Dissidia Final Fantasy NT

Greek God

Dynamic Entry into Ark Blast
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: Greek-God88
Spielt gerade: Cold Steel
#21
Interview with Kujiraoka

Q1: Regarding adding new characters from hereon, everyone is anxious for characters in the series to be in -- will those who were in the previous games make it in?

K: While new characters will be in, of course we will pick those from before too. Regarding new and existing heroes and rivals, we need to consult with the development team what is the most effective way to release them.

Q2: We have Cloud, Squall, Vaan, Y'shtola, Ramza, etc; these and other similar characters that seem to be fighting what was Chaos-aligned characters from before have been released. Are there plans to add a similar Chaos-aligned dynamic in this game? (Not quite sure about this translation)

K: Up until now the game has been a 1v1 game, and that game's Chao-alignment dynamic would not work if we just brought it over wholesale in this 3v3 game. Depending on the character, as major changes have been to the hero-side characters, even more big changes will have to be made to the rival-side characters to preserve this dynamic.

Q3: [I have no idea what this means] Is it my turn yet? (From P.N. Prishe-san)

K: Not yet!

Q4: What about Emperor?

K: Please wait.

Q5: Right now, Vaan can set 2 HP attacks, will there be plans to add other characters who can also equip 2 HP attacks? What about Cloud of Darkness, who was introduced in the PSP version for her richness in her HP attacks?

K: She might be in, might not be in. Right now, among the stock 15 characters, there are no plans for that plan.

Q6: Any plans for additional EX Skill updates?

K: Absolutely. Just having more choices alone makes the game more fun.

Q7: Do you plan on adding stages and music from Tactics?

K: As for battle BGM, there're currently 2 arrangements and 2 original tracks to be added. They include very cool orchestral track! Regarding stages, we haven't even yet added the stages for the first numbers yet...

Q8: The original concept had "soldiers of Cosmos" and "soldiers of Chaos" will there be a similar system?

K: Regarding battle of the sides, I thought it might have been suitable to implement that, but there are things we have to improve first. This would be shifted back to after we have implemented things that have a higher priority first. Please note that as there is no division between Chaos and Cosmos sides currently, it will have no effect on how we will release subsequent characters.

Q9: Will there be damage priority? http://finalfantasy.wikia.com/wiki/Damage_Priority

K: Attacks have a "cut value", and characters, depending on the situation, have a "keep value". Basically if the "cut value" exceeds the "keep value", a damage reaction occurs. Conversely if the "keep value" is higher, the receiver's movement is not affect, however damage might still be received. In addition, keep values are roughly dictated by rules that are led by how types match up.

For example, when determining how an attack's "cut value" stacks against a "keep value", HEAVY>SPEED=UNIQUE>SHOOT. This only applies to Brave attacks. For HP attacks they're all the same.

Thus Squall's Keen Edge can break through Terra's Tornado, Tidus' Sonic Buster can be intercepted by Warrior of Light's Cross Over.

Q10: Sometimes, the sound and visual effects do not line up with when the attack really hits. This causes a dissonance in synchronization. How can I improve my player skill so to overcome what feels like a dissonance when playing the game?

K: As this is a 3v3 game with so much movement at once, with a lot of information exchanged at once, depending on the situation sometimes lack or synchronization issues can occur. That's one reason. On top of that, while we have placed many measures to try to account for lag, it's also an issue about communication between one arcade and another. As many arcades of different distances match, a lag of up to a fifth of a second can occur.

Whether or not an attack hits, one side sends a "should be hit" message and the other sides sends back a "hit" or "not hit" response. This is usually immediate, but could take up to a fifth of a second.

However, from the attacker's screen, who does not have to wait the fifth of a second to receive the message, might not see the attack illicit a reaction.. and when that happens for an action game, it can cause a negative experience. For the receiver's screen, it might feel like a "waiting for a response" feel.

Here's a tip: When you know you hit for sure, but it feels like you're experiencing a "wait", if the recipient's screen does not show that he has been hit yet, and only until has the animation for the hit has been resolved can damage be input, there might be a phenomenon where it seems like the opponent can still move for a split second. This phenomenon is more likely with multiple attacks that occur within short intervals, and we're looking for measures to alleviate that.

(Japanese people need to learn to speak in less run-on clauses >.<)

Q11: It seems very likely that everyone uses Odin. Is it possible to make other summons better so they see more use?

K: The balance of summons is something we're constantly considering. We are thinking of ways to shore up various summon and field effects.

Q12: What's going on when switching locks with the lock-on button? For example: when locked on to Enemy 1, and you want to switch to Enemy 3, often pressing R2 brings the lock to Enemy 2 and then back to Enemy 1. The lock frequently doesn't work the way it's supposed to.

K: With regards to the camera, there is a left and right. As a matter of fact, during the initial development, there was a camera that used a list of order, it became a camera that tries to predict what is the most intuitive view by using comparisons. We're in the process of considering allowing players to use the list of order camera by going into options and selecting that.

Q13: We want the ability to customise Brave attacks

K: Customising Brave is not in our intentions for the game. While I can't promise anything, let's wait and see.

Q14: For the support points in the results, what is the breakdown for what contributes to it?

K: Drawing attention away from 3 people will contribute more points (rather than just 1 or 2 people). Picking up an enemy that an ally has knocked back will contribute points. Conversely, knocking enemies back for allies to pick up will also contribute points.

Q15: Please explain the criteria for promotion and demotion points. Similarly, for matching, score and results, what is the -4 or -10 during defeat?

K: During victory or defeat, it refers to the class difference and battle score (rank).

Q16: Right now, there is a request for the ranking system: if you happen to rank down, you have to start accumulating from 0 again, and it take a lot of time and money to be promoted again. Is it possible to make it easier to promote again in the case of a rank down?

K: Regarding rank ups and down, we're in the process of a major change. Perhaps in the next update...?

Q17: Do you have plans to allow for the gaining of levels and experience by spending Gil? It's currently such a grind!

K: In this update, for player characteristics, C.Level's minimum guaranteed experience can be increased, relaxing the leveling process somewhat, I think. Of course, looking at this, we want to make sure the system is still fair and balanced.

Q18: Squall's trigger is difficult! How do I get his timing?

K: When the attack hits, press the input at the same time. It's probably better to press sooner than later.

Q19: Regarding Bartz's mastering of Blue Mage increasing the summon gauge, does that increase the existing value of summon gauge, or does it boost the summon gauge when summoning?

K: There's a summon gauge located above and below the life of the 2 groups. A summon gauge also appears when the group is summoning the summon. Bartz's effect affects the former.

Q20: While the attacks from the previous series made it back, their current representation seem to be disappointing. It would be great if you could consider making changes.

K: Because the PSP version was 1v1, the attacks were designed for that. In this work, there are many people in the field at once, both enemies and allies, the moves are designed to account for that.

Q21: Will you provide a list of words that cannot be used in names? It seems like there are many words that fall in that category?

K: We are still trying to get a better grasp of this situation and are preparing to implement measures.

Q22: The official site's location page does not list which arcades have "Meisters". Is there a plan to implement a "meister" certification system? (Meisters are SQEX-certified store staff that can help with teaching the game/or are very good or something)

K: Meisters will be a real thing and not just talk! We're actively seeking opinions on the matter. Unfortunately, that has been delayed, and people are wondering who they are and where they are, causing a lot of confusion. I apologise for this.

But! From this month on we will begin to introduce the Meisters on the site. They will have armbands to show that they are Meisters. Please continue to give feedback, etc etc etc etc.

[end]
gaf
 

Kyrill

Held vom Erdbeerfeld
#27
Kefka Intro rockt! :D


Man was bin ich dankbar für die FF IX Stage... einfach fantastisch! Ich wäre ja schon danbar für ein PS4 Port wie bei FFVII (1080P Version + Fast Forward und Trophies). Gibt es ja jetzt seit einer Weile bei Steam.... COME ON!!


btw das neulich gehört - OST zu Dissidia fetzt:

[ame]https://www.youtube.com/watch?v=LOfSPKzXg3g[/ame]
 
systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: verrückt
#30
Hatte bisher noch garnicht drauf geachtet, wobei ich mich frage warum, da ich den Org. Dissidia OST so extrem feiere....aber die haben mit AC ja stellenweise nochmal einen draufgesetzt :shock:
[ame]https://www.youtube.com/watch?v=LOfSPKzXg3g[/ame]
[ame]https://www.youtube.com/watch?v=VMOSHwEHIzE[/ame]
[ame]https://www.youtube.com/watch?v=DcD_Kvk11P4[/ame]
[ame]https://www.youtube.com/watch?v=RM8l1c9IHwo[/ame]
Aber nichts geht über
[ame]https://www.youtube.com/watch?v=K4EP1AB1njg[/ame]
<3

ps:das Video zum OST von Kyrill hatte ich übersehen :ugly:
 
systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: verrückt
#32
Nächstes Jahr in der FF Collection :D
Ne also denke, dass es nächsten Sommer kommen wird.
Also erst XII Remaster, dann Dissidia und wenn man den Gerüchten glauben darf, FXIII Collection und FF7R im letzten Drittel ~yey~
Ochje das wäre ein Jahr^^
 

Kazuma

Moderator
Team-Mitglied
#33
Du bist aber optimistisch was das FFVII Remake an geht. :D
Die sollten lieber erstmal KH3 zu Ende entwickeln und raushauen. Davon hört man ja so gut wie nichts mehr. Das letzte was ich mit bekommen habe, war noch der Engine wechsel auf Unreal 4(wenn ich mich da jetzt nicht täusche).
 
systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: verrückt
#34
Naja wirklich dran glauben tu ich nicht, aber dadurch dass es mehrere Episoden geben wird, ist ein Release von Episode 1 Ende 2017 nicht komplett unmöglich :D
KH3, ach KH3, ich hab ja immernoch die Befürchtung, dass die es mir mit einer schlechten Wahl an Welten komplett vermiesen werden:-/
 
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