Forum Settings
       
« Previous 1 2
This Forum is Read Only

The Developer's Comments ThreadFollow

#1 Mar 29 2011 at 5:35 AM Rating: Excellent
*
182 posts
I figured it was best to have these comments in one area instead of multiple threads.

Officially Translated Comments:


Environment Issues


Quote:
Hi everyone, this is Producer/Director Yoshida!

Thanks so much for the lively discussion in regards to jumping.
Since the points that we are currently reviewing in regards to jumping have caused a lot of confusion for the community, I’ll go ahead organize them there.

Jump review:

One form of emotional expression
Additional action-related expression during movement
Able to get over small fences (This is not the main idea)

I believe that jumping as a form of expression, which allows the player to indicate the location of NPCs and also to inform others of meeting locations, will be able to be used in many subtle ways.
However comments such as "Aesthetically, the game will be ruined by everyone jumping around," and "It’s not FINAL FANTASY," and other comments were a bit unexpected, so I decided to add these types of comments into our discussion as well.

Though the idea of jumping was based on wanting to reduce the feeling of being tied to the ground, I will continue to evaluate whether or not this should be implemented by following along with your discussions and comments!

Map Collision Detection Adjustments:

Being unable to descend ledges where it seems you can easily fall off
Feeling of strangeness when you can't climb up a hill that looks to be easily climbable

We have received a lot of feedback pointing these things out from numerous players, but the task of relieving stress during character movement is currently being tested by development in the form of map collision detection adjustments.
If you can think about this separately from the jump implementation discussion it would really help a lot.


PvP


Quote:
Hi everyone, this is Producer/Director Yoshida.

Thanks so much for the lively discussion about PvP.

Since PvP falls under battle improvement content this is something that won’t be implemented for some time, but I really appreciate your feedback.
We’re not planning to implement a form of PvP where you can get caught off guard and killed by another player, so in that regard, you can rest at ease.

I consider myself to be a PvPer, so I understand a lot about the advanced nature of PvP in general. However, I would be really happy if everyone could continue to discuss your thoughts on PvP and think about what kind of PvP would best fit within the world of FFXIV. (I understand that PvP is a feature that has things that people enjoy and things that people oppose as well.)


UI issues

Quote:
Hey everyone! This is User Interface lead Minagawa.
I’d like to give you some info on what we’re planning in regards to the aggressive monster icon.

Since patch 1.16, we implemented an icon to show aggressive monsters above the enemy’s head, but we received a considerable amount of feedback stating that it was unnecessary. On the other hand, we also received feedback from players who wish for the icon to remain the way it is currently. As a result of all the feedback, we are working on making it so players can toggle the icon on and off.

Also, in regards to the comments about the red icon standing out too much and breaking the game immersion, for patch 1.17 we are working on making the icon smaller as well as displaying the enemy’s level. We had originally planned for both of these things to be released as a set, but the enemy’s level display didn’t make it in time for the previous patch and we decided to release just the aggressive icon.

We will be releasing more information on this with the 1.17 update announcement, so stay tuned!


Quote:
Hey everyone! Thanks for the huge amount of feedback!

I would like to explain two things.
The first is about the design choice regarding having an aggressive icon at all and the second is in regards to our plans to integrate an ON/OFF toggle for displayed UI elements.

First, as to the reason why we added the aggressive monster icon, for the upcoming battle fixes, we decided to display addition information necessary for battle strategy.

There are many aspects related to the upcoming battle fixes, but one example of how we are making adjustments that lead to more enjoyable gameplay is by showing information such as the strength of field monsters (their level), whether or not they are aggressive, and whether or not they will link. With this new information, players can make a decision whether they wish to fight these types of enemies and it also allows them to plan crowd control out ahead of time.

Due to the fact that a quick fix for this is quite difficult, we have been making adjustments in stages. We have discussions with Yoshida and the battle team about what kind of info should be shown and what should be masked and once we make a decision we have been implementing them.

The current aggressive icon and the upcoming enemy level display are only one part of the current stage of edits.
 
Next on the agenda is the ON/OFF display toggle.

The aggressive icon that was recently implemented was a bit of information we wanted players to be able to check easily that fits hand-in-hand with the future battle plans, and thus we released it as a full-time display feature. Originally we thought that the icon wasn’t something that needed to be easily turned on/off, but after seeing the current reactions and hearing all of your feedback, after long consideration we have decided to make it possible to toggle the display. We will also continue to make adjustments to display toggling and display methods for the information displays we have planned for the future.

I apologize for not going into more detail earlier, but hopefully now you can better see our reasoning for the implementation.


Battle issues

Quote:
Death Penalty Implementation Ideas
This is Producer/Director Yoshida.

Thanks for the large number of comments! I’m sorry for taking so long to respond!
(I prioritized the preparation of the Producer letter and other scheduled tasks. ^^

After reading through all of the comments, I would like to tell you about the current plans for the death penalty.

The death penalty is important (For the purpose of creating a sense of nervousness regarding battles)
Thinking of 2 kinds of death penalties

Definite occurrence of a ”Temporary status down” effect upon recovery of death (Wears off after a set time OR by paying gil to an NPC)
Occurrence of an ”equipment degradation” effect only when using return after death (Recovered by repair)

Not currently planning on having a loss of SP/XP at this point in time
Equipment repair cost relief countermeasures will also be made alongside this.


In regards to the status down effect, we feel that it is necessary to prevent the classic MMO “zombie attack” (Attack > Die > Revive > Attack > Die). There are some players that have touched upon status recovery through NPCs in various threads and comments.

However, we are also planning the below changes to raise at the same time

Introduction of raise tier system (Raise I/Raise II/Raise III *Temporary names)
Raise I (After being raised, status down effect, no equipment damage)
Raise II (After being raised, weaker status down effect or a shortened status down time, no equipment damage)
Raise III (Perfect raise, no status down effect *Recast time and/or high MP cost)


In other words, even if you die you can get a raise and just take the hit of a temporary status down effect.

However, we determined that it would be necessary to make multiple raise tiers that can be acquired at different ranks since raise is acquired at rank 38 and it is not possible to raise at low-mid ranks.

In addition, in exchange for the death penalty we are looking into making the return cost 0. (This is for regular return, not for when use return when you die.)

Of course we plan to add a 10-20 minute recast timer, but by making the return cost 0:

It eliminates the need to death warp in order to conserve anima
Equipment damage when dying will only be occur in the instance of a full party wipe with no one available to cast raise
Will be a fair amount of risk by relieving the labor of equipment repair (revamp of repair recipes)
By spreading raises over the low-mid ranks the frequency of revivals will increase (=reduction in party wipes/reduction in death penalty frequency through camaraderie.)


Personally, I would like to see a lot more people tossing out raises as they pass by.

In this regard, I feel that the death penalty is something that creates balance and gives rise to the feeling of nervousness. We have already begun cost evaluation and are planning to implement this in the near future.

In any event, my goal is to create a proper sense of nervousness and not make it so harsh that people log out because they are fed up with the penalties imposed upon death. (Fatigue will be dealt with in another thread)

Please discuss the above points and any comments such as the below would be really helpful:

This penalty is weak!
This is perfect!
Do something else!


Thanks!


Quote:
Hello adventurers of FFXIV! This is battle lead Akihiko Matsui.

I would like to take this moment to explain the current plans we have in place.

First off, once the future battle balance and battle system adjustments take place, we feel that the implementation of auto-attack is quite necessary. Please embrace this as just one of the many necessary revamps needed to create more interesting and strategy rich battles as well as solve the tediousness of having to spam a button.

With this said, I do not feel that the implementation of auto-attack will solve everything. In other threads there have been many topics coming up about what is going to happen to the stamina gauge and claim system, how classes should have unique qualities and stats, what’s going to happen with monsters, raid dungeons, equipment, etc. I have looked over all of the great number of elements and at the current stage feel that without implementing auto-attack that the future battle system would be impossible.

Compared to the FFXI auto-attack system, we are thinking about making the auto-attack system for FFXIV have a shorter attack delay. (This has been a heated debate on the forum, and having been lead of FFXI please forgive me for bringing it up as a point of comparison. There is no "better" or "worse" system.)

The objective here is not to lower the battle difficulty. The main objective here, when thinking about battles rich in strategy, pace, and exhilaration, is instead of having to time regular attacks, we will be preparing situations that require proper timing of abilities, magic, and weapon skills. Following this, weaker enemies are a different story, but we will make sure it’s balanced so you can’t win a fight just by using auto-attack.

Due to the fact we still have a lot of elements that need to be tested and looked into, it is difficult for me to tell you any more info in great detail, but if you give me some time I will do my best to share the information with you. Thank you!


Quote:

Greetings everyone! We have heard about the possibility on 2 hour ability straight from the development team! Without further ado here's is what Akihiko Matsui, the FINAL FANTASY XIV Battle lead, had to say!

As of now, we are holding an overall review on the battle system, including the review on actions for each class. This may sound like a self-applause but as one of the creators of FINAL FANTASY XI, we feel that a lot of 2 hour abilities were very useful from both tactical and job characteristic perspectives. Thus we are considering about implementing similar kind of actions in each class. However with the action recast, we are considering about giving a further look to see if 2 hours is an appropriate amount of time or not based on the average time spent on upcoming new contents such as dungeon content. This is because the image we are having with these strong actions is to allow the use only once during the challenge.


Quote:
Hello everyone! This is Producer/Director Yoshida!
Thanks so much for the discussions on surplus points. There have been a lot of threads in other regions on the same topic and many of the comments have been the same. Along with the implementation of new dungeon and raid environments, we’re looking towards the direction of basically eliminating this system.

I feel that it’s ideal that players decide on the play style.


Matsui's Battle Reform Blueprint, it's too big to post here.

Crafting/Gathering Issues

Quote:
Hello everyone, this is Yoshi-P!

This is the first post on fixes to the game economy that the crafting and gathering teams are working on under the leadership of Komoto. Sorry it’s taken so long to post, and thank you all for the great feedback!
In regards to crafting, there have been a number of discussions in a number of threads, but before I actually reply to any of those individually, I’d like to first give you a summary of the current crafting system and the direction we’re taking it.
---------------------------------------------------------------------------------


Among all synthesis-related fixes, our top priority is revamping existing recipes. We currently see the following problems bogging down crafters:

Too many recipes requiring too many materials
Unbalanced rank requirements for obtaining materials and crafting items


We’re making considerable changes, all aimed at bolstering the role of Disciples of the Hand in Eorzea’s economy. Once the revised recipes are worked out, I’ll be sure to post in this thread again.
---------------------------------------------------------------------------------


We also plan to introduce the below adjustments to the Discipline of the Hand “character arc,” together with the recipe changes mentioned above:

Ease of solo crafting activities up to rank 20
More focused crafting and economic activity from rank 20 on


To start, we’ll be making progression to rank 20 for Disciples of the Hand and Land relatively easier. Beyond rank 20, we’ll have crafters participating in the market, and playing a more active role in the in-game economy.
---------------------------------------------------------------------------------


We are planning a number of adjustments to the stats on crafted items, aimed at the following two ends:

Create a characteristic uniqueness for Disciples of the Hand
Allow Disciples of the Hand to craft items in high demand


For any given rank, there are differences between the important stats on pieces of gear suited for different classes. In line with this, we will be making adjustments that let crafters tweak the stats on crafted gear to customize it for certain classes. (Of course, we’ll be balancing Discipline of War and Magic classes at the same time.)
---------------------------------------------------------------------------------


I mentioned this in one of my previous letters. These new concepts are not limited to simply new elements in the synthesis process, but also aim to stimulate the economy as much as possible. Through crafting, we plan to breathe new life into the game’s economy by improving gilflow and the distribution of items, and ultimately improving both the merits of, and motivations for, all classes.
Among the devs, we are tentatively calling this the Materia System, though that name may change. This new system will allow Disciples of the Hand to fuse materia to weapons and armor using special catalyst items gathered by Disciples of the Land.

Disciples of War and Magic can customize and personalize their gear
Disciples of the Hand can answer the materia-fusing needs of others
Disciplies of the Land can gather catalyst items to meet the realm’s demands


I’ll be posting more details on the Materia System at a later date.
---------------------------------------------------------------------------------


We’ve received a lot of feedback from players regarding the crafting gauge. So we actually tested the synthesis process without a gauge, and had our quality assurance team do the same. In the end, we thought it would be fairly simple to do away with the gauge altogether. We’ll be checking this out more carefully, however, so that future additions to the system will not negatively impact gameplay. This might take some time, so I have to ask for your patience until I’m in a position to write more about the direction we decide to take.
On the other hand, we’re thinking of bringing in some low-level “instant” crafting—quick recipes players can bang out without having to invest too much time.
---------------------------------------------------------------------------------


Last but not least, we have the repair system. While the current repair system serves as a way for crafters to put themselves in demand, it’s also obvious that it’s not very popular among Disciples of War and Magic. But, after the release of the Materia System (see above), I think that the repair system will begin to balance itself out a bit more. It’s going to take some time before that system is ready, though, so in the meantime we’ll be reassessing the required materials for making repairs.
We’ve also received feedback on the high costs of repairing items via NPCs, but ask that you give us a little more time to keep an eye on this. Unfortunately, there aren’t many ways to take gil out of the game right now, but once we get a few more in, we’ll look at adjusting repair NPC costs.
---------------------------------------------------------------------------------

By ushering in all of these changes, we’ll be drawing sharp distinctions between quest rewards, loot from battle, and the fruits of gatherer and crafter labors. In addition, it will also help to create more specific demands within the game economy. As always, we’re looking forward to your continued feedback and further discussion! For now, this is just an overview, and I’ll be making more posts in individual threads later.

Thanks!


Unofficially Translated Comments:(Will remove after official translations come out)

Thanks Xizro!

xizro wrote:

Tackling Yoshi-P's post at the moment.

First it starts with a recap of things people already know about death penalty. He then reassures about other issues that are being considered in general (hate, crowd control, gathering/crafting). Then he goes about the status down of death penalty post raise (I think they're not really set in stone, just ideas they're working on):

- Status down (after raise) - lasting 3-5 minutes. Doesn't seem to be cumulative but I'm not sure, I didn't have time to read it throughly.

- If you die and get raised near a certain NPC, you can pay gil to remove the status down.

- Penalties for Gatherers that die during trips are under discussion (as part of work in the Armory system), I suppose (my idea) that they're going to be less punishing since the classes have no combat capabilities.

- There's the ongoing issue to balance this between parties and solo players, but he doesn't really say anything worthwile on this.



Let me know if I missed any!

Edited, May 23rd 2011 11:57am by TerraSonicX
____________________________
?
#2 Mar 29 2011 at 5:35 AM Rating: Excellent
*
182 posts
Untranslated Comments: I will remove a comment from here once the official translation is posted.


Yoshi-P's post Posted:3/29/11
Quote:
デスペナのスレッドに投稿した理由は一番アツかったからですが、
色々詳細に出した割に、他のスレッドにまだ情報をポストできていないので、
かえって混乱させてしまったようで恐縮です。

もちろん最低限、モンスターパーティ(Link)、Hateコントロール、クラスバランス辺りは
調整しつつデスペナルティ実装になるので、そこはご安心ください。
またクラフター/ギャザラーについても、しっかりモチベーションをもってプレイして頂けるよう、
改修の計画を進めています。クラフター/ギャザラーにも当該スレッドにちゃんとポストを行います。
(レシピの改修、クラフターのみが作れる装備、新クラフトシステムなど)

その上で、幾つか議論に対して方針を回答させて頂きます。

⇒ステータスダウンの時間
  3-5分程度を想定しています。ダウン中に死亡してレイズを受けられないと一定回数までは重複を想定。

⇒NPCによる回復
  復活後、近くに回復用NPCが存在する場合、一定ギルを支払えばステータスダウンを解除可能。
  (3-5分というステータスダウン時間をギルで回避することが可能、ということです)

⇒ギャザラー/クラフターの死亡と蘇生
  ギャザラー/クラフター専用モンスター回避アビリティは検討中です。
  (アーマリー改修の一環)

⇒辻レイズ
  低ランクからレイズを持っているプレイヤーが増えれば、必然的にレイズの機会は増えるだろう、という意味です。
  決してソロプレイヤーを無視しているわけではありませんので、その点は自己フォローしておきます。

ではでは!


Edited, May 23rd 2011 11:56am by TerraSonicX
____________________________
?
#3 Mar 29 2011 at 5:35 AM Rating: Excellent
*
182 posts
*Reserved for future posts
____________________________
?
#4 Mar 29 2011 at 12:27 PM Rating: Good
**
923 posts
Nice, thanks.
#5 Mar 29 2011 at 5:41 PM Rating: Excellent
*
182 posts
samosamo wrote:
Nice, thanks.


You're welcome!


Can anyone that knows Japanese take a crack at the untranslated posts?
____________________________
?
#6 Mar 30 2011 at 12:56 AM Rating: Excellent
Scholar
**
440 posts
I've skimmed through Minagawa's post (no time to do a full translation), and it's mostly about battle data. IF I got it right, the post discusses the enemy information (such as level, etc. I think the aggro icon is part of this restructuring) that can be visible or not (something he already touched upon in the other post), stressing the importance that certain information can be useful to the players, for example for crowd control etc. However, since it can be deemed to be intrusive, the discussion is to be able to show/hide this information.

Edited, Mar 30th 2011 8:56am by xizro
____________________________
Korede..Millia moshido wa...
PLD/WAR 75/37 - Asura
#7 Mar 30 2011 at 1:06 AM Rating: Excellent
Scholar
**
440 posts
Tackling Yoshi-P's post at the moment.

First it starts with a recap of things people already know about death penalty. He then reassures about other issues that are being considered in general (hate, crowd control, gathering/crafting). Then he goes about the status down of death penalty post raise (I think they're not really set in stone, just ideas they're working on):

- Status down (after raise) - lasting 3-5 minutes. Doesn't seem to be cumulative but I'm not sure, I didn't have time to read it throughly.

- If you die and get raised near a certain NPC, you can pay gil to remove the status down.

- Penalties for Gatherers that die during trips are under discussion (as part of work in the Armory system), I suppose (my idea) that they're going to be less punishing since the classes have no combat capabilities.

- There's the ongoing issue to balance this between parties and solo players, but he doesn't really say anything worthwile on this.


Edited, Mar 30th 2011 9:06am by xizro
____________________________
Korede..Millia moshido wa...
PLD/WAR 75/37 - Asura
#8 Mar 30 2011 at 4:25 AM Rating: Decent
Scholar
**
844 posts
xizro wrote:
IF I got it right, the post discusses the enemy information (such as level, etc. I think the aggro icon is part of this restructuring) that can be visible or not (something he already touched upon in the other post), stressing the importance that certain information can be useful to the players, for example for crowd control etc. However, since it can be deemed to be intrusive, the discussion is to be able to show/hide this information.

I am VERY happy to see the game moving away from one of the most retarded (IMO) ideas inherited from XI: that players love the thrill of not knowing what the **** stuff does. I remember (back in XI) reading how they wanted us to have awesome epic fun times by figuring out the stat boosts of food, at the end many of these were only discovered thanks to parsing.

That they figured that we would like to know the level of mobs instead of looking it up online, or trying to guess it by color code and the number of party members is great. They get even more points for making it optional, so the immersion guys have one less thing to complain about.

And Yoshida being into PvP is even better, I personally don't care much for PvP but it means the guy must have an understanding of MMORPG mechanics beyond anything the XI or the old XIV boss could ever dream.


If only the patches came faster...
____________________________
See your face upon the clear water. How dirty! Come! Wash your face!
#9 Mar 30 2011 at 4:27 AM Rating: Decent
***
3,416 posts
Quote:
And Yoshida being into PvP is even better, I personally don't care much for PvP but it means the guy must have an understanding of MMORPG mechanics beyond anything the XI or the old XIV boss could ever dream.


"hardcore" PvP + MMORPG's is a retarded concept. XI did fairly well in this regard, unlike what you seem to imply. They were ahead of the curve in some parts even (different PvP game mechanics from PvE).

It's one of the few things that worries me at the moment. At least they've got a solid foundation to build on in that regard.

Edited, Mar 30th 2011 10:28am by Hyanmen
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#10 Mar 30 2011 at 4:46 AM Rating: Default
Avatar
*****
12,707 posts
Him being into PvP means nothing since PvP only ruins the MMOs in the long run unless you specifically only care for that.
____________________________

#11 Mar 30 2011 at 4:50 AM Rating: Decent
***
3,416 posts
Quote:
Him being into PvP means nothing since PvP only ruins the MMOs in the long run unless you specifically only care for that.


It means he is more likely to implement a PvP feature to the game.
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#12 Mar 30 2011 at 4:57 AM Rating: Good
Scholar
**
353 posts
Ilean wrote:

If only the patches came faster...


Obligatory EARTHQUAKE/TSUNAMI/IT'S LIKE CHERNOBYL OUT THAR post.

Much appreciated for doing this guys, I vote sticky. I'm pleased about being able to see mob levels, hopefully they'll make it a neat little UI adjustment rather than being slapped on. I'm sure they will, even the little UI thing for controller input changing was nice.

EDIT: I'm not really sure why people pander after PVP so much right now, you want to spam light attack and phantom dart vs. each other rather than monsters? That said, hopefully if they redo the battle system they'll add a colloseum, that'd be awesomesauce.

Edited, Mar 30th 2011 6:59am by Dlaqev
#13 Mar 30 2011 at 6:06 AM Rating: Excellent
***
3,416 posts
Akihiko_Matsui regarding auto-attack:

Quote:
FFXIVプレイヤーの皆様、はじめまして。バトル担当の松井聡彦です。今後ともよろしくお願いします。

それでは早速、現状の方針についてご説明させていただきます。

まず今後のバトルバランスやバト ルシステムの調整を行っていく上で、オートアタックの導入は必要だと考えています。これは、とにかく連打する ことが最も効率的になっている現状を解決し、より面白みのあるバトル、戦術性の あるバトルにしていく上で必要な見直しのうちのひとつだと捉えてください。

ですので、オートアタック導入だけで全てが解決するとは思っていませ ん。他のスレッドでもテーマとして挙がっていますが、アクションゲージや占有システムをどうしていくのかという根幹の部分から、クラス別の特色や能力をどのように していくべきなのか、そして、モンスターやレイドダンジョン、装備品はどうしていくのかと、多岐に渡る要素を考慮に入れて全 体を見渡した時、少なくとも今の段階では、オートアタックの導 入なくしては、今後のバトルは成り立たないと思っています。

このような前提の中、FFXIVにおけるオートアタックは、FFXIのそれと比べると全般的 に攻撃間隔の短いものを想定しています。(フォーラムでもよく引き合いに出されていますし、私が担当だったとい うこともあるので、FFXIのオートアタックを比較対象として 出すことをおゆるし下さい。どちらが良い、悪いということで はありません。)

これはバトルの難易度を下げることが目的ではありません。テンポや爽快感も そうですし、先にも挙げた戦術性のあるバトルを考えた場合、通常攻撃をするかわりに、アビリティや魔法、ウェポンスキルの使用タイミングを計れるシチュエーションを用意することが主 な目的です。したがって、格下の相手は ともかく、基本的にオートアタックだけで戦闘に勝てるようなバランスにはなりません。

まだまだ検証すべき項目や検討しなくてはならない要素が多いため、これ以上具体的な内容をお伝えすることが難しく、もう少しの間 やきもきさせてしまいますが、少しでも多くの情報をお 伝えできるよう頑張っていきますので引き続きよろしくお願いいたします。
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#14 Mar 30 2011 at 6:28 AM Rating: Good
Scholar
**
440 posts
Give me a moment, I'll see what I can gather.

EDIT: here we are....

Disclaimer: my knowledge of Japanese is nowhere near Elmer-levels, so mistakes may be present.

He says he is thinking about auto attack regarding the whole system and battle balance as well -"まず今後のバトルバランスやバト ルシステムの調整を行っていく上で、オートアタックの導入は必要だと考えています。"

He believes auto attack can resolve some issues, but again, putting it "as is" is not possible, considering how the system is set up.

Therefore "At least for now, regarding Auto-attack, I don't think it's practical to introduce it in the new battle system" (not a literal translation, mind you) - "少なくとも今の段階では、オートアタックの導 入なくしては、今後のバトルは成り立たないと思っています。". Keep in mind, that doesn't mean it will be NEVER be introduced, I think he wants to say there will be need of further adjustments down the road - I suggest waiting for the official translation.

Doesn't want XI-XIV comparisons when talking about attack (I believe because they probably won't be similar).

He dismisses the claim that the battles would become easier (if I got it right) with Auto-attack. He says there is more but it's being discussed at the moment.



Edited, Mar 30th 2011 2:57pm by xizro
____________________________
Korede..Millia moshido wa...
PLD/WAR 75/37 - Asura
#15 Mar 30 2011 at 1:41 PM Rating: Decent
*
120 posts
Whats the link where our discussions can be heard?
#16 Mar 30 2011 at 2:54 PM Rating: Good
Sage
Avatar
**
325 posts
Much thanks for this Terra and others. Seems we are on the right track!

Aggro Icon:
I think they're realizing 'toggling' is there friend and I hope they continue doing this in future updates to keep everyone happy.

PvP:
I still think it's gonna be a arena style or maybe a 'challenge system' where you could challenge/be challenge.
____________________________
FFXIV
Name: Z'veagan Brolz
Server: Ultros
Linkshell/FC: Lootwhorindramafest
#17 Mar 30 2011 at 4:25 PM Rating: Excellent
**
495 posts
Official Trans of Matsui's Talk on Auto-attack

Quote:
Hello adventurers of FFXIV! This is battle lead Akihiko Matsui.

I would like to take this moment to explain the current plans we have in place.

First off, once the future battle balance and battle system adjustments take place, we feel that the implementation of auto-attack is quite necessary. Please embrace this as just one of the many necessary revamps needed to create more interesting and strategy rich battles as well as solve the tediousness of having to spam a button.

With this said, I do not feel that the implementation of auto-attack will solve everything. In other threads there have been many topics coming up about what is going to happen to the stamina gauge and claim system, how classes should have unique qualities and stats, what’s going to happen with monsters, raid dungeons, equipment, etc. I have looked over all of the great number of elements and at the current stage feel that without implementing auto-attack that the future battle system would be impossible.

Compared to the FFXI auto-attack system, we are thinking about making the auto-attack system for FFXIV have a shorter attack delay. (This has been a heated debate on the forum, and having been lead of FFXI please forgive me for bringing it up as a point of comparison. There is no "better" or "worse" system.)

The objective here is not to lower the battle difficulty. The main objective here, when thinking about battles rich in strategy, pace, and exhilaration, is instead of having to time regular attacks, we will be preparing situations that require proper timing of abilities, magic, and weapon skills. Following this, weaker enemies are a different story, but we will make sure it’s balanced so you can’t win a fight just by using auto-attack.

Due to the fact we still have a lot of elements that need to be tested and looked into, it is difficult for me to tell you any more info in great detail, but if you give me some time I will do my best to share the information with you. Thank you!


And Minagawa's second talk on the Aggro Icon as well as general UI information display in the future.

Quote:
Hey everyone! Thanks for the huge amount of feedback!

I would like to explain two things.
The first is about the design choice regarding having an aggressive icon at all and the second is in regards to our plans to integrate an ON/OFF toggle for displayed UI elements.

First, as to the reason why we added the aggressive monster icon, for the upcoming battle fixes, we decided to display addition information necessary for battle strategy.

There are many aspects related to the upcoming battle fixes, but one example of how we are making adjustments that lead to more enjoyable gameplay is by showing information such as the strength of field monsters (their level), whether or not they are aggressive, and whether or not they will link. With this new information, players can make a decision whether they wish to fight these types of enemies and it also allows them to plan crowd control out ahead of time.

Due to the fact that a quick fix for this is quite difficult, we have been making adjustments in stages. We have discussions with Yoshida and the battle team about what kind of info should be shown and what should be masked and once we make a decision we have been implementing them.

The current aggressive icon and the upcoming enemy level display are only one part of the current stage of edits.
 
Next on the agenda is the ON/OFF display toggle.

The aggressive icon that was recently implemented was a bit of information we wanted players to be able to check easily that fits hand-in-hand with the future battle plans, and thus we released it as a full-time display feature. Originally we thought that the icon wasn’t something that needed to be easily turned on/off, but after seeing the current reactions and hearing all of your feedback, after long consideration we have decided to make it possible to toggle the display. We will also continue to make adjustments to display toggling and display methods for the information displays we have planned for the future.

I apologize for not going into more detail earlier, but hopefully now you can better see our reasoning for the implementation.
#18 Mar 30 2011 at 4:57 PM Rating: Excellent
*
182 posts
Thanks Croythegreat! I updated the lists.
____________________________
?
#19 Mar 30 2011 at 11:11 PM Rating: Good
Scholar
**
440 posts
I was a bit off on Matsui, ah well, that happens when you translate fast (I got part of the context backwards)...
____________________________
Korede..Millia moshido wa...
PLD/WAR 75/37 - Asura
#20 Mar 31 2011 at 2:14 AM Rating: Decent
This thread should have a sticky, it's very nice to have all these comments in one place. Thank you very much! :)
____________________________

#21 Mar 31 2011 at 4:27 AM Rating: Decent
Scholar
**
844 posts
Dlaqev wrote:
[quote=Ilean]EDIT: I'm not really sure why people pander after PVP so much right now, you want to spam light attack and phantom dart vs. each other rather than monsters?

And I don't get why some people hate PvP so much, I am not into it by far, enjoyed dueling 1vs1 with friends now and then in XI and that's it, still I don't see why people would be so against it if it's not open.

Anyway, I said I am glad that Yoshida is into PvP because that probably means he has played several other recent MMORPGs, so he is less likely to try and reinvent the wheel which has really hurt this game.


____________________________
See your face upon the clear water. How dirty! Come! Wash your face!
#22 Mar 31 2011 at 5:19 AM Rating: Good
Scholar
**
353 posts
Ilean wrote:
And I don't get why some people hate PvP so much, I am not into it by far, enjoyed dueling 1vs1 with friends now and then in XI and that's it, still I don't see why people would be so against it if it's not open.

Anyway, I said I am glad that Yoshida is into PvP because that probably means he has played several other recent MMORPGs, so he is less likely to try and reinvent the wheel which has really hurt this game.



Quote:
That said, hopefully if they redo the battle system they'll add a colloseum, that'd be awesomesauce.


Why did you even bother quoting that when you cut off the end of that statement that said I like PvP? I said I don't see why people want it given the *current state* of the game and given the fact that we have no idea what the battle system is going to be like in the future.

I agree that it's a good thing Yoshida is an MMO player, but there's definitely something in between 'reinventing the wheel' and 'making Rift' which has little no innovation at all from the standard (despite being semi-interesting to play, it doesn't feel like a grand adventure because I've done it all before. Also they need an art team badly, or to fire the current one but I digress)
#23 Mar 31 2011 at 5:41 AM Rating: Decent
Scholar
**
626 posts
as long as PVP (because it will be there some day whether you like it or not) isnt all disney oriented then im cool with it. i think PVP is fun, fighting another skilled human making live decisions is much more thrilling to me than fighting any AI, well at least once in a while.
____________________________

#24 Mar 31 2011 at 8:08 AM Rating: Excellent
Scholar
*
194 posts
To the OP - thank you for taking the time to consolidate all of these dev posts. I personally hate the official forums at lodestone, and I find navigating them to be very onerous. It's nice to see the the dev comments consolidated into one place so we can get a sense of where this game is headed.

My only overarching concern is that they are losing the forest in the trees. They are focusing on all of these relatively small issues (jump, death penalty, UI tweaks, etc.) none of which seem to the address what I see as being the core issue: the game is completely and utterly devoid of fun or interesting content. I remember Yoshi's original "punch list", and I guess you have to start somewhere, but they seem to be expending so much time and energy on this little stuff that just isn't game changing.

It's like if my car gets hit by a tractor trailer and it's completely destroyed, I take it to the body shop and the mechanic says "Ok, first thing I'm going to do is replace that license plate holder, then I'm going to replace the hood ornament and vacuum the interior of the car". It's still a mangled pile of metal. Don't get me wrong, eventually I want that new license plate holder and hood ornament, but is that really where we should start the process?
#25 Mar 31 2011 at 8:31 AM Rating: Excellent
**
495 posts
thejones wrote:
To the OP - thank you for taking the time to consolidate all of these dev posts. I personally hate the official forums at lodestone, and I find navigating them to be very onerous. It's nice to see the the dev comments consolidated into one place so we can get a sense of where this game is headed.

My only overarching concern is that they are losing the forest in the trees. They are focusing on all of these relatively small issues (jump, death penalty, UI tweaks, etc.) none of which seem to the address what I see as being the core issue: the game is completely and utterly devoid of fun or interesting content. I remember Yoshi's original "punch list", and I guess you have to start somewhere, but they seem to be expending so much time and energy on this little stuff that just isn't game changing.

It's like if my car gets hit by a tractor trailer and it's completely destroyed, I take it to the body shop and the mechanic says "Ok, first thing I'm going to do is replace that license plate holder, then I'm going to replace the hood ornament and vacuum the interior of the car". It's still a mangled pile of metal. Don't get me wrong, eventually I want that new license plate holder and hood ornament, but is that really where we should start the process?


It probably only 'feels' that way because we have gotten these bite sized updates via forum posts. They are in the process of trying to make the forums useful by giving us updates on small and sometimes superficial issues we have with the game. The more in depth things likely only going to be seen through real website updates and the producer letters. Remember they aren't starting new threads to post these comments, they are entering already established threads to post their two cents of what their situation is with whatever the issue is in the thread.

By the way a community rep on the Japanese side just announced new NM's are coming and pictures are to come 'soon' in one of those said threads.
#26 Mar 31 2011 at 8:44 AM Rating: Excellent
Scholar
**
351 posts
thejones wrote:
My only overarching concern is that they are losing the forest in the trees. They are focusing on all of these relatively small issues (jump, death penalty, UI tweaks, etc.) none of which seem to the address what I see as being the core issue: the game is completely and utterly devoid of fun or interesting content. I remember Yoshi's original "punch list", and I guess you have to start somewhere, but they seem to be expending so much time and energy on this little stuff that just isn't game changing.


And yet, if they only focused on the major issues, all the minor ones would ruin any positive experience that eventually (and very slowly) ended up being fixed. Working on both minor and major issues at the same time (which is what they are doing) is the right combination.

This isn't like a car that's stopped working after an accident. People are still playing the game as we speak (another thing that's important to maintain for the game to be a success). The game is more like a patient at the hospital that you have to keep alive before the life-saving major surgery can be performed. The minor and major issues have to be tackled concurrently.
#27 Mar 31 2011 at 10:42 AM Rating: Good
***
2,120 posts
ForceOfMeh wrote:
thejones wrote:
My only overarching concern is that they are losing the forest in the trees. They are focusing on all of these relatively small issues (jump, death penalty, UI tweaks, etc.) none of which seem to the address what I see as being the core issue: the game is completely and utterly devoid of fun or interesting content. I remember Yoshi's original "punch list", and I guess you have to start somewhere, but they seem to be expending so much time and energy on this little stuff that just isn't game changing.


And yet, if they only focused on the major issues, all the minor ones would ruin any positive experience that eventually (and very slowly) ended up being fixed. Working on both minor and major issues at the same time (which is what they are doing) is the right combination.

This isn't like a car that's stopped working after an accident. People are still playing the game as we speak (another thing that's important to maintain for the game to be a success). The game is more like a patient at the hospital that you have to keep alive before the life-saving major surgery can be performed. The minor and major issues have to be tackled concurrently.


Yup. When I think back to when I previously left the game, it wasn't always the obvious stuff that bugged me everyday. Like others also mentioned in the deal-breaker thread, all those little things add up if you play often. While trying to enjoy what I did like about the game, those little things are what really ****** me off day to day = D

When I hopped back on last week I was happy to see that a lot of(not all) the small issues that used to bug me were fixed. And yea, I'm part of the group that often laughed or was angry at some of those small fixes, thinking "Oh that's all they did??". But they really are important and make the game much more playable. That has to happen before or while adding the fun, big stuff.

Though I don't consider some of the stuff mentioned here(Jumping & PvP) to be in the same category of importance as the stuff I'm talking about. On those kind of issues I'm cool with just knowing they're listening and taking our opinions into consideration.
____________________________

#28 Mar 31 2011 at 11:11 AM Rating: Good
Scholar
*
194 posts
I guess I'll just have to hang on in hopes that the "major life-saving surgery" is in-the-works behind closed doors. I'm just not sure how much more patience I have for it. I can't recall how long ago Yoshi-P and crew took over the reigns, but the initial luster of his promises has worn off on me.

Don't get me wrong, there have been a lot of little changes and I would classify a vast majority of those changes as improvements. But there are some fundamentally flawed gameplay elements that have yet to be addressed. There's been a lot of posturing by Yoshi-P and crew, but I have yet to see any real follow-through or delivery on any major substantive changes or fixes.

I just hope that the current player base isn't so delusional that they think this game is a few minor tweaks away from greatness. The time and energy wasted debating this minutiae (e.g. "jump" feature) leads me to believe that part of the player base really thinks that these little tweaks are going to save FFXIV. Sometimes the whole is much less than the sum of it's parts.
#29 Mar 31 2011 at 11:38 AM Rating: Excellent
**
495 posts
thejones wrote:
I guess I'll just have to hang on in hopes that the "major life-saving surgery" is in-the-works behind closed doors. I'm just not sure how much more patience I have for it. I can't recall how long ago Yoshi-P and crew took over the reigns, but the initial luster of his promises has worn off on me.

Don't get me wrong, there have been a lot of little changes and I would classify a vast majority of those changes as improvements. But there are some fundamentally flawed gameplay elements that have yet to be addressed. There's been a lot of posturing by Yoshi-P and crew, but I have yet to see any real follow-through or delivery on any major substantive changes or fixes.

I just hope that the current player base isn't so delusional that they think this game is a few minor tweaks away from greatness. The time and energy wasted debating this minutiae (e.g. "jump" feature) leads me to believe that part of the player base really thinks that these little tweaks are going to save FFXIV. Sometimes the whole is much less than the sum of it's parts.


No, very few players believe the game is a few 'tweaks' away from greatness, in fact most of us know this game won't really be ready for mainstream for probably another 3+ months or more. I'm in this for the long haul, I don't expect everyone else to be, I just want to see the game functional and working for the long term and ready for whenever the PS3 release is. That is make or break time because at this point they can't survive with just the PC base, even if they do a welcome back campaign. As long as I don't need to pay till that point happens, I just consider this a beta test that happens to let us keep our characters progress. Come and go till something sticks, and right now I'm enjoying myself and slowly rank up stuff at random, whatever works my fancy.

As for Yoshida, he took over sometime in November or at least he was in the working to take over then and the actual statement of the crews change happened in December (10th to be exact). So he has had about 4 months to work on his 'content' and big changes. Understand this, the FFXI patches? They are detailed in planning a year in an advance at the moment, 4 months is a drop in the bucket for what is likely a restart of the whole development cycle even if they end up using some of the stuff planned way before the release happened. We should be getting the first "real" new ground breaking system content in the next patch. Companies have been in planning since before Alpha started last year and had been the focus in the past to what they wanted for large scale social interaction to evolve in FFXIV. If you don't like that or don't like the direction that is going then either wait and see how the combat revamp goes, or maybe in the end the game may not be for you.
#30 Mar 31 2011 at 11:42 AM Rating: Excellent
***
3,416 posts
Quote:
I can't recall how long ago Yoshi-P and crew took over the reigns


3½ months or so ago. It probably took them a month to set everything up for the new development structure as well. That leaves <3 months of actual development time.

Do you think the major life saving surgery can be developed in less than 3 months? That sounds quite far-fetched, considering they are not working on just one surgery, but several at once. 3 months on the other hand sounds likely, 4 months at most. Not to mention I doubt the development on combat system started before mid-February at the earliest.

It's simply too much to expect them to change the game so fast regardless of how long it has been since the release. We can criticize Wada for the change in management of course. Because of that move, Tanaka's team got nothing substantial done in the few months they had to work with (Sept. > early-Dec.) and Yoshida's team hasn't got nothing substantial done although we are getting closer.

Sometimes we need to take a closer look at the big picture to see what's going on.
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#31 Mar 31 2011 at 11:45 AM Rating: Good
Scholar
**
353 posts
thejones wrote:
I guess I'll just have to hang on in hopes that the "major life-saving surgery" is in-the-works behind closed doors. I'm just not sure how much more patience I have for it.


I don't its a question of patience considering we're not actually paying for anything right now (apart from the box, gutted if you got the CE!), if you're not actually enjoying playing then take a break and come back. I haven't played for a monthish now but I wouldn't say that I've 'quit' because I didn't really sign up to anything.. On a small tangent this is why I hate the "I QUIT" comments/threads, because there's no *actual* point in closing the account, just come back later and check on it.
#32 Mar 31 2011 at 12:51 PM Rating: Good
Scholar
*
194 posts
Hmmm...all good points. I guess I'm just really eager to see this game succeed and realize it's potential. Patience has never been my strong suit. And I really shouldn't complain because I'm not paying for anything ><
#33 Mar 31 2011 at 1:15 PM Rating: Good
***
1,636 posts
croythegreat wrote:
thejones wrote:
I guess I'll just have to hang on in hopes that the "major life-saving surgery" is in-the-works behind closed doors. I'm just not sure how much more patience I have for it. I can't recall how long ago Yoshi-P and crew took over the reigns, but the initial luster of his promises has worn off on me.

Don't get me wrong, there have been a lot of little changes and I would classify a vast majority of those changes as improvements. But there are some fundamentally flawed gameplay elements that have yet to be addressed. There's been a lot of posturing by Yoshi-P and crew, but I have yet to see any real follow-through or delivery on any major substantive changes or fixes.

I just hope that the current player base isn't so delusional that they think this game is a few minor tweaks away from greatness. The time and energy wasted debating this minutiae (e.g. "jump" feature) leads me to believe that part of the player base really thinks that these little tweaks are going to save FFXIV. Sometimes the whole is much less than the sum of it's parts.


No, very few players believe the game is a few 'tweaks' away from greatness, in fact most of us know this game won't really be ready for mainstream for probably another 3+ months or more. I'm in this for the long haul, I don't expect everyone else to be, I just want to see the game functional and working for the long term and ready for whenever the PS3 release is. That is make or break time because at this point they can't survive with just the PC base, even if they do a welcome back campaign. As long as I don't need to pay till that point happens, I just consider this a beta test that happens to let us keep our characters progress. Come and go till something sticks, and right now I'm enjoying myself and slowly rank up stuff at random, whatever works my fancy.

As for Yoshida, he took over sometime in November or at least he was in the working to take over then and the actual statement of the crews change happened in December (10th to be exact). So he has had about 4 months to work on his 'content' and big changes. Understand this, the FFXI patches? They are detailed in planning a year in an advance at the moment, 4 months is a drop in the bucket for what is likely a restart of the whole development cycle even if they end up using some of the stuff planned way before the release happened. We should be getting the first "real" new ground breaking system content in the next patch. Companies have been in planning since before Alpha started last year and had been the focus in the past to what they wanted for large scale social interaction to evolve in FFXIV. If you don't like that or don't like the direction that is going then either wait and see how the combat revamp goes, or maybe in the end the game may not be for you.


You make some very good points here, but I think your timeline is off, by A LOT. I think we'll be lucky to see several more tweaks to important things in the next 3+ months, and we wont see the gameplay adjustments for about a year. I bet when companies are released, they are but a shell of what the developers intended them to be, and were rushed out the door because the bulk of the player base has noticed that just about every update so far was a number tweak, and the one system they did "update" was their laughable market wards, and those are still pretty awful.
____________________________


#34 Mar 31 2011 at 1:33 PM Rating: Excellent
***
3,416 posts
Quote:
I think we'll be lucky to see several more tweaks to important things in the next 3+ months, and we wont see the gameplay adjustments for about a year.


First part of the combat system rehaul to come during the Spring, as stated by the Producer of the game.

Quote:
I bet when companies are released, they are but a shell of what the developers intended them to be, and were rushed out the door because the bulk of the player base has noticed that just about every update so far was a number tweak, and the one system they did "update" was their laughable market wards, and those are still pretty awful.


The feature has been in the making far longer than anything else they are developing (we even saw actual development footage before the game went live). It doesn't sound like they are rushing anything regarding that feature.

I think the only timeline that is off here.... is not croythegreat's.
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#35 Mar 31 2011 at 2:24 PM Rating: Good
**
495 posts
KujaKoF wrote:
croythegreat wrote:
thejones wrote:
I guess I'll just have to hang on in hopes that the "major life-saving surgery" is in-the-works behind closed doors. I'm just not sure how much more patience I have for it. I can't recall how long ago Yoshi-P and crew took over the reigns, but the initial luster of his promises has worn off on me.

Don't get me wrong, there have been a lot of little changes and I would classify a vast majority of those changes as improvements. But there are some fundamentally flawed gameplay elements that have yet to be addressed. There's been a lot of posturing by Yoshi-P and crew, but I have yet to see any real follow-through or delivery on any major substantive changes or fixes.

I just hope that the current player base isn't so delusional that they think this game is a few minor tweaks away from greatness. The time and energy wasted debating this minutiae (e.g. "jump" feature) leads me to believe that part of the player base really thinks that these little tweaks are going to save FFXIV. Sometimes the whole is much less than the sum of it's parts.


No, very few players believe the game is a few 'tweaks' away from greatness, in fact most of us know this game won't really be ready for mainstream for probably another 3+ months or more. I'm in this for the long haul, I don't expect everyone else to be, I just want to see the game functional and working for the long term and ready for whenever the PS3 release is. That is make or break time because at this point they can't survive with just the PC base, even if they do a welcome back campaign. As long as I don't need to pay till that point happens, I just consider this a beta test that happens to let us keep our characters progress. Come and go till something sticks, and right now I'm enjoying myself and slowly rank up stuff at random, whatever works my fancy.

As for Yoshida, he took over sometime in November or at least he was in the working to take over then and the actual statement of the crews change happened in December (10th to be exact). So he has had about 4 months to work on his 'content' and big changes. Understand this, the FFXI patches? They are detailed in planning a year in an advance at the moment, 4 months is a drop in the bucket for what is likely a restart of the whole development cycle even if they end up using some of the stuff planned way before the release happened. We should be getting the first "real" new ground breaking system content in the next patch. Companies have been in planning since before Alpha started last year and had been the focus in the past to what they wanted for large scale social interaction to evolve in FFXIV. If you don't like that or don't like the direction that is going then either wait and see how the combat revamp goes, or maybe in the end the game may not be for you.


You make some very good points here, but I think your timeline is off, by A LOT. I think we'll be lucky to see several more tweaks to important things in the next 3+ months, and we wont see the gameplay adjustments for about a year. I bet when companies are released, they are but a shell of what the developers intended them to be, and were rushed out the door because the bulk of the player base has noticed that just about every update so far was a number tweak, and the one system they did "update" was their laughable market wards, and those are still pretty awful.


Uh... they mentioned in one of the interviews not to long ago that ground work for companies were done several months ago and that the only reason they hadn't been released yet is because they wanted to wait till they had content to add them. It maybe small but when companies release later next/this month they will have content associated to them, the amount is debatable of course given the track record they have gotten thus far. And the combat overhaul is supposed to have the first stage of implementation in the "Spring" and supposedly come with an entirely new dungeon to show it off when all of it is in place. By summertime we should be looking at a fairly different game, the actual amount of 'content' they have added by that point is debatable as well, but the overhauls should be nearly over by then by what little I can see from their statements and what little they have given us of their 'schedule'.
#36 Mar 31 2011 at 2:37 PM Rating: Good
**
266 posts
This was posted by Foxclon, he's a community rep.
Quote:
NMに関して様々なフィードバックありがとうございます。

まずはとっかかりとして、今後追加を予定している新しいNMやその戦利品などの情報を織り交ぜつつご紹介できるよう準備を進めています(スクリーンショットも含めて…)。近いうちにご紹介できればと思っておりますので、ひとまずそちらをお待ちいただければと思います。

Can anyone translate this?
#37 Mar 31 2011 at 2:52 PM Rating: Good
Scholar
**
440 posts
Looks like a post for NMs, thanking for feedback and suggestions and the fact that they're planning to disclose some information about them in the future. Doesn't look like that any groundbreaking information is present.



Edited, Mar 31st 2011 10:54pm by xizro
____________________________
Korede..Millia moshido wa...
PLD/WAR 75/37 - Asura
#38 Mar 31 2011 at 3:14 PM Rating: Good
**
266 posts
xizro wrote:
Looks like a post for NMs, thanking for feedback and suggestions and the fact that they're planning to disclose some information about them in the future. Doesn't look like that any groundbreaking information is present.



Edited, Mar 31st 2011 10:54pm by xizro

:( well I bet we'll be getting another letter from the producer pretty soon or at least some info about companies; considering that Yoshida claimed that he was going to dive into the topic of companies once he got back to Japan.
#39 Mar 31 2011 at 4:53 PM Rating: Good
**
495 posts
Really hoping we get some info either late tonight or early tomorrow morning. I know they are enjoying their new freedom of posting on the forums, but nothing beats a long comprehensive piece with pictures to really get people enthusiastic about upcoming content. That and their community translators are taking too long to translate the devs comments >.>. (Yes I am impatient when it comes to things like this!)
#40 Mar 31 2011 at 5:00 PM Rating: Good
**
266 posts
croythegreat wrote:
Really hoping we get some info either late tonight or early tomorrow morning. I know they are enjoying their new freedom of posting on the forums, but nothing beats a long comprehensive piece with pictures to really get people enthusiastic about upcoming content. That and their community translators are taking too long to translate the devs comments >.>. (Yes I am impatient when it comes to things like this!)

I agree. I want pics!
#41 Mar 31 2011 at 8:58 PM Rating: Decent
*
206 posts
XenoKrates wrote:
This was posted by Foxclon, he's a community rep.
Quote:
NMに関して様々なフィードバックありがとうございます。

まずはとっかかりとして、今後追加を予定している新しいNMやその戦利品などの情報を織り交ぜつつご紹介できるよう準備を進めています(スクリーンショットも含めて…)。近いうちにご紹介できればと思っておりますので、ひとまずそちらをお待ちいただければと思います。

Can anyone translate this?



Thanks for all the feedback on what you guys want from new NMs...

We are currently planning the addition of new NMs, and will soon be proving information on their drops, as well as screenshots of them.

We'll be posting more info about the NMs "soon".



Edited, Mar 31st 2011 10:59pm by LateReg
____________________________
#42 Mar 31 2011 at 9:27 PM Rating: Excellent
Scholar
**
351 posts
I have to hand it to the Japanese. Sounds like they've got their topics on point: Copy-paste terrain, NM suggestions, all very relevant.

Meanwhile, on the NA boards, if I have to traipse through a dozen more threads on jumping or any more 6 page manifestos on someone's brilliant remake of FFXIV (which invariably turns into a remake of some other SE game of Christmas Past) I'm going to spontaneously experience what a Mijin Gakure really feels like.
#43 Mar 31 2011 at 9:59 PM Rating: Decent
***
2,120 posts
ForceOfMeh wrote:
I have to hand it to the Japanese. Sounds like they've got their topics on point: Copy-paste terrain, NM suggestions, all very relevant.

Meanwhile, on the NA boards, if I have to traipse through a dozen more threads on jumping or any more 6 page manifestos on someone's brilliant remake of FFXIV (which invariably turns into a remake of some other SE game of Christmas Past) I'm going to spontaneously experience what a Mijin Gakure really feels like.


During his 1st visit to the empire to see what gives with their obsession of hording all the crystals in the land, Cid is suddenly distracted by the sound of Mwahahaha accompanied by this lovely music...http://www.youtube.com/watch?v=6cGvzrNoEtY&feature=related = D

Edited, Apr 1st 2011 12:00am by TwistedOwl
____________________________

#44 Apr 11 2011 at 10:48 AM Rating: Decent
There is a long post on the boards by Yoshi-P. Google translate gives me enought to understand that it's about new synthesis concepts. But not much else.

Anyone can give a crack at it?

プロデューサー/ディレクターの吉田です。

リードプランナーの河本をはじめ、製作・採集チームと共に進めている、
経済系の改修について、ひとつめのポストを行います。
時間がかかってしまってごめんなさい。多数のフィードバックありがとうございます。
製作に関しては、複数のスレッドで様々なディスカッションが行われていますが、
それぞれのスレッドへ個別に投稿をする前に、
まずは現時点での製作全体のコンセプトと概要をお伝えします。

まずは、製作に関して。
----------------------------------------------------------------------------------------

<レシピの見直し>
製作にとって既存レシピの見直しを優先課題として改修を進めています。

・あまりにも多くのアイテムを要求するレシピが多いこと
・製作で完成するアイテムと要求する素材の入手ランクが適正ではないこと

これはクラフターの経済活動を破壊するものではなく、促進させるものとして、大幅に改修を進めています。
どのように変更されるかは、具体的な変更レシピが提示され次第、当該スレッドへポストしていきます。

----------------------------------------------------------------------------------------

<クラフター経済活動曲線の調整>
レシピ改修と同時に、クラフターの経済活動のバランスを以下のように変更予定です。

・ランク20程度までは独力完結でサクサクと製作可能とする
・ランク20以降から経済活動へ積極参加し、的を絞って製作を行っていく

ランク20程度までは、クラフター/ギャザラー導入編として、できるだけサクサク進められるように調整、
ランク20以降は、市場へ参加して、経済活動を本格化できるよう、周辺バランスを調整します。

----------------------------------------------------------------------------------------

<製作されたアイテムの能力見直し>
レシピを改修し、さらに、クラフターが生みだすアイテムの性能を特別化する改修を進めています。

・クラフター独自の個性を出せるように
・需要を見極めて製作するアイテムを狙えるように

同じランクの装備アイテムでも、各バトルクラスで必要となるパラメータには差があります。
(並行してバトルクラスの調整も行う前提で、です)
ですので、クラフターが製作を行う際に、剣術士向け!のようにパラメータに個性が出せるように調整します。

----------------------------------------------------------------------------------------

<新規クラフトに関して>
プロデューサレターでも紹介しましたが、これは実はクラフトの新規要素とのみならず、
より経済を活性化するものとなるべく、現在企画しています。
製作に対する施策ではありますが、経済と流通を活性化させること、
また全てのクラスにメリットと動機を持たせることをコンセプトに掲げて企画をしています。

開発ではこれを「マテリアクラフトシステム」(仮称)と呼んでいます。
愛着のある武器/防具を魔石マテリア化し、ギャザラーが調達した触媒を使って、
クラフターの手によって行われる、新たなクラフトシステムです。

・ファイターやソーサラーは、新規クラフトによって得られるアイテムに愛着が持てるように
・クラフターは、その需要に貢献できるように
・ギャザラーは、新規クラフトに必要な素材を獲得できるように

詳細はまたスレッドへポストしていきますね。

----------------------------------------------------------------------------------------

<製作のゲージに関して>
こちらも様々な方々からご意見いただいています。
開発では、ゲージをなくした状態もテストで実装し、QA(品質管理スタッフ)に試してもらっていますが、
やはり、ゲージをなくすのは簡単なものの、それにより今後の追加機能、遊びの充実がしにくくならないよう、
慎重に検討中ですので、この方向性に関してはいましばらくお待ちください。
逆にランクの低い製作は「一発製作」のように、タイムロスなく製作する仕様もありかなと思っています。

----------------------------------------------------------------------------------------

<修理に関して>
そしてかなり重要な、修理について。
現状の修理はクラフターにとって自分の存在をアピールできる活躍の場でありながら、
その一方で、ファイターやソーサラーにとってはあまり喜ばしくないシステムに映っていると捉えています。

最終的に修理は、前述した「マテリアクラフトシステム(仮称)」と併せて、
バランスが取れるようになると考えています。
ただし、マテリアクラフトシステム実装までは、今しばらくの時間を必要とします。
そのため、まずは「修理に必要な素材の見直し」を行う予定です。

NPCの修理の値段が高額なことにもご意見をいただいておりますが、
こちらに関してはしばらくの間、様子見とさせてください。
ギルの消費手段がかなり少ない状況ですので、まずはそれらの要素を増やした上で、
その時のギルの価値に応じて調整していきます。

----------------------------------------------------------------------------------------

これらを実装することにより、クエスト報酬やモンスターのドロップアイテムと、
ギャザラー+クラフターが製作したアイテムには、明確な差別化と、個別需要が発生すると想定しています。
更なるご意見、ディスカッションをお待ちしています!
まだまだ、概要ではありますが、以後は個別スレッドへポストしていくことにします。

今後ともFFXIVをよろしくお願いします!
#45 Apr 11 2011 at 11:33 AM Rating: Decent
Scholar
**
353 posts
There's some mention of a materia system in there.. Perhaps it's a socketing thing to make gear unique? Google translate isnt very helpful on this one.

Edit: I think it's something to do with giving crafters more uses once more gear is available from quests and monster drops. Adding a materia/socketing/enchanting system (whatever it is...) to make sure that gear produced by crafters still has demand.

Sounds like a good idea to me as long as it's not as craptastic as the evoliths in FFXI.

Edited, Apr 11th 2011 1:37pm by Dlaqev
#46 Apr 11 2011 at 11:46 AM Rating: Default
Avatar
*****
12,707 posts
Dlaqev wrote:
There's some mention of a materia system in there.. Perhaps it's a socketing thing to make gear unique? Google translate isnt very helpful on this one.

Edit: I think it's something to do with giving crafters more uses once more gear is available from quests and monster drops. Adding a materia/socketing/enchanting system (whatever it is...) to make sure that gear produced by crafters still has demand.

Sounds like a good idea to me as long as it's not as craptastic as the evoliths in FFXI.

Edited, Apr 11th 2011 1:37pm by Dlaqev


Evoliths wasn't a bad system or idea, just wasn't overly useful in the long run since that was still at the time they wanted to avoid overtaking current gear and actually would do better in XIV, the various (ability) cooldown - evoliths would be useful if they were longer than..minus 1 second >.>
____________________________

#47 Apr 11 2011 at 12:16 PM Rating: Good
**
495 posts
There were two more comments posted by Yoshida in that crafting thread. All responses to some of the peoples comments.

Quote:
次はバトルシステムのロードマップを期待しています


了解です
できる限りがんばりまっす。

****

Quote:
Originally Posted by Bahamut View Post
もう随分前からレター等で提示している
グランドカンパニー・クラフト名の変更・オートアタック・バトルシステムの変更等に先に返答する必要があるのではないでしょうか?


こちらも別途ポスト予定ですので、ご安心ください。
グランドカンパニーは公式情報が週末~来週にかけてリリースできる予定です。

Quote:
これもやりますあれもやります! と毎回書かれますがそのほとんどが実装されず放置されています。


開発チームは並行開発を行っているので、バトルも経済系も、どちらも開発が進んでいます。
(この辺りは次回レターで触れようと思っています^^)
また、バトル系クラスメインのプレイヤーの皆さん、クラフター/ギャザラー系メインのプレイヤーの皆さん、
好まれる情報は、プレイスタイルで異なります。
また、それぞれの改修はお互いが綿密に絡んでいるので、一方だけの情報だと、
片手落ちで判断に迷ってしまうことになりかねません。

というわけで「あれもこれも」に見えてしまうかもしれませんが、
実際に全域のバランスを見て改修計画を進めているので、その点については、ご理解頂けると助かります!

Lol this guy really doesn't sleep sometimes. It should be about 2:30 AM Japan time when he posted these last two comments.

Edited, Apr 11th 2011 2:18pm by croythegreat
#48 Apr 11 2011 at 12:28 PM Rating: Good
*
182 posts
Thanks for the bump guys. I updated the untranslated section. I'm surprised the post he made on the 29th of March hasn't been officially translated yet.

Edited, Apr 11th 2011 2:28pm by TerraSonicX
____________________________
?
#49 Apr 11 2011 at 2:45 PM Rating: Good
**
266 posts
AlixandirRivell wrote:
There is a long post on the boards by Yoshi-P. Google translate gives me enought to understand that it's about new synthesis concepts. But not much else.

Anyone can give a crack at it?

プロデューサー/ディレクターの吉田です。

リードプランナーの河本をはじめ、製作・採集チームと共に進めている、
経済系の改修について、ひとつめのポストを行います。
時間がかかってしまってごめんなさい。多数のフィードバックありがとうございます。
製作に関しては、複数のスレッドで様々なディスカッションが行われていますが、
それぞれのスレッドへ個別に投稿をする前に、
まずは現時点での製作全体のコンセプトと概要をお伝えします。

まずは、製作に関して。
----------------------------------------------------------------------------------------

<レシピの見直し>
製作にとって既存レシピの見直しを優先課題として改修を進めています。

・あまりにも多くのアイテムを要求するレシピが多いこと
・製作で完成するアイテムと要求する素材の入手ランクが適正ではないこと

これはクラフターの経済活動を破壊するものではなく、促進させるものとして、大幅に改修を進めています。
どのように変更されるかは、具体的な変更レシピが提示され次第、当該スレッドへポストしていきます。

----------------------------------------------------------------------------------------

<クラフター経済活動曲線の調整>
レシピ改修と同時に、クラフターの経済活動のバランスを以下のように変更予定です。

・ランク20程度までは独力完結でサクサクと製作可能とする
・ランク20以降から経済活動へ積極参加し、的を絞って製作を行っていく

ランク20程度までは、クラフター/ギャザラー導入編として、できるだけサクサク進められるように調整、
ランク20以降は、市場へ参加して、経済活動を本格化できるよう、周辺バランスを調整します。

----------------------------------------------------------------------------------------

<製作されたアイテムの能力見直し>
レシピを改修し、さらに、クラフターが生みだすアイテムの性能を特別化する改修を進めています。

・クラフター独自の個性を出せるように
・需要を見極めて製作するアイテムを狙えるように

同じランクの装備アイテムでも、各バトルクラスで必要となるパラメータには差があります。
(並行してバトルクラスの調整も行う前提で、です)
ですので、クラフターが製作を行う際に、剣術士向け!のようにパラメータに個性が出せるように調整します。

----------------------------------------------------------------------------------------

<新規クラフトに関して>
プロデューサレターでも紹介しましたが、これは実はクラフトの新規要素とのみならず、
より経済を活性化するものとなるべく、現在企画しています。
製作に対する施策ではありますが、経済と流通を活性化させること、
また全てのクラスにメリットと動機を持たせることをコンセプトに掲げて企画をしています。

開発ではこれを「マテリアクラフトシステム」(仮称)と呼んでいます。
愛着のある武器/防具を魔石マテリア化し、ギャザラーが調達した触媒を使って、
クラフターの手によって行われる、新たなクラフトシステムです。

・ファイターやソーサラーは、新規クラフトによって得られるアイテムに愛着が持てるように
・クラフターは、その需要に貢献できるように
・ギャザラーは、新規クラフトに必要な素材を獲得できるように

詳細はまたスレッドへポストしていきますね。

----------------------------------------------------------------------------------------

<製作のゲージに関して>
こちらも様々な方々からご意見いただいています。
開発では、ゲージをなくした状態もテストで実装し、QA(品質管理スタッフ)に試してもらっていますが、
やはり、ゲージをなくすのは簡単なものの、それにより今後の追加機能、遊びの充実がしにくくならないよう、
慎重に検討中ですので、この方向性に関してはいましばらくお待ちください。
逆にランクの低い製作は「一発製作」のように、タイムロスなく製作する仕様もありかなと思っています。

----------------------------------------------------------------------------------------

<修理に関して>
そしてかなり重要な、修理について。
現状の修理はクラフターにとって自分の存在をアピールできる活躍の場でありながら、
その一方で、ファイターやソーサラーにとってはあまり喜ばしくないシステムに映っていると捉えています。

最終的に修理は、前述した「マテリアクラフトシステム(仮称)」と併せて、
バランスが取れるようになると考えています。
ただし、マテリアクラフトシステム実装までは、今しばらくの時間を必要とします。
そのため、まずは「修理に必要な素材の見直し」を行う予定です。

NPCの修理の値段が高額なことにもご意見をいただいておりますが、
こちらに関してはしばらくの間、様子見とさせてください。
ギルの消費手段がかなり少ない状況ですので、まずはそれらの要素を増やした上で、
その時のギルの価値に応じて調整していきます。

----------------------------------------------------------------------------------------

これらを実装することにより、クエスト報酬やモンスターのドロップアイテムと、
ギャザラー+クラフターが製作したアイテムには、明確な差別化と、個別需要が発生すると想定しています。
更なるご意見、ディスカッションをお待ちしています!
まだまだ、概要ではありますが、以後は個別スレッドへポストしていくことにします。

今後ともFFXIVをよろしくお願いします!

Is anyone working on this translation?
#50 Apr 11 2011 at 9:02 PM Rating: Excellent
33 posts
I have little time so I will only translate the points.

----------------------------------------------------------------------------------------

<レシピの見直し>
製作にとって既存レシピの見直しを優先課題として改修を進めています。

・あまりにも多くのアイテムを要求するレシピが多いこと
・製作で完成するアイテムと要求する素材の入手ランクが適正ではないこと

これはクラフターの経済活動を破壊するものではなく、促進させるものとして、大幅に改修を進めています。
どのように変更されるかは、具体的な変更レシピが提示され次第、当該スレッドへポストしていきます。

Reconsideration of recipes
Regarding to crafting system, the review and reconsideration of current recipes is the priority task.
* Many recipes request too much item.
* The recipe items request too high rank than its final results.
The reconsideration will not destroy but try to stimulate the economic activities. The range and scale will be large.
The detail manifest will be posted later.

----------------------------------------------------------------------------------------

<クラフター経済活動曲線の調整>
レシピ改修と同時に、クラフターの経済活動のバランスを以下のように変更予定です。

・ランク20程度までは独力完結でサクサクと製作可能とする
・ランク20以降から経済活動へ積極参加し、的を絞って製作を行っていく

ランク20程度までは、クラフター/ギャザラー導入編として、できるだけサクサク進められるように調整、
ランク20以降は、市場へ参加して、経済活動を本格化できるよう、周辺バランスを調整します。

Adjust of economic activities' curve

In the same time (of recipe adjust), the balance of crafter's economic activities will change as following:
* Before R20, most of items can be made by a single player himself.
* After R20, player will be encouraged to join economic circulation.

So the crafter / gatherer will have "novice period" from R1 to R20 and have a fast learning curve.
After R20 player will be lead to market by game balance.
----------------------------------------------------------------------------------------

<製作されたアイテムの能力見直し>
レシピを改修し、さらに、クラフターが生みだすアイテムの性能を特別化する改修を進めています。

・クラフター独自の個性を出せるように
・需要を見極めて製作するアイテムを狙えるように

同じランクの装備アイテムでも、各バトルクラスで必要となるパラメータには差があります。
(並行してバトルクラスの調整も行う前提で、です)
ですので、クラフターが製作を行う際に、剣術士向け!のようにパラメータに個性が出せるように調整します。

Reconsideration of crafted item's ability

In addition to recipe modification, the crafted item will be able to specialize its ability.
* In order to emphasize the characteristic of crafter
* In order to let crafter to assess the need on the market and let his product to fit the needs

The gears of the same rank should have different parameter boosts for different battle classes (in accompanies with battle system mod.) So the crafter will be able to do some specialization such as "for gladiators", etc.
----------------------------------------------------------------------------------------

<新規クラフトに関して>
プロデューサレターでも紹介しましたが、これは実はクラフトの新規要素とのみならず、
より経済を活性化するものとなるべく、現在企画しています。
製作に対する施策ではありますが、経済と流通を活性化させること、
また全てのクラスにメリットと動機を持たせることをコンセプトに掲げて企画をしています。

開発ではこれを「マテリアクラフトシステム」(仮称)と呼んでいます。
愛着のある武器/防具を魔石マテリア化し、ギャザラーが調達した触媒を使って、
クラフターの手によって行われる、新たなクラフトシステムです。

・ファイターやソーサラーは、新規クラフトによって得られるアイテムに愛着が持てるように
・クラフターは、その需要に貢献できるように
・ギャザラーは、新規クラフトに必要な素材を獲得できるように

詳細はまたスレッドへポストしていきますね。

About new craft system

This concept is already introduced in his producer's letter, by adding new essences into crafting system, he hopes to stimulate economic system and the motivation of all players. Current the dev call it "Materia Craft System" (wow! the revive of FF7 ??) User can make his favorite gears into "Materia" (magic stone), and use the catalyst coming from gatherer, and power up by crafter.

He will post the detail later.
----------------------------------------------------------------------------------------

<製作のゲージに関して>
こちらも様々な方々からご意見いただいています。
開発では、ゲージをなくした状態もテストで実装し、QA(品質管理スタッフ)に試してもらっていますが、
やはり、ゲージをなくすのは簡単なものの、それにより今後の追加機能、遊びの充実がしにくくならないよう、
慎重に検討中ですので、この方向性に関してはいましばらくお待ちください。
逆にランクの低い製作は「一発製作」のように、タイムロスなく製作する仕様もありかなと思っています。

About time gauge of crafting

He got many opinion about this. The dev have make a test version that remove time gauge and tested by QA team, after the test, they think its easy to remove the gauge but it may make things harder for later expansion of crafting system. So the dev are still evaluating every possible direction.

On the other hand, for those 'easy' items (items request rank much lower than user's crafting rank), hi is considering to add a feature to let user make them in no time (currently "fasty hand" is only for parts).
----------------------------------------------------------------------------------------

<修理に関して>
そしてかなり重要な、修理について。
現状の修理はクラフターにとって自分の存在をアピールできる活躍の場でありながら、
その一方で、ファイターやソーサラーにとってはあまり喜ばしくないシステムに映っていると捉えています。

最終的に修理は、前述した「マテリアクラフトシステム(仮称)」と併せて、
バランスが取れるようになると考えています。
ただし、マテリアクラフトシステム実装までは、今しばらくの時間を必要とします。
そのため、まずは「修理に必要な素材の見直し」を行う予定です。

NPCの修理の値段が高額なことにもご意見をいただいておりますが、
こちらに関してはしばらくの間、様子見とさせてください。
ギルの消費手段がかなり少ない状況ですので、まずはそれらの要素を増やした上で、
その時のギルの価値に応じて調整していきます。

About repairing system

He know this system arouses many debate between crafter and fighter.
Finally the repairing system, along with Materia crafting, will get its balance in his plan. But it takes long time to implement, so he will begin with "reconsideration of items need for repairing".

About repairing NPC's price tag, currently he has no plan to change since its a way to make user spend their gil. He will make consideration after repairing system modified.


----------------------------------------------------------------------------------------
____________________________
それではよい旅を。

#51 Apr 11 2011 at 9:15 PM Rating: Good
**
429 posts
I hope by Materia, they mean disassembling gear to get ingredients you can't otherwise get. That would be a HUGE step toward making a good economy in FFXIV.
« Previous 1 2
This forum is read only
This Forum is Read Only!
Recent Visitors: 19 All times are in CST
Anonymous Guests (19)