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Dengeki (9/25) - InterviewFollow

#1 Sep 10 2009 at 9:18 PM Rating: Excellent
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Final Fantasy XIV Producer Hiromichi Tanaka and Director Nobuaki Komoto sit down for another interview with Dengeki magazine. They reiterate what a busy time Gamescom was, and Tanaka attributes the presence of the well-received alpha demo to the hard work of Komoto and his team.

Now, it is time to go beyond the developer version shown and get some more details about how the game is shaping up. There are some interesting new things to learn in this interview, so let's take a look.

Click to the interview
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#2 Sep 10 2009 at 9:25 PM Rating: Decent
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Thanks for the info!
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#3 Sep 10 2009 at 9:33 PM Rating: Good
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Awesome interview.

I love the way the guildleve system is set up. It seems like it will offer a large variety of different challenges for every playstyle.
#4 Sep 10 2009 at 10:05 PM Rating: Good
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Crafters will have other unique abilities, such as being able to add their own colors or patterns to the equipment they make


I'm rarely so unabashedly positive, but big ole' thumbs up to SE for this.
Not only is there armor customization but it's also a part of the player-driven economy.



#5 Sep 10 2009 at 10:06 PM Rating: Decent
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I know! I was also screaming YES! when I read that.
#6 Sep 10 2009 at 10:08 PM Rating: Decent
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However, do not expect a crafter to magically fix your equipment on the first try. A crafter's skill will play into whether they can successfully repair a piece of equipment. Luckily, Tanaka adds that even if a crafter fails at a repair attempt, they will not lose the weapon or armor being worked on.


Thank God! I couldn't imagine the horror of breaking someone's Kraken Club, Scorpion Harness, etc.

Quote:
Crafters will have other unique abilities, such as being able to add their own colors or patterns to the equipment they make.


Best news I've read. Crafting sounds like it has been improved. I want to get a shop sign of my own, too. That sounds cool. Then everyone in the world can know who the premier crafters on the server are.
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#7 Sep 10 2009 at 10:11 PM Rating: Good
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Crafters will have other unique abilities, such as being able to add their own colors or patterns to the equipment they make


Yesssssss

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#8 Sep 10 2009 at 10:23 PM Rating: Decent
I didnt think I'd be leveling a craft job, but after this, **** yea!
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#9 Sep 10 2009 at 10:27 PM Rating: Decent
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Weather will also be an element of the game, but the way in which it will be implemented will be different. The interviewer suggests that weather could affect one's performance, but Tanaka feels that while the realism would be neat at first, people would start avoiding certain areas just due to weather. Still, they want to make weather have certain effects, although the idea is not completely fleshed out yet.


This is very interesting information for me. I have always loved games where the weather plays a role.
I hope that while certain weather conditions bring downsides to fighting, they also bring rewards.

Quote:
In a way, Aetheryte takes the place of the Mog House, the main function of which was to switch jobs and serve as a gathering point.


I hope we still have mog houses, or something like them.

Quote:
Luckily, Tanaka adds that even if a crafter fails at a repair attempt, they will not lose the weapon or armor being worked on.


Very good news. I hate games where rare items can lose durability permanently if the repair fails.

Quote:
Crafters will have other unique abilities, such as being able to add their own colors or patterns to the equipment they make. It is also possible that shop signs will be made available to long-time players, although Komoto says they are still considering different options. As for battle, it appears that crafting classes may have some abilities that could be utilized for light battles, but have little strength when compared to a battle-oriented job.


Absolutely wonderful news! Being able to add colors and patterns to equipment we make is great. I was never much of a crafter in FFXI because I found material gathering to be very time consuming and with little reward (at first).

Having the incentive to customize the items I make is really a great motivator for me!

I wonder if crafters will be able to add their own patterns to the game? User generated content?

Quote:
Players should be aware, however, that there is a limit to how many Guildleves a single player can personally initiate within a set period of time. If you hit this limit, you can still help others with their Guildleves.


Great news to hear. So if you want to solo guildleves you can, but you can only solo so many alone during a set period of time, it seems.
But, if you have a lot of time to play and want to still do guildleves, you can help others with theirs.

Definitely good incentive to participate in groups. So a group of 6 can do the same guildleve 6 times in one day if it's initiated by different people each time?

Quote:
There are going to be web-based community tools and want to make it so you can have access to these while playing.


I like the sound of that!

After reading everything it seems like the leaked information is mostly true. The article says that most of these things are being considered, but the information made it seem like it was set in stone.
Also, the source of the leaked information said it was from Famitsu, but this is from Dengeki.

Nevertheless, great news to hear! Thank you, Elmer, for translating this and providing the community with this wonderful new information!
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#10 Sep 10 2009 at 10:38 PM Rating: Good
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Thank you for this info Elmer..

However, I do not understand how a 4+ year old game is only %50..
Nor do I understand how the developers don't even know what the role of chocobos is...
The site says 2010, but they make it seem like this game is just now being made..
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#11 Sep 10 2009 at 10:42 PM Rating: Decent
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I must say, SE is really doing a good job so far. i just hope that the craft system isnt gonna be so boring like in ff11. id just like it that youd have to somewhat pay attention to what your actually doing.
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#12 Sep 11 2009 at 12:02 AM Rating: Default
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TheJollyjokers wrote:
Quote:
However, do not expect a crafter to magically fix your equipment on the first try. A crafter's skill will play into whether they can successfully repair a piece of equipment. Luckily, Tanaka adds that even if a crafter fails at a repair attempt, they will not lose the weapon or armor being worked on.


Thank God! I couldn't imagine the horror of breaking someone's Kraken Club, Scorpion Harness, etc.
Trust me, it sucks. I have blown up my fair share of Scorpion Harnesses in my day. Smiley: mad


edit for quotefail.

Edited, Sep 11th 2009 4:03am by Zackary
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#13 Sep 11 2009 at 12:08 AM Rating: Excellent
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However, I do not understand how a 4+ year old game is only %50..
Nor do I understand how the developers don't even know what the role of chocobos is...
The site says 2010, but they make it seem like this game is just now being made..


As for the 50%, Tanaka was saying that the graphics are about half complete. One thing that was mentioned at Gamescom was that the draw distance would be enhanced greatly. He was referring to graphics stuff like that.

With Aetheryte and Warp Points handling so much of the traveling, it might not make sense to have Chocobos just be straight up mounts. In XI, you could ride and dig from the start, but other Chocobo activities came later, such as raising and racing, so even then it wasn't all decided from the get-go. They just don't have a solid plan to share yet, or perhaps are just rationing their information.

When doing any big project there is a slow, gradual start as you build the foundation of what you are doing. Once you get that set, things start falling into place and you snowball towards the finish. From what they have said since Gamescom, I believe that is the point they are at now. All the groundwork they have put together over the past 4 years is being realized, and piece by piece they will show it to the public, take feedback, and prepare the final polished version.

Edited, Sep 11th 2009 8:09am by Elmer
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#14 Sep 11 2009 at 12:36 AM Rating: Decent
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Seamless travel refers to individual areas being much bigger, with perhaps a single "area" in FFXIV being equivalent to the size of a full region in FFXI. .


I wonder how far and long I have to travel to raise a dead friend, in such a vast terrain as large as an entire FFXI region? Lots and lots of Outpost Warps?

Quote:
However, players can rest assured that monsters will not chase you endlessly over the vast terrain.


Flee for everybody? Increased movement speed? Hmmmm...

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#15 Sep 11 2009 at 12:47 AM Rating: Good
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However, players can rest assured that monsters will not chase you endlessly over the vast terrain.


Or... the monsters only chase you a certain distance.
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#16 Sep 11 2009 at 4:34 AM Rating: Good
As Elmer said, there is a snowballing effect to the end of a development cycle. It can take hundreds of thousands of man/woman hours to get the basic fundamentals of the game engine working correctly - in this case, we're increasing that because of the server architecture as well. Admittedly, they haven't had to code an engine from scratch, since Crystal Tools is in place. but I would bet my bottom dollar/pound/gil (delete as appropriate :p) that the experiences of development with both the FFXIII stable and FFXIV hasa caused parts of the CE to be revised and updated, based on issues which would have come to light during development.

Actually getting all of that in place will have been a marathon task, coming of the back of a protracted (and probably likely to remain forever incomplete - like FFXI's) conceptual stage. In this Alpha/pre-Alpha stage, segments of code are likely to be steadily be coming on-stream, and the art teams will be finalising more of the assets to replace the placeholder content they will have been using. With an archetecture in place, the process of adding content will snowball. It's not quite the home straight - or even the final bend (that will be the beta) - but I would estimate that the majority of the challenges in FFXIV's development is behind it.
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#17 Sep 11 2009 at 5:28 AM Rating: Decent
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I have a feeling I'll be a full time blacksmith/fisherman. Especially if we get our own shop sign or something. It would be sweet if there was some type of crafting endgame. Where large numbers of crafters are needed to help build siege engines, fortifications, airships, ect. for end game raiding groups.

Hopefully the armoury details will get me hyped about fighting. Or at least how job branching is going to work.
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#18 Sep 11 2009 at 5:55 AM Rating: Decent
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It had better be the best one yet.

It's on my birthday.
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#19 Sep 11 2009 at 5:58 AM Rating: Default
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Players should be aware, however, that there is a limit to how many Guildleves a single player can personally initiate within a set period of time. If you hit this limit, you can still help others with their Guildleves.


They haven't learned from MMM, have they? -.-;
#20 Sep 11 2009 at 6:19 AM Rating: Decent
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Conversely, the interviewer brings up an interesting point, saying that the removing Auto-Attack and making players select every action could make it much harder to communicate during battle. Tanaka admits it will have an effect perhaps, but he encourages players to think of the new system as like having a lot more weaponskills at your disposal.


Very important thing! it's easy for the developers to sit in the same room playing with each other communicating as they do so.

Without auto attack I have been worried about communication. Yes we have skype on the PC but what about PS3 players playing with PC players?

I loved playing with Japanese players in FFXI. Now having to initiate every action of your character, it may bring a level of focus and concentration that players will not bother with players of other countries. I can understand if a Japanese player wouldn't want to try to communicate in a second language while having to hit keys every 2-3 seconds to get his attacks in against the mob.

I'm worried.
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#21 Sep 11 2009 at 6:40 AM Rating: Decent
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I'm hoping they use chocobos as pack mules (like the first trailer suggested) holding all your gear for your other classes and special items.

I'm excited to hear more about the armory system, Guildleves pretty much have been fully explained, now I want to know just how many classes there are going to be!


Finally, did anyone else get the part about web based development tools? That sounded like they will be supporting add-ons to the UI, like allowing for programs like Windower and all of its plug-ins.
That could be cool, as long as it doesn't lead to in-game exploits.
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#22 Sep 11 2009 at 7:12 AM Rating: Default
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In its current state, FFXIV does not allow one to change the window size or enlarge the text, but it is something they do plan to add.

Windowed mode is set to be a basic feature of FFXIV from the start. There are going to be web-based community tools and want to make it so you can have access to these while playing.

Perhaps you meant the community tools here?

By the way this is worded, you will be forced into windowed mode. Apparently, you can't resize the window either. I'm surprised that they haven't already addressed that considering how much of a problem it was in XI. 0

I'm also curious as to what would be so difficult about adding a "Full Screen" option to the PC version so you can flip back and forth if you want to access their community site.

EDIT: Reading it again, maybe you will have the option at the start, and cannot change the window size after the game is launched. You may need to log out and select the screen size you want to play in.


Edited, Sep 11th 2009 8:17am by sixgauge
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#23insanekangaroo, Posted: Sep 11 2009 at 7:13 AM, Rating: Sub-Default, (Expand Post) I dont have time reading it all.
#24 Sep 11 2009 at 7:14 AM Rating: Decent
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They haven't learned from MMM, have they? -.-;


What's wrong with MMM anyway (except the lack of rewards, which weren't mentioned in the sentence you quoted)?
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#25 Sep 11 2009 at 7:16 AM Rating: Decent
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I'd like the weather to effect battle too, as long as it's balanced.
Maybe during rain lightning spells are more effective, while fire spells less so.


Merylstryfe......my take on that is they are developing their own applications, not allowing third party. At least it would mean no one has a huge advantage. Let's hope they get it right and they're useful.


I want my own blacksmith shop/sign.
Would be hilarious if one of the more annoying, macho ******** LS members asked you to fix an incredibly expensive weapon and you turned it bright pink.

#26 Sep 11 2009 at 8:02 AM Rating: Decent
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I dont have time reading it all.

Does it say anything about if FF14 will have zones or be a seamless world?


XIV being seamless was a mistranslation:

"The power of this generation's technology will allow for seamless areas, although Tanaka makes a correction saying the entire world being seamless was a mistranslation. Seamless travel refers to individual areas being much bigger, with perhaps a single "area" in FFXIV being equivalent to the size of a full region in FFXI. However, players can rest assured that monsters will not chase you endlessly over the vast terrain."
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#27 Sep 11 2009 at 9:19 AM Rating: Decent
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Finally, did anyone else get the part about web based development tools? That sounded like they will be supporting add-ons to the UI, like allowing for programs like Windower and all of its plug-ins.
That could be cool, as long as it doesn't lead to in-game exploits


I really hope not..
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#28 Sep 11 2009 at 9:29 AM Rating: Decent
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(imagine the interview quote about crafters being able to attack being here... I'm on an iTouch)

Awesome! It's going to be so funny when an endgame shell is wiping to a big bad monster at 1% and all the crafters rush in for the kill! That'll provide lots of laughs.
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#29 Sep 11 2009 at 9:43 AM Rating: Good
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As far as the crafting customization goes, I would really like to see the ability to use user-generated patterns. Either allowing crafters to create a pattern in the game from a set of pre-existing colors and styles (more likely) and/or allowing them to import their own (less likely).

Sort of Sims 3 style.

I can definitely see different crafters having their own styles.

Although, I can also see some absolutely hideous creations.
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#30 Sep 11 2009 at 10:13 AM Rating: Good
TauuOfSiren wrote:
(imagine the interview quote about crafters being able to attack being here... I'm on an iTouch)

Awesome! It's going to be so funny when an endgame shell is wiping to a big bad monster at 1% and all the crafters rush in for the kill! That'll provide lots of laughs.

Don't forget about the gatherers! I would have no fear about rushing in and beating it down with my fishing pole, and I can just see Pikko running in there, gardening implements in each hand.
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#31 Sep 11 2009 at 11:58 AM Rating: Decent
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MystikMadness wrote:
Quote:
I dont have time reading it all.

Does it say anything about if FF14 will have zones or be a seamless world?


XIV being seamless was a mistranslation:

"The power of this generation's technology will allow for seamless areas, although Tanaka makes a correction saying the entire world being seamless was a mistranslation. Seamless travel refers to individual areas being much bigger, with perhaps a single "area" in FFXIV being equivalent to the size of a full region in FFXI. However, players can rest assured that monsters will not chase you endlessly over the vast terrain."


Oh that's too bad. I was really hoping for a zone-free world.
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#32 Sep 11 2009 at 12:05 PM Rating: Decent
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There is also the possibility of height difference having an effect as well. Tanaka is unable to give any details, but says this is an area that they are giving considerable thought at this time


No, do not want!!!! I'm really against any racial differences SE has in mind ever since FFXI, if anything they should just make it so stat growth will be easyer for races in there own areas i.e Lalafell are good at int and mp so that grows faster than strength and hp but with enough effort a Lalafell can reach the cap just like a race that would excel in those stats growth.
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#33 Sep 11 2009 at 12:21 PM Rating: Good
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I assume that with height they're talking about terrain height, not character height. I wouldn't want character height to be a factor either.
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#34 Sep 11 2009 at 12:54 PM Rating: Decent
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There are going to be web-based community tools and want to make it so you can have access to these while playing.
F-YEAH
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#35 Sep 11 2009 at 1:04 PM Rating: Decent
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Professor shintasama wrote:
Quote:
There are going to be web-based community tools and want to make it so you can have access to these while playing.
F-YEAH


I was curious about this one myself. What kind of "web-based community tools" could we expect to see? I seriously have no idea what this could mean, so please excuse my ignorance. Inform meSmiley: cool
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#36 Sep 11 2009 at 1:14 PM Rating: Decent
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Conversely, the interviewer brings up an interesting point, saying that the removing Auto-Attack and making players select every action could make it much harder to communicate during battle. Tanaka admits it will have an effect perhaps, but he encourages players to think of the new system as like having a lot more weaponskills at your disposal.


Originally I was really worried about this too but... to be honest if the jobs are balanced it shouldn't be that bad. Think about it like this: mages in FFXI didn't auto-attack in battle, and had to select all of their commands, and still had plenty of time to type.

What I'm worried most about is the way the game seems to be heading towards heavy reliance on crafters to support adventurers. This could COMPLETELY blow up in the games face if handled wrong, especially if the crafting system doesn't work well or just plain isn't fun. The real cause for alarm could come if crafters start gouging or charging people for their 'free' services, or some variation where the system becomes exploited. FFXI's economy was extremely volatile... I'm not sure handing more control to the players is the solution.

But I digress. What I really want now is some information on the jobs!
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#37 Sep 11 2009 at 1:16 PM Rating: Decent
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There is also the possibility of height difference having an effect as well.


So the mob can't win if you have the high ground?
#38 Sep 11 2009 at 1:31 PM Rating: Decent
I'm sure a lot of the time, when they say, "We don't know yet," or, "We're still deciding," it just means WE'RE NOT TELLING YOU YET.
I guess it's easier to say that than to regurgitate the old "We cannot discuss that at this time," for every single question.
It's pretty dumb but it's just how SE operates.
They leak out information for their games through various events and interviews over a long period of time.
I highly doubt they don't have any idea for what role chocobos will play, for the guy who was worried about that.
I don't think they can really get this far without considering things like moogles and chocobos because it's a Final Fantasy game and they're trying to please fans.

Edited, Sep 11th 2009 5:31pm by Poubelle
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#39 Sep 11 2009 at 1:48 PM Rating: Default
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Quote:
Quote:
There is also the possibility of height difference having an effect as well.



So the mob can't win if you have the high ground?


I read other translations that stated height difference having an effect would not be implemented.

FFXIVCore wrote:
NK: We thought this time we’d like to try and have a battle system where positioning was important,
but because the areas in which using elevation in battle are limited, we decided not to get that specific.

HT: Getting into the best position to fight an opponent (camping, perhaps) is very important in this game.
If we added elevation into it, it would probably most likely be abused.

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#40 Sep 11 2009 at 1:49 PM Rating: Good
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It's pretty dumb but it's just how SE operates.


What exactly is dumb about that? Do you want them to make empty promises? Since that's what the players will take them as. If they even hinted at considering making chocobos able to store your items while on the field for example, we'd take it as a fact from that point on and when they couldn't implement that feature after all we'd say "SE broke their promise Q_Q".

In the end it's just a smart thing to do.
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#41 Sep 11 2009 at 3:11 PM Rating: Good
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The real cause for alarm could come if crafters start gouging or charging people for their 'free' services, or some variation where the system becomes exploited.

Who said they would be free? I think the main consequence of this system is going to be a new income stream for crafters.

It shouldn't be too big a deal as long as those job paths are open to everyone. I don't see any way something like this could be monopolized unless the items required are extremely rare.

Quote:
I was curious about this one myself. What kind of "web-based community tools" could we expect to see? I seriously have no idea what this could mean, so please excuse my ignorance. Inform me

I wonder. I'm hoping for things along the lines of an out-of-game bazaar search, or a way to check on auctions and other game happenings from the web. Sort of like FFXIAH, but early in the game's life and with direct access to the data.

To be honest of course, official tools like these would probably be clumsy and poorly featured, similar to that linkshell community site they made. But if they made the data available to the community, we could see some amazing things pop up.
#42 Sep 11 2009 at 3:40 PM Rating: Good
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I've been wanting customizable crafting for a while, choosing the look of w/e you make is really neat.

However, if there are no mog houses it'll make me a saddened cat. ._.

not sure about the repairing bit... It'd suck to absolutely need a smith to fix something; but if a npc does it easily and cheaply then nobody would really use people. -shrug- we shall see.
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#43 Sep 11 2009 at 3:42 PM Rating: Decent
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having to have a crafter repair your weapon... makes you wonder... how are they gonna prevent people from jacking the equipment when I hand it over.
#44 Sep 11 2009 at 3:46 PM Rating: Good
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Some more modern MMOs have added a separate place in a trade window to put an item you want the other player to momentarily access, but not actually transfer. Likely SE will adopt something like this.

For example: http://www.murlocguide.com/images/scam1.jpg
This spot on WoW's trade window interface is at the bottom and labeled "Will Not be Traded".


Edited, Sep 11th 2009 7:47pm by Zemzelette
#45 Sep 11 2009 at 3:55 PM Rating: Decent
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Will someone please, for the love of all things good and pure, buy Komoto a pair of pants.

I'm fairly pleased with all this, although I am kind of curious how the "chatting mid-battle while inputting commands" will work.
#46 Sep 11 2009 at 3:58 PM Rating: Good
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Quote:
So, if Aetheryte handles so much of the legwork, will Chocobos have a place in FFXIV? While Komoto is still looking into what role Chocobos will play in Eorzea, he realizes they are an icon of the series, and their inclusion must satisfy all the fans waiting to meet the newest incarnation of the beloved birds.


I would like a Chocobo Whistle that allows me to summon a Chocobo that carries all of my gear, a Mog House on two fast moving feet. Of course, I wouldn't suspect the Chocobo Whistle to work in a dungeon, or during events like Dynamis/Sky/Sea/etc. This would cut a lot of legwork out of the game if it meant I didn't have to repeatedly run around forever in a city as large, or larger than Windurst to get to my permenant residence, and would suit a highly mobile lifestyle.



Edited, Sep 11th 2009 5:24pm by TheJollyjokers
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#47 Sep 11 2009 at 4:06 PM Rating: Good
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I was curious about this one myself. What kind of "web-based community tools" could we expect to see? I seriously have no idea what this could mean, so please excuse my ignorance. Inform me.


Could be a lot of things. Could be they open up more tools to personally customize your playing style (UI mods for instance happening beyond the default options in the game and they will be 'supported' by SE (The best option to bring out 3rd party tools without it breaking the game). Or it could be tools designed around enhancing playing experience within the game like better guild/linkshell management, there own voice chat tools for those that want to use them etc. and it will be made by SE themselves and not by others. Thats how I envision it being the case. If they take the former route (Tools made by players and accepted by SE to be used) than I will be happy. It will allow them to moderate the game better against blatant cheating but give more options to players to customize the game.



Edited, Sep 11th 2009 8:06pm by croythegreat

Edited, Sep 11th 2009 8:08pm by croythegreat
#48 Sep 11 2009 at 4:08 PM Rating: Decent
Hyanmen wrote:
What exactly is dumb about that? Do you want them to make empty promises? Since that's what the players will take them as. If they even hinted at considering making chocobos able to store your items while on the field for example, we'd take it as a fact from that point on and when they couldn't implement that feature after all we'd say "SE broke their promise Q_Q".

In the end it's just a smart thing to do.


I was actually just saying that it's frustrating to not get information about key Final Fantasy characters and themes like chocobos.

Their tactics for hyping games and slowly releasing info is actually 'smart', I was just saying that it's understandable how people get frustrated, just to clarify...
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#49 Sep 11 2009 at 5:39 PM Rating: Decent
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(camping, perhaps) is very important in this game.


Must... remain... optimistic...
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Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#50 Sep 11 2009 at 8:04 PM Rating: Excellent
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641 posts
Expanded the positioning part since people were worried about height meaning "character height."

Quote:
Positioning in battle is something else the team is considering to add to the depth of strategy. The interviewer referred to a display on the screen indicating the player attacked from the right. This lead to a question of whether height would play a part in battle as well, for instance, elevated terrain giving an advantage. They are going to see what they can do with tactics involving positioning, but are more reluctant on the subject of elevation. Tanaka feels that position of the player relative to the enemy is an important aspect of battle, and that working in elevated terrain could open the door for abuse.


For the poster above me, Tanaka didn't mention camping and that was a personal comment that translator decided to throw in. However, Tanaka was most likely referring to things like Wall of Justice or abuse of the Goblin Footprint against Absolute Virtue.

As for the community tool stuff... the have talked about wanting to really beef up the Premier Site system and work a lot more closely with people in the community. I suppose they have some interesting things in store, but there are no details available yet.

Edited, Sep 12th 2009 4:16am by Elmer
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#51 Sep 12 2009 at 8:58 AM Rating: Good
waveren wrote:
Will someone please, for the love of all things good and pure, buy Komoto a pair of pants.

How about we get him a Utilikilt?
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