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FFXI Team Working On New MMOG

Gamespot has the word that the team behind Final Fantasy XI is working on a new game in the Massive genre. From the article: "Tanaka declined to comment on whether the MMORPG in development will be a successor to FFXI or a new product. He did confirm that the technical demonstration shown for the Xbox 360 during E3 was one of the experiments his development team had created to see what kind of graphics a next-generation console could achieve."

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  1. Re:Will they learn from their mistakes? by Mandoric · · Score: 4, Informative

    Dragoons are worthless if you don't know how to use them. As a heavy DD class, they (and everything else but monks on skeletons) will lose to a well-funded ranger. However, what they lack in raw power they gain back in accuracy bonuses (of a level that most other melees are paying millions for), and the capability (especially in later levels) to sub RDM and use wyvern breath to become a fairly-effective healer. Of course, if you've got the "omgwtf must be leet" mentality that was epidemic among the Japanese at NA launch, and is still epidemic among the NA, you'll already have your NIN tank, Taru WHM/SMN, and your three RNGs, and you'll be rushing off to tear 200xp a shot kicking and screaming from IT++ mobs no matter how long or how many consumables it takes you per kill.

    Red Mages being gimped bards is, again, a matter of usage. Bards can't debuff in the same ways, can't do decent elemental DoT in melee, can't burst off renkei, can't rapidly heal, and can only have two spells in effect per target at any one time. However, if you're convinced that RDM is there for Refresh and only Refresh, then...

    As for melee/support balance... well... slightly over half the jobs are melee. Slightly over half the -party slots- are typically melee. The main issue with melee invites is that, barring endgame monks, the average party has a set short list of places where they're willing to play and mobs they're willing to fight, and the RNG's ability to throw gil at problems tends to be amplified through these. Nerfing TP gain from Barrage like was done to other multi-hits and changing the HQ yield on arrows from 33/66/99 to 33/33/66/99 would probably improve this...
    but so would players realizing that if they can't have steak, they're at least better off with a hamburger than nothing. Sadly, there's a good half-year or year to go before this becomes common.

    Finally, you're a bit confused about the concept of FFXII. The game engine itself is similar to FFXI with AI-controlled allies, which makes it not too dissimilar from a long list of decent games such as the Star Ocean series, Bioware's Infinity Engine games, and even Secret of Mana.
    It's only in plot that relation to FFT-A, and Vagrant Story and FFT, are brought in---it's being developed by the creative team behind all of those games, who have thus far used the Ivalice setting for all their projects for Square and later Square-Enix.

    There are a few solid technical problems, or at least unintended effects, in FFXI, such as RNG's damage supremacy on common mobs, NIN's unanticipated tanking ability, and predictable NM spawn times; however, the vast majority of "issues" that the playerbase identify are, at worst, the lesser of multiple evils.