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4gamers interview... from FFXIVCoreFollow

#1 Nov 14 2010 at 4:24 AM Rating: Excellent
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I wonder why this hasn't been posted..? I guess I'll find out soon enough.

Quote:
4Gamer brings us an e-mail interview about the fast-approaching version updates.
Translated by Savalithos.

Recovering from the Shipwreck: An e-Mail Interview
Despite all the hype and anticipation built up over FFXIV, many players were left disappointed to say the least. This is not news by any means, but feedback has been harsh. Sure, some haven't played the game and/or are basing their opinions solely on online reviews, etc., and forum trolls have seized the opportunity to wreak their devilry. Regardless of the delivery method, there is definitely validity in the complaints being raised.

The User Interface (UI) is, among the myriad issues, probably the most pronounced and frustrating. Simple tasks become annoying, almost like an itch you can't scratch. One might be able to somewhat accustom themselves to the process, but it's quite a leap to make.

This next issue goes hand-in-hand with MMORPGs, but after a certain point, lag can make it difficult to even play a game at all. In particular, things really bottleneck when trying to transfer items, whether between players or to an NPC. Lag during battle is a given, but primetime brings those infamous closed Ul'dah doors into the spotlight.

There have been many questions raised about the direction development has been headed in general. Most, if not all, of the issues at hand had already been raised in Beta. Nonetheless, the problems remained once the game released. Since then, things have either had time to fester or attempts to fix said issues have come off as being "too little, too late."

On October 15th, Square-Enix hoped to qualm some of the discontent by providing sneak peak at what they plan to address in upcoming version updates. However, the overriding sentiment was that these were exactly the problems that should have been cleared up in Beta.

...all of which is why we remain rather skeptical. How aware are SE of the problems, and what do they intend to do from here on out? With this in mind, 4Gamer rounded up the big questions and tossed 'em in SE's direction on October 22nd. It is by no means a comprehensive list, and many questions remain unanswerable. However, we've done our best to select some of the more high-priority items.

(some questions may not apply to non-Japanese players (such as billing), so I'll exclude those)
Before the start of official service (Collectors' Edition), the provided list of servers was kind of taken as a list of unofficial Japanese servers. This seemed to result in everyone flocking to those, which resulted in overcrowding.
A: Our servers aren't designed to handle tens of thousands of characters but are more in line with actual expectations. Even if we originally designated servers with numbers, it would have been pointless. The best possible option would be for random server selection (a la FFXI originally), but that is less than convenient for players.
Currently we've noticed that the issue lies not with overcrowding on specific servers. It is overcrowding of specific in-game areas that is causing congestion. If players were more evenly distributed among different areas, the servers could handle capacities many times greater. We are beefing up and fine-tuning the servers which regulate this, and this has been resulting in less lag overall.

Aren't fixes for problems that persisted through closed and open Beta tests a little too late to the game?
This is mostly due to prioritization. We had a strict timeline to work with, so unfortunately we focused on certain bugs while being unable to address others. Beyond that, some problems we have only become aware of since early release. Thankfully, our players have given us plenty of feedback to work with regarding these.

I'm sure the bulk of the problems are slated to be fixed in the upcoming updates, but are there any plans to instate a public test server (a la EverQuest or World of Warcraft)?
A: We already have a few private ones which the development and Q&A teams work with for debugging, but none are public. There is definitely much to gain from player insight via test servers, but it has little to do with the debugging process. It would also require two versions of the game to be installed which would be troubling for most players and nigh impossible for those on PS3.
Another thing to consider is the impact it could have on the economy. RMT (I imagine everyone is familiar with the term) would know which new items would be most profitable to farm and could in turn control the market on those. Trying to keep such information under wraps would severely slow down the development process. It's a delicate balance that would be difficult to achieve. That being said, we are testing our options via focus groups and the like.

Most MMOs these days conform to a WoW-style UI, but FFXIV seems to have taken the road less travelled. That's a rather bold step to take with a worldwide release. Why did you decide on that?
A: It has been said before, but it is really to allow for comparable playability via either mouse/keyboard or controller. It was originally intended to allow for either setup to work independently of the other, but that is not how things panned out. There is a fundamental flaw with the system itself, one which the developers haven't been able to get to just yet. Unlike FFXI, which initially released on a console, FFXIV's distinctly un-PC (no pun intended) control scheme really stood out. It lacks in comparison to other PC MMOs, which is where we have received a lot of criticism from overseas players.
It comes down to menus. With a controller, it's generally accepted that menu navigation is the standard. Click a few times and you'll get where you're going. With a mouse, however, the same process could take just one click. We are aware that this discrepancy is the big problem. On top of that, targetting and menu navigation only add to the frustration. In order to alleviate this issue as quickly as possible, we are working on a separate UI to support the use of a mouse and keyboard.

Whether because of the UI or the animations involved, things just take too much time to do. Selling items, changing gear, attacking, synthing, gathering, etc. all result in valuable time lost, whose end product is only more frustration.
A: UI lag causes a lot of problems, part of which is due to the UI design itself. A fix is slated for the next version update and should vastly improve functionality. Server lag is also a cause. During slow times players may find the UI reacting much more quickly than usually, while primetime in concentrated areas can grind things to a halt. The aforementioned strengthening of servers responsible for such congestion in overpopulated areas will be implemented in the next version update. Lastly, every action performed must be communicated with the server, from which the player awaits a response. Design flaws cause greater delay in regards to this. Certainly some things depend on individual client settings, but adjusting those won't solve everything.

When choosing a companion for the main scenario, you aren't given the option to confirm or rethink your choice. If you accidentally choose "Yes" while skimming through the dialogue, you might end up with a less than desirable outcome. Are there any plans to allow for reselction of path companions?
A: The issue is the lack of a final confirmation of your selection, which is something we'll be adding. We're currently looking into what can be done for those of you who have mistakenly chosen an unwanted companion.
Though a bit wordy, writers no doubt wanted players to read dialogue during exchanges, such as when hiring a retainer or choosing your path companion.

Will you be adding an /assist target command?
A: That is something that should appear in the next few months. The next update will definitely see the implementation of easier battle targetting. You'll see things from FFXI, such as moving to the next target if the current one becomes unconscious or automatically selecting the opponent if attacked when no target is selected. There will also be some /targetnpc functionality as well (via hotkey?).

I want some way to confirm beforehand what I'm throwing away when my inventory is full. Also, do you plan to provide some kind of notification via the UI when i reach that dreaded 80/80?
A: The real issue is how easy it is to reach capacity in the first place. It is also hard to keep track of when that happens, so we plan to add something to help with that. We will increase inventory size, but that still does not address the problem that the variety of drops is needlessy large. We are considering color-coding items based on region, making searching for particular items a little bit easier. Another issue is with high quality versions such as +1-3. Combined with the regular version, that's a potential four slots taken up by one item. We are considering phasing out +1 and +2 via drop rates, leaving only the standard and +3 versions.

An auto-sort feature is planned, but will there be anyway to sort things as I see fit?
A: We would like to include options such as displaying items on top, gear underneath, and vice versa. Manual sorting features should be implemented in the November or December updates.

Under special circumstances in party situations, players don't gain Skill Points. Is the development team aware of the issue?
A: The SP bug is being worked on. Beyond that, parties will not get SP for killing monsters that are not claimed by them. We are currently working out the kinks in the claiming mechanics as well as tinkering with the system itself.

Everyone loves it when the monster their fighting continuously runs away and regains a large chunk of it's health (I personally love it to death!). Is this intentional?
A: This has to do with the pathing of said monsters; they aren't designed to follow players outside of their "comfort zone." We will continue to work on these pathing issues, particularly deciding how or when a monster has left its particular "zone."

I have to rely on third-party sites for recipe lists, since recipes themselves are so complex. Would it be possible to select an item which I've learned via completing a Local Leve, which would then automatically pick the ingredients from my inventory? Also, isn't the process of starting each synthesis a bit too circuitous?
A: We have our sights set on such a feature. The mid-December update will incorporate things such as a synthesis history and recipe memo, which will list your eight most recent synthesis items. Choosing something from the list will select the ingredients automatically. We also intend to streamline the steps needed to start synthesizing. For the next update, we're looking into allowing players to browse their entire (entire??) synthesis history.
Main Menu > Synthesis > Requested Items or select your ingredients one by one. Then choose Main Hand or Off Hand followed by which item you want to make. Then confirm the item along with the necessary skills and crystals. A bit much, eh?

It's hard to tell which items are used or worn out. Will there be a way for us to tell, whether via color-codes or tool-tips, which items are in what condition?
A: We are hard at work on that right now so that such items will be distinguishable at a glance.

Can you make a special inventory tab for gear? My retainer is overloaded with various equipment and ingredients from me leveling so many different classes.
A: Inventory space will mostly be addressed as mentioned before, via reduction of needless drops and the increase of inventory capacity. Also, like shards and crystals, other items' stack sizes will probably be adjusted.

It gets crowded around Retainer Bells, and lag makes exchanging items gruelling. Why not let us summon our retainers from anywhere within a city?
A: We are currently working to resolve lag in cities. Also, UI lag has a variety of causes, which we are gradually fixing. Item exchange, however, is both a client-side and server issue. We think splitting the server load between two servers would definitely help. The Adventurers' Guilds are of course the busiest areas. If, for example, we were to move those areas to a separate server, those inside would not experience lag caused by the mass of people outside (and vice versa).

When looking through bazaars, sometimes I can only find people seeking repairs. Why not have some sort of marking system next to players' names to denote whether they're selling or wanting gear repaired?
A: We are working to have this ready for the December update.

I get the feeling players don't really know what to do with themselves right now. From my experience, it seems like ranks 1-20 are just a tutorial.
A: Indeed it is intended to be a tutorial of sorts. However, the trek to 20 takes longer than we would have liked, so people aren't getting to the class quests as quickly as desired. Therefore, we'll be speeding up the trip to rank 20. Also, we will be adding more content for various levels in order to flesh things out. We also want to tweak guildleves and faction leves and have a few things planned for that, keeping crafters and gatherers in mind, as well.
A big problem is the market, which hasn't fully matured. Not only that, but crafters rely mostly on melee/magic classes to buy gear from them. Slow leveling for combatants means that a lot of that high rank gear is not in high demand, and gear that requires drops from high rank monsters is in drastically short supply. A market/retainer search function is vital not just to the game economy but to the game itself.
I meant to go straight for rank 20, but it became rather tedious. I ended up trying out other jobs instead, but then my gear repairs were catching up with me. Since so much work is involved with getting my gear repaired, I'd rather do it myself. Oh, but to do that I need such-and-such class...and thus I still haven't reached my initial goal.

I have trouble telling who is participating in a Behest. This makes it hard to tell who has claimed what.
A: The problem is not knowing when players have joined. The first step is to address this in some identifiable way. Also, we intended for behests to award SP comparable to guildleves, but it seems larger parties are not as suitable. Because of this, we are considering adjusting SP returns. As for the claiming issue, we are working to resolve it as quickly as possible.

I want to try something on to see how it looks before I buy it from a bazaar.
A: You will be able to have your retainer wear the things you are entrusting to them, allowing for players to get a quick glance at what they're buying.

A Local Leve requires me to make a rather dangerous journey for my rank/level (ie. Crimson Bark near Gridania). Since I have completed the requested items, the leve is just taking up space in my Journal. I wish I could just cancel it.
A: We should have this addressed by the end of the year.

God Send abilities (skills used during synthesis) can be set via /equipaction macros, but there are currently no macro commands to unequip them.
A: This, too, should be fixed by year's end.

What else do you have planned?
A: We've received a lot of complaints about being unable to repair undergarments. Therefore, we want to make it so undergarments will not be affected by durability. We also plan to adjust things such as enmity, melee/magic accuracy, and rules regarding Skill Point gain. We have much planned beyond this, so please take a look at our list on the Lodestone.

A comment to our readers, if you would be so kind.
A: (Director Komoto) I want to let everyone out there know that we are listening. We highly value your opinions and wishes and are constantly in touch with management about how to best address them. We are working on getting fixes for those big problems out as quickly as possible.
The development team is hard at work addressing as much as possible in the late-November version update, in particular the areas that need fine-tuning. Before the end of the year, we will see the introduction of Notorious Monsters as well as addition of new market features. I hope these will give players some clear goals to aim for. We also have some things we're working on behind-the-scenes as well much more I haven't mentioned. I'll let you all know more as soon as I can.
The mountain capital of Ishgard. It is currently inaccessible, but I can't help but wonder what awaits me there.


http://www.ffxivcore.com/topic/27553-our-biggest-concerns/
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SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#2 Nov 14 2010 at 5:37 AM Rating: Decent
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Quote:
A comment to our readers, if you would be so kind.
A: (Director Komoto) I want to let everyone out there know that we are listening. We highly value your opinions and wishes and are constantly in touch with management about how to best address them. We are working on getting fixes for those big problems out as quickly as possible.
The development team is hard at work addressing as much as possible in the late-November version update, in particular the areas that need fine-tuning. Before the end of the year, we will see the introduction of Notorious Monsters as well as addition of new market features. I hope these will give players some clear goals to aim for. We also have some things we're working on behind-the-scenes as well much more I haven't mentioned. I'll let you all know more as soon as I can.
The mountain capital of Ishgard. It is currently inaccessible, but I can't help but wonder what awaits me there



I've almost got the carrot... please don't pull the stick away again...

Seems to be a decent interview, not as evasive or questionably written as some others.

Quote:
We've received a lot of complaints about being unable to repair undergarments. Therefore, we want to make it so undergarments will not be affected by durability.


Slow down weapon wear a bit as well and I'll be completely happy with the system

Edited, Nov 14th 2010 12:00pm by PerrinofSylph
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#3 Nov 14 2010 at 8:20 AM Rating: Default
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Errr, he claims theres no market for high level equipment, but in fact thats the ONLY market that exists. Because of the recipies items and profits no one sells low level gear.
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#4Frebaut, Posted: Nov 14 2010 at 9:07 AM, Rating: Sub-Default, (Expand Post) I'm not to sure about this interview. SE would never admit Flaws, they always side step a question if it makes them look bad. They don't explain how bad the game is and why. Not to sure about this interview. EDIT : On the other hand most of the questions are ones that are being fixed in the next version update so thats why they are talking how bad things are.
#5 Nov 14 2010 at 9:09 AM Rating: Excellent
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Frebaut wrote:
I'm not to sure about this interview. SE would never admit Flaws, they always side step a question if it makes them look bad. They don't explain how bad the game is and why. Not to sure about this interview.


Someone hasn't been reading everything being released.

Can we stop stereotyping SE? I do see them trying to make changes to how they do things.
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#6 Nov 14 2010 at 2:20 PM Rating: Excellent
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Encouraging interview... its one thing to read items in a bullet point list but another to see the explanation behind them. Its good for SE to keep communicating this way.
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#7 Nov 14 2010 at 2:47 PM Rating: Excellent
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Gadhelyn wrote:

Can we stop stereotyping SE? I do see them trying to make changes to how they do things.


Oh my, yes; I am so tired of hearing people place all of these vices upon the company like it's some sort of villain -- they messed up their menus, it doesn't make them "arrogant;" they were reluctant to come out and call one of their projects "utterly broken," it doesn't make them "egotistically oblivious;" they haven't made the Protect spell any better, it doesn't make them "rapacious serpents with clip-on Hitler mustaches."

Se has admitted their mistakes, they're trying to fix them; now stop acting like your angry feelings and personifications of the company are well-documented facts.
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#8 Nov 14 2010 at 2:51 PM Rating: Good
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Incredibly candid interview. In fact, I'm not sure I've ever seen a developer talk so openly about the problems with their game.

Is this really Square Enix?
#9 Nov 14 2010 at 2:53 PM Rating: Excellent
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Quote:
Incredibly candid interview. In fact, I'm not sure I've ever seen a developer talk so openly about the problems with their game.

Is this really Square Enix?


It's an email interview.

I think it suits them better than face-to-translator-to-director-and-producer-who-only-know-the-big-picture-of-development-to-translator-to-face style they've done before. This way they can think up their answers and let the people in charge of the specific features do the "talking". I'm sure they have lot more to say than the director!

Edited, Nov 14th 2010 11:54pm by Hyanmen
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SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#10 Nov 14 2010 at 3:05 PM Rating: Good
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"Cautiously Optimistic" has been my watchword regarding the upcoming patches and while this interview doesn't change that, it definitely ranked up the optimistic part several notches. It really does seem much more candid than what usually comes out of SE.
If they communicated like this more frequently, and in English as well, people might take a more positive view of the current situation. ****, they ought to ask the author for permission to post that whole thing in both JP and English on Lodestone.

Thanks for reposting that, very interesting and useful info.
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#11 Nov 14 2010 at 3:41 PM Rating: Excellent
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Good to see they're mobilizing fast after having their *** kicked post launch. I'm super excited to see what this game will be like by the end of the year.
#12 Nov 14 2010 at 4:03 PM Rating: Good
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All this talk about fixing mistakes they've made has got me itching. Bring home the bacon already!
#13 Nov 14 2010 at 4:09 PM Rating: Good
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This is all good to hear, but it would put me at ease to hear some confirmation on them changing the transparent chatlog. As much as it would be nice to not have to repair undergarments, I'd prefer them to make the text legible more of the time. I'm not sure how this isn't a bigger issue to the masses. I guess people are just assuming it'll be fixed, or they're fine the way it is?

Edited, Nov 14th 2010 5:12pm by Coyohma
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#14 Nov 14 2010 at 5:57 PM Rating: Good
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Hyanmen wrote:
I wonder why this hasn't been posted..? I guess I'll find out soon enough.

http://www.ffxivcore.com/topic/27553-our-biggest-concerns/


Because this is fairly positive and no-one here is interested in any positive news about the game. We just like flame wars and hate at this website! :-)
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#15 Nov 14 2010 at 7:19 PM Rating: Decent
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Honestly, I was horrified when they said the mob retreating was intentional. I was hoping that it was a bug...

Ah well, I haven't played since 3 weeks after launch because of this issue. Being a mage with this "feature" makes it next to impossible to grind.
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#16 Nov 14 2010 at 7:20 PM Rating: Good
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That was a really good interview. I'm very glad I had the chance to read it.
Thank you so much OP for posting this for us all to see.
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#17 Nov 14 2010 at 7:34 PM Rating: Excellent
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Most likely:

Mob leashing is intentional, however
Mob leashing from somewhere they wandered off to is not intentional.

Like, if nobody attacks a mob, they kind of wander around a little bit. If you kill a mob right when it spawns, it'll hardly ever leash. However, if you kill an hour old mob, it'll run back to where it spawned after being agroed. I think the server isn't updating the comfort zone of mobs.
#18 Nov 14 2010 at 9:02 PM Rating: Decent
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Very good interview. The first one since release that's shown (to me) that they really are working to fix this stuff behind the scenes.

However, I'm terribly conflicted. On one hand I see they're really listening and working towards the fixes most of us have been screaming about. On the other, I can't help but feel that this is due more to investor demand than player (looking at how their last investor meeting went and the stock price since release).

I just feel betrayed. I don't completely buy the "we were too busy with other things to work on all these complaints during beta." They could've at least acknowledged our concerns back then but they didn't get around to it till after seeing the bad reviews and sales.

Anyway, this makes me at least a bit hopeful.
#19 Nov 14 2010 at 9:06 PM Rating: Good
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Quote:
On the other, I can't help but feel that this is due more to investor demand than player


Money talks. Either way it's not just the investor demand, but because the playerbase votes with their money. Both have without a doubt affected their recent behaviour.

Remember last time we got something awesome? 200k people moved to WoW, then came ToAU after lackluster CoP. Coincidence? Me thinks not.

That's just how we pressure them. Simply complaining doesn't convince the bigwigs to throw more money at the game. Of course the developers themselves would triple the budget if they could!

Oh, and bad PR also works surprisingly well.
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SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#20 Nov 14 2010 at 10:09 PM Rating: Decent
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HallieXIV wrote:
Hyanmen wrote:
I wonder why this hasn't been posted..? I guess I'll find out soon enough.

http://www.ffxivcore.com/topic/27553-our-biggest-concerns/


Because this is fairly positive and no-one here is interested in any positive news about the game. We just like flame wars and hate at this website! :-)


Nah, Most people link directly to fourms now, they didn't have a fourm post about it,
which is strange seeing how every other site (including ZAM btw) adds a direct link to front page announcement to there fourm .
#21 Nov 14 2010 at 10:51 PM Rating: Good
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Coyohma wrote:
This is all good to hear, but it would put me at ease to hear some confirmation on them changing the transparent chatlog. As much as it would be nice to not have to repair undergarments, I'd prefer them to make the text legible more of the time. I'm not sure how this isn't a bigger issue to the masses. I guess people are just assuming it'll be fixed, or they're fine the way it is?

Edited, Nov 14th 2010 5:12pm by Coyohma



I haven't had any real issues being able to read the text, but I've had lots of issues with it scrolling by way to fast because of everything being shunted into one tab. I desperately miss the amount of customization my Prat chat addon gave me for wows chatbox.

I'm hoping they give it a total overhaul at some point. My Ideal would be if they allowed the creation of multiple customized chat tabs, selectable text size, color and font.. filters for everything, timestamps, I could go on..

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#22 Nov 14 2010 at 10:56 PM Rating: Decent
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mistrik wrote:
My Ideal would be if they allowed the creation of multiple customized chat tabs, selectable text size, color and font.. filters for everything, timestamps, I could go on..

Most if not all of these features have been listed by the dev as work in progress. You'll see them someday.

Edited, Nov 14th 2010 11:56pm by Docent42
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#23 Nov 14 2010 at 11:59 PM Rating: Decent
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SE said a while ago some type of mobs will run away. It was known for at least 4 mnths before release. :) From what I know mobs have 1 spawn point and will wonder off. Like if you hunt for Leaping Lizzy in f-8 of south gustemberg <sp?> Lizards have pop places and wabder. You kill it and they pop in the same spot where the first one poped. And wonder. They also stick to a 4 ft dist from their pop spot. (again what i seen on ffxi) ffxiv maybe a bit further. But mobs never pop in the place where they died. If they did ffxi parties would never happen.
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#24 Nov 15 2010 at 12:48 AM Rating: Default
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Quote:
The real issue is how easy it is to reach capacity in the first place. It is also hard to keep track of when that happens, so we plan to add something to help with that. We will increase inventory size, but that still does not address the problem that the variety of drops is needlessy large. We are considering color-coding items based on region, making searching for particular items a little bit easier. Another issue is with high quality versions such as +1-3. Combined with the regular version, that's a potential four slots taken up by one item. We are considering phasing out +1 and +2 via drop rates, leaving only the standard and +3 versions.

An auto-sort feature is planned, but will there be anyway to sort things as I see fit?
A: We would like to include options such as displaying items on top, gear underneath, and vice versa. Manual sorting features should be implemented in the November or December updates.


This is why the designer of the UI needs to find themselves a new job. So to alleviate the problem of having 4 of the same item taking up separate inventory slots they're just doing away with +1 and +2? Thats the best they can come up with? Why not put a little + sign next to an item and when clicked it expands into a tree view showing the +1s, +2s, and +3s of that item within the stack? Hey whatever, they're just increasing inventory space to compensate. Both just delay the problem instead of coming up with a creative solution.

Also blah on the inventory sort. I really would like to see gear moved to its own tab in the inventory screen. Why does my gear need to be in there with all my grilled carp and flatbread?

It's like the guy whoever designed the UI wrote it up in 15 minutes over a hangover. It's not creative or remotely intuitive in any way.
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#25 Nov 15 2010 at 12:58 AM Rating: Default
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Quote:
Currently we've noticed that the issue lies not with overcrowding on specific servers. It is overcrowding of specific in-game areas that is causing congestion. If players were more evenly distributed among different areas, the servers could handle capacities many times greater. We are beefing up and fine-tuning the servers which regulate this, and this has been resulting in less lag overall.

Currently we've noticed? this is a ******* given for ANY mmo (maybe except the old insctanced MMOs), wtf do you mean by currently we've noticed?

Quote:
I want to try something on to see how it looks before I buy it from a bazaar.
A: You will be able to have your retainer wear the things you are entrusting to them, allowing for players to get a quick glance at what they're buying.

thats an answer to a different question.

there were a few other things but i was like wow at these two.

one question though. in wow, there are tons of cities way overly crowded but i dont get the horrific lag that i do in FFXIV and im **** sure the amounts of people crowded are much greater in wow.... so why isnt SE able to do the exact same thing as other MMOs on that issue? also, on a side note, didnt SE say this game would be open-world? i just walked to gridiania the other day and had no idea it was zoned 0.o i always just teleported around before.
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#26 Nov 15 2010 at 1:00 AM Rating: Good
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reptiletim wrote:

This is why the designer of the UI needs to find themselves a new job. So to alleviate the problem of having 4 of the same item taking up separate inventory slots they're just doing away with +1 and +2? Thats the best they can come up with? Why not put a little + sign next to an item and when clicked it expands into a tree view showing the +1s, +2s, and +3s of that item within the stack? Hey whatever, they're just increasing inventory space to compensate. Both just delay the problem instead of coming up with a creative solution.


I would imagine there were a great many ideas tossed around regarding how to deal with the issue and what we're getting is what they came up with as a rapid solution. My only hope is that it applies only to base materials and not crafted sub-components, otherwise it represents a nerf to crafters. I've succeeded at a great many synths that would have otherwise been botches were it not for the extra durability from +1/+2 mats.

Your solution would be no better because you're basically asking them to make major changes to both the structure of their inventory databases as well as client side modifications to the UI. It's not an issue of how much space the items take up on your screen. It's an issue of how much room they take up in your inventory, and having to add multiple quantity fields to the database records for each item with +1/+2/+3 varieties would just complicate the issue. And the only other way to do it would be to have an extremely convoluted inventory count system that excludes HQ versions of each item with regards to determining whether or not you've got inventory space to receive new items.
#27 Nov 15 2010 at 1:23 AM Rating: Decent
You say "baby come back, it'll be different this time, I promise" but you keep hurting me. I think I've forgot how to trust. You make me feel like I'm livin' in a bad country song.
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#28 Nov 15 2010 at 1:32 AM Rating: Decent
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digitalcraft, Goblin in Disguise wrote:
You say "baby come back, it'll be different this time, I promise" but you keep hurting me. I think I've forgot how to trust. You make me feel like I'm livin' in a bad country song.


Don't act like it's all about the emotional. You know it's just physical.
#29 Nov 15 2010 at 2:38 AM Rating: Excellent
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Yes. Sometimes playing this game physically hurts.
After pressing 1-1-1-1-1-1-1-1-1-1-1-1-1 over and over, I have a bleeding stump where my index finger was.

Edited, Nov 15th 2010 3:38am by Rinsui
#30 Nov 15 2010 at 5:27 AM Rating: Decent
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Rinsui wrote:
Yes. Sometimes playing this game physically hurts.
After pressing 1-1-1-1-1-1-1-1-1-1-1-1-1 over and over, I have a bleeding stump where my index finger was.

Edited, Nov 15th 2010 3:38am by Rinsui


My advice would be to put a TP skill on your "4" key and use your ring finger every 4th or 5th attack. This will limit erosion of your index finger by around 20%. That 20% could be the difference between being down to the bone and just having a blister.

Throw in the odd other skill and you can cut by a further 20%!
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#31 Nov 15 2010 at 7:05 AM Rating: Decent
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Quote:
Your solution would be no better because you're basically asking them to make major changes to both the structure of their inventory databases as well as client side modifications to the UI. It's not an issue of how much space the items take up on your screen. It's an issue of how much room they take up in your inventory, and having to add multiple quantity fields to the database records for each item with +1/+2/+3 varieties would just complicate the issue. And the only other way to do it would be to have an extremely convoluted inventory count system that excludes HQ versions of each item with regards to determining whether or not you've got inventory space to receive new items.


What I meant was the + versions would be included in a stack instead of taking up an inventory slot of their own, but thats a post for another forum.

It's frustrating because it looks like the direction they're still headed in is to patch things up instead of fixing them right the first time. I've read several times that they are adjusting the way we gain SP but I don't see any details as to how. Why the secrecy on a fix that's supposedly going to bring people back to the game? If it still flops we're still looking at a "get it out and we'll fix it later" mentality, which didn't go over well last time they attempted it.
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#32 Nov 15 2010 at 7:29 AM Rating: Decent
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Quote:
My advice would be to put a TP skill on your "4" key and use your ring finger every 4th or 5th attack. This will limit erosion of your index finger by around 20%. That 20% could be the difference between being down to the bone and just having a blister.

Throw in the odd other skill and you can cut by a further 20%!


Problem is just: this will also cut my SP by a good 20% ^.^/
#33 Nov 15 2010 at 8:31 AM Rating: Excellent
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reptiletim wrote:
Quote:
Your solution would be no better because you're basically asking them to make major changes to both the structure of their inventory databases as well as client side modifications to the UI. It's not an issue of how much space the items take up on your screen. It's an issue of how much room they take up in your inventory, and having to add multiple quantity fields to the database records for each item with +1/+2/+3 varieties would just complicate the issue. And the only other way to do it would be to have an extremely convoluted inventory count system that excludes HQ versions of each item with regards to determining whether or not you've got inventory space to receive new items.


What I meant was the + versions would be included in a stack instead of taking up an inventory slot of their own, but thats a post for another forum.


Yes, and I explained why that wouldn't be as easy as you seem to think it would.
#34 Nov 15 2010 at 10:39 AM Rating: Default
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I'm not about to start a flame war over the UI here. I just expected a more creative solution to the problem. Players have given SE a second chance, I'd hate to see them waste it on knee-jerk reactions and more rushed changes.

I'm familiar with the development cycle, I know how difficult some changes are. The question at the end of the day is: "Is it worth it?"

Also, unless you have access to the design documentation for the game its probably not in your best interest to talk like you know how it was written, and what's difficult and what's not. That's for SE to say, not you.
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#35 Nov 15 2010 at 10:49 AM Rating: Good
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Quote:
Also, unless you have access to the design documentation for the game its probably not in your best interest to talk like you know how it was written, and what's difficult and what's not. That's for SE to say, not you.


Well yes and no. Many of us are programmers or are familiar at least with theory, and some of the things we are talking about are so basic that they literally could have been written in BASIC.

Inventory issues will certainly need creative solutions, but SE has skated by for too long with comments like "Ps2 limitations" and "Too Difficult to separate" and then a few years later did the very thing we asked, in the exact way we suggested.

So I take SE's comments with a grain of salt. If they can continually come up with creative inventory solutions for XI (we are apparently getting another round of storage or something with our Dec patch), they can surely put together something in XIV. After all, this nightmare of +1's is of their own making. They had to have expected that at some point inventory was going to be a serious issue. You can't just quadruple basically every single material in the game and then not consider that at some point space will be a serious issue.

Although, I don't agree that taking out the +1 and +2 and keeping +3 makes any sort of sense at all...... Phase out +2 and +3 and keep just the Regular Quality and High Quality... Another example of.....

What?
#36 Nov 15 2010 at 10:59 AM Rating: Good
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I like seeing stuff like this, but I also like it better when stuff like this comes into fruition.

Now, with the whole UI thing, since I used a controller, it was intuitive in that respect. And I'd still suggest to use one if you are still playing. The only thing that doesn't work that well is the combat and the inventory stuff. An auto attack would alleviate some button mashing or as someone suggested a 3x3 square of abilities with the middle being your primary strike. And that's actually a great idea, but I digress...

SE is now wasting time and resources, creating a whole 'nother UI because they thought a controller based UI would work when releasing a PC game. But there's really no use in complaining about it now though, ugh...
#37 Nov 15 2010 at 12:17 PM Rating: Good
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Aurelius wrote:
reptiletim wrote:
Quote:
Your solution would be no better because you're basically asking them to make major changes to both the structure of their inventory databases as well as client side modifications to the UI. It's not an issue of how much space the items take up on your screen. It's an issue of how much room they take up in your inventory, and having to add multiple quantity fields to the database records for each item with +1/+2/+3 varieties would just complicate the issue. And the only other way to do it would be to have an extremely convoluted inventory count system that excludes HQ versions of each item with regards to determining whether or not you've got inventory space to receive new items.


What I meant was the + versions would be included in a stack instead of taking up an inventory slot of their own, but thats a post for another forum.


Yes, and I explained why that wouldn't be as easy as you seem to think it would.

Actually, given that the cap on even the most numerous items is 999, it would be possible to interlace NQ/+1/+2/+3 data into the same field using bitwise operators. You would need to redo the client side UI still, but they have plans to do that anyway. All that would need to be done is add an encoder and decoder when reading/writing to the database field to include all of the information about all types of that item, instead of just one.
#38 Nov 15 2010 at 12:33 PM Rating: Decent
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YAY UNBREAKABLE UNDERS!
YAY MORE INV SPACE
YAY BIGGER STACKS
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When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#39 Nov 15 2010 at 2:42 PM Rating: Excellent
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It does look promising; I only hope that this email that talks about fixing problems is indicative of the actual attitude of the company, and that it isn't just PR spin.

That's always been my biggest complaint about SE through FFXI; that they don't care so much about fixing the game as they care about making people stop complaining that the game needs to be fixed. If that means fixing the game, then so be it, but it seemed like more often than not their solution was to do whatever it took to get people to stop complaining, and if they could do that without actually fixing the thing they were complaining about, then do it.

If SE has actually changed into a "Listen to the problems and then fix them" rather than their usual "We just want the complaints to go away" attitude, then it definitely bodes well for them. Considering that only a month ago they were asking people not to review their game and telling their own people to ignore all the negative publicity, I'm not sure if that's the case.

I'm cautiously optimistic.
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#40 Nov 15 2010 at 2:48 PM Rating: Decent
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Quote:
We highly value your opinions and wishes and are constantly in touch with management about how to best address them.


I kinda /groaned a little at the "in touch with management..." part. I guess part of me wants to believe that the developers would do a good job if left to their own devices, but perhaps I should be thankful for the intervention.

Quote:
Currently we've noticed? this is a @#%^ing given for ANY mmo (maybe except the old insctanced MMOs), wtf do you mean by currently we've noticed?


I had the same reaction. It's such an obvious thing, I find it hard to believe they're just now realizing it, and if they are, that's... discouraging.
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#41 Nov 15 2010 at 9:12 PM Rating: Default
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Quote:
If SE has actually changed into a "Listen to the problems and then fix them" rather than their usual "We just want the complaints to go away" attitude, then it definitely bodes well for them.


I don't agree. What do they gain from having the complaints go away? They are very cost-efficient, which is the driving force behind their whole MMO strategy.

If complaints won't affect the game negatively, they are not as pressured to take action. People always complaint in XI, but it rarely led to anything. At the end of the day SE wants their efforts (money) to not go unwasted, and XI was a game you could have spent millions and millions in for little to gain. From the company's perspective, that isn't a sensible investment to make. You should always get something out of your investment.

But what does affect the game negatively is when people vote with their wallet, and/or when they receive bad PR. At the end of CoP around 200k people left the game for WoW, and as the result we got ToAU. It's not a mere coincidence. When major gaming sites made news about the long Pande Warden fight, SE took action almost immediately.

And from there it is easy to flashforward back to this day and age, when their new game isn't doing so well after all. And the result? We see it here, right now, and later when the updates hit the game. They have so much to gain for throwing more money at the game, and so much to lose if they don't.

Granted, this is not some evil developer scheme going on. Developers want to make a good game no matter the cost. But it's not for them to decide. SE would go bankrupt in a few months if the devs could decide how much money they'll use for their precious game.

Now, as long as the game will receive poor PR and won't grow/don't stop growing in a few years, they will keep doing this. After that, I wouldn't be surprised if their approach will change again- as far as the game's budget goes, anyway.

At that point I honestly doubt I'll care tho. If the game is good, I'll play it. Once it gets boring, I'll stop. This kind of stuff is only important when the game itself doesn't satisfy you one way or the other... and at least I am going to play once it does satisfy me, so this kind of stuff is no longer important.
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#42 Nov 15 2010 at 9:39 PM Rating: Default
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Rinsui wrote:
Yes. Sometimes playing this game physically hurts.
After pressing 1-1-1-1-1-1-1-1-1-1-1-1-1 over and over, I have a bleeding stump where my index finger was.

Edited, Nov 15th 2010 3:38am by Rinsui

thats your fault attacks are 1 and 2 you can alternate.
like street fighter, sure you can spam one attack, but combos are more fun.
Also guess you never played zelda, super mario, donkey kong ever in your life.


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#43 Nov 15 2010 at 10:02 PM Rating: Decent
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Irishclass777 wrote:
Rinsui wrote:
Yes. Sometimes playing this game physically hurts.
After pressing 1-1-1-1-1-1-1-1-1-1-1-1-1 over and over, I have a bleeding stump where my index finger was.

Edited, Nov 15th 2010 3:38am by Rinsui

thats your fault attacks are 1 and 2 you can alternate.
like street fighter, sure you can spam one attack, but combos are more fun.
Also guess you never played zelda, super mario, donkey kong ever in your life.




Actually I do find myself do it often. Since (-_- I stand a higher chance of getting SP doing it.
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#44 Nov 15 2010 at 10:10 PM Rating: Default
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Humster wrote:
Irishclass777 wrote:
Rinsui wrote:
Yes. Sometimes playing this game physically hurts.
After pressing 1-1-1-1-1-1-1-1-1-1-1-1-1 over and over, I have a bleeding stump where my index finger was.

Edited, Nov 15th 2010 3:38am by Rinsui

thats your fault attacks are 1 and 2 you can alternate.
like street fighter, sure you can spam one attack, but combos are more fun.
Also guess you never played zelda, super mario, donkey kong ever in your life.




Actually I do find myself do it often. Since (-_- I stand a higher chance of getting SP doing it.

The reason fir that is the easiest. Like spaming dia in ffxi to raise enfeebling or spam cure 1 to raise healing skill. Just people make that excuse on why the game is dull. I find it funny. like "omg i "have to" spam 1 just to beat things, too dull"
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#45 Nov 15 2010 at 11:30 PM Rating: Decent
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Quote:

It's like the guy whoever designed the UI wrote it up in 15 minutes over a hangover


Hey, facebook was created one drunken night by some freshman at Harvard...maybe the UI designer was going for the same thing?....sorta?? *shrug*......*runs off*
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