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FFXIV Interview CompilationFollow

#1 Jan 27 2010 at 5:06 PM Rating: Excellent
So I thought I would hunt down FFXIV related interviews and compile them together. If anyone has any that I missed, please let me know and I'll update my main post Smiley: jester Much of the credit for the info in this post is courtesy of Smiley: bowdown Elmer's Smiley: bowdown articles and translations.

Links to the articles are in orange.


E3 2009: Final Fantasy XIV - What We Know - Jun 4, 2009
Key Points:
* PC/PS3 platform release with possibility of Xbox 360
* Eorzea is a brand new FF world but with similar FF series monsters
* Possibility of transferring your FFXI character names to XIV
* Same Development team as FFXI
* XIV will be more balanced between team and solo play
* Square Enix says to look closely at the official FFXIV logo for hints and hidden meanings about how the game will work.
* Choosing different weapons will affect how your character develops
* Same language support as FFXI
* POL will not be used
* Player accounts will be able to log in from the different platforms
* List of the main development management team
* XIV's design is influenced by Final Fantasy XI, World of Warcraft, Age of Conan and Warhammer Online. Moreso from FFXI, however
* Chocobos will reappear in XIV
* Beta will last longer than FFXI's did (which was 3-4 months)



FFXIV NEWS - Tanaka & Komoto Interview - Jun 4, 2009
Key Points:
* Eorzea is only a region within the world of FFXIV
* Character race models will be used from FFXI, but drawn differently and with new names
* Weapons will play a key role in how a character grows and develops
* Devs want to use the success of the Job System of XI and create an improved system upon this
* XIV will focus on a variety and accessibility of methods to grow one's character.
* More solo playability
* Battle system is planned to be perfected during the Beta Test
* Chocobos will be in XIV
* Crystal Tools is being used to port XIV to multiple platforms
* Nobuo Uematsu will be scoring XIV
* Multiple servers aiming to upwards to 6k people per server
* FFXI will continue to be supported
* No solid connection between Final Fantasy XI and Final Fantasy XIV


Final Fantasy XIV Online Q&A @ E3 2009 - Jun 5, 2009
Key Points:
* Playable races will be similar to those in FFXI to help players transition to XIV
* Development of XIV started around 4-5 years ago from the date of this interview
* Devs not interested in making a WoW clone
* Devs want to keep the large party play while adding soloability
* Devs not fully decided on cross region/platform servers at this point (Sage Sundi later confirms they will be the same as FFXI)
* No plans for a Spanish version, however the are watching the possible need for it
* Devs plan on listening to player feedback
* Character "Growth" is a central idea in FFXIV



Gamescom - Famitsu Interviews Hiromichi Tanaka - Aug 20, 2009
Key Points:
* Preview of Guildleve quest "Puk Extermination"
* Guildleve quests will require some puzzle-solving
* Quest "marks" will appear on your map with retail version
* There will be 2 battle gauges, one for each hand to do different moves
* You can line up 10 command "icons"; a macro system is in the works
* Graphical smilies will be added for character emotes
* Customizable UI


Gamescom - Famitsu Interviews Sage Sundi - Aug 20, 2009
Key Points:
* Sage Sundi will be returning as Global Online Producer for FFXIV
* GM policy will not significantly change in XIV from XI
* Sundi wishes to make it easier for players to speak with a GM when needed
* SE devs are interested in creating "Official" forums but do not want them to have to be separated by language. They will continue to use "Premier sites" to act as community managers
* There will be in game chat (of course)
* A Linkshell type system will be in XIV, as well as something like XI's Online Linkshell Community
* Sundi sees creating Language/Region specific servers would be a step backwards for XIV




Exclusive interview with FFXIV Producer Hiromichi Tanaka - Aug 20, 2009
Key Points:
* No jumping. Possibility of Swimming/Climbing
* RMT will be actively combated
* Voiceovers on mostly every character/npc in the game
* Pre set level cap at first, will be raised in the future along with further Endgame content
* XIV will be casual friendly, but not targeted only to casual play
* "Hardcore" players also target audience
* 30 day monthly fee
* No more Playonline; SquareEnix ID will be used in a different system
* Guildleves will allow for instanced raid content
* Character customization
* Abilities will be gained by leveling up skills
* Mob levels will not change based on players skills (by areas?)
* Same auto run as FFXI
* Devs are planning much more to do for players than fighting/crafting
* There will be titles (achievements?) available at certain skill levels
* Eorzea (at launch) will be roughly the same size as the original Vana'diel
* Durability system for weapons
* No info on beta release
* No plans on allowing players to change base appearance, after your character has been created. Other than possibly hairstyle. Character creation will still be highly customizable
* May or may not be an exp-loss when you die in FFXIV. But it will be a lot less than that of FFXI.
* Alpha demo version of players from Gamescom were buffed to be stronger than normal
* "Job" system will be replaced with a "Class" system
* New, interesting system for Linkshells. Wont be called Linkshells anymore


Gamescom - 4Gamers Interviews Tanaka & Sundi - Aug 22, 2009
Key Points:
* Interview seems centered around learning from FFXI
* SE planning to allow XIV to utilize future computer technology
* Plans for upgrading server reliability
* Plans to use an "Anniversary Billing" system for payment
* The developers oppose the use of micro-transactions to make items sellable
* Some info on how the Action Bar works
* Changing your weapon changes your access to Action menus
* Players can change jobs anywhere they please, not only in a Moghouse like XI
* Partying will advance your character faster than solo play
* Guildleve system will allow for an endless supply of quests
* Devs plan to monitor how players interact with the system and attempt to improve it as needed
* Different Guildleves for different classes
* Guildleves will continue to be expanded with patches/updates
* No comment on new playable races
* Each race will have different "factions"
* Starting city will be equal for all races in XIV (see Starter rings in XI)
* XIV will be PVE focused with the possibility of adding Ballista like events in the future
* The devs are looking at having a "third-person shooter" style shoulder camera and a first-person camera


Dengeki Alpha Report, Developer Q&A - Aug 28, 2009
Key Points:
* Interacting with a Guildleve seemed to start a 30 minute timer. Possibly to either finish the quest, or a "recast" time to start a new Guildleve event
* Customizable UI demo'd
* Hotkeys shown as a means of dealing with the lack of auto attack
* HP/MP/TP bars shown
* Using Weaponskills does not totally wipe out TP
* Guildleves will reward players with Gil, Items, or even Skill Points
* Guildleves can be used to earn skill for crafting
* Sundi states that one could be a dedicated crafter and still adventure through the lands. Fighting monsters would not be required


Dengeki Online - Developer Interview - Aug 28, 2009
Key Points:
* At the time of this interview, the game is about 40-50% complete
* All 4 versions of the game (JP/NA/GE/FR) are progressing at the same time and will be released at the same time
* The auto translator will be used again in XIV
* "Leveling" (raising skills) will not be as difficult as XI, but still not easy
* Skill based vs Level based system was designed to avoid the problems of the Level Gap in FFXI
* Skillpoints can be gained either by killing monsters or Guildleve quests
* Leading the "Quiet Life" of a crafter while still being "High level" is possible
* Aehteryte will be used in conjunction with Guildleve to transport players where they need to go
* There will be free-roaming monsters across the lands of Eorzea
* Possibility of Notorious Monsters making it into the game, bringing with them rare item drops.
* HNMs planned to be a part of the Guildleve
* Trade system will be a part of XIV, but the Devs plan on a new system to replace the Auction House
* Voice acting planned for cutscenes (only in English) Foreign subtitles will be provided
* Like FFXI, there will be 3 starting cities
* With the change from the Level system, gear will be equippable based on a player's skill
* The amount of loot will be much greater than in FFXI
* Possible hints of seasonal/holiday events?
* Plans on making use of the SE Security Token


Dengeki - Interview with Tanaka and Komoto - Sep 10, 2009
* Accessories like Belts and Necklaces will be visible in XIV. Possibly even rings
* Seamless zones in XIV the size of a region in XI
* Monsters will not chase you across the entire zone
* Weapons can be drawn in town
* Devs want to implement weather into XIV and have it have an effect (as of yet unknown) on players
* Dev team is considering making positioning in battle effective in different ways
* Aetheryte are planned to be a sort of replacement for the Moghouse
* How chocobos will be utilized is not yet decided
* Komoto mentions that a previous announcement of voiceovers for every cutscene was an overstatement. Voiceovers will be on major cutscenes
* Weapon decay is designed to be a major connection between crafter classes and other classes
* Failed attempts at armor/weapon repair will not result in the loss of the item
* Crafters will be able to customize gear
* Crafters will have very minor fighting abilities
* The amount of guildleves a player can initiate are limited by a set amount of time. Players can help others with theirs, however
* SE has an interest in having official Offline events
* The Security Token will be used, but not required
* Control layout will be very similar to FFXI
* Window and Text size are not able to be changed, but there are plans to allow for it
* FFXIV will be able to be windowed
* Characters will have a wider range of motions and emotes than FFXI




Final Fantasy XIV: A Talk With Robert Peeler - Sep 15, 2009
Key Points:
* FFXI will remain supported
* PS3/PC 2010 multi-region simultaneous release
* SE Working on 360 release
* No traditional leveling system; more akin to Oblivion?
* No auto attack
* XIV will be solo based OR group based
* Zoning in XIV will be like that of Oblivion
* Monster "Conning" will be similar to FFXI


GAME Watch Interviews Tanaka and Komoto at TGS - Sep 28, 2009
Key Points:
* Komoto makes reference to Magitek regarding the trailer's fight in the sky
* Second track of TGS trailer is the in game battle music
* Game's UI is inspired by FFXI, but wont be very similar
* Group based skillchains will also be a part of XIV
* Position and timing of attacks will be factors during battle
* Mobs in XIV can also be in parties
* No official decision yet on max party size
* There will be no EXP bonus for larger parties
* Movement speed changes with weapon drawn
* Weapons can be drawn in cities in XIV
* Healing possibly effected by weapon being drawn
* Fights may be able to be brought into town
* Changing weapons to one you're unskilled with will make you weaker
* Number of classes for retail release not yet set
* Classes will be added with version updates rather than major expansions
* Devs don't want to pigeonhole classes into always being used for one role
* Players who only want to craft will be supported by the class system as well
* Rare weapons will require greater skill to repair their wear & tear
* Game is being designed to utilize DX9
* A high end PC (by the interview date standards?) will be needed to run XIV, in order to allow the game to "age gracefully"
* 64 bit O/S and multi core processors will be supported
* First round of beta testing will be in small, but worldwide groups
* First round of tests will be in 3-4 hour sessions, scheduled at different times. Beta will not be running 24/7 right away
* Action will be taken to combat RMT from the start
* Security Token will be utilized in XIV


Famitsu - Some Q's Some A's - Oct 7, 2009
Key Points:
* The reach of a weapon is based on the weapon itself.
* Possibility of dual wielding lances, with talk of other throwing weapons
* Food will provide state bonuses
* Crafters tools will be susceptible to durability wear


FFXIV interview: Beast Tribes---the main enemy of Human races - Dec 24, 2009
Key Points:
* Beast tribes are a race of human-like creatures
* Considered to be savage by the people of Eorzea, but do not consider themselves savages
* Multiple philosophies exist within the different beast tribes
* XIV's main story, rather than being good vs evil, will be a multi-faceted struggle
* Crystals in XIV exist as the "Light of Creation", the force behind everything
* A three way conflict exists between the "human type" (playable) races of Eorzea, the Beast tribes, and the Garlean Emipre



Dengeki Games Interview - Jan 22, 2010
Key Points:
* Beta will contain roughly 10% of the full version of the game
* Server naming in XIV will be familiar to the FF genre
* Possibility of Beta players being transferred to main XIV servers at release
* Future possibility of world transfers
* The story will begin on the continent of Aldenard
* The crystals (Echo) are the basis for the entire story
* Chocobos will re-appear but possibly be used differently than FFXI
* There will be vehicles for transportation
* In-depth character creation
* Possibility of some type of character alteration?
* Starting gear different for different classes
* Different levels of spells from schools of magic
* Expect familiar spells from the FF series
* Classes mostly pre-defined with the possibility of changing(?) as your skills grow
* No plans for in-game torches
* Seamless zones
* Mob behavior from FFXI will be used with some new additions
* Banzoku may possibly help players, while some may attack
* Possibility of an in-game Mob "food chain" system
* Summons will be in the game with "more than a few hurdles" in order to get them
* Banzoku will have classes they excel at
* Classic FF monsters will appear in XIV


Tanaka P Talks Beta Test with Famitsu - Feb 03, 2010
Key Points:
* Tanaka certain of a 2010 release date
* No definite word on the length of the Beta at this time
* Support of in-game voice chat will be difficult due to the multiple platforms


Classes, Battle System & an Interview! - Mar 10, 2010
Key Points:
* Parties envisioned to be more of a roaming style
* Aetheryte will recover both HP/MP
* Players will learn abilities to recover MP
* Different classes will have different levels of range from mob targets in battle
* Both range and orientation in relation to a mob will be important
* 6 elements: Fire, Ice, Wind, Earth, Thunder and Water
* Elemental "wheel" will be in XIV
* "Star Poles" and "Spirit Poles" will work like an affinity towards the 6 elements
* Players themselves will (somehow) be influenced by the 6 elements
* Elemental influence will be dependent on how you develop your character
* Gladiators will excel at defense
* Players can chose between Slicing (slash?) and Pierce damage
* Lancers will attack from a longer range with a wider variety of attacks
* Distance to the mob will be very important
* Pugilists will be given various "Stances". Can be Offense of Defense
* Marauder will be a DD type class
* Marauders will have higher damage but less accuracy than other classes
* Archers will need to watch where they stand
* Archers will have fairly low defense
* Arrows can be used to support party members or status of the mob
* Conjurers will have attack/defensive/healing types of magic
* Magic attacks will accumulate player TP
* Conjurers will have strong TP attacks
* Thaumaturge will have strong cone based, somewhat close range attacks
* Thaumaturge will have high magic power, but with "great risks"? Note that SE are waiting on testers feedback
* Thaumaturge will have abilities to steal enemy abilities
* Miners and Blacksmiths will have very limited battle abilities, but with abilities to compensate such as a Treasure Hunter type?


Dengeki - Classes and Beta Q&A - Mar 12, 2010
Key Points:
* XIV Beta period is as of yet undetermined. Length is up for change
* Alpha test will have almost no game content (huh?)
* Beta will have less than half of the initial release game content
* Alpha test will possibly require higher system specs than the retail release
* Graphics cards supporting DX9 and 512 VRAM will suffice
* Alpha test is Windows only
* Plans to allow XI friends list/same server friends to migrate together to XIV
* All 9 classes will be available for testing; being somewhat limited in abilities
* Unknown as of yet if Beta will see new classes
* Lists the stereotypes of classes (see interview link)
* Beta players will be able to chose from a "limited number of race tribes"
* Different tribes will have distinct and unique style themes from the other
* Full spectrum of character customization will not be in beta
* No plans right now for character bonuses based on starting city
* The full range of XI-style weapons will appear in XIV
* No plans (initially) to restrict class changing
* Active Mode and Passive Mode: One for battling, one for HP (and MP?) recovery
* Class change possible only in Passive Mode
* Devs envisioning party size to be 6-8, with some flexibility
* Alliances will be in XIV as well
* Devs envisioning PT (mob) vs PT (player) types of situations for some battles
* Enmity will be called something like "Hostility Factor"
* Similar "voke type" player techniques will have varying ways of working based on different factors
* Command called "Defend" and passive shield blocking
* Mobs will have varying ways of building TP, with what sounds like huge TP moves
* Plans to include spells that can be cast while moving
* Gladiators gain offensive power when their shield is off
* Certain abilities will require a shield
* Mobs will have differing weaknesses to melee attacks (Slash/Pierce/Blunt)
* Slashing does better damage while piercing has better accuracy
* Possibility of Gladiators being able to throw their sword
* Lancers will initially have piercing, gaining blunt/slash as the character progresses
* Lancers will be able, in some situations, to attack two enemies at once
* Bonuses for a "Sneak Attack" type attack used with weaponskills
* Chakra's effect will be based on amount of TP used
* Tackle's damage will improve if you have a running start
* Storing power will make a Marauder's regular attacks into AoE attacks
* Moving cancels storing power
* Abilities (Disorient in this example) can have different effectiveness based on the type of ground/land they're used
* Fracture will work like a continuous Stun effect
* Archers will have Shortbows and Longbows
* Crossbows, if/when added may be given to a different class
* Only Disciples of the Hand will be able to make arrows
* Shrieker can be used to make mobs in passive mode run away
* Conjurers were designed to use AoE to damage multiple enemies at once
* Monsters will be associated with different elements
* Thaumaturge spells are not only based on MP, but they have some that consume TP
* Gravity will again lower evasion
* Siphon Magic will only work on enemies who have had their HP depleted, and are defeated
* Blacksmiths can only view party members weapon status out of battle
* Plans of adding an "initial approval" from a player for a Blacksmith to view their weapon status
* A miner's only weapon in battle will be pebbles, with the possibility of others in the future
* Devs working on a way to add corrosive attacks to weaken certain types of armors of mobs
* Having a miner in the PT will benefit all players as far as treasure pool
* Only Miners can see mining points


THIS IS A WORK IN PROGRESS
yes, I still update it ^^

Edited, Apr 1st 2010 12:41am by Osarion
#2 Jan 27 2010 at 5:27 PM Rating: Decent
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Wait wait, no auto attack?

Oh boy, I hope they know what they are doing.
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#3 Jan 27 2010 at 5:32 PM Rating: Decent
xxsidekickxx wrote:
Wait wait, no auto attack?

Oh boy, I hope they know what they are doing.


From what it seems, "auto-type" attacks will still be there. They will just be manual. That's what the 2 bar system is for. 1 weak but accurate attack (I believe this will replace auto attack) and 1 strong but not so accurate attack.
#5 Jan 27 2010 at 7:42 PM Rating: Decent
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Osarion, Goblin in Disguise wrote:
From what it seems, "auto-type" attacks will still be there. They will just be manual. That's what the 2 bar system is for. 1 weak but accurate attack (I believe this will replace auto attack) and 1 strong but not so accurate attack.


did they really mention that?? i never seen they mentioned being 1 week and 1 strong
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#6 Jan 27 2010 at 7:47 PM Rating: Decent
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Mostaru wrote:
Osarion, Goblin in Disguise wrote:
From what it seems, "auto-type" attacks will still be there. They will just be manual. That's what the 2 bar system is for. 1 weak but accurate attack (I believe this will replace auto attack) and 1 strong but not so accurate attack.


did they really mention that?? i never seen they mentioned being 1 week and 1 strong


I haven't heard of this either, but if you look at the gamescon videos there are two "meters" in the bottom right-mid of the screen, so it does look like it is a possibility.
#7 Jan 27 2010 at 7:53 PM Rating: Good
Mostaru wrote:
Osarion, Goblin in Disguise wrote:
From what it seems, "auto-type" attacks will still be there. They will just be manual. That's what the 2 bar system is for. 1 weak but accurate attack (I believe this will replace auto attack) and 1 strong but not so accurate attack.


did they really mention that?? i never seen they mentioned being 1 week and 1 strong


It's there, somewhere. I'll find it and paste the quote.


*edit*

here it is, from the Robert Peeler interview:

Quote:
The game is going to be turn based like XI was, but the twist is that you will have two bars. Why two bars? You will be able to do a weak attack with strong accuracy and a strong attack with weak accuracy. Due to the attack bar system, you will have to plan attacks out while you are in combat.


Edited, Jan 27th 2010 5:55pm by Osarion
#8 Jan 27 2010 at 8:22 PM Rating: Good
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From what I remember reading, especially after the Gamescon footage, they also mentioned that you will have two different bars for your main and offhand, with different abilities based on what's equipped in that hand. So if you're using a sword and a shield, you have a set of abilities for your sword and another for your shield; it sounded like the bars charge separately of each other, but the longer you hold onto the points in the bar, the stronger (or more accurate or whatever) the attack. So I imagine the two bars aren't necessarily for different kinds of attacks (weak/accurate and strong/inaccurate) but more a second skill set all together.
#9 Jan 28 2010 at 8:02 AM Rating: Good
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I suggest putting these in the wiki section once all of the interviews and such have been hunted down, it would be a conveniant way for everyone to find all of the interviews in one place.
#10 Jan 28 2010 at 1:09 PM Rating: Decent
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Very nice post indeed, I really like what I read except this:

Quote:
* No plans on allowing players to change base appearance, other than possibly hairstyle


Now, I'm not the guy interested in playing doll-house but a little more customization then just changing the hair-style would be appreciated. Clone-wars belongs to a different IP.
#11 Jan 28 2010 at 1:39 PM Rating: Good
WhiteWabbit wrote:
Very nice post indeed, I really like what I read except this:

Quote:
* No plans on allowing players to change base appearance, other than possibly hairstyle


Now, I'm not the guy interested in playing doll-house but a little more customization then just changing the hair-style would be appreciated. Clone-wars belongs to a different IP.


I may not have paraphrased that very accurately. Characters will be very customizable when you create them. After that though, it sounds like SE wants players to keep their choices from char creation, except letting them modify their hairstyle possibly.
#13 Jan 28 2010 at 1:45 PM Rating: Good
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Quote:
I may not have paraphrased that very accurately. Characters will be very customizable when you create them. After that though, it sounds like SE wants players to keep their choices from char creation, except letting them modify their hairstyle possibly.


Ah I see, my bad! It's all good then :)
#14 Jan 28 2010 at 3:35 PM Rating: Good
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If you want to keep it close to "reality," facial features should remain the same (apart from adding scars) while hairstyle and tattoos should be modifiable after char creation.
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#15 Jan 28 2010 at 4:07 PM Rating: Good
Quote:
The game will come out in 2010, and after Final Fantasy XIII which is scheduled for spring of the same year. Beta plans are still being finalized, but that the plan is to have a longer beta period than that of FFXI (which had a beta of about 3-4 months).


From the E3 2009 IGN interview.


I think from this, we can assume that, if XIV is coming out as late as December, with a beta period of LONGER than 4 months, the latest we could expect to wait for the Beta is July. Assuming the beta lasts 5 months. If the beta lasts longer, we could see it earlier than July. Possibly much sooner if the game is scheduled to be released earlier than December.
#16 Jan 28 2010 at 4:13 PM Rating: Good
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I recommend this thread be stickied at the top, it has a lot of info!
#17 Jan 28 2010 at 8:08 PM Rating: Good
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Great post!
I don't like that we can't customize characters further seeing that was one of the big things ffxi lacked. Im excited for the no auto-attack thing and the range difference between a lance and a sword. It will be interesting to see how you can still be 'high level' without having to fight anything if you are just a crafter. I like that we will have instanced events that rocks. I really hope in expansion they release a new race and new weapons obviously.
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#18 Jan 28 2010 at 8:19 PM Rating: Good
Berezo wrote:
Great post!
I don't like that we can't customize characters further seeing that was one of the big things ffxi lacked. Im excited for the no auto-attack thing and the range difference between a lance and a sword. It will be interesting to see how you can still be 'high level' without having to fight anything if you are just a crafter. I like that we will have instanced events that rocks. I really hope in expansion they release a new race and new weapons obviously.


Thanks!

I've edited my post to make character customization a little less confusing. You're the 2nd person to misinterpret what I meant to say. We will indeed be able to customize our characters. Afterwards, however, they don't plan on letting us change our customization.

Edited, Jan 28th 2010 10:05pm by Osarion
#19 Jan 28 2010 at 11:59 PM Rating: Good
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Thanks for making this, this was a great idea!

Just the other day i went through 17 pages of this forum looking for 1 quote from 1 interview that I couldnt seem to find, lol. This would have been a huge help, but it came a day to late >.<
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#20 Jan 29 2010 at 6:10 AM Rating: Good
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All I have to say is the guildleve system looks like a great gameplay tool. This makes me think being in a linkshell (or whatever name they will give it) will have much more advantages than just raiding / chatting. Much more player interaction will be involved.
#21 Feb 04 2010 at 1:56 PM Rating: Good
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Nice, was looking for the comment on the jumping-bit and here it was! Was hoping it was just evil rumors that we wouldn't be able to jump...

Don't think this will sit well with new players at all and I don't like it either. Takes away a whole dimension to the game and is an unnecessary limitation. That 30 cm unclimbable step will be pretty annoying when your character apparently has concrete sneakers.

Man, people have been able to jump in MMO's for a decade now. Though FF XI doesn't have it and I'm not sure if I've played any FF game where you could, I don't see why that would should be the trend.


Edited, Feb 4th 2010 3:03pm by WhiteWabbit
#22 Feb 04 2010 at 2:25 PM Rating: Good
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Yeah..the non jumping is pretty annoying. But you get used to it. haha
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#23 Feb 04 2010 at 4:07 PM Rating: Good
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Yeah, I really, really LOVED jumping in DDO. It was really fun.

Everytime I logged into FFXI after playing DDO for a few hours I was always annoyed with not being able to jump.
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#24 Feb 04 2010 at 4:54 PM Rating: Good
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Great post it made me even more interested in wanting to play.
On the topic of not jumping I agree that it is a bit of a let down but I bet most of us won't even care once we start playing.
#25 Feb 04 2010 at 7:47 PM Rating: Good
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Os, time to update with the Tanaka interview :D
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#26 Feb 05 2010 at 3:08 AM Rating: Excellent
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I recommend this thread be stickied at the top, it has a lot of info!


^ This please.
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#27 Feb 05 2010 at 5:55 AM Rating: Good
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Stickie please! :D
#28 Feb 06 2010 at 5:24 AM Rating: Good
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/naughty bump

Can someone sticky this? I don't wanna have to wade through the topics since there is a LOT of nice info in this compilation. :)
#29 Feb 06 2010 at 10:32 AM Rating: Excellent
Elmer has been keeping a pretty thorough list going in our FFXIV wiki:

http://ffxiv.zam.com/wiki/ZAM_FFXIV_News_Archive

It is a wiki, so feel free to add any of these links in there (if they're not there already). I really like this idea of adding some key points for each article.
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#30 Feb 07 2010 at 1:15 AM Rating: Good
/Bumpdate

added a few articles:
GAME Watch Interviews Tanaka and Komoto at TGS
The Beast Tribes War and
Famitsu's recent Tanaka interview (on xiv related info)

As always, I am only linking to and paraphrasing the articles. All credit goes to the interviewers/translators Smiley: cool Thank you all for the positive feedback Smiley: cool
#31 Feb 21 2010 at 3:53 PM Rating: Excellent
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I hate seeing this drop off the front page. If we can't get a sticky, can this be made into a page on one of the wikis?
#32 Feb 21 2010 at 8:18 PM Rating: Decent
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Wow! This is a really well put together topic. Awesome job Original poster!

On the topic is jumping..... If everyone could jump, what would a Dragoon do?
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#33 Mar 31 2010 at 12:13 PM Rating: Good
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Would be nice if this was kept updated.
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#34 Mar 31 2010 at 12:23 PM Rating: Excellent
Zenoxio wrote:
Would be nice if this was kept updated.



working on it after work Smiley: cool
#35 Mar 31 2010 at 12:31 PM Rating: Good
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Awesome, I'll keep it linked from http://www.reddit.com/r/ffxiv/ in that case.
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#36 Mar 31 2010 at 4:29 PM Rating: Decent
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http://ffxi.allakhazam.com/forum.html?game=268&mid=126840668094271723&num=15&page=1

Would be a useful link to keep in this.

Also, this would be a welcomed Sticky for now, imo.
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#37 Mar 31 2010 at 8:01 PM Rating: Decent
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Great post!
I don't like that we can't customize characters further seeing that was one of the big things ffxi lacked. Im excited for the no auto-attack thing and the range difference between a lance and a sword. It will be interesting to see how you can still be 'high level' without having to fight anything if you are just a crafter. I like that we will have instanced events that rocks. I really hope in expansion they release a new race and new weapons obviously.


My guess is with the Guildleve system, you will be able to level a discipline that isn't a combat discipline. Which, I believe, will grant you access to higher end items, and other consumables that only someone at your level can gather or create.

Since each discipline is seperate, I figured your "skill" in each Discipline counts like any level 75 job would in terms of access to areas and special HNMs through Guildleves for said Discipline.



Edited, Mar 31st 2010 11:10pm by Meraris
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#38 Apr 01 2010 at 11:37 AM Rating: Decent
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This is a great post, thanks.
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