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 Partying, Passive/Active Mode

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Shu
Celestial Council
Celestial Council
Shu


Male
Number of posts : 10794
Location : Singapore
IGN[Game NickName] : Ashura/Iori Yagami
Current Status : Busy at Work
Registration date : 2008-03-31

Partying, Passive/Active Mode Empty
PostSubject: Partying, Passive/Active Mode   Partying, Passive/Active Mode EmptyTue Mar 30, 2010 7:30 am

First things first: the Japanese Final Fantasy XIV website now plays
the classic theme of the Final Fantasy series! Check it out.
The gaming magazine business is a crafty one. During the month of
March, we have seen pieces of a single interview that overlapped and got
reprinted several times. Now the monthlies hit the shelves, and
Famitsu PSP+PS3 claims to have the same interview, covering the same
topics, within its glossy pages.
But what's this? It's the COMPLETE version! That
implies something was missing before. "If you don't buy me, you might
miss out," cries Famitsu PSP+PS3. So fine, I'll pass up my Honey Orange
Latte and get you instead.
Now, what secrets do you hold?
Discuss this in the ZAM Forums!
Partying, Passive/Active Mode 161682
- Active Mode & Passive Mode Active Mode is
largely the "battle-ready" state, while Passive Mode is traveling and
performing other tasks. These modes will not be 100% limited to only
those situations, however. There may be times when you want to keep up
Active Mode to quickly move from fight to fight, or even remain in
Passive Mode during an encounter depending on your role.
- Healing Players will be able to heal (i.e. rest to
recover HP) only when in Passive Mode. If you switch to Active Mode,
perhaps to do battle, the effect of healing will end. It is possible to
heal mid-battle, but only after switching back to Passive Mode first.
- Preemptive Strike! Both players and monsters will
have Active Mode and Passive Mode. If a player gets into Active Mode
and attacks a monster still in Passive Mode, they can score a Preemptive
Strike. This will be an advantageous way to start a fight, though
there were no details on what actual effects it might have. And be
careful, because enemies can Preemptive Strike players as well.
- Flexible Party System Magazines earlier this
month quoted the developers as saying a 6-8 man party would be average.
However, in the complete version of the interview, they seem reluctant
to pin down any number at all. While Final Fantasy XI ended up locking
on 6 as the magic number for party size, Final Fantasy XIV aims to be
much more lenient. You can start an adventure with 3 people, add on a
fourth along the way, or even go forth with a band of 6 or more.
- The Price of Flexibility It may sound like the
larger the party, the easier content will become, but the developers
assure us that will not always be the case. Not to mention, there will
be less treasure to go around if a giant group all go together. It is
also mentioned that players who receive tons of help all the time will
have a hard time growing as players. This does not appear to indicate
any actual penalty, but rather the experience of the player behind the
screen. They follow up saying they hope adventurers find excitement in
the challenge, and thus bring appropriate groups for quests instead of
overwhelming ones.
- Going it Solo Being able to solo will factor big
into the world of Eorzea, and the developers reveal that they are
working hard to make a game that does not impede the solo player.
Naturally, since enemies can appear in parties, there will be
difficult, or even insurmountable challenges out there. However, Iwao
in particular finds a certain romantic image in the lone adventurer, and
hopes to accomodate that playing style to the fullest.
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