing the direction that SE is taking with the game, in terms of weapons and now the reveal that mobs and bosses will have breakable parts to increase drop rate on loot ( as in actually positioning yourself to break those parts) , It looks like they want to make this into an MMO version of Monster Hunter while still retaining some of FFs flavor. I hope they succeed since FF and MH are my favorite Japanese series
FFXIV combat still looks slow though but seeing the direction that SE is taking with the game, in terms of weapons and now the reveal that mobs and bosses will have breakable parts to increase drop rate on loot ( as in actually positioning yourself to break those parts) , It looks like they want to make this into an MMO version of Monster Hunter while still retaining some of FFs flavor. I hope they succeed since FF and MH are my favorite Japanese series
Posted: Jun 27th 2010 3:47PM (Unverified) said
Interesting how split opinions are on this. For the sake of the game I hope it means they're doing somethin' right :)








