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They keep working at this and it will be just like FFXI by the year 2015!
Coldsnap said:Yea, I've just been running around linkshell-less since Red Dot broke up. Game is really clickish right now and I feel like I'm just bugging people if I ask for something.
Rentahamster said:New info from another interview:
Dungeons will have multiple paths, and the loot rewards you get will vary depending upon your clear time, as well as path taken.
Other confirmed jobs are Paladin, Monk, White Mage, Black Mage, Dragoon, Bard
Buttons said:Some very interesting info.
http://forum.square-enix.com/ffxiv/...iew-from-Famitsu-Connect-On-Magazine-Aug.2011
Yay for Bard. ^_^/
Dega said:You can always bug me! <3
(Name change)
Letter from the Producer, XII (27/06/2011)
Hello again, all fans of FINAL FANTASY XIV!
Information on 1.18 has recently started popping up on Topics, and today Ill touch on some details about this patch as well as talk about our balance reform plans. In particular, Ill be casting the spotlight on guildleves. Now, to give you due warning, this letter is going to be a wall of text. This isnt without good reason, thoughthe content can only be described as pivotal, and I ask you to bear with me to the last word.
FINAL FANTASY XIV Balance Reforms
In order to keep up with the times and cater to changing lifestyles, large-scale MMORPGs such as FINAL FANTASY XIV need to offer a more casual playing experience than before. Mind you, thats not to say that the entire game should be casual. Rather, there should be elements that can be enjoyed in a lighthearted way, for example, after coming home tired from work or school, with mobile phone or refreshing beverage in hand. To elaborate, content that can be enjoyed with little fuss, that doesnt demand large time investmentsup to an hour, sayor require a party to be formed.
But come weekend, players have the choice of undertaking more elaborate adventuring, forming parties with linkshell members and/or likeminded adventurers to accomplish mutual goals. Light parties can exploit the versatility offered by classes to conduct forays into beast tribe settlements, something that a lone adventurer would find grueling. Full parties, on the other hand, can immerse themselves in fine-tuning job configuration in preparation for their bid to obtain rare items in advanced battle content. Disciples of the Hand can outfit the battle-inclined with equipment boasting the requested attributes. And last but not least, Disciples of the Land can set about gathering ingredients based on current class and materia crafting demands.
We still have some ways to go, but FINAL FANTASY XIV will gradually shift from being a grind-centric game to one that offers enjoyment for all playing styles and circumstances with its ever-expanding variety of content.
Patch 1.18
As part of the reforms based on the above direction, 1.18 will see the introduction of instanced raids along with the first stages of the battle system reform. In addition to these two areas, which have been discussed in some detail in previous letters, well also be carrying out major revisions to guildleves.
Guildleve Reforms
When FINAL FANTASY XIV was launched last September, it was stated via official channels that guildleves will form the heart of the game. Today, Id like to officially retract that statement.
Guildleves will no longer be central to FINAL FANTASY XIV.
In my mind, central content isnt a static thing. Rather, its new content that we continually develop for our fans enjoyment, with no one item indefinitely bathing in the spotlight.
Guildleve Repositioning
We will reposition guildleves as content catering to solo adventurers, which can be enjoyed repeatedly and with minimal time investment and fuss.
Large volumes of quests are being addednow and in future patcheswhich require adventurers to interact with an NPC. Until you do so, you wont be able to gauge the quests difficulty level. In contrast, Guildleves can be initiated simply by visiting guild counters and aetherytes. Bone-tired after a hard days work? Got only a bit of time to spare? Then guildleves are just what the doctor ordered. Being able to get started without delay is without a doubt the biggest selling point of guildleves.
Having said that, we want to avoid boring players to tears with monotony. We recognize the need to add a pinch of spice to the mix, such as a system in which special levequests can be triggered, that borrow inspiration from guildleves.
Based on my rationale above, 1.18 will see the following changes made to guildleves. This marks only the beginning, mind you. Further revisions are in store for future patches, all driven by the same overarching goal.
Imbuing Rewards with Regional Identity
Guildleves wont simply offer fuss-free adventuring. We also intend to make it so that through guildleves, adventurers will be able to experience the richness and diversity of the world of Eorzea. To achieve this, we will accentuate the uniqueness of rewards for each region. For instance, if its metal armor or Blacksmiths Guild marks youre after, youll want to make a beeline for Limsa Lominsa.
Levequests yielding guild marks will be limited to city-states hosting the corresponding guild only. In compensation, we will make it easier for players to amass the guild marks they desire.
Skill Points: Introduction and Balancing
In light of guildleves repositioning as solo-oriented content, leve link bonuses will be reduced. To make up for this reduction, skill points will be added as a new reward for the benefit of solo adventurers.
At the same time, the objectives of certain guildleves will be adjusted in order to accommodate a system in which difficulty and completion time influence your reward. For example, completing a high-difficulty levequest in a short amount of time will yield greater rewards. Through this we hope to encourage skillful adventuring.
In addition to guildleves, sidequests will also be made to yield skill points upon completion, thus providing players with more avenues for advancement.
Regional Levequest Battle Rebalancing
Given the tremendous amount of work required for instanced raids and battle reforms in 1.18, we werent able to allocate sufficient time to review balance for regional levequest battles. Rather than do a cursory job of rebalancing and risk making a mess of things, we decided to put it off for a later patch.
A handful of levequests with peculiar demands, however, such as those that would send adventurers scrambling long distances, will be revised on a case-by-case basis. At the same time, well implement a system that allows the same levequest to assign different routes, which should help to even out adventurer distribution.
Regional Levequest Usability Tweaks
Automatic updating of minimap marker position.
Pegging of enemy rank variance based on guildleve difficulty.
Revised menu position when cancelling within guildleve issuance window.
Weve finally gotten around to making the adjustments above, and a bunch of others besides. Adjustments like these will continue well beyond 1.18, with changes great and small to be implemented as required to improve user-friendliness.
On a related subject, failing guildleve objectives due to disconnection is a major issue that many players have raised, and were looking at ways to tackle it. Wed been deferring work in this area due to concerns that the ability to resume a guildleve after disconnection may be exploited to unfairly obtain large amounts of skill points. But with rewards now undergoing adjustment, we feel this is a suitable time to put together a plan of action to address the issue.
1.18 and Beyond
Phew, that pretty much sums up all the guildleve changes planned for 1.18.
Although guildleves are just one aspect of FINAL FANTASY XIV, they play a significant role in the overall scheme of changes. And so in deciding to carry out guildleve reforms, I made a pivotal decision that will have a profound impact on the game. I wrote this letter while fighting sleep, and hope I managed to underscore the importance of the adjustments.
Though Ive already buried you in a mountain of text, theres actually still a lot more that I wanted to write about, and many more tasks that we have to complete. Heres some of them, in a flurry:
Reforms to behest are still outstanding, and more new content is in the pipes. Were doing what we can to reorganize the opening stages of the game, but progress is being made. A complete reworking of recipes is planned for 1.19, with the goal of granting Disciples of the Hand and the Land more power to invigorate the game economy. Likewise for the materia crafting system. Disciples of the Land will benefit from the addition of a stealth skill to their arsenal, and were prepared to invest as much resource as needed to improve the map.
The team will keep soldiering on, working intently towards clearly defined goals, and we ask that all adventurers keep doing what they do best: adventure!
1.18 has proven to be a time-consuming patch, but theres a good reason for this. 1.18 is the momentous first bold step towards the ideal game that weve envisioned, and we hope our fans will be able to feel and appreciate the passion that went into its creation. We ask for your patience for just a little while longer.
This letter ended up taking on quite a formal tone, didnt it? I suppose its only natural, though, considering the weightiness of the content. Anyway, thanks for sticking with me and reading to the very end!
See you next time and/or on the forums!
Yoshida: I think its not an exaggeration to say that the Grand Companies make the world of FFXIV. How will adventurers be linked to the three city-states of Limsa Lominsa, Gridania, and Uldah and how is the Empire going to become mixed into all of that? How does it complement the main storyline? How are the leaders in the different city-states going to become involved?
Also, some characters well known in the Final Fantasy series will also make their appearances so people will want to watch for where they show up and how they get involved. A big storyline will also be included in patch 1.18 so I hope people look forward to that.
Eccocid said:Characters from other FF games?
That sounds so cheap and lame way to attract people ugh.
You like cheap and lame gimmicks? Check out my other threadEccocid said:Characters from other FF games?
That sounds so cheap and lame way to attract people ugh.
Rentahamster said:
Coldsnap said:Yea, I've just been running around linkshell-less since Red Dot broke up. Game is really clickish right now and I feel like I'm just bugging people if I ask for something.
Eccocid said:Characters from other FF games?
That sounds so cheap and lame way to attract people ugh.
desa said:Well, I'm a little excited but September? That's when I'll be getting my Gears of War/Dark Souls on. Was hoping for sometime next month. This overhaul sounds like FFXI-2. Can't say I'm mad at that.
Oh Buttons. Are you that Taru that post all those awesome pictures on Blue Gartr?
Rentahamster said:You like cheap and lame gimmicks? Check out my other thread
http://forum.square-enix.com/ffxiv/threads/10303-DevTalk-Time-s-Running-Out.-Bring-Out-the-Gimmicks-%28Sephiroth-Kefka-Dream-BCNM%29
Today, Id like to officially retract that statement.
Err, we didn't break up. It's just that most of the members don't log on that often.staticneuron said:Red Dot broke up? Lol, that makes it 3 LS's since the start. Is there another one to replace it or is everyone without a shell?
Eccocid said:Is it gonna be a social LS or more hardcore with crafting, banking items hunting NMs etc?
TheFatOne said:Did they add fun yet?
Coldsnap said:Next LS reform we are going to focus on cooking in Eorzea. It's going to be a baking focused linkshell with an open oven.
We still have the same shell. (Red Dot)Nakazato said:thinking about logging in tonight we got a new shell yet ??
yea im in red dot going to do my best to be on tonight. wanna try to lvl as fast as possible to get the new jobs. we might need to think about doing a lvling drive for the next few weeks twice or 3 times a week.Rentahamster said:We still have the same shell. (Red Dot)
Are you still using the Gunsmith Cats pearl?
Anyway, the ones who are still online usually in the GAF shell are Renta Hamster, King Lala, or Maki Star
Send a tell if we're on.
They didn't say anything about a minimum rank requirement for the new jobs, but who knows. What was your highest rank job?Nakazato said:yea im in red dot going to do my best to be on tonight. wanna try to lvl as fast as possible to get the new jobs. we might need to think about doing a lvling drive for the next few weeks twice or 3 times a week.
im thinking its 20-24 not sure haven't been on in 2 months or soRentahamster said:They didn't say anything about a minimum rank requirement for the new jobs, but who knows. What was your highest rank job?
Riposte said:I'll be logging on once they patch the game. Though I may be logging on sooner than that, depending on I get a sudden urge to play it instead of a newer game that just came out. (Right now I am going through DQ5 on DS.)
EDIT: I actually thought dungeons would be in the game by now, but I guess they were intentionally vague by what they meant by patch in June.
Coldsnap said:I am no longer quit
I suggest the name "Unbeatable Chefs" or maybe even "Meal Ticket".Coldsnap said:Next LS reform we are going to focus on cooking in Eorzea. It's going to be a baking focused linkshell with an open oven.
Yuripaw said:I haven't logged in this game since maybe October or November...I'm debating if I should log in later this week cuz I have a lot of time off. I'm not even sure what changes have been made, but I have to imagine they're changed a lot.
Is it like FFXI yet? lol
Main point of the first topic is to make quests to seem more "alive" and connected, similar in fashion but a bit different the Rift/WoW ones.Teknoman said:Something with WoW/Rift in the text.
Monsters will be gradually relocated before the map improvements will be made.Something about MAP (why is it always in caps anyway)?
There was some kind of error in naming in Yoshi's previous post, and the correct class type was DD/nuker (instead of DPS, I think).Something about damage dealer/nuker
Well it's about MMOs that Yoshi likes and he's explaining the xp curve etc. I didn't really read it carefully but at a glance there's nothing really interesting there aside from fact that it's annoying to lose much xp because of one death and that the time required for getting to max lv shouldn't be too long/too short.Something about Dragon Quest? I dunno just saw DQ lol. Lots of likes though.
Jobs will be implemented after balancing the current classes which will probably be after 1.20.Another post about roles: Damage dealer, buffer, nuker, etc. Also a mention of 1.20.
Rentahamster said:I made a giant thread detailing all the newest info and listing most of the dev posts that go back about a month.
http://forum.square-enix.com/ffxiv/...Dev-Post-Aggregator-And-How-To-Use-This-Forum
Up and working.SQEnix Twitter said:As previously announced, character data can now be linked with forum profile! http://sqex.to/ETp