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Sorry za ogolna chaotycznosc ^^;

http://www.ffxionline.com/forums/genera ... post738889

Of course narazie to zadne info jest, ale...

Oh i jeszcze male takie:

However I can say people (who are demoing WoTG at the FanFeast) are confirming Dancer (DNC official abbreviation) to have B dagger, parry and evasion and Scholar to have D in Healing, Elemental, Enfeebling, Enhancing and Dark without Arts (new name for it) effect, and respective skills are bumped up to B while the one of the Arts, Light or Dark, is in effect.

I jeszcze:

The New Special Battle “Mercenary Camp,” Mihli’s Hexa Strikes Wipes the Competition

Along the lines of “Heroes Combat” and “Heroines Combat,” a third, new special battlefield was presented: “Mercenary Camp.” As players of Treasures of Aht Urghan may have already guessed, this time your opponents were the Five Serpent Generals, protectors of the Empire of Aht Urghan. Fans have been waiting with baited breath to take on these generals ever since they first fought alongside them in Besieged.

The rules included a 15-minute time limit, level 60 cap, and a ban on Raise or Reraise. The Serpent Generals were non-aggro, in that the players could decide upon a target to fight, but after a set amount of time, another randomly chosen general would move to engage the alliance. Their jobs were as follows: Skyserpent General Rughadjeen was a Paladin, Stoneserpent General Zazarg was a Monk, Galeserpent General Najelith was a Ranger, Flameserpent General Gadalar was a Black Mage, and Waterserpent General Mihli Aliapoh was a White Mage. As special characters, they each had their own unique Weapon Skills, and their battle AI was noticeably improved.

On stage, 18 lucky contestants were allowed to participate in the fight against the Generals in three teams of six members. As noted in the title above, the result was utter defeat. Players were allowed the standard six jobs, Warrior, Monk, Thief, Red Mage, White Mage, and Black Mage.

The job choices were fixed, so everyone knew their place by upon the onset of the battle. The general consensus was to Sleep all the Generals and start with the relatively weak Black Mage, then take out the Attacker types, and finish with the Paladin and White Mage who would take longer to beat comparatively, due to their healing magic.

However, in this battlefield, the order of Generals after the first is random, so inevitably, the strategy fell apart. Instead they decided in the first battle to target Mihli (WHM), in the second battle, Gadalar (BLM), and the third, Zazarg (MNK).

http://www.watch.impress.co.jp/game/...1104/alt28.htm

In the first battle, Mihli proved quite tenacious with her array of healing magic. She made short work of Warrior with her mighty Hexa Strike, and let bruisers Zazarg and Rughadjeen come out to clean up the remaining players. Underestimating Mihli as a simple White Mage certainly cost the players their lives.

Round 2 saw the players looking to quickly crush Gadalar to start things off with an edge. Unfortunately, next up was Mihli, who plowed through Warrior, Monk, and White Mage alike to claim a decisive victory.

The intended plan of Round 3 was unclear, and due to mishap, the players incurred the wrath of Zazarg. His intense Asuran Fists made short work of players, and just for good measure, Mihli came out next for a little cleanup duty.

Upon witnessing this, it appears the battle is simply unbeatable. Still, my recommendation would be to have a tank kite one of the more ferocious Attacker types. By the way, with the special battle codes attendees received, they can take on the challenge themselves, and I’m sure many of them will be eager to claim victory.


TH:

Q: Do multiple instances of Treasure Hunter in a single party increase the chances of a drop? When exactly does the effect of Treasure Hunter take place?
A: When more than one member has Treasure Hunter, the player with the strongest version will have theirs take effect for the party. The effect comes into play as soon as the Thief generates enmity from the target enemy. Even if the Thief dies, the effect remains.

Salvage:

In Salvage, there's a certain NM on Floor 1 of Zhayolm Remnants...
It will pop if make it to the sub-boss without using any Imbued Items.

Nie wiem czy to coś o czym ludzie wiedzą bo nie robie Salvage ;D

Scholar daje czadu?

Upon using “White Grimoire,” White Magic casting time is shortened, MP cost is lowered, and the player’s Healing/Divine/Enhancing magic skills are all raised. Also, there is a limit on what magic can be used while the White Grimoire is in effect. The Black Grimoire is the Black Magic version of this. As a penalty, the line of magic opposite to the Grimoire receives an increase in MP cost and lengthened casting times. While a Grimoire is active, a Scholar gains access to a number of unique abilities, such as magic which can alter the designated weather for a target party member and a powerful DoT spell. The weather magic allows a player to ignore the current weather for all intents and purposes. Moreover, it allows the use of equipment that has special latent effects under certain weather conditions.

Now, when the Grimoire effect was unleashed, a wave of awe washed over the entire conference hall. Under the White Grimoire, Stoneskin completed casting at only 40% of the casting gauge. Under the Black Grimoire, Gravity became Graviga (an AoE version of Gravity). The possibilities immediately captivated the audience. With White Grimoire or Black Grimoire as a support job, there is an unknown number of benefits one can find for key spells like Bind, Haste, Raise, Stun, or Ancient Magic. No doubt, Scholar is an amazing force to join the line of support jobs.

Dancer

The AF has the same basic design for males and females, with red and black colors with tights. On a female, the costume looks quite natural, but for males it’s a little hard to swallow. Anyway, there are four different motions to dancing, and each race has their own unique styles and finishing poses.

The Job has a variety of abilities and functions. “Dance” lets you heal party members and endow them with a number of beneficial effects. “Step” is used to enfeeble enemies, and adds an Additional Effect to the Dancer used in conjunction with “Flourish.” All these actions require the consumption of TP to activate. In other words, a Dancer must fight on the front lines, accumulating TP from the enemy.

Within “Dance” there are various moves like Samba, Waltz, and Jig. In the demonstration, we saw Drain Samba absorb HP and Haste Samba grant the effect of Haste. “Step” and “Flourish” are used together as a set. When using “Step,” the Dancer receives the bonus status of “Finishing Move,” and can utilize that condition to perform “Flourish.” All this new terminology is a little tough to take in, but the point is that “Dance” buffs members, “Step” enfeebles enemies, and “Step” is capped with a “Flourish,” allowing a Dancer to adapt their strategies along with the flow of battle.

The effects of “Flourish” range from a Provoke effect, Weapon Skill strengthener, TP conversion, and Skillchain openers. With this variety of effects, Dancer looks to have a great many benefits to front-line attackers.

I jeszcze:

* Being a Ranger, the MC expressed his intent to quit Ranger to play Dancer. He was delighted to then hear that Ranger is set to receive new abilities and changed his mind, proclaiming, "Ranger for life!"
* Scholar uses White Magic, Black Magic, and a set of unique spells of its own, which are either White or Black. The Scholar is not a magician, but rather one who combines a number of unique abilities to master the usage of magic. It is also expected to be an ideal Support Job for White Mages and Black Mages
* At this point, the main screen displayed a Scholar casting Stoneskin, which finished when the casting gauge had only reached 40%. The MC was stunned. However, the staff warned him that this speed is not a given, but can be attained through the usage of special abilities available while White Grimoire is active.
* A new macro system will be put in place, with 4,000 total entries. These will be divided into 20 books, one for each job, that can be named by the player. Each book contains the original set of 200 buttons. There was no mention of increasing number of lines per entry.
* When explaining the macro system, one of the reasons for its inception was "the addition of 2 new jobs." Also, they said, "with the addition of the new jobs, we're brought to 20 jobs, one for each book." This most likely means Dancer and Scholar are it for this expansion.
* Gobbie Bag will be expanded for 60 to 70 slots. They hoped to add another "Mog Safe" type storage unit, but memory restrictions prevent it for the time being.
* Wings of the Goddess is about exploring the past, a glimpse of which is caught in the original opening movie. Cavernous Maws will take you there at no cost. The intent is to make freely explorable content that can be enjoyed at one's leisure.
* The Auction House, along with many shops will not be available. This is explained because of the shortage of supplies during wartime. Rental Houses will still be available to facilitate Job Changing. Items can also be sent freely to the past and present, and GMs will be able to travel back and forth as well.

Q: How are the plans for improved version of AF for Blue Mage, Puppetmaster and Corsair?
A: It's not that we don't have plans for it, but it is still unclear how soon they will be implemented. There's an order of priority for developing new items, but either way they will be made.



Campaing wiecej info:

Campaign is broken up into four separate events. First, is Campaign Battle. This is when a target area randomly erupts into conflict. Previous screenshots have depicted this event, (such as the Orcs battling in Ronfuare). Basically, you participate in a fight similar to Garrison, but are restricted to a certain area of space like in Besieged.

As for the system governing all of this, instead of Signet or Sanction, there will be a completely new magic cast upon you, which eliminates experience loss upon death. Like Besieged, you can participate as you please from start to finish. Your activity in battle will determine what rewards you receive. It’s perfect for casual users and beginners to jump in and play.

The second type of event is Campaign Missions. These are meant to earn one an advantage in Campaign. If Campaign Battles are like Besieged, then Campaign Missions are more like Assault.

These missions are available based on conditions met through improving rank, war situation, military policy, domestic policy, division of power for areas, and Scout. These missions can also scale to meet the needs of a wider variety of players than Assault, which was generally limited to 3 or more level 50+ players. There are Campaign Missions you can solo, complete with low level players, set to short periods of time, or enjoy without battles. There is much more variation incorporated into the missions this time around.

The system is similar to Assault in that you use tickets to undertake a challenge, but the big difference is that only the Leader’s ticket is used up. Therefore, a party of six players could tackle the same mission six times in a row if they wanted. The rewards boost your “fame” in some way, but the results are unclear. (different than present-day fame)

The third type of event within Campaign is called Scout. Just like the title, you will be seeking out “scout” NPCs unaffiliated with the Allied Forces of Altana in Field Areas and Dungeons. Upon meeting them, you will attempt to convince them to join the Alliance, which can produce beneficial effects for your country. Furthermore, you may just run into some unexpected characters and get a look into their past. It sounds like this particular event will make great use of NPCs.

The fourth event within Campaign is Survey. This system makes use of the opinions of adventurers to determine national policies and military action. Each week, adventurers are tallied, and the results determine the course of action their nation will take the following week. Campaign Battles and Campaign Missions will become available based on the findings from Survey. For instance, questions like, “What areas should we invade?” or “What battle strategies should we employ?” or “What techniques should we develop?” will all have an effect on national policy. It lets the players control the course of the game, and should prove to be a great addition to Campaign.

RELIC WEAPONS - New weaponskills are being added in the new expansion, and when they do so, they will go back and revamp the relic weapon skills to keep them the 'paragon' skills. When I asked this question, they took quite a bit of time to formulate a response, so it did definitely hit a nerve.


Ostatnio edytowano 17 lis 2007, 09:24 przez Gokulo, łącznie edytowano 1 raz
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[Party][Do you need it?]

On the topic of low-level experience parties, another thing we discovered during our play session was that mobs in the past versions of areas we know, like West Sarutabaruta -- which will be distinguished (even in search results) by a bracketed letter S, (e.g. West Sarutabaruta (S)) -- are much stronger than the regular, pre-WotG areas. We took our level 60 Scholar out for a run, and saw the WotG equivalent Crawlers, which look the same but have a slightly different name. Using a staff to fight the monster, it took us a good six or seven hits to take down, whereas a level 60 character using staff in the regular West Sarutabaruta would normally one-shot the mob. This is very good news, since low-level players (levels 1 to 20) no longer need to travel all the way to the Zulkheim area (Valkurm Dunes) in order to find or create experience parties. Remember how hard it was, as a Windurstian, to 1) make a party to level in Buburimu Peninsula (because no one levels there, even though it's as good as Valkurm), or 2) travel as a newbie through Buburimua, survive the ferry, and make it to Valkurm? Now you can just shout for party members in Windurst itself, and form by a gate, and level up right outside your home nation. Of course, San d'Orians and Bastokans can do the same, as the mobs right outside the nation's gates have grown stronger everywhere.

1up.com

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PostNapisane: 17 lis 2007, 09:52 
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On stage, 18 lucky contestants were allowed to participate in the fight against the Generals in three teams of six members. As noted in the title above, the result was utter defeat. Players were allowed the standard six jobs, Warrior, Monk, Thief, Red Mage, White Mage, and Black Mage.

kochane SE ;)
trzeba wylewelowac ktorys z podstawowych jobow :lol: :lol: :lol:


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PostNapisane: 17 lis 2007, 10:16 
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Nie sądze :P chyba chodzi o to że ci co testowali dostali te 6 jobów


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