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Monstrosity (Play as a Monster)Follow

#1 Nov 26 2012 at 1:29 PM Rating: Excellent
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Ryota Iwagami wrote:

Implementation of Monstrosity to the Test Server

Iwagami here!

I just added a forum avatar, so I'm all fired up today!

During this week’s Test Server update we will be making it possible to play a portion of Monstrosity. There are special features specific to the Test Server that will change when moving this content to the live servers, so I'd like to explain about this a bit. Also, the content implemented is subject to change.

What is Monstrosity?

Monstrosity is content that will allow you to turn into the monsters of Vana'diel and have a good time. Instead of just searching for power, try becoming various monsters and exploring a multitude of areas. You might just discover some interesting aspects that you didn't notice before!
Here is a commemorative screenshot!
Screenshot


While the below stats are still in-development, by attaching what is known as "knowledge" (*provisional term) you will be able to add special traits. We are doing our best to develop this content so that combining types of monsters you can change into, the knowledge you set, and other aspects turn into an awesome time.

Rabbit Knowledge 1
Screenshot

(HP+2% AGI+5 Attack+10 Cost: 3)

Bee Knowledge 1
Screenshot

(AGI+5 Attack+10 Evasion+5 Cost: 3)

Crawler Knowledge 1
Screenshot

(HP+3% Attack+5 Resist Slow+30 Cost: 5)


How to Start and Stop Monstrosity on the Test Server
Screenshot

We've setup the “=TEST=Monster Playing” NPC shown in the above screenshot in North San d’Oria (L-9), Port Bastok (J-12), and Windurst Waters (K-10). By talking to this NPC, you can get setup to try it out and hear an explanation about the content that is ready.

Once you're all set, examine the glowing object next to the test moogle and move to the lobby area.

When you move to the lobby area you will be changed into a monster, and this is when Monstrosity begins!
Screenshot

For the real content, we are planning to have Monstrosity begin from the three nations and then moving to a specialized lobby area.

You can return to normal from a monster via the following three ways:

1. Using the monster ability "Return" (*Provisional term). (Cannot be used in the lobby area.)
2. Examine the glowing object in the lobby area and select "End Monstrosity" (*Provisional term).
3. Select the "Quit Monstrosity" option that appears when you are defeated by a monster.



Content Available with the 5/31/2013 Test Server Update

With the Test Server update to take place on 5/31, it will be possible to change into a rabbit, mandragora, bee, or lizard, set knowledge and battle monsters in the field. The fields that you can play in will be 2 field areas near each of the three nations.

Content that will not be implemented yet

• PvP
• Unlocking of new monster types
• Learning new knowledge
• Adjustments to spawn locations when retrying the same area.

Content currently being adjusted

• Monster stats, abilities, and magic
• Amount of TP consumed when using monster skills
• Knowledge stats and cost
• Required experience points to level up


Features special to the Test Server

• Method to select the type of monster you want to become
• Method of setting knowledge



We'd like you all to check out the content on the Test Server so you get an idea of what it's like when you become a monster, as well as understand what kind of things you can do in the future with this content. We are developing this so we can continuously add new elements in a short amount of time, so please try it out and let us know what kind of things you would like to see! When submitting feedback on Monstrosity, please be sure to leave out the specialized features for the Test Server.

For how to participate on the Test Server, please check here.

Thank you very much!

http://forum.square-enix.com/ffxi/threads/34212-Implementation-of-Monstrosity-to-the-Test-Server?p=441678#post441678

Camate wrote:

Greetings everyone!

I hope you all had a chance this weekend to try out Monstrosity.

I have a couple of things to note about current features as well as features that are to be implemented in the next Test Server update.

Healing HP/MP

Currently, as some of you might have noticed, you are not able to heal. However, in the next Test Server update we will be making it so your HP and MP recover when you are not fighting for a specific period of time.

Monsters at the warp points

In the next Test Server update we will be making it so you cannot be attacked by monsters for a specific period of time after warping from the lobby area.

Return Feature

We're planning to make it possible to cancel the "Return" ability once it has been activated.


Buffs and Experience Points

In the next Test Server update we will be making it so when you enter the lobby area you can reset your status effects so that food or other special effects do not carry-over when you change into a monster.

Also, since this content was meant to be played solo, we aren't planning to make the experience points needed to level up as high as that of an adventurer. There will also be no death penalty, so you can just have a good time and get experience points.


Sentiencies Menu

Since I am sure many of you are curious as to how sentiencies will look in the UI, here are a couple of screenshots to illustrate how it will be:
Screenshot

Screenshot

As long as it's within the cost limit, you can customize your sentiencies as you like!


http://forum.square-enix.com/ffxi/threads/34212-Implementation-of-Monstrosity-to-the-Test-Server?p=440326#post440326

Older:
Camate wrote:


Greetings! (Sorry for the necrobump.)

I hope everyone had a wonderful Thanksgiving!

I’d like to share a bit of information about the “Play as a Monster” (working title) content that is currently in development, so let’s take a brief look at an example…

Let’s pretend my big behemoth self turns into a different monster like this rabbit here.

Screenshot

The name is not the player's name as you can see, and it is displayed in the log as “Rabbit” as well.

Once you become a monster, there will be a “monster skill” option added to your action command menu. (Apologies that the below is only in Japanese, but the highlighted option is “monster skill”)

Screenshot


From this option you can select and execute abilities, which will require and consume TP.

Screenshot


Currently the rabbit’s level is pretty low, so I only have Foot Kick at my disposal, which is why I am out here fighting this mandragora. Once I level up I’ll start learning Whirl Claws and other abilities.

We wanted to become a really sweet monster and show off how you can fight against other players, but the PvP battle system is still being worked on, so we were unable to do it at this time.

Screenshot
Screenshot


It’s also possible to upgrade (evolve?) to a Black Rabbit or a White Rabbit. Depending on what kind you become the abilities will differ. For example, the White Rabbit will learn Snow Cloud.

While I am sure a great deal of players are in fact looking forward to having a new PvP aspect added to the game, those who do not fancy PvP much will still be able to enjoy this content (i.e. changing into a variety of different monsters). However, since part of a monster’s daily activity is to battle with adventurers, there is a high possibility that we will not be making it so you can completely avoid PvP on the monster-side.

Even if you are not actively picking fights, you may be attacked, so in these cases you can either try to resist as much as possible or throw in the towel. Don’t worry though, there will not be any death penalty, so just repop and keep on trucking. We would like the “Play as a Monster” PvP to be content that is enjoyable and does not disturb relationships with friends.

On another note, when becoming a monster you will not be able to form parties with other monster players or adventurers. The main reason why it will not be possible to do the former is because adventurers will not be able to defeat an alliance of fully developed monsters. We also don’t want to make it so you get head hunted while playing solo either when you are not in a party, and would like to keep it easy to play without this stress. For the latter, as I mentioned above, part of a monster’s life is to fight adventurers, so we want to keep the hostile relationship between adventurers and monster intact.

The development team is powering forward to make this content ready for testing on the Test Server, and actually a portion of the data has already been put onto the Test Server last week. We will have some more information on the overall system soon enough to share with you all!

*Please keep in mind that the above is all in development and can possibly change.

http://forum.square-enix.com/ffxi/threads/24714-Play-as-a-Monster-Camps?p=381738#post381738


Edited, May 30th 2013 1:43pm by Szabo

Edited, Jun 3rd 2013 4:13pm by Szabo
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#2 Nov 26 2012 at 2:28 PM Rating: Excellent
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Well this gives the How do I level my Tunnel Worm thread an entire different meaning.
Anyway it looks interesting at least. Can't wait to get my Lv99 Rabbit into a Rabbit LS and do some reverse HPC events.
#3 Nov 26 2012 at 3:31 PM Rating: Good
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I hope this doesnt turn into something unavoidable. Like when you're leveling a low level job, and all of a sudden a normally unagressive bunny that is 20 levels higher than you attacks and kills you because it's a player controlling it...
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#4 Nov 26 2012 at 6:59 PM Rating: Good
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KojiroSoma wrote:
I hope this doesnt turn into something unavoidable. Like when you're leveling a low level job, and all of a sudden a normally unagressive bunny that is 20 levels higher than you attacks and kills you because it's a player controlling it...
We need more drama threads.
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#5 Nov 26 2012 at 7:18 PM Rating: Excellent
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Worst case, this may be what people were screaming for when Ballista and Brenner came out. *waves cane* I remember the requests; people wanted pvp. Some even liked killing newbies in other games and wanted to here. Smiley: frown

Instead we got ballista and Brenner..which I've never done. I mean, seems like most people didn't want that. They wanted to sneak up on someone and kill them, like some other games at the time let you do. I hope it isn't that extreme though...I remember the discussions, even the discussions about duels and having to decline them all the time.

Edited, Nov 26th 2012 8:19pm by maryadavies
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#6 Nov 26 2012 at 9:12 PM Rating: Excellent
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I bet it ends up that you can't attack normal players, but you can attack other players as animals, and normal players can attack you if they feel up to the challenge.

Would prevent griefing.
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#7 Nov 26 2012 at 9:21 PM Rating: Excellent
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I played a game years ago where when you were to high to get exp you could not engage the mob. Could make it so if you are so many levels above a player you cannot engage them. Have the mob/pc healing or helping a mob of the same type against a player. See a 99 running through W Saru being attacked suddenly by mandy or rabbit being hit hard.
#8 Nov 26 2012 at 9:35 PM Rating: Default
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KojiroSoma wrote:
I hope this doesnt turn into something unavoidable. Like when you're leveling a low level job, and all of a sudden a normally unagressive bunny that is 20 levels higher than you attacks and kills you because it's a player controlling it...


Look on the bright side. If they made it so player controlled mobs forced the player to pony up the actual drops (items and/or gil), this could be fun.

"Oh you wanna attack me. Butterfly Axe says hello! I take you rabbit hide sucka!"
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#9 Nov 26 2012 at 9:57 PM Rating: Excellent
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In before SE assumes that players simply won't gang up because they can't form parties, thus: 20 man bunny gank squads coordinated on vent.

Then it gets nerfed into the ground, becomes irrelevant, and we all laugh about it.
#10 Nov 26 2012 at 10:36 PM Rating: Good
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ItsAMyri wrote:
In before SE assumes that players simply won't gang up because they can't form parties, thus: 20 man bunny gank squads coordinated on vent.

Then it gets nerfed into the ground, becomes irrelevant, and we all laugh about it.


Would be great if it were goblins instead of bunnies.
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#11 Nov 26 2012 at 10:41 PM Rating: Excellent
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ItsAMyri wrote:
In before SE assumes that players simply won't gang up because they can't form parties, thus: 20 man bunny gank squads coordinated on vent.

Then it gets nerfed into the ground, becomes irrelevant, and we all laugh about it.


Unable to attack. That player is currently claimed by another monster.
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#12 Nov 26 2012 at 10:48 PM Rating: Excellent
Pooh. Wrong spot.

Edited, Nov 26th 2012 11:49pm by Dandruffshampoo
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#13 Nov 26 2012 at 11:15 PM Rating: Good
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Not that I'm against having more things to do ingame (options are always nice), but what is the point of this event?

Do regular PvP rules apply, such as no blinking?

I hope there's no convoluted rule and/or wait system involved. This sounds like it can either be a lot of fun, or not even worth mentioning.
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#14 Nov 27 2012 at 4:10 AM Rating: Good
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This strikes me as something that can be a lot of fun when just ******** around. Waiting for a friend to log on? Zone out to the nearest, change form, and just start fighting stuff. I know there are people who won't even touch it if there is no reward, but if it is an anyplace/anytime system, I know I would do it just to break up GoV pages, or magian NM pops.
#15 Nov 27 2012 at 4:49 AM Rating: Excellent
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New adventurer runs for his life from a Goblin Smithy in Yuhtunga Jungle when out of all sudden-

Goblin Smithy uses flee!
#16 Nov 27 2012 at 5:30 AM Rating: Good
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monster play was tried i think in everquest (the original). iirc lots of low level monsters killed lots of mid level characters. entire guilds (lses) would invade newbie zones and kill everything that moved and all was within the rules
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#17 Nov 27 2012 at 5:42 AM Rating: Decent
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Feels like something i heard of before...

http://ffxi.allakhazam.com/forum.html?forum=10&mid=112423271053204871&h=50
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#18 Nov 27 2012 at 6:12 AM Rating: Good
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While doubtful, I might be able to finally become a Carbuncle! =3 ( Always wanted a Carbuncle Costume Item =/ )

Even better if I can glitch it so I can have a pet carbuncle running after me while I hope around the server meeping lol! >_>

Edited, Nov 27th 2012 7:12am by Kittsune
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#19 Nov 27 2012 at 6:27 AM Rating: Decent
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I actually look forward to this with such an evil grin or shall I evil laugh!!!!
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#20 Nov 27 2012 at 8:12 AM Rating: Good
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I am so...F'ing...excited for this.

FFXI lulzy monster PvP videos inc, LOL
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#21 Nov 27 2012 at 8:32 AM Rating: Excellent
Beastmasters have a use for charm again!
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#22 Nov 27 2012 at 9:02 AM Rating: Excellent
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Despite it being mostly meaningless, I have enjoyed WoW's "pokemon" thing a lot. And there was hardly a reason to do it.

I'm looking forward to try this feature, and hope they can make it at least entertaining.
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#23 Nov 27 2012 at 10:06 AM Rating: Default
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This idea sounds so lame it is going to be awesome. I look forward to trying it out, but really...what a *** idea. Sounds like something Nintendo would come up with.
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#24 Nov 27 2012 at 10:18 AM Rating: Decent
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Fermion wrote:
Not that I'm against having more things to do ingame (options are always nice), but what is the point of this event?

Do regular PvP rules apply, such as no blinking?

I hope there's no convoluted rule and/or wait system involved. This sounds like it can either be a lot of fun, or not even worth mentioning.
Because we don't play to have fun? This gives us countless "new jobs" to level in a new light, and those levels will be what we earn because they can't just be Abyssea-burned. I don't imagine there being a wait system for this or yeah, that can really hurt it. It will be area-specific and I think we can be mobs on a whim whenever we want and for as long as we want.

I really doubt we can be beastmen mobs.

Also, I wonder if the way we unlock this new system will make any sense from an in-universe point of view or if it's just whatever. I won't care either way, I'm just curious for the people who cares for the lore. :p
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Reiterpallasch wrote:
Horst needs a 1 minute, 15 foot doom aura. Get in, get out, or @#%^ing die.
Calmus wrote:
...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.
#25 Nov 27 2012 at 10:25 AM Rating: Excellent
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Remember the trailer with the Goobue eating the Mandragoras?

It can finally happen. Ten f*cking years later.
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#26 Nov 27 2012 at 10:34 AM Rating: Good
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Jevilwolf wrote:
Also, I wonder if the way we unlock this new system will make any sense from an in-universe point of view or if it's just whatever. I won't care either way, I'm just curious for the people who cares for the lore. :p

A Taru did it. Is any more necessary?
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#27 Nov 27 2012 at 1:28 PM Rating: Good
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It sounds like it can be fun. I have to admit the prospect of walloping a lowbie makes me smile a bit
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#28 Nov 27 2012 at 3:41 PM Rating: Good
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Olorinus wrote:
It sounds like it can be fun. I have to admit the prospect of walloping a lowbie makes me smile a bit


Until said lowbie turns out to be a level 99 wearing level 1 RSE with an onion sword Smiley: sly
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#29 Nov 27 2012 at 6:54 PM Rating: Decent
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Neo-Pankration ?

Why control the monster when you can be the monster !

Good bad or ridiculous so long as it gives me something to do w/o Abyssea in the name.
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#30 Nov 27 2012 at 11:11 PM Rating: Default
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KojiroSoma wrote:
I hope this doesnt turn into something unavoidable. Like when you're leveling a low level job, and all of a sudden a normally unagressive bunny that is 20 levels higher than you attacks and kills you because it's a player controlling it...



Really? Who here has never been killed by a rabbit? Seems like it'd be funny as **** if it was another player doing the killing, lol. :P At least it'd be a fairly good story, if it happened. :P
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#31 Nov 27 2012 at 11:17 PM Rating: Default
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Dude, seriously? If this is true, I wanna be Cent X-I!!! I wanna f'k up alot of ppl, lol. I've spent countless hours camping that *******, I wanna be him and kill others. :P
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#32 Nov 28 2012 at 1:41 PM Rating: Good
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A Funny Bunny appears!
/ja "Charm" "Funny Bunny"
"By the power of Altana I command ye Funny Bunny to eat the Vrtra!"
Funny Bunny's attack misses
Vrtra hits the Funny Bunny for 1750
Funny Bunny is defeated by the Vrtra

Ya, I'm liking this already.
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#33 Nov 29 2012 at 9:23 AM Rating: Good
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if PvP is the only thing playing as a monster has to offer, I don't think this will interest me at all.




Edited, Nov 29th 2012 10:25am by Janeash
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#34 Nov 29 2012 at 11:49 AM Rating: Default
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Janeash wrote:
if PvP is the only thing playing as a monster has to offer, I don't think this will interest me at all.




Edited, Nov 29th 2012 10:25am by Janeash


Well you could always just run around in some pattern like the pre-programmed movements that mobs do when no one is there in the forrest to see them. I don't really see how this is more exciting though than fighting, but I guess it's still role playing.
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#35 Nov 29 2012 at 2:31 PM Rating: Good
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I'm going to create a mule character named JaggetyEarredJack and run around Ronfaure as a rabbit.

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#36 Nov 29 2012 at 3:52 PM Rating: Good
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Your character's name will not be displayed, if the evolved form is any indication.

Edited, Nov 29th 2012 6:35pm by Jevilwolf
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Reiterpallasch wrote:
Horst needs a 1 minute, 15 foot doom aura. Get in, get out, or @#%^ing die.
Calmus wrote:
...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.
#37 Dec 05 2012 at 2:08 PM Rating: Excellent
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Iwakami wrote:

Hello, Iwakami here, the "Play as a Monster" lead.

We have been creating the system in a way so that regardless of how much experience you have, you'll be able to enjoy the content right away. With that said, I would like to take this opportunity to talk a bit about the basic plan.

Please keep in mind that this is based on what we've worked on so far, and there is a possibility that things may change. So you may see a lot of vague words like, "planning," "intending," and "considering" popping up, but I will be very careful to not stray away from the aspects that we are placing heavy emphasis on and aspects that we would like to pay careful attention to.
I'd really like to convey to you all what this content will be like.

Basic Plan

Being able to play the same as everyone else

Fundamentally, all players will be beginning from the same starting point, and elements such as job levels, the gear you have, and the magic you have learned will not play a part.

Because of this, players that have fulfilled the minimum requirements to participate will be able to step into the same ring as veteran players.

However, we would like to add some achievement elements similar to synthetic atma, while making it so they are not an essential aspect.

Being able to play comfortably

We will be paying careful attention to ensure the below points are realized:
- Unlocking new elements at a good pace
- The timing of when new elements are unlocked is comprehensive and exciting
- Regardless of the time and place, you will be able to pick up and start playing when you like
- Possible to stop playing immediately when you'd like a break
- Possible to play without limitation on play time or content cool down timers


The core system revolves around living the life of a monster. We would like to do our best to expand the playing possibilities of FFXI through living the life of a monster, making it possible to become a monster and traverse the fields or fight with other monsters and adventurers. Once you get used to life as a monster, you can battle with your friends to see who the ultimate mandragora is, or see which monster is the strongest. The way you play is up to you.

Additionally, system-wise, we would like to provide a wide array content that contains elements where you can play casually, hardcore, by yourself, and with others.

We won't be creating this content saying that certain elements are for certain kinds of players. The idea is to make it so there are a wide variety of ways you can enjoy play as a monster regardless of your situation or what's going on.

As a future step, we are considering to create content utilizing the play as a monster system, such as group battles or battlefield fights with multiple players, but first and foremost we are striving to make the basic system so that it can be enjoyed fully on its own. I apologize for making you wait so long, but I would like to release more information periodically from here on out. Thank you all very much.


http://forum.square-enix.com/ffxi/threads/24714-Play-as-a-Monster-Camps?p=384107#post384107
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#38 Dec 05 2012 at 5:34 PM Rating: Excellent
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- Possible to play without limitation on play time or content cool down timers


I hope this philosophy is the new standard model for all future events.
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#39 Dec 06 2012 at 5:02 AM Rating: Good
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Oh man, where was this 5 years ago?

Joe: "Oh look, isn't that a fish bot"?
Bob: "hmm, looks like it".

*Joe turns into a raptor*

Evil fun ensues!
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#40 Dec 21 2012 at 1:39 PM Rating: Excellent
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Iwakami wrote:

Hello, this is Iwakami, the lead developer of "Play as a Monster".

Sorry to keep you all waiting, but I'd like to share a bit more information in regards to the "Play as a Monster" system.

Battling as a Monster

When becoming a monster you will have access to the various abilities each monster family possesses, but to use these you'll need to have the required amount of TP. Furthermore, we are setting the system in such a way that when using the abilities it will only consume the amount of TP required. The objective of this was to create a number of possibilities while fighting. For example, when you save up 300 TP:

- Use 3 abilities that cost 100 TP each.
- Use 1 ability that costs 300 TP.
- Use 2 abilities that cost 50 TP and 2 abilities that cost 100 TP.

Screenshot
Screenshot


Menu

We will be implementing brand-new UI elements specifically for "Play as a Monster" as well as adding a new item to the menu. From this menu, you will be able to do things such as select which monster you would like to become and set your monster knowledge.

I plan on sharing a few parts of that menu in the next update!

While this was only a tiny bit of information, once we're at the stage where can share more I will be sure to update you all.

Thank you very much!

http://forum.square-enix.com/ffxi/threads/24714-Play-as-a-Monster-Camps?p=388456#post388456

Edited, Dec 21st 2012 2:40pm by Szabo
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#41 Dec 21 2012 at 3:44 PM Rating: Excellent
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It's dorky but I am really looking forward to this.
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#42Llester, Posted: Dec 21 2012 at 4:28 PM, Rating: Sub-Default, (Expand Post) i actually hope this does happen, and I don't care if I'm the monster or the unsuspecting player.. If i'm reading this correctly, SE is implementing an open-world PvP system that allows a player to "hide" as a monster and attack exp parties/soloers etc. I love it.
#43 Dec 21 2012 at 5:23 PM Rating: Excellent
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I am sure there will be controls in terms of not being able to gank people. As there should be.
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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

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#44Llester, Posted: Dec 21 2012 at 6:46 PM, Rating: Sub-Default, (Expand Post) sorry i momentarily forgot which game forum i was posting in :/
#45 Dec 21 2012 at 7:23 PM Rating: Decent
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Llester wrote:
KojiroSoma wrote:
I hope this doesnt turn into something unavoidable. Like when you're leveling a low level job, and all of a sudden a normally unagressive bunny that is 20 levels higher than you attacks and kills you because it's a player controlling it...


i actually hope this does happen, and I don't care if I'm the monster or the unsuspecting player.. If i'm reading this correctly, SE is implementing an open-world PvP system that allows a player to "hide" as a monster and attack exp parties/soloers etc. I love it.

When I first heard of this idea I figured it'd be some kind of arena-only thing. If players can just turn into monsters on the field and start attacking people, I am all for it.


I hope it happens too, and then the player hiding as a monster loses something if their "plan" of hiding and ganking people doesn't go so well. Perhaps even just a measly 10,000 gil or something trivial.


Edited, Dec 21st 2012 8:23pm by TheBarrister
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#46 Dec 22 2012 at 2:31 PM Rating: Good
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Llester wrote:
Olorinus wrote:
I am sure there will be controls in terms of not being able to gank people. As there should be.


sorry i momentarily forgot which game forum i was posting in :/


Concepts you seem confused about:

1. Open World PvP with restrictions = Fun.

2. Open World PvP unrestricted with the ability to gank random people who are minding their own business = Not fun, annoying and downright retarded. This is why games that follow #2 never bring in a lot of new people after awhile because you'll have high level people sitting around waiting to kill new/low level players trying to progress in the game they're paying for and unable to do so thus causing them to quit.

"They're just crybabies" is the typical response to people who love #2 because it's fun for you to prevent someone from else from playing a game but it sure as **** isn't good for the game.

However if SE is supporting that, luckily XI isn't gaining a lot of new players where that will be a problem. It doesn't matter what forum you're posting on besides a few that also don't care for other players in the game, you really need to use common sense and think as to why someone would be against the idea of the ability to gank anyone at any time and why there should be some kind of restrictions in place.

This is why this system seems to be just something to kill time with friends more so than a deeply engraved system.






#47 Dec 22 2012 at 2:39 PM Rating: Excellent
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Quote:
2. Open World PvP unrestricted with the ability to gank random people who are minding their own business = Not fun, annoying and downright retarded. This is why games that follow #2 never bring in a lot of new people after awhile because you'll have high level people sitting around waiting to kill new/low level players trying to progress in the game they're paying for and unable to do so thus causing them to quit.


Um WoW?

But I agree open world combat without restrictions would not work in this game. I have a feeling that you will likely see zone level limits meaning if you are beyond a certain level in comparison to another PC you can not attack them. However if you are under that level you can. PC can always attack you, and if he does you can attack him at that point.

The reason it needs controls is because players do not have the option of being on a PVP server or a PVE only server like WoW. Which is why WoW was able to boast its open world PVP concept and no holds barred ganking systems. (granted greifing and ganking are not the same, camping people in a graveyard has resulted in many a ban.)

But yes...its as simple as level capping initiation. Player must be a decent challenge level difference in order to engage or something like that.
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#48 Dec 22 2012 at 4:30 PM Rating: Excellent
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Oh, please. Try to gank my BST.

Really, it'll be fun.:)
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#49 Dec 22 2012 at 4:35 PM Rating: Excellent
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Iwakami wrote:
Furthermore, we are setting the system in such a way that when using the abilities it will only consume the amount of TP required.


No idea why they didn't set up players this way from day 1.
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#50 Dec 25 2012 at 8:46 PM Rating: Excellent
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Erecia wrote:
Iwakami wrote:
Furthermore, we are setting the system in such a way that when using the abilities it will only consume the amount of TP required.


No idea why they didn't set up players this way from day 1.

Because they didn't think to at the time.

I think the approach they took to DNC, ffxiv, and now play as monster shows that they wish they had.
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#51 Dec 25 2012 at 9:19 PM Rating: Excellent
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Think it would make those status effect WS more useful, or wait people would still just spam the same WS.
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