Icyflamez96
Member
motion points
motion points
We already discussed this a while ago. I hope they do something cool with it like having Mitsuto Suzuki make some Electronica songs (the genre he's most passionate about and is the best in amongst all the SE composers) or even remixes of classic FF tracks for an urban/modern radio channel of Noctis' home city. Imagine driving around Lucis at night with some Trance/Deep House playing![]()
Yeah, but that would be too confusing after 25 years of magic using MP. What would the magic bar be called then if they'd keep MP for motion stuff?^^
I still can't believe Tabata kept that lousy jump from October in for the demo.
Like, you have this dude who can go Limit Break all of a sudden, but he can't jump two feet off the ground.
Honestly, the jump goes up to his mid-chest level. That's the height of rocks you can jump to. It's 'ok' for a default, unboosted jump, but both the animation and camerawork make it look jankier than it should be. Also probably doesn't help that it's a little 'more responsive' than the rest of Noctis' moveset, adding to the feeling of jankiness considering how animation-locked everything else from starting a jog to changing direction is.
I still can't believe Tabata kept that lousy jump from October in for the demo.
Like, you have this dude who can go Limit Break all of a sudden, but he can't jump two feet off the ground.
Wait a second...does Ramuh have an Ixion head on his staff?
That was a neat little detail.
I'm curious if they'll get some of the odder summons in the game.
Doomtrain needs to be in this game.
Doomtrain needs to be in this game.
Doomtrain needs to be in this game.
Doomtrain needs to be in this game.
Doomtrain needs to be in this game.
I never liked Doomtrain tbh
yea, but I think more variety wouldn't hurt the system as it is of now. More weapon slots between opener and finisher would give you more options to choose effects for example. When doing a combo with a MP regaining weapon and your MP bar is healthy, you could just switch to another weapon with a different effect. I think it would be fun and very effective.Rather have hot-swappable loadouts. Opener Combo Finisher already allows you to have all different kinds of timings, ranges and effects within a single combo. Any more would just be needless complexity for a given set of combo attacks.
I thought you were cool...
I've never been so wrong in my life.
- R1 should be like the KH lock-on. Just straight up rip the lock-on from Kingdom Hearts. The camera needs to follow the lock-on target at all times. Oddly enough, the R3 lock-on DOES track your target, but stops tracking when you are attacking (i.e. when camera tracking is most important). Additionally, make it easy to switch targets while locked on.
- Elaborate on the "stop attacking and then attack as soon as your weapon disappears to trigger a finisher" quirk. I'm assuming it's intentional, but it adds a nice bit of substance to the combat and rewards you for going beyond holding Square.
- Similarly, add some depth to the guarding (L1) system that rewards players for timing their guards instead of staying in the defensive stance. Maybe make a "critical dodge" that restores MP instead of consumes it.
- Let Noctis run further while not in combat. Seriously. I get that in the main game we'll have chocobos and the car, but there's nothing being lost by letting the player run forever when they aren't in combat.
- Either give us a mini-map with enemy locations on it, or create ambushes where we get attacked without any warning. It's super annoying for that red bar to show up only to see no enemies around, wondering if something is going to attack you, if you're wandering in to something you can't see, or if there's something barely nearby that you'll never actually engage if you just keep walking the way you were going.
- Make more warp points! It's fun to warp up to take a breather and get a good view of what's below, and plan out your attack if you're in combat. While they aren't entirely rare to find, it'd be nice to warp up onto rock formations, roofs, etc. Also, it's kind of a PITA to get locked on to a warp point, especially in the heat of battle.
Guys, am I the only person finding the demo waayyy to hard? I just can't beat the dungeon. Could someone offer some help?
get the food buff before you go to the dungeon. It gives you immunity against the poison.
I just keep on getting toast, does it give your different food after a while? (because that would make the dungeon soooo much easier)
Thanks for the help!
you need right ingredients. Kills some Garulas to get Galurla meat. And buy the corresponding ingredient that goes with Galurla meat.
- Similarly, add some depth to the guarding (L1) system that rewards players for timing their guards instead of staying in the defensive stance. Maybe make a "critical dodge" that restores MP instead of consumes it.
After my initial disappointment I have ended up loving the demo.
The combat system grew on me in a big way, I realised there was already lots of depth to it if I was taking the time to use all the features it had.
The ending tease was exhilarating!
I am very optimistic now over this game.
I think the camping feature needs to be fleshed out. They have a fantastic opportunity to flesh out characters and the world here. I want them to make the camp explorable in the night, or just have a feature where you can talk to every other character to get their thoughts on the day. I think this would be a great additional feature! Is anything like this confirmed and was just removed from the demo?
Edit: And I'm afraid I can't get over no overworld music. Even if the track just plays once when you reach the map, then stops.
No, although I hope something like that makes it into the game. I could see it getting hard when you camp a lot, and I'm sure there are story cutscenes that will trigger when setting up camp, but I hope ther's room for optional night banter too.
As for overworld music, would be cool if the overworld music was a lite version of the combat track, and when you go into combat, a bunch of instruments get added to make it sound... combatesque. Similar to how Fire Emblem Awakening does it. I think it would be jarring if you switched between overworld-encounter music-battle track every so often with the current frequency of random encounters.
Yeah, either case people get the impression that the jump will be trash in the final game.Tabata basically said magic and aerial movements are pushed backed to later part of the development.....so I guess it just wasn't ready for the demo.
There are different lock on spots. I think it had something to do with attacks its hind legs.I'm -still- trying to figure out stagger mechanics for Deadeye. Sometimes it takes a shit ton of swings and full thrusts, other times, like two aerial attacks (simple jump + attack) bowls him over.
Also the damage he takes makes no sense. There doesn't seem to be a solid correlation between when the different parts of him are Off-Guard and when he takes honest-to-God 4x damage compared to usual.
This is coming from someone who has staggering every other mob in the game down to a science, mind you.
what if you jump using magic
I don't think the 5th health bar means anything at this point. It is more of a big/unfinished code than something important.
Of course, we might have a 5th party member but the random occurrence of a 5th health bar shouldn't be taken seriously in the demo.
I am genuinely curious if it is possible to rip off the demo from PS4/XBO and look into the files. There is bound to plenty of unfinished/hidden stuff that can shed more light on the final game.
Lol, what:
"That 5th HP bar shows up when you talk to Cidney for the first time too."
https://twitter.com/_bazztek/status/580535097662767105
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Cidney being a summon confirmed?
PSY・S;157398475 said:
PSY・S;157398475 said:
PSY・S;157398475 said: