Post by Sosa on May 30, 2007 20:25:45 GMT -5
That's what I was trying to say. I love the side-quest stuff... and you have met me in FFXI, right? I had four sets of macros for red mage, spanning eight pages... three of which were in use for a typical EXP party. On average, 53 of my 60 inventory slots were dedicated to macro-swap gear. Needless to say, I enjoy maximizing my returns... and this is one of the things I absolutely loved about FFXII. What I didn't like, however, was the exclusivity of the whole mark system. Instead of being built into the storyline, there was a giant disconnect. As you stated, if you stuck around to level up for the marks, you could basically waltz through the main story without any complications. To me, that's just crappy design. I appreciate the detail that went into the hunts, I just wish they didn't force you to focus on them at the expense of the rest of the game.
As for the license board, I wanted to love it. I tried to. My problem with that lies with thought that they really didn't test it as well as they should have. Blind unlocks? OK, it makes you look forward to what's coming next. Useless filler in the form of equipment that you will NEVER use or that will never be useful? Uhh... well, OK. Got to put something there, I guess (stat boosts would have made more sense to me, personally.) Mist quickenings near like the third boss in the game? Wait a second... nobody thought that was a bad idea? One quickening is basically enough to kill any of the first dozen or so bosses... but suddenly your characters have access to one of them each?
It won't matter by the half-point of the game anyway, because you'll probably have mastered the entire board with all of your characters... leaving them exactly the same. OK, I can see both sides of this. The highly modular character design means that it's up to the player to distinguish character roles by equipping them with different gambits and gear... in theory.
Really, most of the buffs you get are so ridiculously overpowered, however, that it doesn't matter... because there isn't really anything more efficient than having all of your characters whacking away at baddies with a sword and shield. Bubble springs to mind, as it is probably the most easily abused spell in the game. Double your HP for a little over a minute for a paltry amount of MP... and ANY damage taken that keeps you over the 50% mark disappears when the effect wears off? Did they even test that spell? Two handed weapons, rarely, if ever, significantly outdamaged a one-handed sword... until you start getting to the one-use endgame weapons (like Ragnarok, Zodiac Spear, ect.) Those are, unfortunately, the exceptions to the rule. A large number of weapons are so clearly inferior, you will pretty much never use them. Grenades, rods, and crossbows come to mind... though Guns were actually quite useful for most of the game since they ignored DEF.
That said, I really did like the game. It's one of the most enjoyable console RPGs I've played in a very long time... my problem with it lies with the fact that this quite easily could have surpassed all other games in the series... and perhaps been one of the greatest RPGs ever created... if they had just held out against the public outcries to just put the game out, finished or not. For some reason, that just leaves a sour taste in my mouth... :/
As for the license board, I wanted to love it. I tried to. My problem with that lies with thought that they really didn't test it as well as they should have. Blind unlocks? OK, it makes you look forward to what's coming next. Useless filler in the form of equipment that you will NEVER use or that will never be useful? Uhh... well, OK. Got to put something there, I guess (stat boosts would have made more sense to me, personally.) Mist quickenings near like the third boss in the game? Wait a second... nobody thought that was a bad idea? One quickening is basically enough to kill any of the first dozen or so bosses... but suddenly your characters have access to one of them each?
It won't matter by the half-point of the game anyway, because you'll probably have mastered the entire board with all of your characters... leaving them exactly the same. OK, I can see both sides of this. The highly modular character design means that it's up to the player to distinguish character roles by equipping them with different gambits and gear... in theory.
Really, most of the buffs you get are so ridiculously overpowered, however, that it doesn't matter... because there isn't really anything more efficient than having all of your characters whacking away at baddies with a sword and shield. Bubble springs to mind, as it is probably the most easily abused spell in the game. Double your HP for a little over a minute for a paltry amount of MP... and ANY damage taken that keeps you over the 50% mark disappears when the effect wears off? Did they even test that spell? Two handed weapons, rarely, if ever, significantly outdamaged a one-handed sword... until you start getting to the one-use endgame weapons (like Ragnarok, Zodiac Spear, ect.) Those are, unfortunately, the exceptions to the rule. A large number of weapons are so clearly inferior, you will pretty much never use them. Grenades, rods, and crossbows come to mind... though Guns were actually quite useful for most of the game since they ignored DEF.
That said, I really did like the game. It's one of the most enjoyable console RPGs I've played in a very long time... my problem with it lies with the fact that this quite easily could have surpassed all other games in the series... and perhaps been one of the greatest RPGs ever created... if they had just held out against the public outcries to just put the game out, finished or not. For some reason, that just leaves a sour taste in my mouth... :/