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Dengeki: Marks, retainers, and broken gearFollow

#1 Jun 18 2010 at 10:55 AM Rating: Default
Translated Dengeki interview with Tanaka from E3 (cut and paste from BG forums)

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Dengeki E3 2010 Interview

Translation by Savalithos. Source: http://news.dengeki.com/elem/000/000/271/271381/

*Dengeki’s interview with Mr. Tanaka tells us a fair amount of things we already know, but toward the end it tosses some fresh information out there. For the sake of brevity, I’ve excluded anything rehashed.

-I imagine there were many requests regarding the user interface. Have there been any changes made?
Tanaka: Aside from a revamped main menu, we’ve added a chat filter and changed the log system. We are also testing out being able to have multiple chat windows open.

-Are there other means of communication aside from chatting?
Tanaka: We have plans to include a macro palette, which you could use to combine skills and messages to make communication a little easier. Beyond that, we are working on a system where party members can tell which enemy their leader is attacking.

-Would that be something like highlighting the monster’s name or putting a number above its head, etc.; something that stands out?
Tanaka: You’ll have to wait and see! We are currently testing various methods of communication to prevent party members from splitting up during battle.

-Are there any battle system elements that will be upgraded from beta onward?
Tanaka: Some of it has been included in alpha, but there is the Battle Regimen skill chain system. We are preparing a bagful of situations where well-coordinated party play using this along with the aforementioned communication tool will be integral to success.

-So will group vs. group battles be more frequent than not?
Tanaka: Many monsters act on their own right now, but there were plans for group situations such as one male beast among a harem of females, for example. The majority of guildleve fights, in particular, will probably have monsters in parties together.

-Crafting, Bazaars, and Community Systems
Are there any new systems planned for beta?
Tanaka: Weapons and items will lose durability. You will not lose a weapon because of it, but its battle potential will drop to the point where it will probably be useless. Since repairs will be necessary, we have increased the number of gathering and crafting classes. The next big planned addition would be retainers, hirable NPCs. For example, in FFXI you could not run your bazaar if you logged out. In FFXIV if you hand your items over to your retainer and set them up in the marketplace, you will be able to sell your goods even if you log off. Other than that, we have plans for linkshells but are unsure of when they will be ready for implementation.

-The Start of Beta
Will beta bring with it more areas to explore?
Tanaka: If we add even more, we are not sure how large the size of the beta download will become. We will test it, but it might be difficult.

-So the main hub will still be Limsa Lominsa?
Tanaka: We might have to test other areas as necessary, but currently we plan to conduct beta only around there.

-How large will the finished product be?
Tanaka: We have yet to confirm anything and are still adjusting things.

-What will the recommended specifications for the finished Windows version be?
Tanaka: First we will announce specs for beta. Right now graphics boards, as opposed to CPUs, are causing bottlenecking, so we would like to optimize that more.

-Then beta will start…?
Tanaka: We would like to start it in July at the latest. We will make separate announcements regarding the PS3 version.

-You had said that cross-regional servers would be implemented mid-beta. When, exactly?
Tanaka: Alpha servers are technically already cross-regional but are segregated only by time. If everything is stable, we would like to have them running nearly around the clock from the start of beta.

-Are there plans to increase the number of testers in beta on a large-scale?
Tanaka: There are already ten alpha servers, and testers number in the tens of thousands. For beta, first we would like to move all those players over. If all is well after that, we plan to add more testers. The improvements that make beta what it is would not have been possible without the voices of our alpha testers. Therefore, I would like everyone to experience beta and provide feedback in hopes that the game will improve even more. Of course we will continue to make adjustments after the official release, so do not hesitate to tell us what you think.


All the little details are filling in. Still a little vague on the durability and whether or not stats will degrade with durability loss or whether it will be a case of "note broken = works normally, broken = doesn't work at all".

Also starting to fill out the marketplace system. SE seems to have figured out that allowing players to remain logged in 24/7 even when they're not actively playing the game is just a waste of server resources. I guess my only question now would be whether this "marketplace" will function akin to a bazaar farm where you have to check every player/retainer to see what's for sale, or whether shifting your goods to your retainer to sell will add them to a centralized list similar to an auction house. I'd prefer the centralized method personally. Otherwise, shopping just becomes a chore.

Also hints that the "party vs. party" combat will not be a "each pick a mob and GO!" scenario like some have suggested might be the case. Good news for tanks and healers, maybe not-so-good news for the more damage oriented folks.

Edited, Jun 18th 2010 11:56am by Aurelius
#2 Jun 18 2010 at 11:02 AM Rating: Decent
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Kinda sounds like the retainer will be replacing traditional AH, which makes me wonder how exactly it will work.
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#3 Jun 18 2010 at 11:34 AM Rating: Good
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If it doesnt repalce the AH, I do remeber alot of people with there bazaar open as well, perhaps it may replace that system, or possibly even just be able to leave your retainer in certain location while traveling to another one to make sales. Lots of possibilities. am curious weather they would take a cut of your sales though.

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Edited, Jun 18th 2010 1:44pm by Puppy1
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#4 Jun 18 2010 at 11:50 AM Rating: Decent
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Well everything is right on schedule. I knew that July had to launch the Beta if a 2010 release was in the cards. The retainer seems intriguing to say the least. Personally I'd rather purchase most of the mass produced items from NPC's and only certain items from the players. For example, armor and weapons especially those that are customized. According to SE, the best way to earn gil in FFXIV is Guildeves. I'm not sure if they mean you earn gil by killing X mobs to get gil or that you "farm" mats while doing so. The durable system is very difficult to pull off. I know of people that are concerned that degrading armor will plague certain classes such as tanks.
#5 Jun 18 2010 at 11:56 AM Rating: Decent
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ShadowedgeFFXI wrote:
Well everything is right on schedule. I knew that July had to launch the Beta if a 2010 release was in the cards. The retainer seems intriguing to say the least. Personally I'd rather purchase most of the mass produced items from NPC's and only certain items from the players. For example, armor and weapons especially those that are customized. According to SE, the best way to earn gil in FFXIV is Guildeves. I'm not sure if they mean you earn gil by killing X mobs to get gil or that you "farm" mats while doing so. The durable system is very difficult to pull off. I know of people that are concerned that degrading armor will plague certain classes such as tanks.


Well, the reward after completing the guildleves in the alpha was pretty significant compared to what you would get from a killing a mob. The guildleves has a few specific objectives such as kill x number of mobs and after you complete those objectives you are rewarded with gil/items/gear.
#6 Jun 18 2010 at 11:56 AM Rating: Good
Well, I do hope they have a central auction house, its always nice to have a central hub you know you can go to if you're looking for something. I did also like the bazaars though. My favorite use was people would plunk their characters down in popular leveling spots with tons of food for sale.
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#7 Jun 18 2010 at 12:46 PM Rating: Good
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Retainers sound great. I still think they should let us consign items to other player, giving them a cut when it sells. That way you'd have your bazaar still mobile while you're logged out, and it would give players with nothing of their own to sell a new source of income. It seems like the retainer code could bring us halfway there.
#8 Jun 18 2010 at 1:51 PM Rating: Good
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Quote:

-Crafting, Bazaars, and Community Systems
Are there any new systems planned for beta?
Tanaka: Weapons and items will lose durability. You will not lose a weapon because of it, but its battle potential will drop to the point where it will probably be useless. Since repairs will be necessary, we have increased the number of gathering and crafting classes. The next big planned addition would be retainers, hirable NPCs. For example, in FFXI you could not run your bazaar if you logged out. In FFXIV if you hand your items over to your retainer and set them up in the marketplace, you will be able to sell your goods even if you log off. Other than that, we have plans for linkshells but are unsure of when they will be ready for implementation.


So, they've added more gathering and crafting classes. I was hoping they would.

Quote:

-The Start of Beta
Will beta bring with it more areas to explore?
Tanaka: If we add even more, we are not sure how large the size of the beta download will become. We will test it, but it might be difficult.


Does anyone else think something was lost in translation there? His answer is about beta size more than areas...I just can't see beta size being a limiting factor of areas to explore. People will download it no matter how big it is...and I guarantee a lot of us have already downloaded bigger files.
#9 Jun 18 2010 at 2:03 PM Rating: Good
Yogtheterrible wrote:

Quote:

-The Start of Beta
Will beta bring with it more areas to explore?
Tanaka: If we add even more, we are not sure how large the size of the beta download will become. We will test it, but it might be difficult.


Does anyone else think something was lost in translation there? His answer is about beta size more than areas...I just can't see beta size being a limiting factor of areas to explore. People will download it no matter how big it is...and I guarantee a lot of us have already downloaded bigger files.


Every area they "add" to the test client likely involves gigabytes of data that have to go out to (currently) just under 50,000 people. If they can test what they need to test without having to do that, then that's ideal. Remember, it's not about giving people a sneak peak...it's about testing the game systems prior to retail.
#10 Jun 18 2010 at 2:09 PM Rating: Good
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The One and Only Aurelius wrote:
Yogtheterrible wrote:

Quote:

-The Start of Beta
Will beta bring with it more areas to explore?
Tanaka: If we add even more, we are not sure how large the size of the beta download will become. We will test it, but it might be difficult.


Does anyone else think something was lost in translation there? His answer is about beta size more than areas...I just can't see beta size being a limiting factor of areas to explore. People will download it no matter how big it is...and I guarantee a lot of us have already downloaded bigger files.


Every area they "add" to the test client likely involves gigabytes of data that have to go out to (currently) just under 50,000 people. If they can test what they need to test without having to do that, then that's ideal. Remember, it's not about giving people a sneak peak...it's about testing the game systems prior to retail.


Yeah, I suppose you're right, they do have to pay for the bandwidth used to download the game. To be honest, I'd rather have most of the game left unexplored by the time it hits retail.
#11 Jun 18 2010 at 2:31 PM Rating: Decent
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Quote:
Also starting to fill out the marketplace system. SE seems to have figured out that allowing players to remain logged in 24/7 even when they're not actively playing the game is just a waste of server resources. I guess my only question now would be whether this "marketplace" will function akin to a bazaar farm where you have to check every player/retainer to see what's for sale, or whether shifting your goods to your retainer to sell will add them to a centralized list similar to an auction house. I'd prefer the centralized method personally. Otherwise, shopping just becomes a chore.


i dont know where did i read this but they said even if you are offline you still can show your charecter to other players in the game, im not sure.

Edited, Jun 18th 2010 4:32pm by daour
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#12 Jun 18 2010 at 2:44 PM Rating: Default
daour wrote:
Quote:
Also starting to fill out the marketplace system. SE seems to have figured out that allowing players to remain logged in 24/7 even when they're not actively playing the game is just a waste of server resources. I guess my only question now would be whether this "marketplace" will function akin to a bazaar farm where you have to check every player/retainer to see what's for sale, or whether shifting your goods to your retainer to sell will add them to a centralized list similar to an auction house. I'd prefer the centralized method personally. Otherwise, shopping just becomes a chore.


i dont know where did i read this but they said even if you are offline you still can show your charecter to other players in the game, im not sure.

Edited, Jun 18th 2010 4:32pm by daour


They didn't mean that your character can be there for people to look at. They meant that your bazaar contents can be offloaded to a retainer so you can sell them without having to remain online.
#13 Jun 18 2010 at 3:39 PM Rating: Decent
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I hope they are able to make retainers searchable, so you can just goto a general search window, type in Potion, and it'll search every retainer available for that item. It would also be nice to have like a "Want to Sell" or "Want to Buy" section that people can browse.
#14 Jun 18 2010 at 3:49 PM Rating: Decent
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The One and Only Aurelius wrote:
daour wrote:
Quote:
Also starting to fill out the marketplace system. SE seems to have figured out that allowing players to remain logged in 24/7 even when they're not actively playing the game is just a waste of server resources. I guess my only question now would be whether this "marketplace" will function akin to a bazaar farm where you have to check every player/retainer to see what's for sale, or whether shifting your goods to your retainer to sell will add them to a centralized list similar to an auction house. I'd prefer the centralized method personally. Otherwise, shopping just becomes a chore.


i dont know where did i read this but they said even if you are offline you still can show your charecter to other players in the game, im not sure.


They didn't mean that your character can be there for people to look at. They meant that your bazaar contents can be offloaded to a retainer so you can sell them without having to remain online.

No, this person is correct from what I can remember as well from another interview. They talked about a community website or something along those lines where you can "enjoy the game even when you're not online." I think it mentioned something about being able to look at other people's characters and show your own/gear/etc. I could be wrong but this is definitely ringing a bell for me.
#15 Jun 18 2010 at 4:15 PM Rating: Decent
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I'm envisioning the new Bazaar system to be something similar to what they first implemented in EQ1 way back in the day. It consisted of a single zone where people would stand in designated areas to set up their characters as a vendor. Then potential buyers could bring up a search interface that would display the items and cost, then give you directions to where the person was standing.

I'm not sure what advantage that would have over the auction house system they had previously though. Assuming they have a search interface even. If they don't it's going to be a nightmare to buy or sell anything. I hated having to check the bazaar inventory of players in FFXI. It's useless if you're looking for something specific.



#16 Jun 18 2010 at 5:29 PM Rating: Decent
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The retainer system could easily replace the AH system; however, if you can't place your retainer wherever you would like, people will still set up shop for placement and stay logged in 24/7. It won't be as bad provided that commerce hubs are easy to get to, but it's a travel issue more than a bazaar issue, is my point.
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#17 Jun 18 2010 at 5:32 PM Rating: Default
Kachi wrote:
The retainer system could easily replace the AH system; however, if you can't place your retainer wherever you would like, people will still set up shop for placement and stay logged in 24/7. It won't be as bad provided that commerce hubs are easy to get to, but it's a travel issue more than a bazaar issue, is my point.


FFXI is the only MMO I've played that doesn't force a logout after <x> minutes of inactivity. I obviously can't say for certain whether or not SE will do the same thing this time around, but something tells me they won't. I think a big part of the retainer system came about as a result of SE recognizing that people liked the bazaar system but also recognizing that it's costly to let players stay logged in 24/7 when they're not actually playing the game.
#18 Jun 18 2010 at 6:02 PM Rating: Decent
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Hmmm, the retainer system sounds like a paid NPC/mule to sell your stuff. I like the sound of that. I can focus on my Blacksmithing and mining while my retainer does the selling...now if they have a advertising retainer then you'll just about be able to make a mini company!

Now with the concern of gear durability...it sounds like you won't ever lose a item from loss of durability, so no need to worry about breaking that mega rare sword it took you two months to get. But the usefulness and power will decrease over time and use. I assume this is in place so the Combat classes and the Crafting classes keep a steady and healthy community with one another.

#19 Jun 18 2010 at 6:14 PM Rating: Decent
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Quote:
daour wrote:
Quote:
Also starting to fill out the marketplace system. SE seems to have figured out that allowing players to remain logged in 24/7 even when they're not actively playing the game is just a waste of server resources. I guess my only question now would be whether this "marketplace" will function akin to a bazaar farm where you have to check every player/retainer to see what's for sale, or whether shifting your goods to your retainer to sell will add them to a centralized list similar to an auction house. I'd prefer the centralized method personally. Otherwise, shopping just becomes a chore.


i dont know where did i read this but they said even if you are offline you still can show your charecter to other players in the game, im not sure.

Edited, Jun 18th 2010 4:32pm by daour

They didn't mean that your character can be there for people to look at. They meant that your bazaar contents can be offloaded to a retainer so you can sell them without having to remain online.


i think thats the one

Quote:
Q. Is there anything else you would like to tell the players and fans about the game?


A. We are pleased to announce the beta verson coming out soon. In this beta version, there is a new system called a Retainer, which means players will be able to leave their character or avatar so they will be able to enjoy the game while their offline and people will be able to see them
http://www.ffxivcore.com/


so people can see your avatar when your offline

Edited, Jun 18th 2010 8:17pm by daour
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#20 Jun 18 2010 at 6:21 PM Rating: Decent
daour wrote:
Quote:


A. We are pleased to announce the beta verson coming out soon. In this beta version, there is a new system called a Retainer, which means players will be able to leave their character or avatar so they will be able to enjoy the game while their offline and people will be able to see them
http://www.ffxivcore.com/


so people can see your avatar when your offline


A retainer is a servant. I'm guessing it's a mistranslation. They're talking about being able to hire NPCs...retainers...to sell your goods for you while you're offline. They're also talking about a web service where people can view your character while you're offline. Maybe that means your character model will remain in the game while you're offline, maybe not, but it makes more sense that it would not be.

Edited, Jun 18th 2010 5:22pm by Aurelius
#21 Jun 18 2010 at 6:36 PM Rating: Decent
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The One and Only Aurelius wrote:
daour wrote:
Quote:


A. We are pleased to announce the beta verson coming out soon. In this beta version, there is a new system called a Retainer, which means players will be able to leave their character or avatar so they will be able to enjoy the game while their offline and people will be able to see them
http://www.ffxivcore.com/


so people can see your avatar when your offline


A retainer is a servant. I'm guessing it's a mistranslation. They're talking about being able to hire NPCs...retainers...to sell your goods for you while you're offline. They're also talking about a web service where people can view your character while you're offline. Maybe that means your character model will remain in the game while you're offline, maybe not, but it makes more sense that it would not be.

Edited, Jun 18th 2010 5:22pm by Aurelius


agree, when he said you can hand in your items and go offline and they still can be sold, so whats the point to hand in the items to a retainer if i can keep my avatar online even if i'm offline and i can sell them by my self?
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#22 Jun 18 2010 at 6:43 PM Rating: Decent
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I don't care which way they do it as long as its easy to sort. I hate running player to player just to see what they have for sale!
#23 Jun 18 2010 at 7:28 PM Rating: Decent
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Regardless, I'm pretty sure there will be an actual AH.
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#24 Jun 18 2010 at 9:43 PM Rating: Good
Quote:
-Are there plans to increase the number of testers in beta on a large-scale?

Tanaka: There are already ten alpha servers, and testers number in the tens of thousands. For beta, first we would like to move all those players over. If all is well after that, we plan to add more testers. The improvements that make beta what it is would not have been possible without the voices of our alpha testers. Therefore, I would like everyone to experience beta and provide feedback in hopes that the game will improve even more. Of course we will continue to make adjustments after the official release, so do not hesitate to tell us what you think.


Am I the only one who finds that a little troubling? I read that to mean: We will first move over all the Alpha testers. Then, assuming no problems after that, we plan to invite new testers.

So it sounds like new invites for the closed beta possibly wont be in the numbers a lot of us were hoping? Smiley: glare
#25 Jun 18 2010 at 11:38 PM Rating: Default
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Am I the only one who finds that a little troubling? I read that to mean: We will first move over all the Alpha testers. Then, assuming no problems after that, we plan to invite new testers.

So it sounds like new invites for the closed beta possibly wont be in the numbers a lot of us were hoping?

I wouldn't worry about it, if they have faith in the game they will open beta to everyone. The more people they get addicted the higher their sales is going to be!
#26 Jun 19 2010 at 2:06 AM Rating: Decent
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The topic title has "Marks" in it, I assumed this was going to be about Notorious Monsters as well, was I wrong?
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#27 Jun 19 2010 at 2:22 AM Rating: Decent
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You raise a good point. I interpreted that the same way, but there's no actual mention of marks here. I would assume that since this is a translation, it was inferred by the person who translated it but the actual term didn't come out in the interview.
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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.
#28 Jun 19 2010 at 2:37 AM Rating: Good
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my theory, marks may be specific monsters you must kill for quests and or guildlevels.
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#29 Jun 19 2010 at 5:31 AM Rating: Decent
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Osarion, Goblin in Disguise wrote:
[quote]So it sounds like new invites for the closed beta possibly wont be in the numbers a lot of us were hoping? Smiley: glare


I don't read it that way at all. I read it as the Alphas test out Beta first, then in phases they push towards a full server population of testers.
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#30 Jun 19 2010 at 12:42 PM Rating: Good
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In FF Tactics and FFXII, marks were indeed quested monsters.
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#31 Jun 19 2010 at 12:57 PM Rating: Decent
LebargeX wrote:
In FF Tactics and FFXII, marks were indeed quested monsters.


My use of the word "mark" in this case was maybe not all that clear. I was refering to SE providing the functionality to designate targets with some sort of system, either by applying a mark to them or some other feature to keep things organized in group play.
#32 Jun 19 2010 at 2:42 PM Rating: Good
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Quote:
My use of the word "mark" in this case was maybe not all that clear. I was refering to SE providing the functionality to designate targets with some sort of system, either by applying a mark to them or some other feature to keep things organized in group play.


Ah, thanks for the clarification.
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#33 Jun 20 2010 at 11:03 PM Rating: Default
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In Aion you could place a number abover the monsters head. you could mark a bunch so after #1 is killed you know witch one is 2, 3 and so on. I actually liked it, made it really easy to know what one to att and in what order. So i believe they mean that as a mark.
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#34 Jun 20 2010 at 11:33 PM Rating: Default
Frebaut wrote:
In Aion you could place a number abover the monsters head. you could mark a bunch so after #1 is killed you know witch one is 2, 3 and so on. I actually liked it, made it really easy to know what one to att and in what order. So i believe they mean that as a mark.


Numbers make more sense than the symbols you see in games like WoW and LOTRO. You can define an explicit kill order with numbers, whereas with marks you have to place the marks and then sort out which mark dies when and hope everyone is paying attention and has a reasonably uncorrupted short term memory :P
#35 Jun 21 2010 at 4:22 AM Rating: Decent
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Osarion, Goblin in Disguise wrote:
Am I the only one who finds that a little troubling? I read that to mean: We will first move over all the Alpha testers. Then, assuming no problems after that, we plan to invite new testers.

So it sounds like new invites for the closed beta possibly wont be in the numbers a lot of us were hoping? Smiley: glare

Not terribly. To me it just sounds like they want to be sure they transition smoothly into beta before inviting more people to join the testing process. I didn't get any implications about how many people would actually be invited to test it in beta.
#36 Jun 21 2010 at 12:03 PM Rating: Good
When they said you could hire a NPC as a retainer, Whats the betting you will have to pay more the longer the retainer is there, Say like 2k gil an hour.

Just thinking, Dont know if mention before lol.
#37 Jun 22 2010 at 11:27 AM Rating: Good
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Pinkfyre wrote:
When they said you could hire a NPC as a retainer, Whats the betting you will have to pay more the longer the retainer is there, Say like 2k gil an hour.

Just thinking, Dont know if mention before lol.


possible or you pay for a day or something, not sure will probably find out soon enough though , im goign to have a weaver and will probably be using one lol
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#38 Jun 22 2010 at 6:31 PM Rating: Decent
Pinkfyre wrote:
When they said you could hire a NPC as a retainer, Whats the betting you will have to pay more the longer the retainer is there, Say like 2k gil an hour.

Just thinking, Dont know if mention before lol.


I would imagine that your retainer would keep a cut of everything that sells...
#39 Jun 22 2010 at 7:01 PM Rating: Good
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Quote:
I would imagine that your retainer would keep a cut of everything that sells...


I believe there have been interviews where there has been mention of a tax for items sold in your bazaar. I would imagine that since a retainer is basically an offline bazaar, it would be quite similar as well.
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#40 Jun 22 2010 at 8:16 PM Rating: Decent
LebargeX wrote:
Quote:
I would imagine that your retainer would keep a cut of everything that sells...


I believe there have been interviews where there has been mention of a tax for items sold in your bazaar. I would imagine that since a retainer is basically an offline bazaar, it would be quite similar as well.


Actually, now that I think of it a fee based on time would make sense. I'm thinking in terms of how SE would retain the gil sink that is the auction house in its familiar sense but forgot that the listing fee is gone if your goods are returned unsold.
#41 Jun 22 2010 at 8:46 PM Rating: Good
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Quote:
Actually, now that I think of it a fee based on time would make sense. I'm thinking in terms of how SE would retain the gil sink that is the auction house in its familiar sense but forgot that the listing fee is gone if your goods are returned unsold.


So, it would just be a retainer service, rather than say a consignment fee for the items sold? Or would you think both paying for the service -and- a tax on the item sold?
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#42 Jun 22 2010 at 8:51 PM Rating: Decent
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I highly doubt they would go by amount of time spent offline because if they really are trying to be more time-friendly for those who don't have as much time a day to play, they wouldn't want to be handicapping those players as opposed to players who play 20 hours a day, sleep 4 hours, and start again the next morning. I think it would be more like a percentage of how much is sold or possibly a set fee.
#43 Jun 22 2010 at 9:17 PM Rating: Decent
Bluefirefly wrote:
I highly doubt they would go by amount of time spent offline because if they really are trying to be more time-friendly for those who don't have as much time a day to play, they wouldn't want to be handicapping those players as opposed to players who play 20 hours a day, sleep 4 hours, and start again the next morning. I think it would be more like a percentage of how much is sold or possibly a set fee.


I'm thinking something that would function in the same way as the auction listing fee, just worded differently. Instead of paying an up front fee to list on an auction house for a period of time, you pay your retainer a fee to stay in town to sell your goods whether you're online or not. I personally don't expect to see a cluster of retainers scattered here and there...the lag would be atrocious. It just seems to me like SE is trying to put a different spin on the auction concept.
#44 Jun 22 2010 at 9:36 PM Rating: Good
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I suppose it will depend on how exactly they set up the retainers. If it's literally an NPC that takes your place when you log off, I can see paying for the time you're off line. If it's more like one NPC (or a few of them) that everyone gives their items to as part of a 'service' then it makes sense that it would be a per item kind of thing.

What makes it interesting is that the whole retainer thing is in response to being able to put your bazaar items up for sale without staying logged in. You can already do that with the AH. So, is the retainer something you're going to be able to place in one of the camps we may or may not have seen in some videos on You Tube? Is it an NCP that's already there that you can give your items to and other folks can then search that NPC's inventory like he's got a shop? It makes more sense to me to see an NPC in various 'important' areas, like the camps.

I am picturing the oft used travelling merchant with a walking stick and an oversized pack on his back. Perhaps he/she will say something like: Welcome adventurer, some of your fellows have elected to let me sell their wares on their behalf. Care to see what I have?
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Teneleven wrote:
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#45 Jun 27 2010 at 2:04 AM Rating: Decent
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Quote:
I am picturing the oft used travelling merchant with a walking stick and an oversized pack on his back. Perhaps he/she will say something like: Welcome adventurer, some of your fellows have elected to let me sell their wares on their behalf. Care to see what I have?


I would have to agree. It only makes sense to have a few retainers per area (not just limited to towns). Once you hand over your merchandise you could set a time limit for your goods (i.e. 1 Earth day, and if your goods don't sell by then they are returned to you). I am pretty sure that they will have some sort of seller's fee as well, 10% prehaps, and whenever all of your items sell or whenever you log back in whichever comes first you are notified via message or something that you have something in you delivery box. On a side note, I wonder how easy it would be to get your items back from this wandering merchant?
#46 Jun 27 2010 at 2:18 AM Rating: Decent
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Hopefully they'll be working through some sort of agency with a physical office you can go to, so you don't have to chase them down halfway across the world. I spent enough time traveling in FFXI to take a real-life trip around the world on foot.
#47 Jun 27 2010 at 10:27 AM Rating: Decent
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I'm pretty sure they're just going to set up instanced market areas for players to set up their retainers in.
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#48 Jun 27 2010 at 3:16 PM Rating: Decent
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I cringe at the idea of durability. -.-
I can't really recall a game where it works out well. It always turns out to be a big hassle, and considering how lengthy some parties turn out to be, this leaves me feeling a bit uneasy.
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#49 Jun 27 2010 at 4:01 PM Rating: Good
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http://www.ff14news.com/wp-content/gallery/2010-06-15-e3-miscellaneous-images/12.jpg

A screen shot that Zemzelette posted in another thread, but note on the right side menu bar there is a "Retainer List"

Now I'm thinking this could mean you can access your retainers almost anywhere and have multiple or it might mean all the retainers are listed there for you to buy from other players so you don't have to actually travel somewhere.
#50 Jun 27 2010 at 5:20 PM Rating: Decent
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If they do make instanced markets, I wouldn't be surprised if they allow multiple retainers for each region.
____________________________
Hyrist wrote:
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.
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