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Bet kokia žaidimo grafika už tai. Ji kalba už reikalavimus.

Ne į temą

Gal paziurek Stalker'i su modais? Crysis su modais? Metro 2033 DX11? Nieko cia nuostabaus... Gal ant Ps3 ir atrodo ta grafika nereali, bet ant PC yra tikrai daug geresniu zaidimu su mazesniais reikalavimais
Redagavo G1edrius

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Ne į temą

Gal paziurek Stalker'i su modais? Crysis su modais? Metro 2033 DX11? Nieko cia nuostabaus... Gal ant Ps3 ir atrodo ta grafika nereali, bet ant PC yra tikrai daug geresniu zaidimu su mazesniais reikalavimais

nemanau kad reiktu lygint su fps ar kitokiais zaidimais cia,tik su kitais MMORPG, pvz Aion ,atrodo gana panasiai irgi graziai. bet reikalavimai gan neaksti jo.

Nuotrauka

 

arba Tera .

CPU: Intle Core Dual-core or AMD ATHLON 64 X2

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aisku FFXIV gal turi ten orus bei dienos nakties kaita.bet kiti irgi turi pan dalyku ir vizualiai labai grazus irgi.cia vertetu lygint tik su kitais MMORPG kurie panasaus stiliaus.

naas zinau kad apie pc versija net negalvosiu kai bus PS3.nesvarbu kad ir veliau bet bus.nes pc reikia tikrai galingo :dance:

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Final Fantasy XIV's Play-Limiting Fatigue System Explained

A game mechanic that drops the amount of experience points earned after a set amount of play time has Final Fantasy XIV fans in an uproar. Game director Nobuaki Komoto explains the eight hour a week limit.

 

Fans have been railing against the Final Fantasy XIV experience limiting system for a while now, but Komoto was too busy getting interviewed at Gamescom in Germany last week to respond. Now he's back in Japan and has issued a statement regarding the system on the Japanese beta test website, translated by FFXIVcore's Savalithos.

 

Massively multiplayer online games like World of Warcraft have systems in place to reward players for taking a little time away from the game, but few if any have directly penalized players for playing too long. That seems to be exactly what the Final Fantasy XIV game mechanic is doing. Komoto's message begins with an explanation of why this system is in place.

 

First off, the main concept behind FFXIV is allowing those players with little time on their hands to play effectively, and game balance is based off of that. Furthermore, it is being designed to not give those with more time on their hands to play an unfair advantage. Because of that, systems such as Guardian's Favor (a bonus to Guildleves) have been implemented to make leveling in the short-term easier than leveling in the long-term.

 

He says to think of the experience limiting system as a counterpart to real-world fatigue. "No one could train ad nauseam in the real world with no ill effects." That's true, of course, but we don't play MMO games to be burdened with real-world limitations, now do we?

 

Here's how the whole thing works. Once you begin training in a class, you have eight hours in which you can earn full experience. Once those eight hours is up, the amount of experience you earn will lower over the course of seven hours. At the end of those seven hours you will no longer be earning experience.

 

Final Fantasy XIV's job system allows players to switch classes on the fly, however, so if you begin to approach the threshold on one class, you can switch to another class and play that instead. The system is on a weekly timer, so seven days from the time you begin training your skills, you'll be able to start again with full experience.

 

OF course this is all still being tweaked and tested. Komoto says they are still looking into tweaking the rate at which experience points begin to drop off to make the system a little bit friendlier.

 

I can understand how players could be outraged over such a system. It effectively limits one class to an hour and change per day of full experience in any given week. That seems awfully low, and won't sit well with players hoping to focus on a single class.

 

Asking folks to pay you a monthly fee to play your game and then dictating how long they can play their favorite class without penalties seems like a very bad idea indeed.

 

It works out for me, though. I'm going to have to review this beast, and get a taste of every class while doing it, so chances are I'll be switching up so much the system will never touch me.

 

But for your average MMO player? This could be a deal breaker.

 

We've contacted Square Enix for comment on the mechanic, and will update should we receive further information.

 

Update: The North American beta test site has been updated with a better translation of Komoto's message, which should clear up any misconceptions. Here's an excerpt:

 

Now I would like to take a moment to respond to the many questions and opinions regarding the manner in and rates at which experience and skill points are obtained in Beta 3.

 

Firstly, the concept for FINAL FANTASY XIV was to design a system of character progression that offers meaningful advancement for those with limited time to dedicate to playing. We did not want to create a game that forced people to play for hours on end to see their efforts rewarded. To that end, in addition to the Guardian's Aspect and guildleve systems, we introduced a means of apportioning swifter advancement to shorter periods of play.

 

In order to achieve this balance, we calculated a value for the amount of skill or experience points that could be earned in a one-hour period. This theoretical value represents an hour spent engaged solely in combat, levequests, or any other activities that earn skill or experience points, and sets a threshold delimiting how many of these points can be earned in a period of play.

 

Based on this, we have implemented a "threshold value" concept. These thresholds are regulated by a one-week timer that begins counting down the instant you earn skill/experience points. After a week has passed, the thresholds will reset, and the moment skill/experience points are earned again, the timer begins counting down anew.

 

For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.

 

It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.

 

Any skill points earned in excess of the threshold maximum-that is, at a rate of zero-will be stored as "bonus skill points." These are specific to each class, so players limited to earning bonus skill points still have the freedom to change classes and begin earning skill points again at the maximum rate, allowing their reduced skill rates to recover in the meantime.

 

The experience point threshold, however, is unrelated to class, and switching classes will have no effect on the decreasing rate of earnable experience.

 

That makes a bit more sense, though it still seems rather convoluted. Can't we just play?

taigi per svaite gausi 8 val zaisti.po tu 8 val losi toliau ,bet lvl nekils ne kiek.na jei taip tik savaitgaliui prisest tai 8 val gal ir normaliai.bet jei noretum kasdiena ,tai tik po 1 val palost. o kitos valandos jei nori lkost prasom.bet lvl ne kiek nepasikelsi. is vienos puses tai leidzia tiem hardcorininkam kurie losia dienom naktim per daug neisiverzt i prieki.ateis koks naujokas ir sulesa visi kaip nori ,o cia ne, savaitei tik 8 val. visiem. :D

siaip del tokio limito daug kas gali nusisukt nuo zaidimo arba rast ka lost kita,nes nu dar reiks ir moket uz ji kad lost online ir dar limuita gausi. viskas labai real life aisku, bet mes zaidimus losiam ne tam kad ir ten tureti real life taisykles. tipo per diena 8 val dirng darbe, 1 val FFXIV losimo.ir kita laika daryk ka nori..

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Na čia tikrai durnai padarė... Skaitosi jie taip balancina žaidimą... Nu bullshit. Pats nesu iš tų kur prie kompo sėdi nuo ryto iki nakties, bet c'mon 8h per savaitę?!? Juk yra daugybe žmonių kas tikrai norės ilgiau palošti, čia 1 su truputi valandos per dieną... Bet juk kitas isijungs ir per dieną gali po 2-3 h per dieną norėti palošti, aišku yra žmonių kurie visas 8h išlos per dieną :D pats žaidimas tikrai atrodo šauniai, bet čia jau vos ne žmonių diskriminacija, kurie nori ir gali sau leisti lošti ilgiau, juolab, kad dar ir mokamas bus. Drb tu jiem mokėsi pinigus, o jie dar tau aiškins kiek gali lošti :D

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Na čia tikrai durnai padarė... Skaitosi jie taip balancina žaidimą... Nu bullshit. Pats nesu iš tų kur prie kompo sėdi nuo ryto iki nakties, bet c'mon 8h per savaitę?!? Juk yra daugybe žmonių kas tikrai norės ilgiau palošti, čia 1 su truputi valandos per dieną... Bet juk kitas isijungs ir per dieną gali po 2-3 h per dieną norėti palošti, aišku yra žmonių kurie visas 8h išlos per dieną :D pats žaidimas tikrai atrodo šauniai, bet čia jau vos ne žmonių diskriminacija, kurie nori ir gali sau leisti lošti ilgiau, juolab, kad dar ir mokamas bus. Drb tu jiem mokėsi pinigus, o jie dar tau aiškins kiek gali lošti :D

na lost niekas nedraus,bet lvl nekils tavo.losk kiek nori siaip.jei as teisingai supratau.tik idomu kaip tada misiju vykdymas kai tavo lvl nekyla ir pan dalykai?..nu jo cia toks ju balansas kaip matosi.cia tokiam legvam pasizaidimui per savaite sukaupsi 8 val ir galesi tada viena diena bent jau palost..biski lame aisku. :P

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na lost niekas nedraus,bet lvl nekils tavo.losk kiek nori siaip.jei as teisingai supratau.tik idomu kaip tada misiju vykdymas kai tavo lvl nekyla ir pan dalykai?..nu jo cia toks ju balansas kaip matosi.cia tokiam legvam pasizaidimui per savaite sukaupsi 8 val ir galesi tada viena diena bent jau palost..biski lame aisku. :D

arba paprasciausia zaidimas bus orentuotas i vyresne auditorija. kadangi gryzus po darbu nelabai tu ir sedesi po 2-3 valandas prie kompo. o nuo to kad praleisi nezaides pora dienu. tai tavo priesininkai per daug neuzsikels lvl ir tu neprarasi idomumo zaisti.

taip kaip ir 11ff taip ir sis tures sava auditorija. o tiem kam netinka tokios salygos tegu zaidzia kitokius mmo

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idomu kad pirma karta kiek as surantu MMO zaidime bus story,bus intarpai,toks labiau single player ,tik tiek kad tai online.gan idomiai.

Redagavo scalman

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Ne į temą

nemanau kad reiktu lygint su fps ar kitokiais zaidimais cia,tik su kitais MMORPG, pvz Aion ,atrodo gana panasiai irgi graziai. bet reikalavimai gan neaksti jo.

Nuotrauka

Heh, viskas butu labai grazu jei su tokiu rekomenduojamu pc galetum normaliai zaisti, as su kokiais 2-3x galingesniu pc per didesnes mustynes (castle siege) turedavau kokius 5-10 fps ant uber low settings, neisivaizduoju koks slide show butu su ju rekomenduojamu pc :lol:

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Nuotrauka

real deal..ir atrodo kietai.. ;) ..ar galesiu tai deveti ilgiau nei 8 val per savaite??... ;)

 

 

 

;):thumbsup4: na vizualiai tai nerealus.jei FFXIII buvo per daug saldus toks ir intarpai,tai sitas toks kaip tik. charai labai gyvi atrodo ir veido israiskos tai ,net pamirsti kad jie CG isvis kartais. unreal jausmas. net nesitiki is tokiu intarpu kad cia MMO

you kidding me...norisi pazet dar karta visa tai..ta vieta kai jis i vandeni ikrenta...p*** krc...ir visa kita..tai geriau nei pamenu is FF AC, OMG !!!!!!

720p fullscreen ... :)

 

 

 

aisku po tokio CG gerio gameplay gal ir neatrodo stebuklingai,bet tikrai graziai visai.

 

 

 

 

;)

 

 

 

kazkaip visai gera sistema kai geriau supranti.SE vis del to gali buti cool... ;) padeda tiem kas losia maziau nebuti visiskais looseriais atejus palosti. po to tie galingesni su tais "pirmokais" net neprasideda ir bastaisi vienas kai pirstas. cia idomiau bus...nebus galima uzsikalti lygiu per pora sav..bet pranasumas bus vis tiek aisku..taigi ne tai kad visiskai tave sustabdo,tik is dalies..i think thats cool system. jei ik itus MMo net kojos nekelciau vien del to kad zinau kad negaliu skirti zaidimui simtus valandu, situ visai susidomeciau vien del tokios sistemos. nice work SE

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Istikruju tai fatigue system yra visai neblogas ir naujoviskas dalykas. Ispradziu irgi atrode , kad cia kazkas neaiskaus ir nesamone, bet filmukas viska padare daug aiskiau.

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Square Enix vizitinė kortelė - įspūdingi filmukai, tai dar syki pasitvirtina <_<

Redagavo Epikus

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Taigi kaip moket reikes, uz ka ir kiek..

 

Square Enix Ltd., the publisher of Square Enix interactive entertainment products in Europe and other PAL territories, have announced a new online payment method for Europe called Crysta. The first title to benefit from Crysta is the new Massively Multiplayer Online Role Playing Game Final Fantasy XIV that launches tomorrow with a special Collector’s Edition.

From tomorrow, players of Final Fantasy XIV who have registered for a Square Enix account and who are residing in Europe will be able to use Crysta to pay for Final Fantasy XIV subscriptions and security tokens. For a full list of territories supporting Crysta, please visit http://account.square-enix.com/regist.

“The introduction of Crysta is an exciting step for Square Enix,” said Phil Rogers, president and chief executive of Square Enix Europe. “Our business is actively looking to create new on-line entertainment and deliver high quality content and services and having a safe and simple payment method is an important part of our online strategy.”

Please see below for further details on Crysta. New services, titles and territories for Crysta will be revealed in future announcements.

 

About Crysta

 

Crysta is available through the Square Enix Account Management System (Square Enix’s on-line billing system). From 22 September, Crysta will be launched by Square Enix Limited for users in Europe only*. Crysta will be rolled out to other PAL territories supported by Square Enix Limited at a future date.

(* Crysta is already operational in Japan and will be launched in North America on 22nd September 2010 through Square Enix Inc.)

Crysta can be purchased in blocks of £5/€5, £10/€10, £20/€20, £30/€30, £50/€50, £100/€100 using a variety of payment processes including credit and debit cards. The current exchange rates in Europe are as follows:

100 Crysta = £1 (UK residents only)

100 Crysta = €1 (rest of Europe)

There will be a cap on the number of Crysta that users can hold in their account at any one time.

 

About the Square Enix Account

 

The Square Enix account was launched by Square Enix Ltd., in April 2009 to offer consumers one authenticated account to be used across multiple Square Enix products and online services. It is free of charge to sign up for a Square Enix account.

Additionally a special security token can be purchased that allows users to enter a One Time Password as an even more secure method for logging-in and making payments. Final Fantasy XIV, the Square Enix Account Management System and PlayOnline support the One Time Password feature, with more content and services that can be accessed with the same security method due in the future.

Please note that Crysta purchased from Square Enix Ltd. can only be redeemed against products and services offered by Square Enix Ltd. To create a Square Enix account visit the registration site at: http://account.square-enix.com/regist/.

taigi ne tik nauja lvl kelimo sistema ,bet ir nauja mokejimo sistema..gan idomu velgi.. :whistling:

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