• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Final Fantasy XIV |OT| ARR: Alpha Closed. Beta mid-Feb

Status
Not open for further replies.

Teknoman

Member
Official translations are up for the yoshi posts...or a few at least:

Hi all, this is producer/director Yoshida.

First off, I’d just like to say that I am not by any means saying that characters shouldn’t have to level, or that we should get rid of leveling up itself, or that leveling is boring. If there was anyone that took it this way, I apologize. I myself am a huge role playing gamer, I love MMOs, and I’ve even worked on a recent Dragon Quest title, so I understand the pleasure and fun aspects of character growth. With that said, this does not mean that we are getting rid of it.

Of course, when you consider the unique characteristics of MMOs, planning to reach the level cap within a week isn’t entirely accurate. The ideal image is one where if you play every day for 2 hours or so, you will be able to reach the max cap on one class in about 3-4 months. Naturally, if you make detours or spend a whole day just chatting with friends, the distance and time to reach the cap will increase. One of the important things we would like players to think is “if I keep playing, I too can reach the highest rank.”

I was a hardcore EverQuest player and I know of the struggles involved in getting to that point. Truth be told, I really loved it. However, dying and losing 2 weeks’ worth of EXP, going insane trying to make EXP parties... I don’t think those features are important in the future of FFXIV.

While this is only concept phase right now, we are planning to increase the rank cap for growth once every 1-2 years, and will be implementing elements such as additional classes and jobs in the future.

However, I think what you’re all really concerned about is whether or not the end-game content and reasons for growing your character are going to be worthwhile or not. All I can say to that is that I will give it my utmost best!

Additionally, in the midst of the current battle adjustments, I think that rapidly inserting content (specifically battle-related content), when taking into account the overall situation, can be considered a pretty rash decision under normal circumstances. Since the foundation of game design is usually to first focus on finalizing the battle system, and then to implement content that utilizes the finished system, we are running a lot of risks launching the instanced raids and the Ifrit battle at this time. ^^;

I want to state just how much we appreciate all of you that are playing in these conditions, and let you know that we’ll continue with our best effort to implement content alongside the battle and foundational-related fixes.





Hey everyone, this is producer/director Yoshida.

I seem to recall there being a discussion about what each class will become job-wise in a previous thread. While it's still a bit too early to talk about the specifics, I will let you know a bit about the plan. Once it becomes possible to publicize the specs, I plan on making a post in battle mechanics section, but since job implementation will be taking place post-class balance adjustments, it is going to take some time. (Planning for post patch 1.20.)

Matsui, Gondai, and myself, are creating this plan, and the early jobs are based on "party balance."

In other words, here is the basic premise:

Tank
Attacker
Damage Dealer (Nuker)
Healer/Crowd Controller 
Buffer/Crowd Controller

The above are just the foundation, and of course it doesn't mean that these are the limit of what types of roles we'll feature. I hope that this gives you something to discuss and speculate about.
 

desa

Member
Buttons said:
Yup that's me. ^_^/ Although most of my pictures are on my blog nowadays. :)

Haha, I figured your happy lala and the name had to be you. Always enjoyed your pics in the cute tarutaru thread.
 

desa

Member
I reinstalled the game and logged on earlier. Wow, there's like nobody on my server. All I see are gil farmers. Really? Gil farmers? For this game? I suppose they are stocking up for when the game gets better. They must know something we don't know!

Renta, you are a machine!
 

Jinko

Member
Pretty happy they are awarding xp at the completion of the leves now, although they say skill points, I thought they said Skill Points will be abolished due to physical levels being removed and SP being renamed XP.

They are kinda fixing the population issue, you can only get guild marks for the city that has the guild if I understood Yoshi-P's last letter. (I assume this is the case with battle leves as well as local ones)

That could end up biting them in the ass as there will be no conjurers in Uldah/Limsa because they will all be doing grid leves to get marks.

Desu you should restart on Lindblum.
 

Rentahamster

Rodent Whores
Jinko said:
Pretty happy they are awarding xp at the completion of the leves now, although they say skill points, I thought they said Skill Points will be abolished due to physical levels being removed and SP being renamed XP.
physical level removal is in 1.19
 

Teknoman

Member
Jinko said:
Pretty happy they are awarding xp at the completion of the leves now, although they say skill points, I thought they said Skill Points will be abolished due to physical levels being removed and SP being renamed XP.

They are kinda fixing the population issue, you can only get guild marks for the city that has the guild if I understood Yoshi-P's last letter. (I assume this is the case with battle leves as well as local ones)

That could end up biting them in the ass as there will be no conjurers in Uldah/Limsa because they will all be doing grid leves to get marks.

Desu you should restart on Lindblum.

Well since the leves are finally designed for soloing, you'll still have people participating in whatever party content they have planned, especially now that he seems to want to make normal party combat on the field and perhaps in dungeons a main source of exp.

Honestly this is how leves should've been done in the first place. Not to mention equipment actually making sense for the regions too.
 

Rentahamster

Rodent Whores
Teknoman said:
Honestly this is how leves should've been done in the first place. Not to mention equipment actually making sense for the regions too.
It was like that back at retail launch when people would grind open world mobs for SP and then do leves to fill in the rest of the time. Extreeeeeeeeeeeme horribleness of random SP aside, the balance between grinding and leves worked out well.
 
Coldsnap said:
talked to dega today; He said he misses the game and will come back. Also he said Yoshi-P was god.

If you're gonna lie, at least try to be a little more convincing about it. The first part we could have believed. The second part destroyed all shreds of credibility you had built up with the first part.
 

Gromph

This tag is currently undergoing scheduled maintenance...
Staff Member
AA Info

Auto-attack will be implemented for Disciples of War and Magic only, and will take the form of a melee attack for all applicable classes. For instance, archers will strike with their bare fists, while conjurers and thaumaturges will deliver a blow with their equipped weapon.

Changes Accompanying Auto-Attack
The stamina gauge will be abolished with the introduction of auto-attack. Consequently, certain actions that have been dependent upon the stamina gauge will either have their effects revised, or be made to affect attack delay. Below is a list of main adjustments being planned.

The following basic attacks will be removed:
Pugilist: Heavy Strike
Gladiator: Light Slash
Marauder: Light Swing
Lancer: Light Thrust

The following actions will be made obtainable at rank 1 instead of rank 2:
Pugilist: Concussive Blow
Gladiator: Red Lotus
Marauder: Trunksplitter
Lancer: Skewer
Archer: Puncture

The abilities Light Shot (Archer), Spirit Dart (Thaumaturge), Phantom Dart (Conjurer), Throw, and Stone Throw will remain available, although their usage will be regulated by a recast timer.

Recast timers will be adjusted for certain actions obtained via quests and guild marks whose action costs were managed solely through the stamina gauge.
Pugilist: Light Strike / Flurry / Pummel
Gladiator: Light Stab / Heavy Slash / Heavy Stab
Marauder: Broad Swing / Full Swing / Heavy Swing
Lancer: Heavy Thrust / Pierce / Full Thrust
Archer: Multishot / Close Shot / Heavy Shot
Thaumaturge: Shadowfall / Silhouette
Conjurer: Nature’s Fury / Elemental Shroud

The effects of the following actions will be changed:
Speed Surge will affect auto-attack delay instead of the stamina gauge.
Ambidexterity will increase the chance of blocks while guarding, instead of halving the stamina gauge cost of your next action.
Chainspell will no longer reduce the stamina cost of your next spell.

Patch 1.19 and Beyond
Auto-attack functionality will be prioritized in 1.18. Changes such as battle algorithm revisions, attack motion diversification, and peripheral motion tweaks are scheduled to take place in 1.19 and subsequent patches.

Attack Delivery
1.18 will introduce auto-attack in its basic form, which will permit Disciples of War and Magic to deliver a single strike (double for pugilists) each time it activates. Future patches will usher in multiple attacks, the activation rate of which will be determined by actions, traits, and items.

Algorithms
The existing algorithm will be maintained for 1.18, with attack delay to be introduced as a new parameter for weapons. Work to revise the algorithm will commence in earnest from 1.19.

Actions Obtainable via Quests and Guild Marks
Actions falling into this category will be brought under re-examination, which will include a review of developmental direction. This will be done together with the planned revisions we have for actions in the future. As this may result in drastic changes to certain actions, we are considering ways to allow players to reselect actions, such as a refund of guild marks.
 

Munba

Member
These days Yoshi-p is in reply-rage lol ..other 3 posts now.

edit:

New contents ahoy:

"raid of bestman's stronghold", "guard the chocobo", "hamlet" are all possible SP gaining contents in the future (the process will span from 1.18 to post-1.20).
 

Teknoman

Member
Keiician said:
Hope it'll work a bit faster than in that video they posted about AA. Still, it looks like 1.19 will be the "come back" patch.

Edit:
Choose an avatar for YoshiP.

I think they accidentally spoiled a new monster type. Pumpkinhead Mandragora?

icon_yoship_3.jpg
 

Teknoman

Member
It seems like the train is moving again...hopefully this time it reaches its final destination instead of derailing right out of the gate.

Cmagus said:
already talking about 1.19 is 1.18 out yet?

Nope, but maybe that signals they arent just dragging their feet? They've been putting out info updates every day so far...looking like 1.18 might hit next week at the earliest? Not to mention 1.19 will need to follow quickly.
 

Riposte

Member
Reading about auto-attack and removal of stamina makes me feel like I am reading a nerf to something lol.

I wonder how long until attack speed reductions become prevalent and dominate the game's strategy. Already have Speed Surge I guess.

EDIT: I am happy that we are seeing news.
 

Teknoman

Member
http://forum.square-enix.com/ffxiv/...ent-to-rank-up?p=209336&viewfull=1#post209336

Hi, this is Producer/Director Yoshida.

In regards to the questions cropping up about what will be done to party content now that leves are being made for solo play, we are thinking about the below for the future of FFXIV.
(Keep in mind that these are just examples and we’ll be adding unique new features and upgrading them.)

Casual Party Content

Behest
Public dungeons
Instanced dungeons
Variety of defense battles/Chocobo escort-related features

We are planning to make adjustments to behest to make it more of a completion-type battle. We plan on improving Behest in stages beyond its current form.

Party Content

Hunting NMs
Beast tribe settlement battles
Instanced raid battles


End-game content
Along with PvP, we are also envisioning a large-scale PvE,
but since we are not really at the stage where we can release information, I’d appreciate it if you just take this as "They're gonna do it!!" for now.

For soloing as well, we are planning to increase the amount of content that can be enjoyed constantly while placing emphasis on quests and leves, being mindful to maintain a balance between the two.

In the future, I would like to keep on enhancing the experience point gains through quest completion and exp. parties in public fields. This is because at the very least, I feel this is "normal." However, I think the work will continue up to about 1.20 until the game reaches a point where I think the balance of ranking up methods is normal.

I wanted to mention this in the letter, but from patch 1.18 we will begin reforms to remove the current feeling that players are being bound to specific play styles. Travel-wise anima is a bit hard to touch on right now (as I've referenced in another thread), but we will be making edits to the return costs and surplus system in the same fashion. Especially in regards to the feeling that a loss will be incurred if you don't do leves every day, we are looking into implementing a type of ticket system that will let you store them up, and heading into 1.19 we will be starting the specification edits of this. (I will talk about the details of this in the letter following the release of patch 1.18.)

I deeply apologize for the current lack of content and focus on the core fixes, but we have solidified our plans, so please look forward to the future!
 

Jinko

Member
Im glad Yoshi-p is finally being a bit more open about future content, hopefully he keeps us up to date.

I would like to see him commit to a letter/post once a week whilst the game is in its current state.
 

Eccocid

Member
I know crafting is not supposed to be fun but hey can they make it more interesting?

IT is super boring for me. Takes ages to collect the materials from market to craft a single item. I ranked up blacksmiting to 10 and i think i give up now. Not gonna touch to it ever again.
 

Teknoman

Member
Eccocid said:
I know crafting is not supposed to be fun but hey can they make it more interesting?

IT is super boring for me. Takes ages to collect the materials from market to craft a single item. I ranked up blacksmiting to 10 and i think i give up now. Not gonna touch to it ever again.

Post about it on the official forums. Let your voice be heard.
 

Eccocid

Member
Teknoman said:
Post about it on the official forums. Let your voice be heard.

I don't know it seems like many ppl are enjoying crafting or not complaining. I see many ppl crafting non stop at cities.
Tho i never liked crafting in mmorpgs. IT is not fun, it is not a gameplay element. You just open a menu and make few clicks and wait. Besides there is lots of boring item management like going market and buying. I guess it is fun for some ppl. I play mmorpgs for social aspects and co-op play, partying and fighting. Not for sitting alone and crafting.
 

Jinko

Member
Yea I think the majority of crafters want it to stay a boring tedious grind-fest so they can monopolise the rest of us.

Well screw the crafters, I will wear my NM gear and new untradable stuff.
 

Dega

Eeny Meenie Penis
Jinko said:
Yea I think the majority of crafters want it to stay a boring tedious grind-fest so they can monopolise the rest of us.

Well screw the crafters, I will wear my NM gear and new untradable stuff.


Screw you!
 

Riposte

Member
Making crafting as irrelevant as it became in FFXI would be hilarious. That would be striking out yet another thing that makes FFXIV different from most MMOs.
 

Eccocid

Member
Riposte said:
Making crafting as irrelevant as it became in FFXI would be hilarious. That would be striking out yet another thing that makes FFXIV different from most MMOs.

Seriously tho, it is not fun to craft!

Maybe they should make something like "party crafting"! Like you gather with 5 other blacksmiths and craft something together.
 

Teknoman

Member
Eccocid said:
Seriously tho, it is not fun to craft!

Maybe they should make something like "party crafting"! Like you gather with 5 other blacksmiths and craft something together.

They were planning something like that...dunno how far along though.

EDIT: Was Bayohne joking about jump being implemented? I'm still confused.

EDIT2: Heh apparently they are going to implement rest exp at some point too. Thats a 100% sure thing.
 

Jinko

Member
Dega said:
Screw you!

:'(

Making crafting as irrelevant as it became in FFXI would be hilarious. That would be striking out yet another thing that makes FFXIV different from most MMOs.

I think it more important to make the game fun than to differentiate it from other MMO's.

LOL at rested XP its slowly turning into a WoW clone, gota laugh ..
 
Status
Not open for further replies.
Top Bottom