Anyway SE lied, there's no narrative of the whole time skip. Man, there are also errors in the internal continuity of the game. For example:
when you are leaving for Angelgard, Talcott gives you some info. Than you go to Angelgard, take Noctis and...wtf? Now Talcott is 10 years older while bringing Noctis to Hammerhead?
What? False info? Like? Make some examples. I will post you my stats and info about my character later if you want (when I boot my Ps4), but what false info I released?I want to see your character and status.It look like you just play the game without read info on everything.
you get narrative every time you done something in main quest and with some new info on talcott.
They even tell you in main website that this expansion will get update.
But you just spread false info and alway point out bad thing that SE lied or done everything bad about upgrade grind that you it wrong on you 1st post.
You shoud learn to read info in game.
What? False info? Like? Make some examples. I will post you my stats and info about my character later if you want (when I boot my Ps4), but what false info I released?
I beated the story at level 22.
There's some missing contents, and it's a fact. Just check on the reddit if you dont believe me, you can't get all King's sigils at the moment, you can't travel to Norther Duscae at the moment, despite the option in the fast-travel menu.
The thing II wrote in the spoiler is what happens in the game, so before accusing me of "spreading false info" document yourselt please.
Also for narrative I intent proper cutscenes, not info dropped by Talcott from time to time, or listed in a menu or whatever. There's a gap here, and simply Comrades doesn't cover the missing ten years. It's a fact, plain and simple.
Probably in the future there will be updates, but for now this is the 1.0 version of the game, and this is what you get.
Oh, regarding the weapons. Yeah, in that I was wrong because I didn't read the tutorial properly, it's not that I'd like to "spread falso info". Someone else here debunked what I wrote and it's ok. Still, I thing having 30 or 50 levels for each weapon is useless, I'd prefer just a simple option to turn a weapon into something else when you have all the ingredients instead of leveling it manually everytime.I talk about upgrade weapon system on you 1st post of this OT that you don't know haw to do it right and you even post wrong info to other people before you learn how to do it.
SE never tell you that it will be all of expansion they even tell you on tgs this expansion will get update.
Everyone who read website and update page in option menu will know and they don't even tell that this expansion will cover everything on missing ten years so i don't know why you call they lied.If they done with update then you can.
edit :I already see everything myself so i know what you talking about missing royal sigil and Norduscaen Garrison i don't have to check reddit.
Oh, regarding the weapons. Yeah, in that I was wrong because I didn't read the tutorial properly, it's not that I'd like to "spread falso info". Someone else here debunked what I wrote and it's ok. Still, I thing having 30 or 50 levels for each weapon is useless, I'd prefer just a simple option to turn a weapon into something else when you have all the ingredients instead of leveling it manually everytime.
still in shock by how good the CC is. already seen my share of beautifully designed characters, far better than anything in the main game
On that note I wouldn't mind bein able to throw in a bunch of ingredients and then watching the level up animation ONCE. Does my head in.
Also what does everyone make of the bartering dude at Meldacio HQ? Any good?
Played some tonight and I'm loving it. Going to test a few other weapons but katana is super fun right out the gate.
Man my character looks sick as hell.
This needs to be the building blocks for FF16 or a new FF mmo. There is a blueprint here for an excellent game...
I actually do expect FFXVI to have character customization and also to be similarily structured as Comrades with a singleplayer story plus optional online multiplayer, shared hubs etc. FFXIV Lite basically. Isn't Monster Hunter World like that too?I dunno if the loop is worthy of an entire mainline game, but I would love nothing more than a custom character to be the star!
Word. I never cared for CC, but here everyone looks so nice and the hair physics are delicious. It's really a good mix of FF and realistic. It actually makes me want CC in a mainline FF now, which I never thought. Curious to see people's reaction if they revealed CC in FFXVI :Dstill in shock by how good the CC is. already seen my share of beautifully designed characters, far better than anything in the main game
Yes, the Digital Deluxe includes all the DLC from the Season Pass (the three story DLCs and Comrades).Anyone played FFXV and this on the Xbox One X? hows the visuals and performance?
Also FFXV Digital Deluxe is on sale on the XBL does that include this expansion?
- PS4 Pro frame pacing issue still not resolved in High visuals mode (still disappointing)
- X1X features same 3 graphics modes (High, Lite, Steady)
- High mode features dynamic resolution scaling from 1890p while looking a the sky to 1360p but runs at native, no checker board artifacts. XBX also has slightly increased texture filtering.
- Pro uses a "low quality" of CB Rendering, combined with AA image quality is worse than XBX.
- Shadow detail also increased in XBX.
- Despite resolution increase, image quality is not so great, motion + temporal AA can cause pixelation
- Lite and Steady both still operate at 1080p and work like they did on Pro. Steady = 30 FPS, Lite = unlocked
- XBX does not show any frame pacing issues on any of it's modes.
- XBX introduces frame rate drops in city areas. (27~25 FPS) Pro has higher avg frame rate in these areas. (29~30 FPS)
- XBX Frame rate drops pop up during game play as well, during combat.
- Slowdown also occurs when using sleep mode or simply playing the game for a long period of time. FPS drops sharply and sticks to 20 FPS. Restarting the console fixes this issue.
- Lite mode runs between 30 and 40 FPS and causes added judder and tearing. Not recommended.
- Stable mode runs into slow downs too, in similar areas Pro Stable Mode does not.
There's ONE cutscene in the end. That's it.Can anyone provide thoughts on the story, no spoilers? Are there lots of scenes, or are they all at the end? I was frustrated that comrades started so slow on a narrative front. Wished it started with a bit more bang.
So... that reddit guide says
My heavy lance only goes up to lvl 40 though, and I think requires 40 on both stats.
Needless to say I don't know how I'm gonna reach both 40 before the cap lol
I just had to do it twice. Don't forget to extend your power grid through the npc next to the quest giver to unlock new quests.Do you have to do the first Garula mission multiple times before you unlock a second...?
If you have food on you while dying it revives you. EDIT: After you've been in the Danger state for like 20 seconds or so you get revived by the item if nobody has healed you yet.Can anyone explain how to use food? Aside from buffs after a mission for subsequent ones, is there a way to use food during a battle for heals or buffs?
I just had to do it twice. Don't forget to extend your power grid through the npc next to the quest giver to unlock new quests.
Was wondering too. The lack of any press reviews/previews is strange. The other DLCs had reviews.
Yeah but those small cutscenes in and there add pretty much nothing to the game. The only important one is in the end.Correction: There are MANY cutscenes, tons of world building dialogue sequences, and one big epic CS at the end....thus far.
Do you have to do the first Garula mission multiple times before you unlock a second...?
Don't you think that rather Tabata's new game instead XVI will become like this? XVI team maybe didn't gain much experience with the development of comrades. And Tabata's type 0 was also already a multiplayer character/ mission based game.I actually do expect FFXVI to have character customization and also to be similarily structured as Comrades with a singleplayer story plus optional online multiplayer, shared hubs etc. FFXIV Lite basically. Isn't Monster Hunter World like that too?
Tabata's new game will of course have online elements too, but I believe FFXVI might go even more into that SP + Co-Op direction. Obviously BD5 will have their own FFXIV as a foundation for FFXVI, they don't need to look at or learn from Comrades (if anything BD2 should look at FFXIV to improve Comrades' structure and interface).Don't you think that rather Tabata's new game instead XVI will become like this? XVI team maybe didn't gain much experience with the development of comrades. And Tabata's type 0 was also already a multiplayer character/ mission based game.
Of course, I also believe that XVI will get online functionalities.
Whatever game has it, FF or a new IP, this character creator needs to come back. It's my favorite one I've gotten to play with. I'm in love with what my guy looks like.
I like how clothes have no stats. Having to switch around stats everytime you change clothes would be unnecessary; why even tie them to clothes if you want to be able to change them anyway. Have something like Materia/Accessories/Rings for stats and skills. Don't tie offensive magic spells to weapons either, just have passive skills for those. Let us set 4 spells to L2 + face buttons instead of only two buttons for offensive and healing spells. Maybe even use L2 + face buttons for 4 more skills (locking on to party members doesn't seem important enough right now to dedicate R2 to it).Whatever game has it, FF or a new IP, this character creator needs to come back. It's my favorite one I've gotten to play with. I'm in love with what my guy looks like.
This DLC just needs layers and the years of a full dev team behind it to flesh out an experience that would be GOTY material.
This is just coming off the top of my head, but here is some things I would do:
Keep the equipment system clothes where clothes can have a stat tucked away on them. Once you obtain that piece of clothing (bought, drops, rewards) you can take the stat it gives and put it onto any piece of gear you want. So you can still look fashion great, but be tweaking your character's stats.
Design enemy/boss encounters with mechanics around them. I.E. A boss is trying to lead a legion of enemies to break down the city door, but he's out on a hill, but his goons are near the door. Split up team to have some fight boss, and some keep enemies from getting in. I.E2: Boss has to be fought in an arena. Marlboro for example. The area is covered in poison plumes, and the team has to avoid those and get rid of them to reach boss to start damaging it by switching valves to get rid of the gas. In general think MMO raid/boss encounters for a start.
More refinement to classes. Without delving too far into this one just simply think roles: Mages, DDs, Tank. I would not have a healing class though and let every character be capable of healing like it's set up already so it remains action combat focused.
Keep the open world from 15, but give a reason story wise the characters can only go a little bit further at a time aside from obvious level requirements like you haven't restored light to that area yet. The online portion I would take bits of what is out there. Destiny pseduo MMO grouping up to do story quests, instances, and full blown raids.
Story should be focused around your character you create. Take the Fallout thing of picking your name from a giant list and that they will actually say it. Go one step farther and let the player use a headset to say their own name, and the game plays it back so you can also change the high low pitch to the voice for your character. Yes it will get abused for Butt Sniffer being the lead role, but meh it's your game do you.
Combat refinement I would look at Dragon's Dogma and Nier Automata for inspiration for sure.
Finally----make it difficult. Maybe a pinch less than Bloodborne difficult, but difficult nontheless.
If that game above is ever made or something akin to it from Square I'm there day 0.
Ah yes, I forgot that there are hints that XIV-members are doing the next installment
There are so few people talking about this expansion that I legitimately feel like I'm probably missing stuff because there's no one to tell me otherwise.
Has anyone figured out how to change who cooks for you? I've seen videos of Cindy as the party's chef for instance but can't figure that out.
Yeaaah, agreed about the magic and the customization system in FFXV - really baffling how lacking latter was (like why can't you mix pieces of different outfits??). It's crazy how much better the magic system makes the battles flow when you don't have to go into the item menu every few minutes to heal and revive your dumb-ass party members. Such a small thing, but it makes a huge difference. It would be quite a bit of work, but I think somehow trying to revamp the magic system in the main game would be worth it. How would you obtain spells though? What about the magic drawing mechanic? Maybe you could create spells by mixing elemency and items and then keep those spells indefinitely?If FF16 absolutely had to go FFXV's Action-RPG route, this multiplayer expansion is a decent baseline to start from.
This may be a poor man's Monster Hunter but there are too many obvious improvements to the base game that it is honestly a shame that the Windows version isn't being completely overhauled and having these systems merged into the main scenario. FFXV could have been so much more than a clunky tech demo.
- Infinitely better magic system - this can't be stressed enough. FFXV's magic system was awful, from your spells incapacitating your own party to them being near identical AOE attacks with different animations, to the awful crafting aspect making spells limited use. You can summon weapons out of thin air and have an infinite-use ring that sucks enemies into another dimension, but a fire spell needs to be stored in a flask? Not for the Kingsglaive in Comrades, so why does the King himself suck so bad?
- Weapon upgrade paths reminiscient of FF13, one of the better aspects of it that was severely neglected until end/post game.
- Character customization - I never want create-a-characters in non-MMO FF's, I want an identifiable and well written cast. However, FFXV's customization boils down to equipping entire outfits. Why it was never designed with this level of granularity has always baffled me - being able to equip Helmet A, Gloves D, and Armor B is like RPG 101.
- Side quests affecting quest hubs - MMO's have understood for years now that to make rote side questing more engaging is to have some kind of permanent effect on the environment and the characters within it on either a global scale (think WoW's Ahn'Qiraj) or by individual differences (FFXIV's Beast Tribe outposts, WoW's phasing). Can you imagine if FFXV had more of this? If fixing up people's cars increased the amount of cars you'd see driving the roads, if clearing out a mine allowed NPC's to resume mining, if rescuing an NPC added them to a town like Soul Blazer?
Check out the FFXV Reddit for tips on Comrades: https://www.reddit.com/r/FFXV/There are so few people talking about this expansion that I legitimately feel like I'm probably missing stuff because there's no one to tell me otherwise.
Has anyone figured out how to change who cooks for you? I've seen videos of Cindy as the party's chef for instance but can't figure that out.
It's random who shows up and when they do appear it seems they have their own set recipe that disregards any food your party has picked up.
Yeaaah, agreed about the magic and the customization system in FFXV - really baffling how lacking latter was (like why can't you mix pieces of different outfits??). It's crazy how much better the magic system makes the battles flow when you don't have to go into the item menu every few minutes to heal and revive your dumb-ass party members. Such a small thing, but it makes a huge difference. It would be quite a bit of work, but I think somehow trying to revamp the magic system in the main game would be worth it. How would you obtain spells though? What about the magic drawing mechanic? Maybe you could create spells by mixing elemency and items and then keep those spells indefinitely?
Hmm, sounds pretty good!The way I'd revamp the main game's magic:
I'd have elemental nodes a little more scarce (think hunting them down as a collectible ala Bluegleam in HZD), and you craft spells once and unlock them forever.
Get rid of elemancy completely, adding random effects and bonuses to spells is honestly unnecessary if you make the spells themselves rewarding and useful.
Have some spells be level/mana restricted, for example, can't cast Firaga until level 58 or until you have 300 mana. This adds another layer of progression to the current leveling system, giving people a reason to want to level up.
Change the magic talent tree to add effects to different spells. Example, increase Firaga blast range by 20%, increase Blizzaga freeze time by 2 seconds, etc.
Yeah, they really have to patch this in.I'm not sure I can play much more of this unless they add a way to repeat a hunt you want to farm without having to go back to town and reload everything again. Same goes for being able to quickly repeat something that you failed. This is just thoughtless design.
i managed to accumulate negative experience, somehow? i did 3 quick play hunts and instead of dinging level 2 after the 3rd one it just says "level 1 exp: -66"
it's kinda fun. i'll probably give it a few more hours this weekend
I like how clothes have no stats. Having to switch around stats everytime you change clothes would be unnecessary; why even tie them to clothes if you want to be able to change them anyway. Have something like Materia/Accessories/Rings for stats and skills. Don't tie offensive magic spells to weapons either, just have passive skills for those. Let us set 4 spells to L2 + face buttons instead of only two buttons for offensive and healing spells. Maybe even use L2 + face buttons for 4 more skills (locking on to party members doesn't seem important enough right now to dedicate R2 to it).