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 Post subject: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 5:00 am 
Square Enix
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Today marks the beginning of a new series of posts from FINAL FANTASY XIV producer and director Naoki Yoshida.

This first post will contain the results of the recent player's poll, as well as a thorough examination of forthcoming changes to the game.

Read the entire letter.



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 Post subject: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 5:00 am 
Square Enix
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Greetings adventurers! I hope you are all enjoying your time in Eorzea.

Well, after a brief spell of users on Japan's most frequented forum referring to me as "The Duck," I'm happy to say things have settled down and it seems that "Yoshi-P" is the current nickname of choice.

I apologize for the amount of time I've let pass since my last post. Today I'd like to take the time to thank all of you for the overwhelming number of responses we received to our recent FINAL FANTASY XIV Players' Poll the First!

This post marks the beginning of my new Letters from the Producer series, which I will continue to post regularly on the Lodestone up until the launch of our official FINAL FANTASY XIV forums. Together with this first letter, I have also decided to make public the results of the first player poll, as well as include information concerning future plans for the game. The post is a bit lengthy, but I hope you all take the time to read it.


FINAL FANTASY XIV Players' Poll the First — Results & Anaylsis

The recent players' poll was available only to users possessing a Square Enix account. We received a large number of completed questionnaires from players in all regions—Japan, North America, and Europe. Here I would like to take some time to go over each of the questions and their responses, and attempt to explain what the results may mean.


1. Which online games have you played before? (Multiple answers accepted)

There is a large amount of data to go over here, so I suggest opening it in "another window" for ease of viewing. The majority of FINAL FANTASY XIV players polled have a history of playing FINAL FANTASY XI, which is a result we here at Square Enix were certainly happy to see. To us, this serves to illustrate the loyalty and passion of FINAL FANTASY fans, and both the development and management teams were truly moved by this result!

This also tells us that the majority of responses to questions dealing with gameplay (from 5 onward) are the opinions of players with experience playing FINAL FANTASY XI. And so it will be operating under that premise that we will be examining the poll responses.

By the way, questions 2 and 4 were included to provide referential data to the management team, and I will not post their results here. Suffice it to say, we are hardly in a position to be providing this kind of useful information to any would-be rivals...^^;

As for the third question, the most common answer was fourteen titles, with roughly 2% of pollees having played over twenty FINAL FANTASY titles. There isn't much to say here other than thank you!


5. How do you spend most of your time in Eorzea? (Choose only one)

  JP NA GB FR DE
Battle (including levequests and behests) 47.5% 64.2% 65.1% 69.4% 71.8%
Gathering (Including levequests) 6.7% 4.9% 5.4% 2.8% 3.9%
Synthesis (including levequests) 35.6% 22.9% 20.1% 21.1% 18.3%
Socializing 6.4% 3.1% 3.4% 2.7% 2.2%
Other 3.8% 4.8% 5.9% 4.0% 3.9%

Much as we expected, the vast majority of players are spending most of their play time engaged in battle-oriented content, with synthesis activities coming in second. I cannot help but be concerned over the 4.6% result for socializing. This leads me to believe that in its current state, the game is lacking group-oriented goals and means of communication. Rest assured we will be addressing this issue together with the battle system.


6. What is your biggest expectation for the newly restructured development team?

  JP NA GB FR DE
An overhaul to fundamental gameplay aspects 73.7% 72.0% 72.6% 67.3% 57.5%
An accelerated version update schedule 15.0% 16.6% 16.3% 23.6% 29.9%
Increased communication with the players 11.3% 11.4% 11.1% 9.1% 12.6%

7. Which of the following issues you would like to see addressed first? (Choose only one)

  JP NA GB FR DE
The Armoury system 6.0% 3.8% 4.0% 1.9% 3.6%
The combat system 34.0% 15.3% 16.5% 17.2% 13.3%
The user interface 7.4% 9.7% 10.6% 8.9% 6.9%
Server response times 6.8% 5.6% 7.4% 9.2% 13.8%
The markets system 7.2% 14.4% 11.3% 3.4% 9.3%
Maps 3.3% 0.4% 0.7% 0.8% 0.5%
Guildleves 3.0% 3.7% 4.5% 4.4% 4.0%
Lack of in-game content 28.3% 44.5% 41.7% 50.9% 46.8%
Other 4.1% 2.6% 3.3% 3.3% 1.9%

8. Which of the following would you like to see implemented first? (Choose only one)

  JP NA GB FR DE
More story-based quests/mini-quests 43.7% 37.0% 40.1% 42.2% 39.5%
More notorious monsters (NMs) 2.0% 2.1% 1.9% 2.9% 2.7%
More levequests (including new varieties) 4.2% 7.3% 7.8% 1.9% 2.8%
Player vs. player content (PvP) 4.6% 3.0% 4.2% 3.7% 3.5%
Large-scale player vs. environment content (PvE) 9.3% 11.0% 11.3% 21.2% 14.5%
Expanded tutorials 1.2% 1.3% 2.8% 2.3% 3.5%
Auction House 22.7% 26.3% 22.0% 17.2% 19.8%
Other 12.3% 12.0% 9.9% 8.4% 13.8%

Let's take a look at questions 6 through 8 together.

An overhaul to fundamental aspects of gameplay was by far and away the most common response. But an accelerated version update schedule and increased player communication are certainly not to be discounted, as each comprises over 10% of the total results. The responses to these questions have left quite an impression on us, and we will continue to be making numerous improvements to these areas in accordance with your continued feedback.

The issue that players would first like to see addressed is a general lack of game content, followed by changes to the battle system. Looking further, it seems that the type of content most strongly desired is quests and miniquests, accounting for about 40% of the responses. The auction house has also made a solid showing among the responses, no doubt due in part to the fact that, as previously mentioned, many of the pollees are or were FFXI players. My initial reaction was to interpret this as players stating that they want more adventures in Eorzea! More gil and loot!

In line with this, I believe that significant changes to the battle system are necessary to create a style of combat that lends itself to the enjoyment of quests and miniquests. Following that logic one step further, it is equally necessary to bring about significant changes to the user interface to create a UI that lends itself to the enjoyment of the battle system. After all, there is no point in making thorough improvements to battle if the response and usability of the interface isn't capable of conveying those improvements to players.

In line with the above results, we will be bringing quests and miniquests to Eorzea sometime after the beginning of February. Along with this, all of the changes being worked on during the end of last year and the beginning of this year to improve the games playability and user-friendliness will also be released around the same time.

Though the next version update will introduce a relatively small number of changes, preparations are already underway to bring further improvements in the near future via a number of smaller-scale patches, including the release of quests and system-side adjustments. At present, we intend for something new to be released about twice a month. Overhauls to the battle system and user interface will also be ongoing, which will make it easier for the players to enjoy the new quests and content being released. The small-scale, system-oriented updates that will be carried out can best be thought of as the necessary groundwork for the battle system revisions.

We will also be looking in earnest at the possibility of implementing an auction house, as well as continuing to improve the functionality of the item search feature. Once prioritized changes to the battle system have been made, we will continue to balance and adjust guildleve and behest rewards, as well as improve overall user-friendliness. I realize there are many things, but for me the first order of business is to create the FINAL FANTASY feeling. To have players take part in engaging quests that place them in a struggle against an impending crisis that threatens their world. To have those players combine their strength and fight alongside one another. I still can't help but wonder what that ominous four-line poem might portend for Eorzea in the coming year...


9. What do you find most appealing about FINAL FANTASY XIV? (Choose only one)

  JP NA GB FR DE
World & lore 22.7% 26.4% 27.6% 33.2% 24.5%
Graphics 49.2% 35.5% 32.3% 15.6% 44.2%
Gameplay 3.4% 10.3% 8.9% 7.3% 0.7%
Cutscenes 1.2% 5.3% 7.1% 2.8% 13.3%
Sound 1.8% 1.2% 1.7% 1.0% 6.1%
Online services 0.5% 0.1% 0.1% 0.1% 0.6%
The FINAL FANTASY name 9.1% 13.0% 15.6% 35.6% 4.6%
Other 12.1% 8.1% 6.8% 4.4% 6.1%

I'm personally of the opinion that the two most popular responses, graphics and the game world, are the main attraction for all FINAL FANTASY titles. I also believe that the number of players who chose the game world option is a strong reason for the aforementioned demand for additional quests and miniquests.


10. Which of the following would you like to see implemented into the Lodestone? (Choose only one)

  JP NA GB FR DE
Official forums 20.8% 29.8% 30.2% 22.7% 29.1%
Posts by the development and operations teams 36.4% 28.4% 28.0% 22.2% 24.6%
More in-depth Q&A posts 8.4% 7.8% 6.3% 10.5% 2.6%
More in-depth play guides 12.7% 17.6% 19.0% 22.6% 29.3%
More features for individual and linkshell/company pages 12.4% 11.9% 11.6% 15.0% 7.7%
Other 9.2% 4.5% 4.9% 6.9% 6.7%

I'm very grateful for the fact that posts by the development and operations teams was the number one response to this question. In fact, this Letters from the Producer series is a direct result of this. In addition, we will begin a beta phase for the official FFXIV forums in all four languages (Japanese, English, French, and German) around the beginning of March. If all goes well, the forums should be up and ready for public use sometime in early April. I hope you are all looking forward to the forums as much as you are the changes to the game!


11. Would you welcome changes to FINAL FANTASY XIV that would drastically alter the rules already set in Eorzea?

  JP NA GB FR DE
Yes 82.0% 91.1% 89.5% 55.0% 65.5%
No 18.0% 8.9% 10.5% 45.0% 34.5%

It seems this question started a wave of panic among players about whether or not character data would potentially be wiped. For the definitive answer on that, please see my response to a player's letter below. As for the results, 85% of players answered in the affirmative. This is something that will be in the forefront of my mind when making decisions concerning future updates to the game. I promise to do everything in my power to address as many of the players' demands and desires as I can.


Thank you again to all those players who took the time to complete our poll. I hope that I've been able to appease those of you thinking, "Come on, Yoshi-P. Give us some specifics!" (Sorry, the fact that I haven't up until now is probably more a personality issue than anything else...^^;) Below is a list of changes and additions, some of them already underway, that will be introduced to the game in future version updates. And for those of you who might have been wondering, this list is by no means comprehensive.

Category Planned Current Tasks Future Tasks
Quests Tutorials for new players Planning and implementation of tutorial quests Introduction of additional quests
Quests revolving around the danger facing Eorzea Planning and implementation of quests Introduction of additional quests
Public company quests Planning of public companies and related quests in Limsa Lominsa, Ul'dah, and Gridania Introduction of additional quests
User Interface (UI) Improvements to the log Changes to behavior of windows when moused over
 Removal of auto-log activation, addition of ablitity to target behind log
-
Automated show/hide feature
 Log hidden after certain period of inactivity
-
Revision of text colors by message type
 Brighter system messages for easier reading
Increased log tabs
Increased color customization by type
Improvement of dialog windows
(ex. market area selection)
Changes to increase the amount of on-screen data to reduce the need for multiple pages Revisions to page advancing
Conversion to specialized windows
Improvements to journal usability Changes to consolidate all current quests and levequests on one screen Ongoing changes
Additional list entries
Changes to speed up text scrolling, increased further for prolonged scrolling Addition of a feature to change pages using a gamepad
Adjustments to window size and scrolling position
 Consolidation of levequest details on one screen
Character jump feature Examination of the implementation of jumping Implementation following completion of a favorable examination
Increased visibility of combat damage display Use of distinct colors for player and enemy damage
Adjustments to prevent overlapping of combat text
 FINAL FANTASY-esque changes to number pop-up animations
Increased usability of maps Examination of increased refresh rates for more responsive maps Implementation of chages
Subsequent increase in the number of points and icons pictured on maps
Improved minimap usability Addition of PC field-of-view display on the minimap Quest NPC directional indicator
Improvements to camera usability Changes to prevent random reset of camera distance settings Changes to allow camera distance settings via gamepad
Changes to notification windows Changes to window placement
Reduced intrusion of windows when engaged in combat
Changes to increase the specialization of windows
Improvements to targeting mechanics Changes to allow targeting by type (PC or NPC) when targeting with a gamepad Examination of target indicator customization
Guildleves Improvements to guildleve-related information Command-based display of time remaining until guildleve renewals
Additional information when exchanging guildleves
Revision and balancing of local leve issuing conditions Ongoing revision and balacing
Balancing of guildleve rewards Changes to less popular guildleves in line with reward balances Further release of new guildleves following balancing
Items, Synthesis, and Gathering Adjustments to item condition values Adjustments to lower the rate at which item condition deteriorates Ongoing balances in line with player feedback
Higher visibility of the optimal rank of items Changes to the color of item names to convey the disparity between optimal rank and a player's current rank
 Currently assessing costs of implementation
Color categorization of item names
Reassessment of the gear affinities Introduction of gear with rank requirements to create player-oriented goals Further changes to gear affinities
Revision of battle loot and quest rewards Ability to obtain weapons and armor via battle loot and quest rewards Implementation in line with quests
Changes to item stack sizes Examination of increased stack sizes from 12 to 99 Implementation of increased item sizes after finalization
Increased pace of gathering actions Changes to the frame rates of action animations to speed up gathering
Market Areas Improvement of market area connectivity and stability Reduction in the frequency of market area crashes Ongoing improvements to market area stability
Improved usability of the item search feature Addition of prices displayed together with search results Examination of ability to search by specific item names
Examination of an auction house system Final examination of retainer and auction house systems Initial planning following final decision
Battle System Ability to toggle display of head gear Ability to toggle head gear to allow display of character faces -
Revisions to party-based skill point acquisition in parties Improvements to skill point acquisition for parties
Changes to enmity calculations Revisions to enmity algorithms Ongoing revisions to enmity algorithms
Revision of crowd control actions Revision of crowd control actions for each class to improve party-based play Implementation of changes after finalization
Changes to enemy group dynamics Introduction of enemy group variability, as well as enemy group highlighting to enhance combat visibility
Changes to claiming/engaging enemies Examination and implementation of changes to claiming and engaging enemies Ongoing balancing of skill point acquisition following initial changes
Balancing of enemy attributes Changes to enemy attributes and drops Ongoing balancing as necessary
Addition of beast tribes Release of beast tribe monsters as both roaming and quest-related enemies Further implementation in line with new quests
Revision of enemy sizes Optimization of enemy size for ease of play
Design and release of notorious monsters Release of notorious monsters Further implementation in line with new quests
Conversion of roaming monsters to notorious monsters Implementation after finalization
Armoury System Changes to actions for Disciplines of War & Magic classes Further changes to enhance class uniqueness Initial implementation of partial changes
Changes to class names Possible introduction of traditional names such as paladin, monk, white mage, etc. Announcement of further changes as they arise
Company System Introduction of public companies Introduction of public company leaders in each city-state Announcement of further changes as they arise
Introduction of public companies in Limsa Lominsa, Ul'dah, and Gridania to combat the threat to Eorzea Announcement of further changes as they arise

Currently, the above changes, together with other adjustments and additions I have planned, are at about a 30% state of completion. There is still quite a lot to be done, especially when considering that more things will be added to the list. These posts that I will be making will continue to contain a list of planned changes, as well as updates on their current status.

Items on the above list will be removed once implemented, with dated notifications being given in separate posts. Changes that have been newly planned or are currently undergoing testing will be added as they arise.

By no means have the changes announced by the team up through the end of 2010, including planned adjustments and additions to the Lodestone, been abandoned. I will personally be determining which of these are necessary, and when an implementation schedule becomes clear, I will add it to the list above. I'll have to ask you all to make due with these posts of mine until the official forums are up and running. I'd very much like to be able to put the official forums and further community-based changes on the list by the time of my next post...

As I mentioned previously in the poll analysis, examination and planning of changes to the battle system, and related changes to the Armoury system, are proceeding at a very rapid rate, as we would like to implement them as soon as possible. In particular, I would very much like to continue incorporating player feedback into the adjustments being made to the claiming/engaging system, and finalize it it the near future.

Also, please look forward to further news regarding the public company system (not the official name...), as I will be releasing more details on it soon!


I realize that this is already a lot of text, but bear with me just a bit longer... Putting aside any news of changes to the game, I'd like to share with you a bit of an update on the FFXIV team. Enjoy!

I'll begin with a recounting of a visit we paid to Sensouji in Asakusa to offer our first prayers of the new year.

Somebody needs to learn to focus a camera... I made an offering of ¥10,000 (roughly $122 at the current rate), but whoever was snapping the photos at the moment I placed it in the collection box managed to take an even blurrier photo than this one. I know it looks like I roll with a somewhat unsavory crowd, but the entire FFXIV team numbers about four times the people shown here, are there are plenty of good and gentle souls. The unsavory ones are just those pictured in the front here.

And, partaking in the Japanese new year tradition of drawing paper fortunes, the gods saw fit to grant me a daikichi! That literally translates as "big luck," and is the best fortune possible for the coming year. Well, I didn't draw it per se... Actually, Suzuki-san spotted it crumpled up on the ground, so I grabbed it. No sense in letting a perfectly good daikichi go to waste!

But the true treasure of the evening is this masterpiece...

I like to call this, "Now this is the new FFXIV!" Pictured are lead developers Akihiko Matsui (left) and Nobuaki Komoto (right), and the expressions on their faces are simply priceless! Don't worry, they are actually very close friends...really.

Again, I apologize for the long post, but thank you to those of you who have stuck with me this far. I'd like to close by making a response to an inspiring piece of fan mail I received from a certain player.


Dear Kenneth,

I received your air mail, all the way from California. Your letter made me extremely happy and I would like to thank you for encouraging the development team in our efforts.

You expressed concern over whether one of the four keywords I introduced at the beginning of the year, namely reboot, meant that we would be wiping character data. I apologize for any confusion that this choice of terminology may have caused, but rest assured that character data will not be wiped.

This decision was in no way influenced by your letter, but is something that I have been adamant about from the onset. As a personal policy, I would simply never allow it.

Our characters are us, complex collections of memories and emotions, and nobody has the right to take them away from us.

I will be more careful in the future when choosing my words, and regret any anxiety I may have caused among players fearing for their characters' safety.

Please tell everyone on the Kashuan World that Yoshi-P says hello!


I'm already looking forward to writing my next letter! Until then!



Naoki Yoshida, FINAL FANTASY XIV Producer/Director

 



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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 8:07 am 
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There's a TON of stuff in there, a few things that stood out to me:

Quote:
Character jump feature
Examination of the implementation of jumping Implementation following completion of a favorable examination

I did not see that coming. Nor did I see many people clamoring for it. If anything the game just needed an easy way to drop down knee high cliffs.

Quote:
Reassessment of the gear affinities
Introduction of gear with rank requirements to create player-oriented goals

Yes please. As much as I originally thought it was a cool idea that you could "wear an item early", I was only really thinking of wearings something 1 or 2 levels early if the stats were better. But it now angers me to see people wearing stuff 30 levels above them, and rare and exclusive items can be worn by anybody who had enough spare gil lying around.

Quote:
Revisions to party-based skill point acquisition in parties
Improvements to skill point acquisition for parties

Here it is people, acknowledgement! Finally!

Quote:
Changes to class names
Possible introduction of traditional names such as paladin, monk, white mage, etc.

Ho - le - shit.

I thought I didn't expect to see the jumping but i seriously did not see them actually consider this. Especially since I figured it would mean completely scrapping the entire Gladiator quest line (the quest line is all about being an actual gladiator and fighting in a collesum for entertainment etc, nothing at all like a "Paladin".)

I'm still at work so I'll give the list a more careful comb over later.


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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 10:22 am 
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There really is a ton of stuff, and I cant wait for it all. I'm surprised its been up for 5 hrs and more people havent posted how exicted they are about these changes. It sounds like the new team gets it! Cant wait!


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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 10:54 am 
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Man, that is quite an encouraging post. I don't know what the time frame is on a lot of that stuff listed; I know they mentioned that it's at around 30% completion. I would love to see almost all of that implemented.

I'm still sad that I don't want to rush home to play the game anymore, but at least this is encouragement enough to keep slowly plugging away at locals, at least. I'm not sure where THM and CON would fall in a class name change system. The rest, for the most part, are pretty self-explanatory (Odd quest lines aside, as Ket mentioned). But what a THM and CON would be in the old FF world is a bit more complex.

Pretty exciting post.

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 10:59 am 
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Theres some promise to this, but honestly. I Feel like this game needs to be put to sleep for a few months and then have a relaunch.

This game is not getting better any time soon.

After a almost a month of no updates or new ETAs, all we get is this. Another "please wait" message with more lip service.

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 11:16 am 
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Ridere wrote:
I'm not sure where THM and CON would fall in a class name change system. The rest, for the most part, are pretty self-explanatory (Odd quest lines aside, as Ket mentioned). But what a THM and CON would be in the old FF world is a bit more complex.


They'd have to be extremely careful about it, but this would be their chance to "fix" the jobs too. They keep mentioning wanting to give each class more identity. Well right now the problem is that even before you start equipping other job's abilities, every job kind of does exactly the same thing. Even with the two mages, both of them get similar damage spells and both get similar healing spells.

If they're going to rename the jobs, it would also be their chance to fix this as long as they don't go overboard and crush people's ability to solo (which shouldn't happen as long as it's still possible to use abilities from other classes). This would be their chance to fix this.

E.G.: Right now the "thief"-like abilties are kind of scattered across every job. Some jobs have a "trick attack" move, other jobs have evasion bonuses, Gladiators equip daggers for some reason, etc. Take all those abilities off of those jobs and put them on an actual Thief job, whether you release it now or later.

E.G.2: If you're going to rename the mages to Black and White Mage, you're going to have to edit their abilities some. Move the elemental spells to THM and call it BLM, move things like Banish/Dia to CNJ and call it WHM (it has the Protect/Shell/Stoneskin stuff). BLM can keep "Sacrifice" and "Ressurrect" -- it fits still and makes them useful as a backup healer or when soloing. Just make WHM more potent with healing and/or give them a dedicated Regen spell or something.

Point is, as long as the jobs retain their ability to solo, and nobody is suddenly has a completely different job to 50 than they wanted. (Like levelled CNJ to 50 without actually wanting to be a Healer of any kind) I think they should go ahead and shuffle the abilities back around. It helps them with one of their long term goals of giving each job more identity.

I for one will not be terribly fussed if they took a few of my "offensive" abilities off of me and replaced them with defensive ones and then called me a Paladin instead.

Yarr wrote:
Theres some promise to this, but honestly. I Feel like this game needs to be put to sleep for a few months and then have a relaunch.

This game is not getting better any time soon.

After a almost a month of no updates or new ETAs, all we get is this. Another "please wait" message with more lip service.


Nothing was ever going to happen overnight. I wasn't expecting anything major until at least March. And it's going to be like September before the majority of the big changes have been made and the game is starting to look like it's worthy of a launch.

Ideally, yes, the game would have simply been held back a year. It obviously needed it back in Alpha/Beta but the higher-ups forced it out of the gate and paid the price.

Think of the re-launch that happens on the game's one-year anniversary to be like the NA launch of FFXI "Zilart". FFXI pre-Zilart was also pretty devoid of content, but we never had to experience that. Starting that one-year later won't neccessarily be a bad thing, the game will be in much better shape and full of way more content. At least we're not having to pay for any of this and we're basically involved in a long-ass Beta.


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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 11:27 am 
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I really want them to fix party SP. I was so excited about the opportunity of having a huge head start over the PS3ers, and I just don't see that happening as things currently are. No clue when they're going to launch the PS3 version, but as it stands right now, I don't think I'll have more than just THM to 50 by then.

I'd like it fixed, so I'd have more motivation to work on conjurer after I'm done with THM.

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 12:34 pm 
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I just hate that I want to play FFXIV but the game gives me no reason to do so.

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 2:09 pm 
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Yah... :(

I think solo SP is fine. Those motivated (Ara & Madi) hit R50 easily enough solo.

15 person leve link parties seems okay. Whisp and Madi got around 40k-50k doing two camps, or something, over the span of a few hours. (I'd prefer a 20k-25k/hour SP amount here + gil + leve loot +faction)

Party "Grind" SP needs to be fixed, though. I'm not sure the exact way to do this, but I think if soloers get 8k+/hour when motivated, parties should get 15k-20k/hour, depending on camp choice and party setup.

Add SP "Chains" in, add higher rank places to duo/trio and give an overal buff to the party SP, and I think we'll have ourselves a battle system.

Oh, as ket mentioned in one of our parties... Spending the stamina immediately to queue up a battle regiment move (allowing you to then continue spamming other moves while you wait for the rest of the party to queue up their BR moves) would also be very useful.

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 2:30 pm 
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wow so much. i dont have time to even read it all.

jump = no thanks

the rest = yes!

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 3:10 pm 
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my answers won all the questions except for number 10 where i asked for more linkshell options

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 5:05 pm 
Father of Evil Twin Tarus & 1 Mastermind
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Whisp wrote:
wow so much. i dont have time to even read it all.

jump = no thanks




I would have to agreed with whisp on this part due to SPAM jumping! or hop spam. I remember I see this shit alot on First-person shooting game like doom to quake that all people would jump all time to make it harder to hit them. but on MMORPG that may bug me alot if everyone jumps at same time and all time as spammer.

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 5:11 pm 
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I can deal with jumping if it's added as a means to help you get over certain obstacles, such as a fence or to get up and/or down a knee high "cliff" that obviously any non-disabled person should be able to step up.

And honestly, it's not hard to make it so it's not abused, just make it so it's nowhere near as fast as running. The entire reason people jump around like loonies in Quake or Warcraft is because "bunny hopping" is exactly the same speed (or sometimes faster) than running. So people do it to either get an edge or because running in a straight line for 30 seconds is boring.

Solution is simple, make it so jumping is slow and inefficient for getting around. Make is so that after a jump your character comes to a stop (to regain balance after landing or what have you) and then it takes a second to get running again. Tada, useful for getting up/down/over things but useless for bunny hopping around because you'll be slowing yourself down.

Given the realistic looking nature of the game I'm sure that's how they'd do it, if they do it at all. Bare in mind a lot of the things on this list today are things they're "considering" -- some of that stuff will simply be dropped if deemed more trouble than it's worth or couldn't be implemented without screwing stuff up.


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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 5:23 pm 
Father of Evil Twin Tarus & 1 Mastermind
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Ketrebu wrote:
Solution is simple, make it so jumping is slow and inefficient for getting around. Make is so that after a jump your character comes to a stop (to regain balance after landing or what have you) and then it takes a second to get running again. Tada, useful for getting up/down/over things but useless for bunny hopping around because you'll be slowing yourself down.


That would help to keep spam down for sure if this IRL jump added to this game would be kewl. I like this ideal.

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Fri Jan 21, 2011 7:57 pm 
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Yay for jumping I really hate how SE put so many damn path mini cliffs around that block me; I'm really sad to see the PVP representation so low, as that was my #1 hope for the game and that poll probably dropped it down a notch on their to-do list. Nice to see that PT bonus SP is in the works, I'd like to see it at about 15k to 20k too if solo was around 10-12k ish; I don't want the solo SP to become unviable compared to new PT SP, especially since i'm so busy nowadays and solo would be ideal for me, but PT should be better by a decently large amount.

Um I have no idea how they are going to give the classes traditional names without switching around abilities as ket said, and even still we'd still be able to cross class eachother's stuff so i'm not sure I see the point. I don't have problems with the current class system aside from classes needing more unique abilities; I guess I wouldn't totally mind having WHM slapped onto my conjurer's name or something, but that would completely annihilate the whole CONJ class line story. . . I don't see them doing this honestly;

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Sat Jan 22, 2011 10:12 am 
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THM quest line deals a lot with death and such. One of the missions even has you trying to sell caskets. haha. So maybe THM would go the way of the WHM. It'd only be a change from T to W. lol.

Either way, lots of abilities would need to be shuffled around, unless they sort of re-defined the roles of BLM and WHM.

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Sat Jan 22, 2011 1:44 pm 
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Quote:
Examination of the implementation of jumping

Madness. Seemed like a key design element in parts of FFXI were tiny cliffs that could only be mounted from one direction, despite their small size, just to break a dungeon up or seal off certain entrances. I don't think Jump will actually change that. Instead, you'll have tiny cliffs you can't jump onto even though you reach the necessary altitude.

Quote:
Possible introduction of traditional names such as paladin, monk, white mage, etc.

I just like that he listed Paladin first.

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Sun Jan 23, 2011 4:08 am 
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I doubt gladiator would get changed to paladin. I think they need to combine gladiator and marauder into warrior and allow them to equip different kinds of weapons and introduce thieves.

I'm also excited about the rank requirements for items cuz I feel exactly how Ket does about people wearing stuff way too high for them.

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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Sun Jan 23, 2011 7:02 am 
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Came up with a great idea the other day. We all know just scapping the current jobs entirely seems like something SE wouldnt do. Especially when it comes to the quest lines and stuff.

How about instead they created specializations? Think "advanced jobs" that we got in FFXI.

At rank 30-40 or so, you can choose to specialize your mage in healing or damage, thus becoming a White Mage or Black Mage. Choose to specialize your Gladiator in defense and become a Paladin, etc. Make a story quest line out of it for more content and fun.

Ideally this wouldn't mean starting the job again from scratch, make a way to switch back and forth or something. It'd be something similar to I recall WoW doing where you could be a Priest, but then specialize in damage and be a Shadow Priest, or something.


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 Post subject: Re: Letter from the Producer, I (1/21/2010)
PostPosted: Sun Jan 23, 2011 12:44 pm 
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yea we were discussing exactly that the other night in LS chat, i think its very likely

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