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In Development (A condensed version.)Follow

#1 Apr 07 2011 at 10:33 PM Rating: Excellent
It has been a while since SE has really given an overview of what they are currently working on. As such I took the liberty of condensing the "In Development" section of the Official Forum into this post.

Enhancement of Battle Effects
The size of battle effects for actions and magic will be enhanced by 1.5 to 2 times the current.

Screenshot


Introduction of public companies
Introduction of public company leaders in each city-state
Introduction of public companies in Limsa Lominsa, Ul'dah, and Gridania to combat the threat to Eorzea

Changes to class names
Possible introduction of traditional names such as paladin, monk, white mage, etc.

Changes to actions for Disciplines of War & Magic classes
Further changes to enhance class uniqueness

Design and release of notorious monsters
Release of notorious monsters
Conversion of roaming monsters to notorious monsters

Enemy distribution adjustments
Examination of free-ranging enemy distribution
Changes aimed at clearly defined territories and secure travel routes

Environment collision detection
Risk analysis of collision detection adjustments to improve movement response

Addition of beast tribes
Release of beast tribe monsters as both roaming and quest-related enemies


Balancing of enemy attributes
Changes to enemy attributes and drops

Changes to claiming/engaging enemies
Examination and implementation of changes to claiming and engaging enemies

Changes to enemy group dynamics
Introduction of enemy group variability, as well as enemy group highlighting to enhance combat visibility

Revision of crowd control actions
Revision of crowd control actions for each class to improve party-based play

Changes to enmity calculations
Revisions to enmity algorithms
Adjustments to positioning algorithms of enemies in relation to PCs
Adjustments to ranged attack algorithms of enemies

Auto-attack system
Examination of an auto-attack feature

Revisions to party-based skill point acquisition in parties / Battle adjustments for new party system
Adjustments to degrees of difficulty and bonuses for behests for full parties (8 members)

Party system changes
Examination of maximum single party size
Changes aimed at improving battle balance
Redesign of UI elements in line with new party system

Examination of an auction house system
Final examination of retainer and auction house systems

Improvement of market area connectivity and stability
Reduction in the frequency of market area crashes

Introduction of new synthesis concepts
Examination of new synthesis concepts

Synthesis interface improvements
Examination of synthesis recipe balancing
Adjustments to begin after settling on specs
Expansion of synthesis recipe history (currently stores eight recipes)
Adjustments to the item synthesis process

Revision of battle loot and quest rewards
Ability to obtain weapons and armor via battle loot and quest rewards

Reexamination of class-based requirements for gear
Addition of class-specific gear to enhance class uniqueness and goal-oriented play

Reassessment of the gear affinities
Introduction of gear with rank requirements to create player-oriented goals

Higher visibility of the optimal rank of items
Changes to the color of item names to convey the disparity between optimal rank and a player's current rank

Balancing of guildleve rewards
Changes to less popular guildleves in line with reward balances

Improvements to guildleve-related information
Additional information when exchanging guildleves

Changes to notification windows
Changes to window placement

Character jump feature
Examination of the implementation of jumping

Improvements to journal usability
Increased speed for text scrolling in general, and further speed increase for continuous scrolling
Addition of page-scrolling control for gamepads

Improvement of dialog windows(ex. market area selection)
Changes to increase the amount of on-screen data to reduce the need for multiple pages
(complete for market area selection screens as of 1.15a)

Improvements to the log
Revision of text colors by message type

Quest-related system changes
Addition of icons to make quest NPCs easily recognizable
Addition of quest NPC locations to maps
Addition of confirmation windows for accepting/refusing quests
Ability to abandon accepted quests

Public company quests
Planning of public companies and related quests in Limsa Lominsa, Ul'dah, and Gridania

Storylines and world quests
Development and release of supplemental storylines and world quests

Quests revolving around the danger facing Eorzea
Planning and implementation of quests

Tutorials for new players
Planning and implementation of tutorial quests

Edited, Apr 8th 2011 12:44am by StateAlchemist2

VydarrTyr wrote:
SmashingtonWho wrote:
If they can do all that in 1 year then I will **** in my pants on a boat like a boss.

Note to self: Do not ride the boat with Smashington.

More on topic: Here's a post from the devs that includes a picture of the new aggro-related icons, complete with mob level.

(Suggestion) Removing the aggroe icon for monsters. wrote:
Hey everyone! ^_^
Thanks for all of your feedback regarding the aggressive icon thus far! We received a nice image of the various new icons from the development team and would like to share them with you. (Sorry it’s in Japanese at the moment, but those are just the enemy names anyway!)

As you can see in the image, we’re currently planning to have 3 different types of icons, and the ability to easily discern aggressive/non-aggressive monsters as well as their level.

We’re looking forward to any additional feedback you may have!


Screenshot
(Click image to view larger version.)

Edited, Apr 8th 2011 9:44am by StateAlchemist2
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#2 Apr 07 2011 at 10:50 PM Rating: Excellent
Letter from the Producer, VI (03/16/2011) wrote:
We were working to release patches 1.16a and 1.17 by the end of March, but now anticipate a delay of one to two weeks. During this time, we will not only be making minor improvements, but also directing our efforts on laying the groundwork for future content.

I had intended to announce this in a future letter, but we will release information regarding the Grand Companies of Eorzea (what were referred to as “public companies” in previous posts) just before patch 1.17 goes live. We are currently readying a page dedicated to this exciting new feature, and hope to have it up on the Lodestone shortly.

Letter from the Producer, VII (04/01/2011) wrote:
We were just about to begin testing on the now released patch 1.16a when the earthquake struck, and for that reason delayed its release. In addition, patch 1.17 was initially pushed back to mid-April, but after reexamination we’ve decided instead to divide the content and release it across two patches—1.17 and 1.17a.

Patch 1.17 contains an upcoming seasonal event slated for April. If we keep all of the other initially planned content, however, we wouldn’t be able to have the patch ready in time to coincide with Eas—errr, said seasonal event in the real world. So we’ve reduced the volume of patch 1.17 down to about 70% of its original size, and pushed the remaining 30% over to 1.17a. This way, all of the content can be released with minimal delay in between, and it will also allow us to get this holiday event released in time (don’t worry, there are no bells in this one).

Even so, this still won’t make up for all of the time lost from our original schedule. As a result, unfortunately, we’re going to have to forgo the event planned for a national Japanese holiday in early May. Since the April seasonal event kicks off later than intended, it will continue even after April 24th in the real world—whatever that day may be. I realize this is all less than ideal, but hope you understand and bear with us.

One last thing. A portion of the changes in patches 1.17 and 1.17a are preparations for the mid- and high-rank PvE content planned for later release. As soon as we hammer out the basics of the new dungeon and raid environments, we’ll be throwing out some screenshots and introducing them to you.


Based on this we can expect patch 1.17 sometime next week with 1.17a in probably the last week of april.

Edited, Apr 8th 2011 12:52am by StateAlchemist2
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#3 Apr 07 2011 at 11:05 PM Rating: Excellent
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I think it would be nice if even half those changes were in patch 1.17a. Sadly, I'm not optimistic about it at all.
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#4 Apr 07 2011 at 11:10 PM Rating: Excellent
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patches seem to be 1-2 things off their development list and a bunch of random crap few people cared about. I expect we'll maybe be through that list by the 1 year mark.
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#5 Apr 07 2011 at 11:58 PM Rating: Decent
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even though they only enlarged that fire attack, it looks alot more lethal than it did before. i hope most of the abilities look better like that.
#6 Apr 08 2011 at 12:50 AM Rating: Decent
KujaKoF wrote:
patches seem to be 1-2 things off their development list and a bunch of random crap few people cared about. I expect we'll maybe be through that list by the 1 year mark.


If they can do all that in 1 year then I will **** in my pants on a boat like a boss.
#7 Apr 08 2011 at 12:59 AM Rating: Default
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Aside from one or two things. All these planned changes seem very nice. The battle effect enlargement and highlighting enemies is a nice start for creating visually identifiable skills and party cohesion. Most users would still like to see weaponskill and innate spell animations be varied and unique. And I don't just mean the effect but the actual character movement in those animations. Even if SE could only go back and rework/make1-2 weaponskills and spells per month. If they could show us that they are going to work on this pro actively over time. Most people who complain about animations would be very happy.
Good Job SE.
#8 Apr 08 2011 at 3:04 AM Rating: Excellent
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568 posts
I remember vividly being wildly enthusiastic when most of these items were announced. 6 months later, still waiting for AH and stuff that are still under the "examination of" label.

The change is coming but it's so slow that it's hard to even notice that it's happening.
#9 Apr 08 2011 at 3:31 AM Rating: Excellent
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2,120 posts
If they could stop the Ul'dah wards from crashing so **** often on Selbina I wouldn't care about the idea of an AH. When retainers are in place I can quickly find what I want & get outta there. But they have to fix that crashing issue if they plan on keeping that system...

Something like jumping...I'd be fine if they were simply saying "We're looking into it" with no real intent of adding it = D

Edited, Apr 8th 2011 5:54am by TwistedOwl
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#10 Apr 08 2011 at 4:32 AM Rating: Default
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Grand Master Alchemist StateAlchemist2 wrote:

Changes to class names
Possible introduction of traditional names such as paladin, monk, white mage, etc.

As long as it's only names I'm perfectly fine with it.. honestly I don't want cloned classes from FFXI... otherwise it would be called FFXI-2..
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#11 Apr 08 2011 at 5:03 AM Rating: Excellent
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SmashingtonWho wrote:
If they can do all that in 1 year then I will **** in my pants on a boat like a boss.

Note to self: Do not ride the boat with Smashington.

More on topic: Here's a post from the devs that includes a picture of the new aggro-related icons, complete with mob level.
#12 Apr 08 2011 at 5:28 AM Rating: Excellent
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2,120 posts
KaineGestalt wrote:
Grand Master Alchemist StateAlchemist2 wrote:

Changes to class names
Possible introduction of traditional names such as paladin, monk, white mage, etc.

As long as it's only names I'm perfectly fine with it.. honestly I don't want cloned classes from FFXI... otherwise it would be called FFXI-2..


I see your point & that issue confuses me. Wondering what they might have in mind. You can't really change the names without altering the classes some though. Calling conjurer a white mage doesn't work with all their nukes. A gladiator isn't really a paladin, but a gladiator. They'd have to change some stuff up or have classes that make less sense.
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#13 Apr 08 2011 at 7:44 AM Rating: Decent
VydarrTyr wrote:
SmashingtonWho wrote:
If they can do all that in 1 year then I will **** in my pants on a boat like a boss.

Note to self: Do not ride the boat with Smashington.

More on topic: Here's a post from the devs that includes a picture of the new aggro-related icons, complete with mob level.

I went ahead and added the information and image of that post in the forum to the OP.
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#14 Apr 08 2011 at 9:31 AM Rating: Excellent
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The list itself is ridiculous. Basically they claim to spin a bunch of hay into pure gold eventually,
but noone will be able to tell because before they finish the first straw they've all died of old age.
#15 Apr 08 2011 at 10:27 AM Rating: Excellent
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That list even more proves they need to shut this baby down, re-open alpha, have people apply to be testers, and have it. Put a hard release date sometime in the future, probably a year, when they feel it will be in EXCELLENT shape for the PS3 release and to be re-reviewed.

All that is going to happen is they will be making adjustments and people will keep complaining that its not enough. It will be never enough if they try to piecemeal this month to month.

Do this for 12 months and the perception will be negative. There will be no splash to get anyone excited.

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#16 Apr 08 2011 at 11:07 AM Rating: Excellent
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Simool wrote:
That list even more proves they need to shut this baby down, re-open alpha, have people apply to be testers, and have it. Put a hard release date sometime in the future, probably a year, when they feel it will be in EXCELLENT shape for the PS3 release and to be re-reviewed.

All that is going to happen is they will be making adjustments and people will keep complaining that its not enough. It will be never enough if they try to piecemeal this month to month.

Do this for 12 months and the perception will be negative. There will be no splash to get anyone excited.



They cant do that, it would damage their reputation with game retailers too much. Think how ****** you would be if you bought a load of games from a company, then the game turns out to be utter ***** and no one buys it, then just to **** in the vinegar they roll it back to Alpha anyway.

While I far from disagree with your reasoning behind the suggestion, it wont happen :(
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#17 Apr 08 2011 at 11:49 AM Rating: Excellent
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KaineGestalt wrote:
Grand Master Alchemist StateAlchemist2 wrote:

Changes to class names
Possible introduction of traditional names such as paladin, monk, white mage, etc.

As long as it's only names I'm perfectly fine with it.. honestly I don't want cloned classes from FFXI... otherwise it would be called FFXI-2..


I'm sorry, but this response bugs me. I understand the point that they can't change current classes in FFXIV into those, but these classes (mentioned above) did not originate in FFXI! They were in FFI, FFIII, FFV, and FFIX. Putting in these classes doesn't make it FFXI-2, it makes it Final Fantasy.

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#18 Apr 08 2011 at 11:55 AM Rating: Excellent
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Kordain wrote:
Simool wrote:
That list even more proves they need to shut this baby down, re-open alpha, have people apply to be testers, and have it. Put a hard release date sometime in the future, probably a year, when they feel it will be in EXCELLENT shape for the PS3 release and to be re-reviewed.

All that is going to happen is they will be making adjustments and people will keep complaining that its not enough. It will be never enough if they try to piecemeal this month to month.

Do this for 12 months and the perception will be negative. There will be no splash to get anyone excited.



They cant do that, it would damage their reputation with game retailers too much. Think how ****** you would be if you bought a load of games from a company, then the game turns out to be utter sh*te and no one buys it, then just to **** in the vinegar they roll it back to Alpha anyway.

While I far from disagree with your reasoning behind the suggestion, it wont happen :(


Somehow I don't think game retailers can get any more ******* considering that this game was being sold half off or less within a month of hitting shelves.
#19 Apr 08 2011 at 12:07 PM Rating: Excellent
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UltKnightGrover wrote:
I'm sorry, but this response bugs me. I understand the point that they can't change current classes in FFXIV into those, but these classes (mentioned above) did not originate in FFXI! They were in FFI, FFIII, FFV, and FFIX. Putting in these classes doesn't make it FFXI-2, it makes it Final Fantasy.



Is it kind of ironic that people say they don't want FFXI-2 when certain feature requests pop up, but nobody cares that FFXIV already has so much stuff "copied" from FFXI? Same races, three nation states, same monsters, etc.
#20 Apr 08 2011 at 12:39 PM Rating: Default
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UltKnightGrover wrote:
KaineGestalt wrote:
Grand Master Alchemist StateAlchemist2 wrote:

Changes to class names
Possible introduction of traditional names such as paladin, monk, white mage, etc.

As long as it's only names I'm perfectly fine with it.. honestly I don't want cloned classes from FFXI... otherwise it would be called FFXI-2..


I'm sorry, but this response bugs me. I understand the point that they can't change current classes in FFXIV into those, but these classes (mentioned above) did not originate in FFXI! They were in FFI, FFIII, FFV, and FFIX. Putting in these classes doesn't make it FFXI-2, it makes it Final Fantasy.

The name makes it Final Fantasy..! What about the ones that don't have those classes..? Are they not Final Fantasy..?
They did not originate from FFXI.. but if I recall weell, FFXI is the only other MMORPG of the franchise.. or am I wrong..? Correct me if I am..

I think you should read again this part of my sentence.. you seem to have missed something about it
Quote:
honestly I don't want cloned classes from FFXI...otherwise it would be called FFXI-2..


The races look almost the same.. and..? Why clone the classes from FFXI too..? I said I don't mind the names.. so I must have been referring to something else..? Do I have to go into detail..? I was talking about the abilities and stats..

I just feel more and more convinced that all you guys want is "graphics-revamped FFXI"..
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#21 Apr 08 2011 at 1:01 PM Rating: Decent
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KaineGestalt wrote:
UltKnightGrover wrote:
KaineGestalt wrote:
Grand Master Alchemist StateAlchemist2 wrote:

Changes to class names
Possible introduction of traditional names such as paladin, monk, white mage, etc.

As long as it's only names I'm perfectly fine with it.. honestly I don't want cloned classes from FFXI... otherwise it would be called FFXI-2..


I'm sorry, but this response bugs me. I understand the point that they can't change current classes in FFXIV into those, but these classes (mentioned above) did not originate in FFXI! They were in FFI, FFIII, FFV, and FFIX. Putting in these classes doesn't make it FFXI-2, it makes it Final Fantasy.

The name makes it Final Fantasy..! What about the ones that don't have those classes..? Are they not Final Fantasy..?
They did not originate from FFXI.. but if I recall weell, FFXI is the only other MMORPG of the franchise.. or am I wrong..? Correct me if I am..


I think you should read again this part of my sentence.. you seem to have missed something about it
Quote:
honestly I don't want cloned classes from FFXI...otherwise it would be called FFXI-2..


The races look almost the same.. and..? Why clone the classes from FFXI too..? I said I don't mind the names.. so I must have been referring to something else..? Do I have to go into detail..? I was talking about the abilities and stats..

I just feel more and more convinced that all you guys want is "graphics-revamped FFXI"..


Dude dont get your panties in a wad over there. Job classes and their unique play styles are a characteristic of the Final Fantasy name, not the other way around. Just because a game has job classes does not make it a Final Fantasy game.

I for one don't want a FFXI-2 because I already play FFXI, but if I'm going to play FFXIV and not, say, Lord of the Rings Online, I want it to feel like a Final Fantasy and not Random Fantasy MMO 14. At some point you have to concede to the name you've assigned it. We don't need another Spirits Within!
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#22 Apr 08 2011 at 1:13 PM Rating: Decent
reptiletim wrote:
Dude dont get your panties in a wad over there. Job classes and their unique play styles are a characteristic of the Final Fantasy name, not the other way around. Just because a game has job classes does not make it a Final Fantasy game.

I for one don't want a FFXI-2 because I already play FFXI, but if I'm going to play FFXIV and not, say, Lord of the Rings Online, I want it to feel like a Final Fantasy and not Random Fantasy MMO 14. At some point you have to concede to the name you've assigned it. We don't need another Spirits Within!


I really like the way you worded this, and I agree. I hear too much QQing about FFXIV becoming FFXI-2, and it is ridiculous. Go and look at all the past FF games from I-X and then go look at Everquest. You will quickly see how FFXI was built upon all of that. Then go one step further and look at FFXII/FFXIII and add in everything else and compare it to the initial launch then compare it to now and then to the proposed changes.

Anyone with a good sense can see that FFXIV started as some Final Fantasy game that had lost its way in the desert and was quickly dying from dehydration...not until Yoshi-P came in a Medivac and brought FFXIV back from the brink of death did the game start feeling more like a real FF game (or at least feel like it was heading in the right direction).

Personally, I cannot say I am happy with -everything- they have done/are doing, but!!!...class name changes/modifications to abilities and stats/etc...are not amongst the things I disapprove of. Bring on the resurrection of the FF feeling.
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#23 Apr 08 2011 at 1:36 PM Rating: Decent
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You know.. sometimes change is good.. and people seem to like just too much the stagnant routine..
That's all I have left to say..

"If it worked, why change it?" right..? :/
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#24 Apr 08 2011 at 1:46 PM Rating: Excellent
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I would be worried that FFXIV was becoming another FFXI if they were to add some staples that FFXI had that no other FF had. Ie: Bringing back specific NPCs and continents that only existed in Vana'diel (Shantotto and/or Naja Salaheem for example) , deliberately bringing back the subjob system, using Atomos to go back in time and mixing Cait Sith and a biracial NPC, events around a Crystal War that happened 20 years before Eorzea, etc.

FFXIV has a totally different story foundation, there's no way it could become a "FFXI-2". I wouldn't mind bringing back the FF job classes we all know and love, but there's much more to it than that to make anything a FFXI-2.

I mean with a lot of these arguments about using stuff that's the same, I could just imagine that they finally announce that a Cid is coming to the game and people will whine that a Cid was in Bastok so it's FFXI-2. Makes me want to /facepalm.


I do agree that recycling races was a cheap way out, they could have had so much more potential with using new and different races. I do not like that either.


Edited, Apr 8th 2011 12:52pm by UltKnightGrover

Edited, Apr 8th 2011 12:55pm by UltKnightGrover
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#25 Apr 08 2011 at 2:23 PM Rating: Decent
UltKnightGrover wrote:
I do agree that recycling races was a cheap way out, they could have had so much more potential with using new and different races. I do not like that either.


This I do agree with...I was hoping for at least more variation on the races vs FFXI, however if they "had" to recycle FFXI races, at least they did a good job of it! (My Taru is bigger!!!!) The character customization is definitely a lot better. I wish they had added more races (1 or 2)...maybe a levitating race (like Moogles but different of course). Also, having an aquatic-amphibious race would have been an interesting idea, allowing for underwater combat and quests, more explorable locations within a given zone (and to allow other races to go underwater for an extended period of time, they could have made some kind of device or magical spell that allowed you to breathe or something).
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#26 Apr 08 2011 at 2:45 PM Rating: Good
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I completely understand their keeping the races, they wanted FFXI players to be able to "transfer" their characters into the new game. I think they probably could have made others, but I really think that they already had their bases covered. What else could they add, aside from the missing sexes. I personally don't like the idea of moogles because they're magical and they don't wear clothes, it'd be too un-moogle like to have them be playable characters.
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#27 Apr 08 2011 at 2:53 PM Rating: Decent
KujaKoF wrote:
I completely understand their keeping the races, they wanted FFXI players to be able to "transfer" their characters into the new game. I think they probably could have made others, but I really think that they already had their bases covered. What else could they add, aside from the missing sexes. I personally don't like the idea of moogles because they're magical and they don't wear clothes, it'd be too un-moogle like to have them be playable characters.


Well I didn't mean moogles. I just meant a levitating race like moogles (as in they also levitate).
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#28 Apr 08 2011 at 5:06 PM Rating: Default
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KaineGestalt wrote:
Grand Master Alchemist StateAlchemist2 wrote:

Changes to class names
Possible introduction of traditional names such as paladin, monk, white mage, etc.

As long as it's only names I'm perfectly fine with it.. honestly I don't want cloned classes from FFXI... otherwise it would be called FFXI-2..


You do understand that if they made a FFXI-2 out of this game, it'd turn out an infinite amount better than if they just keep patching up this leaking boat?
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#29 Apr 08 2011 at 5:56 PM Rating: Decent
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Realize that in general, this goes for gamers of all genres, they essentially want the same game they love but prettier. There are -countless- articles/threads/posts/QQ about how people dislike a game because it doesn't play like *insert game* that they enjoy. Big generalization of course but I can't get away from this observation. MvC3 is the perfect example of this.

As for the changes, I really wish they would add something about how to handle things when you disconnect. Seriously. It is a mother ***** to fail a faction or leve if you disconnect, especially at the start of it. They have to realize that connection hiccups happen to everyone. Imagine if you were unable to re-enter Dynamis/Limbus/Einherjar/BCNM/etc. upon disconnecting or get any credit for it. What's even more upsetting is how long it takes to reconnect, anywhere from 5-20 mins. They need to fix that along with the content. Content is no fun if you are locked out of it due to slight connection issue.

Then of course, being unable to be added to a party if they are engaged (or even freakin unable to logout if the party is engaged). There are so many anti-RMT, anti-NM Holding "features" in this game due in large part to FFXI, that they break the game as well. If your tank or healer d/cs during an event, it's pretty much a wipe even if you are able to sustain yourself until he/she returns. This again, is something that needs to be fixed along with the content.
#30 Apr 09 2011 at 10:19 AM Rating: Decent
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This list proves to me that SE has lost touch with reality. Nothing listed on that list makes me want to say yeah, this game is worth $15 a month now, little alone trying to charge PS3 players $60 a month. At this point SE's best option would be to cut their losses and close the game down!
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#31 Apr 09 2011 at 10:53 AM Rating: Decent
jackelalexander wrote:
This list proves to me that SE has lost touch with reality. Nothing listed on that list makes me want to say yeah, this game is worth $15 a month now, little alone trying to charge PS3 players $60 a month. At this point SE's best option would be to cut their losses and close the game down!


First of all the subscription fee is $12.99.

Second, what in God's name would make you think that the PS3 version will cost $60.00/month?

You, sir, are the one who has lost touch with reality.
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#32 Apr 10 2011 at 6:27 AM Rating: Decent
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Quote:
If they can do all that in 1 year then I will **** in my pants on a boat like a boss.


This is a 3 month roadmap. They need to have all of this in the game by May.

Why people think rehauls take a month to develop is beyond me. They haven't worked on this stuff for 6 months, they have worked on this stuff since 2011. The only feature that has been in development for longer is the company system, which is naturally coming earlier than the rest (1.17).

Everything on that list will be implemented by May either partially or completely, if delays don't happen.

And no, it is extremely unlikely that they will start charging for the game in May.

Edited, Apr 10th 2011 12:32pm by Hyanmen
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#33 Apr 10 2011 at 6:36 AM Rating: Good
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Well I'm a but underwhelmed by the "Enhanced Battle Effects". Instead of addressing the overall design of the Magic System & their associated jobs, they made the visuals larger. (V_V)
#34 Apr 10 2011 at 6:48 AM Rating: Decent
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Well I'm a but underwhelmed by the "Enhanced Battle Effects". Instead of addressing the overall design of the Magic System & their associated jobs, they made the visuals larger. (V_V)


Because everything must be done simultaneously.
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We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#35 Apr 10 2011 at 9:22 AM Rating: Decent
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Hyanmen wrote:
Quote:
Well I'm a but underwhelmed by the "Enhanced Battle Effects". Instead of addressing the overall design of the Magic System & their associated jobs, they made the visuals larger. (V_V)


Because everything must be done simultaneously.


Pretty sure they need to be doing an overhaul first instead of increasing the size of the effects if they are unable to do both at the same time.
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#36 Apr 10 2011 at 9:56 AM Rating: Default
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Pretty sure they need to be doing an overhaul first instead of increasing the size of the effects if they are unable to do both at the same time.


Yes, they are doing overhauls first- overhauls of the combat and class systems, among other things. In the meantime, they can either make the particle effects bigger or wait until those other rehauls are done so they can focus on the effect & animation rehauls (= do nothing for the time being).

Which one would you prefer? If they can do this in the meantime, more power to them I say.

Edited, Apr 10th 2011 3:57pm by Hyanmen
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We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#37 Apr 11 2011 at 2:03 AM Rating: Default
(for the people whining (its not what meant))

The larger sized effects makes me giggle because as people asked for a bigger impacting spells thingy yada yada some (probrably most) werent specific so they were like wam! its bigger thus a bigger impact (even though i knew they meant more creative looking spells instead of colored poofs)....so before you complain (this goes to those who are not specific in what they want) be more specific as with jump, i hear i want jump, i want a jump feature, please add a jumping feature i dont like being glued to the floor, when they meeeean hey i cant get down this ledge i want a short cut from up here to there, i want to over come these terrain obsticles invisible walls. So im thinking as so many people are asking for a jump they will add it buut u still cant get over that ledge lol :P

reminds me of those kids "mom, dad i want a new car and a good cellphone" ~gets a candy cellphone and a toy car~
#38 Apr 11 2011 at 2:12 AM Rating: Decent
lol oh forgot YAY for more uniqueness in classes was wondering why DoM was smooshed into two classes anyways, btw is anyone thinking into the distant future expantions with new classes? I still have my fingers crossed for a summoner (would be funny if it summoned old mobs from ffXI) wouldnt mind it being like the summoner in XI personally
#39 Apr 11 2011 at 2:24 AM Rating: Excellent
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Rougespowerstone wrote:
(for the people whining (its not what meant))

The larger sized effects makes me giggle because as people asked for a bigger impacting spells thingy yada yada some (probrably most) werent specific so they were like wam! its bigger thus a bigger impact (even though i knew they meant more creative looking spells instead of colored poofs)....so before you complain (this goes to those who are not specific in what they want) be more specific as with jump, i hear i want jump, i want a jump feature, please add a jumping feature i dont like being glued to the floor, when they meeeean hey i cant get down this ledge i want a short cut from up here to there, i want to over come these terrain obsticles invisible walls. So im thinking as so many people are asking for a jump they will add it buut u still cant get over that ledge lol :P

reminds me of those kids "mom, dad i want a new car and a good cellphone" ~gets a candy cellphone and a toy car~


Yes I agree. I think the quests are a really good example of this. I'm sure none of us thought that quests will be as lame as they are when they asked for them. I remember myself for example starting several threads and sending copious consumer feedback to SE asking quests but I don't think I once wrote that I expected them to have good writing and cutscenes. Now the quests are there but I bothered to complete only 3 before I realized that they are leves.

Isn't it weird thought that they seem to assume that we're always asking for the absolute minimum improvements?
#40 Apr 11 2011 at 4:05 AM Rating: Good
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Grand Master Alchemist StateAlchemist2 wrote:
KujaKoF wrote:
I completely understand their keeping the races, they wanted FFXI players to be able to "transfer" their characters into the new game. I think they probably could have made others, but I really think that they already had their bases covered. What else could they add, aside from the missing sexes. I personally don't like the idea of moogles because they're magical and they don't wear clothes, it'd be too un-moogle like to have them be playable characters.


Well I didn't mean moogles. I just meant a levitating race like moogles (as in they also levitate).


Sorry to **** in, but Moogles are known to wear armour on occasions :P There's a whole set of non-nude Moogles in FF Tactics series :D
#41 Apr 11 2011 at 4:20 AM Rating: Excellent
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seiferdincht wrote:
Yes I agree. I think the quests are a really good example of this. I'm sure none of us thought that quests will be as lame as they are when they asked for them. I remember myself for example starting several threads and sending copious consumer feedback to SE asking quests but I don't think I once wrote that I expected them to have good writing and cutscenes. Now the quests are there but I bothered to complete only 3 before I realized that they are leves.

Isn't it weird thought that they seem to assume that we're always asking for the absolute minimum improvements?

I'd pretty much lost faith by the time that update came around, so that's what I was basically expecting. Though even I had to stand in awe of how they had no shame in.. not only every one be a fetch-kill quest, but requiring eight things in 18 of 18 sidequests. That's pushing it, even by XIV standards. I'd swear the (probably lone) person designing them lost a bet and was trying to get fired.

I don't mind that SE is moving slowly on this game.. What I mind is that what they are doing isn't any good. Across the board, it's not even close. I'd rather them do nothing than update the game with shoddy work.
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#42 Apr 11 2011 at 5:56 AM Rating: Good
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I'm sure none of us thought that quests will be as lame as they are when they asked for them.


From the very beginning, there was no question whether the quests would suck or not. It was obvious. The only question was whether there would be too few of them or whether they would be of low quality.

Their development team can only do so much, and content is not their primary focus and will not be for months- they have repeated this over and over again. If they have 140 people working on the game, with 37 different tasks and most likely more we don't know about (which are then divided to subtasks), they need to prioritize. Not all tasks have the same amount of resources and manpower allocated to them.

Simply said, to them getting combat and class rehauls as well as AH and jumping mechanics out is more important than making sure the quests are top-notch.
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#43 Apr 11 2011 at 8:51 AM Rating: Good
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Briker wrote:
Grand Master Alchemist StateAlchemist2 wrote:
KujaKoF wrote:
I completely understand their keeping the races, they wanted FFXI players to be able to "transfer" their characters into the new game. I think they probably could have made others, but I really think that they already had their bases covered. What else could they add, aside from the missing sexes. I personally don't like the idea of moogles because they're magical and they don't wear clothes, it'd be too un-moogle like to have them be playable characters.


Well I didn't mean moogles. I just meant a levitating race like moogles (as in they also levitate).


Sorry to **** in, but Moogles are known to wear armour on occasions :P There's a whole set of non-nude Moogles in FF Tactics series :D


Tactics Advanced is non-cannon :P

Nah I do remember more humanoid moogles from FF9 though, eh I don't like it. I stand firmly in my belief that moogles would make a terrible playable race.

Also, I do see that GMA Statealchemist didn't suggest moogle, but something moogle like, still not a huge fan. We already have lalafells as the 'magical/faerie' type, I think what they have now keeps all bases covered.
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#44 Apr 11 2011 at 9:46 AM Rating: Default
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KujaKoF wrote:
Briker wrote:
Grand Master Alchemist StateAlchemist2 wrote:
KujaKoF wrote:
I completely understand their keeping the races, they wanted FFXI players to be able to "transfer" their characters into the new game. I think they probably could have made others, but I really think that they already had their bases covered. What else could they add, aside from the missing sexes. I personally don't like the idea of moogles because they're magical and they don't wear clothes, it'd be too un-moogle like to have them be playable characters.


Well I didn't mean moogles. I just meant a levitating race like moogles (as in they also levitate).


Sorry to **** in, but Moogles are known to wear armour on occasions :P There's a whole set of non-nude Moogles in FF Tactics series :D


Tactics Advanced is non-cannon :P

Nah I do remember more humanoid moogles from FF9 though, eh I don't like it. I stand firmly in my belief that moogles would make a terrible playable race.

Also, I do see that GMA Statealchemist didn't suggest moogle, but something moogle like, still not a huge fan. We already have lalafells as the 'magical/faerie' type, I think what they have now keeps all bases covered.


Moogle in FFVI was able to equip armor <.< Is FFVI non-cannon ?
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#45 Apr 11 2011 at 10:59 AM Rating: Good
Mog was the first playable Moogle. Getting to play as Mog was one of the most memorable parts of the early FF era.

Look, it's a history of Moogles!
http://finalfantasy.wikia.com/wiki/Moogle

Having Moogles in FFXIV for a handful of cutscenes and no where else is sad.
#46 Apr 11 2011 at 2:15 PM Rating: Good
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Their development team can only do so much


I poped my head back to the forum to see if anything is new. I quoted this because I've been spending time "somewhere else". And this "somewhere else" seems to pop out content, updates, fixes, etc within a moments notice and only 30 minutes of downtime. Why can't SE?
#47 Apr 11 2011 at 2:30 PM Rating: Decent
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Why can't SE?


Is this "something else" rehauling fundamental game aspects from the ground-up?

If not, there is your answer.
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#48 Apr 11 2011 at 2:38 PM Rating: Good
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Is this "something else" rehauling fundamental game aspects from the ground-up?

If not, there is your answer.



I want to agree with you, I do but that's now. What about the last eight months?

I'll check back in May.

edit: a few fundamentals have changed.

Edited, Apr 11th 2011 4:40pm by nonameoflevi
#49 Apr 11 2011 at 4:55 PM Rating: Decent
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Hyanmen wrote:
Quote:
Why can't SE?


Is this "something else" rehauling fundamental game aspects from the ground-up?

If not, there is your answer.


Is that the new "Line" the fanboy's are throwing around now ? What happened to "It's only been released" or "No MMO is a complete product on Release" or "Give it six months" or well you get the picture....
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#50 Apr 11 2011 at 5:02 PM Rating: Default
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Ostia wrote:
Hyanmen wrote:
Quote:
Why can't SE?


Is this "something else" rehauling fundamental game aspects from the ground-up?

If not, there is your answer.


Is that the new "Line" the fanboy's are throwing around now ? What happened to "It's only been released" or "No MMO is a complete product on Release" or "Give it six months" or well you get the picture....


Games F2P come back when you like that's all, I'd rather they take it slow and give some good content rather than half *** crap we play today, and I hope the game your referring to is not RIFT.
#51 Apr 12 2011 at 1:31 AM Rating: Excellent
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Is this "something else" rehauling fundamental game aspects from the ground-up?

If not, there is your answer.


(giggle)

It's so funny. After 6 months, people still chase the same rotten carrot.
I guess it will only stop once the stick finally breaks.
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