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FFXIVCore Exclusive Naoki Yoshida Interview Follow

#1 Mar 09 2011 at 12:47 AM Rating: Excellent
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Interview from ffxivcore.com, haven't seen this posted here yet.
  • http://www.ffxivcore.com/topic/30254-ffxivcore-exclusive-naoki-yoshida-interview/page__pid__464584#entry464584

  • FFXIVCore.com sat down with the new Final Fantasy XIV Producer Naoki Yoshida for a face-to-face interview and here are the questions we asked and also the answers we were given!


    If you take out the physical level system, do you plan on adding ability trees, sphere grid, licence grid, etc type systems (Final Fantasy spin on classic MMO character building) that will still allow us to build out our classes as we please? If so, what are your thoughts, if not, what are your thoughts on the whole physical leveling system in FFXIV?

    - We're not looking to copy what other MMOs are doing. But we are looking to move in that direction, and right now the battle team has two options that they're thinking of. And basically, they're battling against which one they're going to choose. We're going to be moving in a similar direction, but it's not something that copies another game.
    - And with that, we want to get back to the roots of the original Final Fantasyesque jobs like Dragoons and White Mages. So we're trying to figure out how to get that to that new type of system.


    Once parties are limited to a max of 8 players, any thoughts on an alliance system that will allow multiple parties to join up together as one large party to take on really big mobs?


    - In the past the communities that were playing each game were a lot bigger, and so you could have a lot of people there. And now that the community sizes are smaller, we want to concentrate a little bit more on smaller party sizes, and so starting off with regular content that you can do with 4 players--making that our base. Then making bigger type of battles that you need to think about, "Ok how are we going to defeat this," and make that the 8-player party.
    - The 8-player party is currently what you would think of as an 'Alliance' with normal parties being 4. Then once we have enough content to support that, we'll start considering adding content that requires more players. Right now it's 4 and 8, that's what we're aiming for.


    A mention of class specific armor were brought up, would something like this come from quests or an event akin to something like Dynamis from FFXI?


    - The illustrations that we showed in the last letter, that's just one aspect. We've got more planned--that's just one taste of what we have. We hope to have more unique items, more class-specific items, and we hope to have ones that are for low-level players as well as high-level players. And the ones for low-level players will be easy to get through maybe simple quests, where high-level players you might have to do multiple quests before you get that final item.
    - And there will be many places to get this armor--not just through the quests, the raids, places like Dynamis. We're planning on introducing some low-level NMs, and these NMs will drop stuff for the lower level players.


    What exactly does "Optimization of enemy size for ease of play" mean? On one lodestone site it refers to monster scale while others can be interpreted as monster party size, can you go into further detail?

    - First of all, you've noticed that the monsters are all very beautifully designed. It's taken a lot of time, a lot of detail has gone into them. But the models are really small--you get out there and it's this little tiny rat. Making the monsters bigger so the players can get a better look at these really good designs. So by scaling it up in size, it actually means the monsters bigger in size.
    - And also, you're out there fighting stuff, and you're this great big warrior fighting this little tiny rat. It's not as epic as fighting something bigger. But also it will make the monsters easier to target. Right now you usually have to target their name due to how small they are.

    In the latest letter from the producer, there's something marked as Instanced PvE content (Dungeon/raids). A lot of players are veterans of Final Fantasy XI so immediately thought of content like Dynamis, Limbus or Assault - Can you go into detail on what type of content we can look forward to in this regard?

    - It would be tough to say which it will be closer to, but if you had to say one, it will probably be similar to dungeons in other MMOs. But right now because we're working on the changes to the battle system at the same time, we're going to make something that can follow the progression--the evolution--of the battle system. Those instances will change over time as well.
    - Because a lot of this stuff is going to be high-level, end content, we want to make sure that the battles all have situations where you have to plan out the battle, have the tactics to defeat it--not only defeat it, but pop it as well. It's something that will be the high end, the hardcore content.

    On the topic of monster attribute changes and possibly player attribute changes, can you go more into detail on this? A lot of players feel everything is still a bit out of whack when it comes to the current attributes like dex barely affecting Accuracy or Shell barely reducing an Imps Blizzard damage.

    - Our Lead Battle Director, Matsui-san, is currently undergoing--they're basically going to change the equations for how stuff is calculated, all of these attributes. As they balance each of the classes with the new balance system, they're going to go through and check each action. And then see how that needs to be adjusted, and reassign each attribute as they go along.
    - Since it's going to be such a huge undertaking, it's going to happen in steps--it's not all going to change in the next patch, but over the next few patches we hope to change it. But we want to reassess everything, so it's not like we're going to be looking at one broken thing, we're going to be changing pretty much everything.
    - One of the reasons that you have some of the things not affecting something at all--like Shell not working on a lot of spells--is because right now a lot of the calculations for that stuff is too complex. Because it's so complex, it's difficult to balance. They want to make it simpler, not just so the players know what's going on--having to have some super program going on in the background to understand the calculations--but also so when the devs do balancing, it's easier for them to balance.


    In your letter, the blurb (Examination and implementation of changes to claiming and engaging enemies) was mentioned as well as in the players poll about possibly rewarding multiple parties for bringing a monster down - Players are worried this means the world will become "free-for-all", can you explain these in detail?

    - We're going to make a lot of bigger battles, where lots of players will be involved in these large-scale battles. In these large-scale battles there will be multiple parties on the field. If you have a system where only one party can claim something, then other parties won't even be able to come in and help. Or to get them to come in and help, you have to have another special system to allow them to come in and help, and it just becomes to complex. So we want to have a system where it's easy to have another team to come in and help someone that's maybe in trouble.
    - In the future there's going to be more instanced type stuff. With the more instanced type stuff there is, the less need you have for the claim system. Because you're going to have your hardcore players who have a lot, and you're going to have your players who don't play a lot as well, to give everybody equal chances to get into battles and do what they want to do. Having that claim system there preventing it is not something that we like. We'd rather for it to be more open.


    There was a blurb about Addition of icons to make quest NPCs easily recognizable - What about the NPC Linkpearl system? Would this be used for getting quests or will this system be scrapped?


    - We're not going to be getting rid of the NPC linkpearl system. That will be used in a different way. The new quests that we're going to be introducing in upcoming patches are more focused on the other NPCs--the other people living in Eorzea--not just the ones that you've seen in the class quests or the main scenario.
    - While doing these quests you'll get to learn about the people living, their daily life in the city, the danger that is approaching in the coming months. And learn about the monsters, more about the lore in the game. These are completely different from the main story NPCs, and not linked pretty much in any way. Think of them as separate.
    - While the NPC linkpearl system is used by those NPCs, these are more on a lighter level.


    A majority of players would like to see the player search system redone, because currently unless you're almost standing on top of someone you can't form a party, but in Final Fantasy XI for example you can type "/sea all player name" and if they have a party flag up and are within the same region you can invite them to a party, send a tell add to friendlist etc. Will we get a better searching system in this regard?


    - We recognize this as a very important problem that needs to be solved. It's just that currently we're trying to overcome some of the server issues, how to get the search feature to work. But we know that as we're creating more party-based content, the player is going to want an easy way to make a party--to limit the stress of making that party. So this is one of the things that's high up on our list, it just might take a little bit of time. There's going to need to be a lot of restructuring of what we have now to make it work.


    What were the lessons you've learned from the release of Final Fantasy XIV that you've applied to planning the release on PlayStation 3, and future updates to the game?


    - Making an MMO is so much more difficult than making a regular, offline game. Because the players are different, and the players are even different from how they were 10 years ago when the first EverQuest came out, or when FF11 came out. Players now expect something--they're not new to this, they're veterans--and so we want to give them something that from the get-go, there's no stress. It's easy to enter. You don't have to go "Well what do I do? Where do I go?"
    - And from the get-go that Eorzea is going to be a fun place, and there's all this stuff waiting for you when you get in. Not "What am I going to do next?" and you can see all the stuff.
    - Then once you get past that first step of getting into the world, you realize that there is just so much to do. There's a lot of content, it's not ending, there's all this stuff do to. And also, it's a real Final Fantasy game--it's not just some game--it has that Final Fantasy Flavor.

    Sage: And then one thing that we weren't able to do last time is have that open beta. That open beta where we're able to go in and polish while listening to users. And we didn't do that as well as we wanted the first time. But this time we want to make sure that when we have our open beta, that we hear the voice of the users--we hear what they want--and then we actually implement that in the game before going forward.
    - When you get in, you'll see that it's a Final Fantasy world. There are Chocobos. There are guys like on the package, with the great armor that Yoshida-san designed. When you get in there you can see that this is Final Fantasy.


    Edited, Mar 9th 2011 2:10am by dodokins
    #2 Mar 09 2011 at 1:45 AM Rating: Decent
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    Pretty awsome interview, I like the answers a lot!
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    #3 Mar 09 2011 at 1:51 AM Rating: Excellent
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    UncleRuckusForLife wrote:
    Pretty awsome interview, I like the answers a lot!


    Yeah, reading his answers, you'd almost think the guy gets it. Time will tell, though.
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    #4 Mar 09 2011 at 2:51 AM Rating: Good
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    Why does everything have to be EPIC!!! ? They shouldn't be trying to make every mob "epic" - what actually makes mobs epic is when they're rare/difficult/look unique. The Wharf Rat that you boink on the head minutes after starting the game doesn't have to -and shouldn't- be EPIC.

    To further my point that they're going about this the wrong way, simply enlarging what was to laughable sizes does not make it seem epic. It makes it seem lazy and out of place. If you want epic mobs, make mobs that look it, act it, and create the situations where you'd feel like seeing it or fighting it would be special. But no, that would actually mean work for poor old Square Enix.

    Edited, Mar 9th 2011 3:55am by Coyohma
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    #5 Mar 09 2011 at 3:06 AM Rating: Excellent
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    Interesting answers on the party sizes, and possible attribute changes.

    I think it will be pretty neat seeing what they come up with for a party of 4 to handle, and what would be needed for an additional party to help with.

    Sounds like attributes and the mechanics behind them are more complex than they should be, and I'm looking forward to how they reassess and balance monster vs. player stats.
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    #6 Mar 09 2011 at 3:27 AM Rating: Good
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    Quote:
    Sage: And then one thing that we weren't able to do last time is have that open beta. That open beta where we're able to go in and polish while listening to users. And we didn't do that as well as we wanted the first time. But this time we want to make sure that when we have our open beta, that we hear the voice of the users--we hear what they want--and then we actually implement that in the game before going forward.
    - When you get in, you'll see that it's a Final Fantasy world. There are Chocobos. There are guys like on the package, with the great armor that Yoshida-san designed. When you get in there you can see that this is Final Fantasy.


    This makes me feel a lot better. Looks like the new dev team are WINNING
    #7 Mar 09 2011 at 3:57 AM Rating: Good
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    Coyohma wrote:
    Why does everything have to be EPIC!!! ? They shouldn't be trying to make every mob "epic" - what actually makes mobs epic is when they're rare/difficult/look unique. The Wharf Rat that you boink on the head minutes after starting the game doesn't have to -and shouldn't- be EPIC.

    To further my point that they're going about this the wrong way, simply enlarging what was to laughable sizes does not make it seem epic. It makes it seem lazy and out of place. If you want epic mobs, make mobs that look it, act it, and create the situations where you'd feel like seeing it or fighting it would be special. But no, that would actually mean work for poor old Square Enix.

    Edited, Mar 9th 2011 3:55am by Coyohma


    I might be wrong but what he said was that they made the mobs bigger so that the players could actually appreciate the detail and work that got into making them.
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    #8 Mar 09 2011 at 4:29 AM Rating: Good
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    LOW LEVEL NOTORIOUS MOBS?!?!

    YAY!

    It is a brilliant way to add content. I'm sure everyone was expecting something more generic and bland. Thumbs up to the developers so far.
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    #9 Mar 09 2011 at 4:31 AM Rating: Excellent
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    Coyohma wrote:
    Why does everything have to be EPIC!!! ? They shouldn't be trying to make every mob "epic" - what actually makes mobs epic is when they're rare/difficult/look unique. The Wharf Rat that you boink on the head minutes after starting the game doesn't have to -and shouldn't- be EPIC.

    To further my point that they're going about this the wrong way, simply enlarging what was to laughable sizes does not make it seem epic. It makes it seem lazy and out of place. If you want epic mobs, make mobs that look it, act it, and create the situations where you'd feel like seeing it or fighting it would be special. But no, that would actually mean work for poor old Square Enix.

    Edited, Mar 9th 2011 3:55am by Coyohma


    I am in agreement with Yoshida, and this mainly because the mobs should never have been this small in the first place. I am seeing details on some mobs I never saw and those small details are actually making certain mobs that didn't seem like much actually intimidating. I never knew those **** Roselings had a mouth with sharp teeth when they were as small as they were in the past. Now I see the teeth and see that its half the size of my face and its giving me an animation like its ready to chew my face off. Before I just thought they liked to sling seeds at me like I was simply a pest. Now it feels like it wants to kill me and I should avoid it whenever I can. Only a small selection of mobs are a bit over the top (Cactuars should always be small, its always been their quirk in previous FF games and skeletons should stay the same size as player characters) the rest were welcome changes and believe it or not actually add to the aesthetics of the game. Its not lazy, it should have been that way from the start. The mobs were way more detailed then they should have been for the size they were before.
    #11 Mar 09 2011 at 5:36 AM Rating: Excellent
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    Quote:
    Sage: And then one thing that we weren't able to do last time is have that open beta. That open beta where we're able to go in and polish while listening to users. And we didn't do that as well as we wanted the first time. But this time we want to make sure that when we have our open beta, that we hear the voice of the users--we hear what they want--and then we actually implement that in the game before going forward.
    - When you get in, you'll see that it's a Final Fantasy world. There are Chocobos. There are guys like on the package, with the great armor that Yoshida-san designed. When you get in there you can see that this is Final Fantasy.


    And yet... for the entire duration of the Closed Alpha's, everyone and their mother was posting feedback on the game that was ultimately ignored by the devs. Things like the UI lag, anima regen, market ward functionality, lack of party-friendly dynamics, etc were brought up ad-nausem for months on end and yet, the devs did nothing and when the game launched and these things were all brought up in the game reviews, then the devs took notice and start addressing the issues.

    Not that I don't believe what Sage Sundi is saying here... but it'll take a lot more than words at this point to restore faith. So far, if I was to put a scale down in front of me and put all of S-E's statements and promises on the right side of the scale and then put what statements and promises they have actually delivered upon on the left side of the scale, the right side of the scale would be weighed down as far as it'll go.

    The more S-E actually delivers on all these statements and promises, the more the scale will balance itself out and that will be a good day indeed.

    Edited, Mar 9th 2011 3:36am by oberonqa
    #12 Mar 09 2011 at 5:46 AM Rating: Good
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    it will probably be similar to dungeons in other MMOs


    My heart sank.

    50% of the communication coming from SE worries me, the other 50% gives me hope... I guess theyre just trying to do lots of different things to satisfy as many as possible. Time will tell.
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    #13 Mar 09 2011 at 6:08 AM Rating: Good
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    The battle system, new NMs, CSE, party search system and endgame stuff. Sounds like they hit some proverbial nails on the head. So much depends on the next few updates and how SE implements this stuff. It is exciting and scary.
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    #14 Mar 09 2011 at 7:16 AM Rating: Good
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    Metin wrote:
    Quote:
    it will probably be similar to dungeons in other MMOs


    My heart sank.

    50% of the communication coming from SE worries me, the other 50% gives me hope... I guess theyre just trying to do lots of different things to satisfy as many as possible. Time will tell.



    Mine too.

    This probably means glowing arrows point you to pull a lever and the go through a door with arrow pathway to kill a nm with a bakesale-sign.

    After the easy fight you'll be automatically teleported to whatever place you're going and can start auto-fighting/crafting/questing while making a sandwich while AFK.

    These events probably won't have any interesting story as XI is pretty much the only MMO with rich storytelling.

    #15 Mar 09 2011 at 8:56 AM Rating: Decent
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    seiferdincht wrote:

    These events probably won't have any interesting story as XI is pretty much the only MMO with rich storytelling.



    That comment makes me wonder how many MMOs you've played. FFXI is a great game, but it doesn't hold a monopoly on powerful storytelling.
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    #16 Mar 09 2011 at 9:03 AM Rating: Good
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    Lissia wrote:
    seiferdincht wrote:

    These events probably won't have any interesting story as XI is pretty much the only MMO with rich storytelling.



    That comment makes me wonder how many MMOs you've played. FFXI is a great game, but it doesn't hold a monopoly on powerful storytelling.


    XI was one of the few that actually told the game's storyline through cutscenes and actually had a followable storyline. Most MMOs had a slideshow in the beginning of the game giving you a "backstory" and others come from NPCs that tell you to rid their farm of x mob by killing y number of them and that it will serve (insert ruler/deity) in some way.
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    #17 Mar 09 2011 at 9:40 AM Rating: Excellent
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    What were the lessons you've learned from the release of Final Fantasy XIV that you've applied to planning the release on PlayStation 3, and future updates to the game?

    - Making an MMO is so much more difficult than making a regular, offline game. Because the players are different, and the players are even different from how they were 10 years ago when the first EverQuest came out, or when FF11 came out. Players now expect something--they're not new to this, they're veterans--and so we want to give them something that from the get-go, there's no stress. It's easy to enter. You don't have to go "Well what do I do? Where do I go?"
    - And from the get-go that Eorzea is going to be a fun place, and there's all this stuff waiting for you when you get in. Not "What am I going to do next?" and you can see all the stuff.
    - Then once you get past that first step of getting into the world, you realize that there is just so much to do. There's a lot of content, it's not ending, there's all this stuff do to. And also, it's a real Final Fantasy game--it's not just some game--it has that Final Fantasy Flavor.

    How in the **** was it that it took the PC release to teach them this? Assuming they've EVER interacted with someone who plays games how could they not have seen that coming?
    #18 Mar 09 2011 at 10:27 AM Rating: Good
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    You got to give the guy credit. This is a huge ship to turn around, and imho, he's got a pretty good view of where he'd like to take us. It's probably easier to build something from scratch than repair a badly broken game, with badly broken concept and structure.

    More so now than ever, I'm very encouraged about the future of ffxiv.
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    #19 Mar 09 2011 at 4:39 PM Rating: Good
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    tsumarione wrote:
    You got to give the guy credit. This is a huge ship to turn around, and imho, he's got a pretty good view of where he'd like to take us. It's probably easier to build something from scratch than repair a badly broken game, with badly broken concept and structure.

    More so now than ever, I'm very encouraged about the future of ffxiv.


    Yea I agree, he seems to understand what needs to be done to make the game successful (or how people say "Gets it!"). I'm looking forward to the next couple months :)
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    #20 Mar 09 2011 at 6:29 PM Rating: Good
    I love how people criticize every little thing they want to add to the game. Sure lets not release any stuff what-so-ever and only give the highest ranked people something to do. That way most players can continue to do nothing but grind, and new players have nothing to look forward to until they have spent months doing nothing but monotonous stuff.

    Instead, why don't you appreciate the fact that they are making sure that the game will be ready for the PS3 launch. I'm not telling you do blindly cheer SE on, but if they don't add more stuff for new/low-level players to do, the PS3 launch will be a bust. THey can't just throw in some end-game content and ship it out.

    You have to keep in mind that the majority (by a landslide) of players that will be playing this game for years to come haven't even started playing. Everyone assumes that the PC version of FFXIV is the "dominant" one and that only what PC players want should be added. SE doesn't really care about the PC users as much as some people think. The PS3 sales will far surpass the number of units sold on PC. If you hate congestion in Ul'dah or the Market Wards now because of a high population area, just wait... the PS3 launch will flood the game with new accounts. The starting cities will be so full it will give you something new to complain about.

    Basically to make my point quite clear: even if you don't agree with the order of things being implemented, or the speed at which they are being implemented, stop and think for a second and realize the necessity of catering to the future players of the game now, before the PS3 launch, so that the game will have a future.

    Really...how can you complain about low-level NMs? What are new players supposed to do...? The exact same thing we have been complaining about doing for the last 6 months? Give me a break...please.
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    #21 Mar 09 2011 at 7:01 PM Rating: Good
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    croythegreat wrote:
    I am in agreement with Yoshida, and this mainly because the mobs should never have been this small in the first place. I am seeing details on some mobs I never saw and those small details are actually making certain mobs that didn't seem like much actually intimidating. I never knew those **** Roselings had a mouth with sharp teeth when they were as small as they were in the past. Now I see the teeth and see that its half the size of my face and its giving me an animation like its ready to chew my face off. Before I just thought they liked to sling seeds at me like I was simply a pest. Now it feels like it wants to kill me and I should avoid it whenever I can. Only a small selection of mobs are a bit over the top (Cactuars should always be small, its always been their quirk in previous FF games and skeletons should stay the same size as player characters) the rest were welcome changes and believe it or not actually add to the aesthetics of the game. Its not lazy, it should have been that way from the start. The mobs were way more detailed then they should have been for the size they were before.

    While I think this is a legitimate point in some cases.. They oversized a lot of mobs they shouldn't have touched - it goes well beyond the two you've mentioned, trust me. For the mobs that arguably could be a little larger, they went several steps too far. There was a happy medium there, and they sailed right past it.

    You say they've "added to the aesthetics of the game." Which is more aesthetically pleasing to your eye: this, or this?

    (Not the best screenshots, but it's better than nothing)

    Proportion is beautiful.. Some things are supposed to be small, and it makes those that are not seem all the more impressive.

    Edited, Mar 9th 2011 8:55pm by Coyohma
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    #22 Mar 10 2011 at 3:28 AM Rating: Decent
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    You say they've "added to the aesthetics of the game." Which is more aesthetically pleasing to your eye: this, or this?


    The latter, easily, especially considering that the particle effects scale based on the size of the monster. The smaller the mob, the smaller the effects. Once they introduce the new, improved effects, the gameplay will look amazing.

    Sure, they could adjust few monster types a bit further, but for the most part this part of the update hit the nail in the head.
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    #23 Mar 10 2011 at 7:03 AM Rating: Good
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    Coyohma wrote:
    Why does everything have to be EPIC!!! ? They shouldn't be trying to make every mob "epic" - what actually makes mobs epic is when they're rare/difficult/look unique.

    When I logged in after they update mob size I was sort of thinking the same thing.

    When I saw the mobs at their bigger sizes though, I only then realized the work they put into mob detail. They look amazing! I didn't even notice this when they were tiny. I'm sure it hardly took much programming time to do this so IMO, good return on investment choice here.
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    #24 Mar 10 2011 at 7:33 AM Rating: Decent
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    The party sizes of 4, and an alliance being 8 is questionable. I never thought a large party would be 8. But when server populations are getting smaller maybe it was a good choice.

    The direction SE is going as far as updates is to be expected, so I am not overly impressed with anything said. I actually wish they would stop talking about the graphics detail and how pretty mobs look now. We get it. The game looks nice.

    If they came out and said what they are going to do with specific updated materials (companies for example) for future patches... I think it would give the game more buzz before the updates are launched and maybe they would understand our expections on such improvement and make minor adjustments. This would be instead of hiding or not discussing specific detail before patches like they do now.

    Edited, Mar 10th 2011 8:39am by ickywoods
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    #25 Mar 10 2011 at 11:29 AM Rating: Good
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    Hyanmen wrote:
    Quote:
    You say they've "added to the aesthetics of the game." Which is more aesthetically pleasing to your eye: this, or this?


    The latter, easily, especially considering that the particle effects scale based on the size of the monster. The smaller the mob, the smaller the effects. Once they introduce the new, improved effects, the gameplay will look amazing.

    Sure, they could adjust few monster types a bit further, but for the most part this part of the update hit the nail in the head.


    Overall, I support the increase in mob sizes, but not ALL of them, and not ALL to the same extent. In this case, I have to wonder how ANYONE can pick the latter screen. The first is far better aesthetically speaking.
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    #26 Mar 10 2011 at 12:01 PM Rating: Decent
    Yoshi-P sounds like he wants a FFXIV that he will enjoy playing himself.

    Infact, he sounds just like a gamer.
    #27 Mar 10 2011 at 12:28 PM Rating: Good
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    fail

    Edited, Mar 10th 2011 11:34am by Olorinus
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    lolgaxe wrote:
    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.


    #28 Mar 10 2011 at 1:06 PM Rating: Good
    Yohsi-P is his nickname.

    From the first letter form the Producer:

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


    http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=46e03f76722239ffa01960aba398e4034b898102

    Edited, Mar 10th 2011 2:13pm by SmashingtonWho
    #29 Mar 10 2011 at 1:33 PM Rating: Good
    ****
    9,526 posts
    wow, I fail.
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    lolgaxe wrote:
    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.


    #30 Mar 11 2011 at 8:33 AM Rating: Good
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    568 posts
    Mistress Theonehio wrote:
    Lissia wrote:
    seiferdincht wrote:

    These events probably won't have any interesting story as XI is pretty much the only MMO with rich storytelling.



    That comment makes me wonder how many MMOs you've played. FFXI is a great game, but it doesn't hold a monopoly on powerful storytelling.


    XI was one of the few that actually told the game's storyline through cutscenes and actually had a followable storyline. Most MMOs had a slideshow in the beginning of the game giving you a "backstory" and others come from NPCs that tell you to rid their farm of x mob by killing y number of them and that it will serve (insert ruler/deity) in some way.



    This is my personal experience too after 7 MMOs.
    If anyone knows of a MMMO with as good story and cutscenes as XI NAME NAMES people!! Instead of just throwing around your great knowledge of gaming did it occur to you that the rest of us would like to find that great game you're talking about?

    Other than characters in XI I can't remember the name of any NPC from any other MMO that's how forgettable they were to me. I can tell you however that XI names are not easy to remember and even harder to pronounce. Many XI NPCs have a lot more personality than many of the most interesting NPCs in the entire FF series.
    #31 Mar 11 2011 at 8:47 AM Rating: Good
    Sage
    **
    551 posts
    seiferdincht wrote:
    Mistress Theonehio wrote:
    Lissia wrote:
    seiferdincht wrote:

    These events probably won't have any interesting story as XI is pretty much the only MMO with rich storytelling.



    That comment makes me wonder how many MMOs you've played. FFXI is a great game, but it doesn't hold a monopoly on powerful storytelling.


    XI was one of the few that actually told the game's storyline through cutscenes and actually had a followable storyline. Most MMOs had a slideshow in the beginning of the game giving you a "backstory" and others come from NPCs that tell you to rid their farm of x mob by killing y number of them and that it will serve (insert ruler/deity) in some way.



    This is my personal experience too after 7 MMOs.
    If anyone knows of a MMMO with as good story and cutscenes as XI NAME NAMES people!! Instead of just throwing around your great knowledge of gaming did it occur to you that the rest of us would like to find that great game you're talking about?

    Other than characters in XI I can't remember the name of any NPC from any other MMO that's how forgettable they were to me. I can tell you however that XI names are not easy to remember and even harder to pronounce. Many XI NPCs have a lot more personality than many of the most interesting NPCs in the entire FF series.


    Cutscenes and story don't mean **** when the gameplay sucks. Trust me, I just played Dragon Age 2 and regret it.
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    #32 Mar 11 2011 at 9:29 AM Rating: Decent
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    557 posts
    seiferdincht wrote:

    Other than characters in XI I can't remember the name of any NPC from any other MMO that's how forgettable they were to me.

    Tutty, from Aion, is particularly memorable, IMHO. While the overall character story was never terribly impressive to me, I liked the lore a lot, the towns and cities, many of the low-level NPCs. Some of this is due to the cut scenes.
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    #33 Mar 11 2011 at 10:53 AM Rating: Good
    Scholar
    ***
    1,707 posts
    Quote:
    Sage: And then one thing that we weren't able to do last time is have that open beta. That open beta where we're able to go in and polish while listening to users. And we didn't do that as well as we wanted the first time. But this time we want to make sure that when we have our open beta, that we hear the voice of the users--we hear what they want--and then we actually implement that in the game before going forward.
    - When you get in, you'll see that it's a Final Fantasy world. There are Chocobos. There are guys like on the package, with the great armor that Yoshida-san designed. When you get in there you can see that this is Final Fantasy.


    Can someone catch me up to speed? What is he referring to when he says, "But this time we want to make sure that when we have our open beta..."?

    Is there going to be an open beta period for the PS3? Or is he actually referring to the current "free" period on PC as an open beta?

    The tone there at the end gives me the impression that they don't even consider the game to be active right now... which I thought was pretty much only the player's sentiment.
    #34 Mar 11 2011 at 12:05 PM Rating: Good
    *
    236 posts
    Mithsavvy wrote:
    Quote:
    Sage: And then one thing that we weren't able to do last time is have that open beta. That open beta where we're able to go in and polish while listening to users. And we didn't do that as well as we wanted the first time. But this time we want to make sure that when we have our open beta, that we hear the voice of the users--we hear what they want--and then we actually implement that in the game before going forward.
    - When you get in, you'll see that it's a Final Fantasy world. There are Chocobos. There are guys like on the package, with the great armor that Yoshida-san designed. When you get in there you can see that this is Final Fantasy.


    Can someone catch me up to speed? What is he referring to when he says, "But this time we want to make sure that when we have our open beta..."?

    Is there going to be an open beta period for the PS3? Or is he actually referring to the current "free" period on PC as an open beta?

    The tone there at the end gives me the impression that they don't even consider the game to be active right now... which I thought was pretty much only the player's sentiment.


    I wondered the same. I ultimately decided to take it as PS3 beta, but I thought about it in the exact same way that you did, which has me now wondering again.
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