Official translations are up for the yoshi posts...or a few at least:
Hi all, this is producer/director Yoshida.
First off, Id just like to say that I am not by any means saying that characters shouldnt 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 Ive 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 isnt 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 dont 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 youre 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 well 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.
Hi all, this is producer/director Yoshida.
First off, Id just like to say that I am not by any means saying that characters shouldnt 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 Ive 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 isnt 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 dont 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 youre 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 well 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.