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New Interview With 4gamer.net (JP - 06/25/11)Follow

#1 Jun 25 2011 at 12:14 PM Rating: Excellent
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Japanese gaming site 4gamer.net just posted a new interview with Gondai, Matsui, and Yoshi-P. All translations courtesy of Reinheart and Rentahamster from the official forums:

Highlights
  • Physical Levels removed in 1.19
  • Changing the battle system while adding content will not work. Since the changes to the battle system are so complex, it is taking a long time.
  • Auto-Attack and changes to Hate Algorythms are coming in 1.18, changes to the calculation system (damage formulas? stats?) and growth (stat allocation?) are coming in 1.19.
  • Currently one job is planned per class, but they are open to adding additional jobs per class later.
  • They are working on making all three action bars visible at once instead of only showing one at a time.
  • "In FFXIV...we took the wrong direction at the start."
  • They are looking into "Self Combos" (self skillchains or battle regimens?)
  • "We’re thinking of fixing FFXIV, not thinking of when to start charging for the game."
  • A character from the FF series will be added in 1.18 (Ifrit? Cid? Bahamut? Chocobos?)
  • Depopulation of of certain countries (I'm guessing Grid/Limsa) is a "big problem" due to the "inconveniences" of certain cities. They are planning on fixing this not by reducing Ul'dah's convenience, but by increasing the convenience of the two other cities. This could involve content, guild adjustments, battles, and also map remodels (Yes, Please).
  • They are planning something for the countries' airships (not necessarily related to transport) and will do their best to include it in 1.19.


Rentahamster wrote:
インタ ビュー中、 出てき た新情報
New info from the interview

フィジカルレベ ルの廃止は 1.19
They will get rid of physical levels in 1.19

FFXIV のレイド の意味は 大規模 PvE ではない
FF14 raids are not intended to be massively huge PvE content

FFXIV はクリック ゲーで はなく、 EQ タイプ
FF14 is not intended to be a hack 'n slash clickfest. It's more like Everquest.

一人連 携ができ るようになる
They are planning on implementing combos that you can do by yourself. (kinda vague)

課金の 時期は考 えていない
They are not thinking about what they are gonna do regarding the free to play status right now.


Reinheart wrote:
そこで, 前回のインタビ ューから半 年が経過した このタイミ ングで, 再び インタビュー を行って みた。今 回は, プロデュー サー兼ディレ クターの吉 田直樹氏, リードバ トルプラ ンナーの松 井聡彦 氏, バトル プランナーの 権代光俊氏に「 FFXIV のこれまでとこれ から」を語 ってもらった ので, さっ そくお伝 えしよう。
Since it has been 6 month (half year) since last interview we have interviewed the dev team. This time we have asked the following people regarding what has been until now and what will be done to Director Yoshida Naoki Producer, Lead Battle Planner Matsui Akihiko and Battle Planner Gondai Mitsutoshi
YoshiP / Matsui / Gondai

4Gamer:
 本日はよろしくお願 いします。 前回のインタ ビューからお よそ半年が経 ちましたが ,その間に 何度かアップ デートが実 施されましたよ ね。今回は ,その半 年の間に行 われたこと ,そしてこ れからの ことをお聞 きできれば と思います。
4Gamer: It has been 6 month (hantoshi = half year) and during this time we have had couple updates. We would like to ask you what has been done up until now and the what will be done (in future)

吉田直樹氏(以下,吉田氏):
 分かりました。
YoshiP: OK

4Gamer:
 まず最初にお 聞きしたい のが,これ までに行 われたUI の改善につ いてです。 UIの修正 が行われ た結果,私 も実際に プレイして遊 びやすく なったと 感じてい るのですが ,プレイ ヤーから はどうい った意見 や感想があ りましたか?
4Gamer: first we would like to ask regarding the UI improvements. After playing I feel that it has been easier to play, but what kind of comments have you received from the players?

吉田氏:
 UIと一言で いって も,すごく 広いです ね……うー ん,意見 の中で一 番興味深か ったのが,モ ンスター のレベ ル表現だっ たりとか ,アクテ ィブ/非 アクティブ のアイコ ン表示を したときの ものですね。
YoshiP: UI is really large (subject) from the comments the one that interested us the most are the regarding monster level and monsters active or nonactive icons.

4Gamer:
 レベル はともかく,アクティブかどう かはアイ コンが表示 されるよう になっ て,かな り分かり やすくな りました よね。そ の一方で,そ こまで表 示され たら簡単 すぎる だろうと いう意見 もあった ようです が。
4Gamer: Aside from the level icon, showing if the mob is active or not made it easy to understand. But at same time there were comments that showing this made it too easy.

吉田氏:
 最初は たしかにそ う言われて いましたが,でも 落ち着い てくる と,やっ ぱり いいよねと いう意 見も増 えてきま した。そう いうのを 見ると,プ レイヤー の世代に よってゲ ームに 求める情 報は変わ っていく ものだよ なと,あらた めて思 いましたね。
YoshiP: At first we were told that a lot but as time passed, we have also received comments that it’s a good feature. Depending on the generation of the players, what they demand/want changes as well.

4Gamer:
 と言いますと?
4Gamer: meaning?

吉田氏:
 僕ってすご く昔かたぎ のゲーマー なんです けど,僕か ら見ると 今のゲームをプ レイしてい る,とく に若い世 代って,すご く情報が 整理され た中で 安心して 遊んで いる人が多 いと思 っています。
  ですの で,安心 して遊べ るってい うところ は1つの ポイント だろう と思っ ています 。そのへ んは,アイ コン表示 の話も そう ですが,新旧ゲ ーマーの 入り乱れ たフォー ラムでの発 言がある ので,すご く興味深く見 ていますね。
YoshiP: I am old gamer; from my point of view playing the games out now, it feels as the new gamers are playing the game in a environment where all the information are laid out for them. Looking at the forum there are both new and old gamer so it is very interesting and keeping a close eye on.

4Gamer:
 なるほど 。一見ゲー ムが簡単に なってし まいそうな 表示で も,それ に安心感 を覚える 層が,い まは多 いと考 えている のですね。
4Gamer: I see, at one point it seems it’s making the game easy but at same time gives confort for some of the newer gamers.

吉田氏:
 ええ,こ れ か らPS3でFFXIVを出 すと,ま た新しい 世代のプ レイヤ ー,とくにMMORPG を経験 してい ないプレ イヤーが 入って きます。例え ば,この 半年 でやってき たUIの改 修という のは,PS3 版が始ま ったとき に,当た り前に必 要だと思っ ている表示 内容が多 いです。
 だ から,今の プレイヤ ーの方から 見れば,当然 反対意見 があるのは 分かっている のです が,僕と しては,最初 から情報 を出せるも のは出しま す。その 中でどう や ってプ レイするの か,どうや ってバト ルするのか を考えてく ださいと いう主張で ,新し い仕様を 入れてい ます。そ して, それはこ れから もまだまだやろうと 思っています。
YoshiP: Yes, and when PS3 version comes out we will have another new generation players, also including those that never played MMORPG. All the UI improvements done up till now are stuff that are required, most needed when the PS3 version starts. That is why from current players point of view, there will be opposing comments; We understand that, as myself whatever information I can give I will provide. From there I want the players to decide how to play, how to battle using the information provided. We will continue following this method in the future.

松井聡 彦氏(以下,松井氏):
 本当にい っぱいあるよね。
Matsui: There are a lot, really.

4Gamer:
 公開されてい るプロデ ューサーレ ターで,いろい ろと表に なっている ので,こう いうのも 入るんだ と興味深く見 ています。
4Gamer: On the producer letters we are looking at all the things that are going to be implemented.

吉田氏:
 UIについ ては,究極を いえばターゲ ットのカスタマ イズまでい かないとダメ だと思っ ています。
YoshiP: For the UI, I think we need to make it to the point where we have to customize the target.

4Gamer:
 具体的に はどういった ものですか?
4Gamer: What do you mean by that?

吉田氏:
 以前,ターゲ ット方式として ,サークル の仕組みを入 れました が,サー クル自体のく くりを自分 でカスタ マイズでき るようにす るべきだろう と思っ ているんですよ。
 例えば,自分好 みに「絶 対にモン スター以外 はターゲッ トしな いサークル」 を作れる ところま でいくべ きですよ ね。ただ コスト面の 問題があっ たり,サ ーバー の 改修を待 たないとで きなかっ たりはす るので,順 を追っ て,とい うのが現 状です ね。今は本 当に最低限 のところに ,やっ と到達でき たかなとい う感じです。
YoshiP: We put in the target circle feature but we want to make it so you can customize it yourself. For Example making a target circle that only targets Monsters and nothing else. It should be to that point but from cost point of view, this will require to update the server first so, we have to do it in order and getting to that point. Currently we feel we’re finally at the base.


Reinheart wrote:
権代光俊 氏(以 下,権代 氏):
 あとサービ スイン 後には ,とに かくレスポ ンスが 悪い,情報 が取りた いときに取 れない ,表示 されない といっ た点に対 して多くの ご意見をい ただき ました 。今 は そのあた りの改 修がやっと 落ち着い てきた ので,今度 はターゲ ット周り や操作系, バトル部 分に対す るプレイ ヤーさん からのご意見 が多く 届くように なり まし た。
Gondai: We have received lots of comments regarding when the service started the response (game) being really bad, can’t get the information when you want to, won’t show up, this part is finally starting to get better (calming down). Next we have lots of comments from players about targeting, and controlling, and battle.

4Gamer:
 操作 系の改善と しては,ど ういった ものに手を付 けてい るんで すか?
4Gamer: For controlling improvements what kind of things are you working on?

権代氏:
 大きいの はマウス/キ ーボード操作 の改善です ね。そもそ もFFXIVは,PCと PS3での サービス を考え て,コン トローラ「 でも」 遊べるように 作られ て い なければ ならなか ったので すが, 実際に はコント ローラを 優先した デザイン になって しまっていま す。敵をタ ーゲットす るときに“ 決定ボタ ン”を2回 押すと いう操作があ って,それ がなぜかマ ウスでも 2回押さな きゃいけな いのは, やっぱり変で すよね……。
Gondai: A big one is the improvements towards mouse/keyboard control. FFXIV had to be made so it can be playable with a controller on both PC and the PS3, and thus being a system where the design of the game is made for controller as main. When targeting a mob pressing OK button twice, but on a mouse you have to click twice, this isn’t right….

4Gamer:
 たしかに ,あれはマ ウスでプレ イしたい 人からは,か なり不評で すからね 。仕方なく コントロ ーラを使 ってプレイ してい る人もい るぐら いです。
4Gamer: That is true, that is getting negative comments from players who uses the mouse, some even use the controller just for that reason.

権代氏:
 そこは本 当に申し 訳ないと思 っており,今は そうい うところ を順序立 てて,皆川 (※)に直 しても らってま す。バ トルをこ う直し ていくの で,U Iもこう いう感 じでお 願いし ますと いうの を,こ ちらか らオーダ ーする 形で進 めてい ます。
※ 皆川裕史 氏,リー ドUI アーティ スト兼 リード Webコン テンツア ーティス トを担当
Gondai: I feel really sorry for that part, currently Minagawa is working on those and fixing it. We will fix the battle this way so please do the UI this way; and giving order in that method.

4Gamer:
 PCでサービス する以上は ,マウス/ キーボー ドとコン トローラの操作 系の分離は 絶対に必要 ですよ ね。「ファ イナルフ ァンタジ ーXI」(以下,FFXI) の 場合は ,PS2版 が先にあ ってその後 PC版が出 たじゃな いです か。FFXIVは,展開 がそれと は逆にな ってい るので,操作 の違和感が 顕著になっ ていると 思うんです よ。ど うしてPCのゲ ームなのに こんな操作 なんだ,と。
4Gamer: Since there is a PC service mouse/keyboard and controller needs to have its own control. In FFXI the PS2 version was released first and in FFXIV it’s the opposite so some feel Why does a PC game need to have control like this.

吉田氏:
 ええ,そこ は次の大 きな命題で すし,取り 掛かり始 めている部 分です。
YoshiP: Yes, that is the next big part and we started working on.

4Gamer:
 あとは,これまで行われ た大き な変更と いうと,パーテ ィの人数 変更もあ りました よね。
4Gamer: Next the big change we had is the max number of party members.

吉田氏:
 8人の フルパー ティと4 人のライ トパーティ ですね。
YoshiP: That is 8 member full party and 4 member light party.

4Gamer:
 あれで戦闘 のバランスが わりと変わっ たのではと 思いますが ,それに ついてのプ レイヤーから の反応はどうでしたか?
4Gamer: I understand the battle balance change due to this , how did the players react to this?

松井氏:
 一番ダイ レクトに 出てきた反 応は,ビヘスト の最大人数も 8人になっ てしまっ たので,リン クシェル の人数が十 数人でした という人 達が,今ま でのように 一緒に遊べ なくなって しまったと いうことで すね。そこは 本当に申 し訳なく思い ます。
 た だ,この変 更によって, いろいろな コンテン ツのバラ ンス調整 がやりやす くなり,理 不尽なバト ルを作らな いで済む ので,そう いうとこ ろはプラ スになっ ているので はないか なあと。
Matsui: The most direct comment we received was the Behest also changed to 8 member max, so some linkshells with over 10 members can’t play together. We apologize for that, but making this change made the balancing easier for many contents and less need for making unreasonable battles. So thinking that those parts are the plus.

4Gamer:
 15人パー ティとも なれ ば,調整す るにしても幅 が広すぎま すよね。
4Gamer: For 15 member party, adjustments is too vast

松井氏:
 そうです ね。15人 でも手ご たえがあ って,し かも2 ~3人でも遊 べるように 調整でき るものでしょ うか?
Matsui: Yes, is it possible to make something that’s good for 15 members at same time good for 2-3 players?

吉田氏:
 できな いですよ ね。アー マリーで クラスの制 限がない のに,ソロ から 15 人まで の人数で遊 べる仕様 だと,バ ランサ ーの観点 で見て完全 にお手 上げに なるな と。
YoshiP: That’s not possible, from balancers point of view this is really hard when you have to make something playable for solo at same time up to 15 players at same time with a armory with class with no restrictions.

4Gamer:
 ちなみ に,15 人から4人/8人 への変更と いうの は,どう いった理 由でその人 数にしたん ですか?
4Gamer: Why was 4member/8member chosen?

吉田氏:
 4と8っ て数字は,僕ら 3人でか なり議論 を重ねて決めた 数字なんで すけど,コミュ ニティサイズ を考えたらこ のぐらい の人数だ ろうと 。これは 昔からで すけ ど,MMORPGでパーテ ィを組 むコストっ て,すごく 大きいじゃ ない ですか。
YoshiP: 4 and 8 is the number 3 of us came up with after discussing. Looking at the community size this should be the right amount. In MMORPG the cost of making a party is really lard.

4Gamer:
 時間的な 余裕が必要にな りますし,そもそも 募集のために呼び かけること自 体が面倒み たいな感覚は ありますよね。
4Gamer: Yes there is a point where time is required, and also has a feeling that its time consuming, headache to get the members.

吉田氏:
 ええ,そ れで今のMMORPGプレイ ヤーって,あ まり他人を無 理に誘わなくて もパーティが 組めるよう に,リアル フレンドな んかと遊 ぶようになってき てると思 うんです。 つまり,プ レイしてる コミュニテ ィのサイズが 小さくなっている。
YoshiP: Yes, and also the current MMORPG players mostly would like to play with people they can easily make party with without relying too much on unknown people. Like real friends, meaning the community size is getting smaller.

4Gamer:
 リアルフ レンドとま でいかなく ても,ネット上 で仲のいい人 と一緒にゲ ームを始 めて,その小 さなコミュ ニティのま ま遊び続ける 人は多い気 がします。
4Gamer: It doesn’t have to be real friends but people you met online and became friends/close from playing game. And those community keep on playing.

吉田氏:
 そうなり ますよね。 だからもっと 気軽にパ ーティを組 んで,ガチ ガチの役割 分担をしな くても遊べる コンテン ツを用意 する一方 で,今 週末 は,一番 難度の 高い コ ンテンツ をこの組み 合わせでが っちり攻 略するん だという コンテ ンツも用 意したいん です。ゲー ム以外 にもエ ンターテイ ンメント が多く,忙し い現世 代のプレ イヤーは,週末 と 平日だ と全然プ レイスタイ ルが 違うは ずです。
 じゃ あ,それ を入れてい くにあたっ て,15人でど うやってバラ ンスを取ってい こうかと思っ たとき,これは 無理だろ うなと判断し ました
YoshiP: That is correct, so being able to make parties easier and being able to provide contents that doesn’t require too much of strategy, specific position (for players) and at same time making contents that is harder and requires strategy to complete. There are other entertainment other than game, and for busy players their play style will be different depending how often they play. Players who play weekday + weekends only. So thinking of this and how to implement/balance this to a 15 member party; we decided this is not possible.

4Gamer:
 15人という 枠で遊んでいる 人から反対意見が 出るのは分 かってい ても,今後の ためにもや らざるを 得なかったと。
4Gamer: From players who played with 15 member party, we understand they had opposing comments regarding this change, but this was required for the future.

吉田氏:
 ええ,ビヘ ストの人数 が減ったっていう のと,リンク シェルが8人以 上いるのに 1つのパーティ になれないって いうのは,副作 用として絶対出る ことなので,そこは 本当にごめんなさい。
 た だ,この 変更の評価に ついては,まだ 保留という ことにし てください。こ れは,今後 バトル の改修をし ていくう えで,最初 に必要なものだった こと は間違 いないの で,良し悪 しの答え は今後分 かるはずです。
YoshiP: Yes, for this reason it made behest with less people, and for linkshells with over 8 players they couldn’t make 1 party. We are really sorry. But please hold your comments yet on this one, please look at future battle improvements, this was something that needed to be addressed first. You should be able to see in future if this was a good move or not.

4Gamer:
 たしか に,これ でもっとバトル が面白くなれば,最終 的には良かっ たという評価 になると思います。
 評価が分 かれる変 更という意味 では,モンス ターのサイズ やエフェク トのアップ デートもあ りました よね。「先 に手を入 れるべき 部分があ るのでは ないか」 という声もち らほらあ りま たけど……。
4Gamer: If the battle gets more interesting then at the end result this change would be good. There was also update to monster size and effect , where some commented there are other stuff that should be worked on before this…


Reinheart wrote:
吉田氏:
 あれは僕 も「でかくすりゃ良いってもんじゃねえよ!」って反応がくるだろうなあ,と思いながらやったんですよ(笑)。プレイしていただいている方にとっては,ただ大きくなっただけですからね。
 ですが,これはUIと同じで,新しく入ってくる人達にとって,普通にこうあるべきものだろうと考えたんです。やっぱりモンスターには迫力があってほしいじゃないですか。
YoshiP: I knew we were going to get comments like that “Making mobs bigger doesn’t meant it’s good!” (laugh) To the players it just changed the size only. But just like the UI for the new players coming into the game, we thought this is how it should have been to begin with. We want the monster to have impact.

4Gamer:
 小さいとちょっと弱そうですしね。
4Gamer: Small kind of made them look weak.

吉田氏:
 弱いものいじめを してるような気分になっち ゃいますよね。先 にほかのところを 直してほしいと いう意見は分か るのです が,単純 に今できる ことを先 にやった んです。スケ ール変更自 体はすぐに できますから 。もちろん ,それで モンスター周り の調整を 終わらせるつ もりはあり ません。
YoshiP: Kind of makes you feel like you’re picking on them. I understand there are other parts where should be improved first, but we just did what we can do that the spot. Changing the scale (size) is something we can do right away. But we are not planning to stop adjustments here.
4Gamer:
 プレイ ヤーから する と,もっ と面白く なってほし いがゆ えに,そう いった反 応をしてし まうの かもしれませ んね。
 そう いえば ,プレイ ヤーが意 見をい う場所と しては ,ここ半 年 でフォー ラムがで き上が りました ね。あそ こも盛 り上がっ てます けど,私自 身がい ろいろな 公式 サ イトを 見てい て,日本 人はフォ ーラムの中 で議 論す るのが苦手 なイメ ージを 持ってい るので すが, 皆さんは 見て いてどう思 います か?
4Gamer: From the players, the reason they mentioned like that because they want the game to be more interesting. That brings us the point in this half year you have made the forum. It looks like the Japanese people are not used to discussions in a forum. How do you feel about this?

吉田氏:
 その話 は,せっかくだか らフォーラ ムでの「いい ね」件数が ダントツ な松井さ んに(笑)。
YoshiP: For that one, Matsui with the most “LIKE” (laugh)

松井氏:
 ははは (笑)。やは りフォー ラムは欲 しかった んですよね 。FFXIのときの 立場と 違って,FFXIV では自分 が勝手に発信 するのは良 くないと思 っていた もので。
 フォーラムを見 ている と,開発側に 立った意 見を言 うとみんなに叩 かれちゃ う人とかもいて, その人達は 別に僕 達のためにそ ういっ たことを書 いているわ けではない と知りつ つも,申し 訳なく 感じて しまいま す。
Matsui: (laugh) I wanted the forum, different from FFXI I thought it’s not good for myself to decide in FFXIV. I feel sorry for some of those that comment standing up to the devs and get hit hard from other forum members, although I know they are not writing those just for us.

吉田氏:
 僕はけっこ う北米フ ォ ーラムを読 んでるんで すけど ,やっぱり完 全に特 性が違いま すね。日本 の場合, 期待の裏 返しって いうの はあると思いま すが,誰か が肯 定的 な発言を すると,それを 否定する流れ が生まれ がちです。どう しても,「そ うじゃなく て」と 書くのが 日本人特性 なのかな と感じま すね。も ちろん,開発の 発言が すべて正 しいわ けではな いし,プレ イヤーの 皆さんの声を 真摯に受 け止め たいから こ その フ ォーラム なので, Community Rep も含め ,みんな 真剣に 投稿 を読 ませて いた だいてい ます。
YoshiP: I am reading the NA forums a lot, but the style is totally different from Japanese. (skipping rest, just talks about how the JP forum side is, nothing important…) The dev team including the community reps are reading all the comments/suggestions.

4Gamer:
 FFXIVに限ら ず,ゲーム に対してま ず否定的 な評価か ら入る,み たいなと ころは あると思 い ます。
吉田氏:
 だか ら,最初に なかった 機能で,「い いね!」ボ タンを付 けてくれ って僕 が頼んだ んですよ 。日本 人のイン ターネ ットでの 特性として, 大手を 振って 「それっ てすご くいいよ ね!」っ て言葉 を,あま り言って もらえな いだろ うなあ, と…… 。
(Just talks about how YoshiP wanted the LIKE button added right away)

4Gamer:
 ああ,分か ります。 賛成して る人は無 言だ けど ,反対 してい る 人は そ うじゃ ない ん だって 書き 込むの で,結果 的に 反対 意 見が大 きく見 える,み た い な状 況っ てよ く あり ま すよ ね。
4Gamer: I understand, people who agree tend to be quiet but those who oppose will write something, so it looks as if there are more opposing comments.

吉田氏:
 「俺は そうじゃ ないと思 うん だ!」っ て書き ますよ ね。で も,いい ねボタン をがある と,面と 向かっ て「そ れってい いよね, 俺はすご く良い と思うん だ!」 っ て発 言を書か なくても ,ポチって 押すこと ができ るんです よ。だから フォーラ ムの意見 を見ると きは, いいね の数 とネガテ ィブポ ストの 数と, そのネガ ティブ ポ スト に張り付 いてる いいね の数を 気にし てます 。そうし ないと, 意見 を取り入 れようと しても 間違って しまう だろうと 思うんで す。
YoshiP: People will write like “I don’t agree with you” but with the LIKE button, you can just press the button and agree to what the poster is commenting. So look carefully at the number of people liking both main suggestion and opposing suggestion to. Without that I may take the suggestion in a wrong way.

松井氏:
 最近 は,本当 に Community Rep が頑張っ ていて,スレ ッドをひ とつひと つ見てま すね。毎日 どんな意 見があ るかレ ポート してく れたり, レスし てくれた り。や っぱりフ ォーラム を見てい るってい うのを伝 えないと, 前向き なポスト も減って しまいま す。僕自 身もなる べくフ ォーラムは 巡回してま す。
Matsui: Right now the community reps are really helping out, they are looking at all the threads one by one. They report what kind of comments they are getting daily, responding to the posters. Without showing that we are actually looking at the forum, the positive comments/suggestions will lessen. I myself keep checking the forums.

吉 田氏:
 松井さ んはフ ォーラムを 見始める と仕事 の手が止 まるし, なんだっ たらレス し始める よね。ま あ,僕 もなんで すけど (笑)。
YoshiP: When Matsui starts looking at the forums he stops working, sometimes starts responding to the posts. Well… I do that also (laugh)

4Gamer:
 フォ ーラムにし てもプロ デューサー レターに しても,プレ イヤーとの やり取りは けっこうオー プンですよ ね。欧米の MMORPG ではわり とよく 見かけるの です が。
4Gamer: No only the forums but also in the producer letter, you are open to the players. We see this in foreign MMORPGs a lot.

吉田氏:
 え え,そこ は意識し てやってます 。嘘も過 度な期待も あまり出 さないよう にしてるので ,わりと 見たまま なんだな と思って いただけ ればいい かなと思 います 。
YoshiP: Yes, I am trying to express as much as possible so it’s straight forward and without any false expectations.

4Gamer:
 ところ でフ ォーラム …… アンケ ートなん かでもそう なんですが ,プレイ ヤーの皆 さんのい ろんな 意見と ,開発 が作ろう として いる方 向性と 必ずし も同じ ではな いで すよね 。プレイ ヤーが こうい うの欲 しいとい って も,それ は自分が考 える “僕の MMORPG ”であっ て,全 体の バラ ンスを 見ている わけで はない。 そうい う意見と ,開発の 意見のす り合わせ みたいな のは,ど のよう にしてい ます か?
4Gamer: By the way in the forum/poll also there are players with different ideas/comments. Which can be sometimes different from what devs are trying to create, like if player wants this way that is only “My MMORPG” and not looking at the total balance. How is the dev working on those type of situations?

吉田氏:
 うー ん,そこはケ ースバイ ケースです よ。僕らは 作ったもの にプライド と責任を持っ ているの で,言いた いことは分 かるけ ど,全体 を見たら賛 成できな いなっ て意見はや っぱりあ ります。 でもその一 方で,「あ, その発 想はなか った!」って いうのも やっぱり たくさん ありま す。
YoshiP: That’s case by case, we look at the situation in entirely and can’t agree on everything since we have pride in what we make. But at same time we do have times where we look at and go “We never thought of it that way!”

4Gamer:
 その場 合,開発側の 意見を変え てでも取り 入れたり するんですか?
4Gamer: When that kind of situation happens, do you devs change your ideas to try to implement those ideas?

吉田氏:
 細かい 調整 は,プレイ ヤーの皆さ んの意見 を冷静に見 て調整 していま す。UI はとくに そうです 。お陰さ まで,1つ クリテ ィカルなバ グを見つ けるこ ともできま した。恐 縮でした が(苦 笑)。また ,極端に 大方針を 決めなき ゃいけない ものは ,事前に アンケ ートをと りまし た。
 プレイ ヤーさん の目線で しか気 付けない ところは あるし,作っ てる世 代と遊んで る世代 も違う。だっ たら,目か ら鱗な 意見って いうのを 拾うため に,これ からもフ ォーラム はどんど ん使ってい くべき ですね。
YoshiP: For specific adjustments we are carefully looking at players ideas/comments and adjusting to it. Specially for the UI. Thanks to that we were able to find 1 critical bug. Really sorry for it. From the players there are things they can’t see, generation of players playing, and making are different. So using a forum like this helps and should be kept on using.

4Gamer:
 なるほど。そ れを聞 くと,フォ ーラムの 意見も より熱が 入るでしょ うね(笑 )。意見 を書い てい るプレイ ヤーと して は,開発 チームに ちゃん と声が届 くのは嬉 しいこと だと思い ます。
4Gamer: I see, that should get the forums comments more coming (laugh) For players writing in the forums it’s nice to know their voices are being herd by the dev team.


Reinheart wrote:
バトル システム の大規模な 改修を行 ってい く
Large scale changes/improvements to the battle system.

4Gamer:
 さ て,それ では今 後の FFXIV につい てお聞き します 。何が変 わってい くか,と いうとい ろいろ あると思 うのです が,中で も大きな 変更と しては,ど のあた りを考 えてい るので しょ うか。
4Gamer: Now we would like to start asking about the future for FFXIV. There is a lot when asking what is going to change, but for the major change which part are you thinking?

吉田氏:
 まず これから 行うのは ,バトル の大 規模な てこ 入れで す。
YoshiP: First thing we are working on is large scale change to the battle.

4Gamer:
 第9回 FFXIV プロデュー サーレターで 上げられ ていたもの ですね。あ の発表を 見て,つ いにバ トルに手 が入る 段階にな ったのか と感じまし た。と くに MMORPG におけ るバトル システム って,ゲ ームの 根幹をな す部分で すよね。 まさにこ れから FFXIV が本格 的に変わっ ていくんだ なと。
4Gamer: Which has been mentioned in the 9th producer letter right; after seeing that I fealt that finally the battle is going to get touched. Specially in a MMORPG the battle system is one of the key points. This will definitely be the beginning of change FFXIV.

松井氏:
 今後 もいろ いろなもの を追加して いくこと を考えたら ,まず はバトルの 改修をし ないとど うにもな らないん です。ゆっ くりバト ルを直し ながらコン テンツ を追 加 していく のは,も うできない ですよ。 ただ,か なり踏み 込んで直 そうと思っ ています ので,時間 はどう してもか かってし まいま す。
Matsui: Thinking about new things to be added later on, the first major parts is the battle. Without improving the battle we can’t do anything. Slowing changing the battle while adding contents will not work, but since we’re going deep into this part it’s taking some time.

4Gamer:
 改修っ て,パッチ 1.18 でのアップデート で終わる わけではな く,そこ から何回 かに分け て行うんで すよね。
4Gamer: Improvements, so the patch 1.18 wont be the only update to this right?

松井氏:
 今ま ずやらな ければと 思っている 大改修は ,何回 かに分け て行われ ると思い ます。 1.18 は大改修 の第一弾 みたいな 感じで すね。た だ そこか ら間を開 けずに,立 て続けに やってい く予 定です。
Matsui: The major improvements/changes we need to first do will be done separately. 1.18 is like the first big change, but we are planning to keep on changing without giving too much time in between.

4Gamer:
 想定と しては どのぐら いの期間 を考えて いるので しょう。
4Gamer: About how much time do you expect?

権代氏:
 うー ん,全体 を見れば 長くかか る,とし か今は言え ないで す。例え ば,オー トアタッ クの実 装やヘイ トのアル ゴリズム の見直 しあたり を, 1.18 でやり ます。 そして, 1.19 では根 本的な 計算式 の改修を 全体的 にやろう と思 っていま す。
Gondai: Looking at the whole picture it will take a long time. Like for example the AutoAttack implantation and hate algorism changes will happen in 1.18. And planning changes to calculation system in 1.19.

松井 氏:
 1.19 で,成長 まわりの 修正もし たいと 思っていま す。
Matsui: In 1.19 also would like to change how you grow (talking about exp/growth of char stats I think)

4Gamer:
 成長と いうと,今 後の予定 として発 表されてい たフィジ カルレ ベルの廃 止のこと でし ょうか。
4Gamer: As grow you mean getting rid of the physical level?

権代氏:
 そうで すね。 1.19 で予定 している私 の作業的 にはそこ が一番のキ モで,そこ さえ終わ ってくれ ればいろ いろな作 業が進 めやす くなると考 えてい ます。
Gondai: Yes in 1.19 that is the major point we are working on. Once that is done we are hoping it will be easier to work on other things.

4Gamer:
 フィジカル レベルっ て,シス テムの根幹 に位置す るよう な部分だと 思うんで すが,こ れを廃止 って本当 に思い切っ たこと をするな と,ちょ っと驚 きました 。どうい った経 緯で廃止 を決定 したん です か?
4Gamer: Getting rid of the physical level is big, what made you decide that this needs to go?

権代 氏:
 以前 アンケ ートで ,バトル の質問 の中に ,自分達 でも「こ こまで はやれ ないだ ろう」と 思うよ うな項目 を入 れさせ ていた だきま した。そ うしたと ころ「 フィジ カル レベル をな くして良 いから ,ちゃ んとし てほ しい! 」と いう意 見をい ただき ,だっ たら スッパリい かせて いただ きまし ょう ,とい うこ とにな りまし た。
Gondai: In a poll regarding battle, we added a question that makes us even think “bet you can’t do this”. At the result we received “if it’s going to improve the game it’s OK to get rid of the physical level.!” So we decided OK let’s do it.

吉田 氏:
 アンケ ート 作ると きに も,こ れを書 くべき か相 当 悩みまし た が,直接 聞い たほうが いいだ ろうと 。
YoshiP: When making the poll we didn’t really know if we should asked this questions and after decision we thought we should ask directly and added.

4Gamer:
そう いった ,プレイ ヤーの後 押しがあ った んですね。
4Gamer: So the player helped push.

吉田氏:
 そし て何より ,これ からのバ トルの ことを考え ると,シ ステム の根幹に ある部 分だか らこそ ,一回剥 ぎ取ら ない といけ なかっ たんで すよ。
YoshiP: And if you think about the battle, this is like the root of the system so we had to take it out to make the changes.

松井 氏:
 フィ ジカル レベルの 廃止に 向け て,今 実際に計 算式を いじっ てるん ですけ ど,と にかく前 任者が パラメー タの割 り振りの 扱いに苦 しんで いたの が分かる んで す。フィ ジカルの レベル は50 だけど ,特技 ランク 1のク ラスで遊 ぼうと 思ったと きにど う整合 性を取 るのかっ てとこ ろで,す ごく苦 労して いるの が分かっ て。
Matsui: As I’m touching the calculation system towards getting rid of the physical system I understand how hard it is for a player to decide how to put points into the parameters when at physical level 50 when you want to play one class you have to adjust a lot.

4Gamer:
 そうし た複雑 化したもの が,今 後の足 かせに なる可能 性がある わけです ね。なる ほど, この 調整に 時間がか かると いうのは ちょっ と残念 ですが, その一 方で,“ 今後” を見据 えてひ とつひ とつの 作り直し が必要 だとい うことは 納得でき ます。
4Gamer: We feel this sad that this will take a lot of time to fix this major issue. But on the other hand looking at the future we understand these needs to be fixed one by one.

権代氏:
 何を どのタ イミング で入れて いくかと いう予 定はだい たい立っ ている ので,そ れに沿 った形で 開発を 続けて,皆 さんにお 出しし ていけ ればと 思って います 。
Gondai: We already have a plan on which timing to implement what, so we are developing with that schedule and hoping to release to the players.

吉田氏:
 いっ そ全部や ってか らリリ ースす るほう が,僕ら としては 楽なん ですけ ど,そ れはいつ ? っ てこと になっ てしま います からね 。
YoshiP: For us it’s easier doing everything first then releasing but if we do that people will ask “When is that?”


Reinheart wrote:
4Gamer:
 キャ ラクター 成長の要 素でいく と,フィ ジカルレ ベルがな くなる以 外にも,ジョ ブシス テムの実 装が予 定され てますよ ね。ジ ョブシス テムとい われると FFXI をイメ ージして しまうの ですが, 実際は どのよう な形に なってい るので すか?
4Gamer: Looking at character growth aside from the getting rid of the physical level, there is the job system that is being planned to be implemented. When hearing Job System we image FFXI but what is it exactly?

権代氏:
 各ク ラスに 何かしら のジョブ がひもづ いて存在し ,それ をクエ ストで習 得して もらい ます。そ のジョ ブってい うのは 上位ク ラスでは なくて ,自分 が場面場 面によっ て元の クラス のま まで戦うか ,ジョブ になっ て戦う かを選 択でき るもので す。
Gondai: In each class there are jobs, you will obtain them from quest. Job doesn’t mean it’s a higher version of the class, you decide if you want to be that class, or be that job.

4Gamer:
 クラス のまま戦 う場合 と,ど う変わって くる んです か?
4Gamer: What’s different between them; how does it change?

権代氏:
 ジョ ブとい うのは ,要は パーティ に特化した スタイ ルです 。ジョ ブになる と他クラ スのアク ション装 備に対 する縛り がきつく なる代わ りに ,役割 が明確化 したパ ーティ プレイに 便利な ジョブ 専用の アクシ ョンが 使える ようにな ります。
Gondai: Think of it as Job being a style better for a party. When using job system it will be harder to use/attach other class actions but on the side it gives benefits with job specific actions that will be good in party play.

吉田氏:
 剣術 士という クラス であれ ば,ほ かのクラ スのア クショ ンを使え ますよね 。ただ ,ある種 の器用貧 乏では ある。そ れがナ イトと いうジョ ブに なることで 剣と盾 ,そし てほか の人を守 る壁の役 目に特化 することが できるとい うイメー ジです 。
YoshiP: In Gladiator class, you can use other class actions right? But using the Paladin (Paladin – if same as XI.. JP called it Knight but NA was Paladin) Job you will have better at sword and shield and protecting others.

4Gamer:
 ナイ トのとき だけ使え るアビリ ティが 増え る,とい う感じ にな るんです か。
4Gamer: So there will be abilities when you are only Paladin, something like that?

吉田氏:
 ナイ トとい うガワを 着てい るイメー ジです ね。モ ードチェ ンジだと 思っても らえれば いいです 。もち ろんナ イトの ときだ け使える アビ リティ もありま す。ラ イ ト パーティ コンテ ンツは 4人し かいな いので, お互い ほかのクラ スのア ビリティ やアク ションを 持って きて遊 ぶこと になる。 でもフ ルパーテ ィのガ ッチガ チの攻 略コン テンツの 場合は ,みんな ジョブ スタイル にして, さらに 先鋭化 したパ ーティバ ランスを 取った ほうが攻 略しやす いですよ ,という 感じでし ょう か。
YoshiP: Think of it as mode change. Of course there will be abilities you can only use when being a Paladin. In a light party content there are only 4 member so it will require abilities/actions from other classes to play. But for full party style that requires strategy by having job style it will better balance the party and make it better strategy.

4Gamer:
 ジョ ブの選 択次第 で,ダ メージ ディー ラーに なるの か,タン クにな るのか 分けられ たりは します ?
4Gamer: Depending on the job, you can change like being a damage dealer or tank?

権代氏:
 今の時点 では そうは言 えない です。ま ずは1 クラスに 対して 1ジョブ を用意 する形を 予定し ている ためです 。将来 的にジ ョブを追 加する 際は, ご質問の ような選 択の幅 として提 供できるよ うにな るかも しれま せん。
Gondai: Currently we can’t say that since we have only 1 job per 1 class right now. But in future job implementation it will probably be possible like what you said.

4Gamer:
 今のとこ ろは, ある一点 に特化 する方向 なんです ね。とな れば,ガ チガチに 戦略を考 えて戦う レイドコ ンテンツ なんか も,遊び たくな りそう です。
4Gamer: Ok so for now it’s going at one specific direction. It will make us want to play raid contents that needs lots of strategy.

吉田氏:
 バト ルの改修 が済ん だら,レ イドみた いなバ トルコン テンツ の追加を どんどん 進められ るので ,そこは 楽しみ にしても らえれ ば。
YoshiP: After the battle improvements, we can add more like raid contents so if you can enjoy those.

4Gamer:
 プロデ ューサ ーレターで レイドダ ンジョン の実装が 予定にあ りますけ ど,1パ ーティ用 なんです よね?  レイドと いわれ ると, それこそ パーティ 人数変更 前の 15人と かで挑む イメー ジもあ るのですが。
4Gamer: In producer letter it talks about adding raid contents, but this is for 1 party only correct? When hearing Raid we image something that requires like 15 players before it got changed.

吉田氏:
 そこ は,レイ ドという 単語の捕 らえ方だ と思いま すよ 。例え ば「 WoW 」(World of Warcraft)のレ イドっ て5人,10人 のやつ がある 一方で,20 人越えの やつは「 そんな に人を集 められ ないよ」 って寂 れてい たり,完全 にハード ゲー マ ーコンテ ンツ化し ていま す。「EQ」(EverQuest)から 始まっ たよう な,レイ ド=大規 模 PvEって捕 らえ方 ではな く,攻略 性の高い コンテ ンツ, と 僕は考え ていま す。
YoshiP: That depends on how you take Raid, for example in WoW there are Raids that are for 5 players, 10 players, and also 20+ “Hard to get that much people” type of stuff. Stuff for hardcore gamers. I am thinking as raid is contents that requires strategy, unlike EQ (EverQuest) raid=large-scale PvE.

4Gamer:
 それで は,プロ デューサ ーレター に書い てあるレイ ドダンジ ョンも ,大規模 戦とい うよ り,攻略 をメイ ンとした高難 度コンテン ツとい うことで すか。
4Gamer: So like it says on the producer letter, the Raid Dungeons are more of strategy content rather than a large-scale content correct?

吉田氏:
 そう ですね。イ ンスタ ンス化し て,誰 にも邪魔 されない 環境 で,8 人で徹 底的に攻 略して くださ いとい う内容に なります 。以前 のアン ケートで もそう ですが ,今後レ ターの 中で,レ イドと は区別 して,大 規模 PvE は大規 模 PvE と呼ぶと 思い ます。
YoshiP: Yes, making it instanced and not being distracted by others. Having 8 players build a strategy to clear/complete. In later letters most likely will call a large-scale PvE, a large-scale PvE not Raid.

4Gamer:
その言 い方だ と,大規模Pv Eの予定 もありそうに聞 こえ ますね(笑)。
4Gamer: From sound of it sounds like you’re planning for a large-scale PvE (laugh)

吉 田氏:
 そこ はまだ何と も言えま せん(笑 )。あとは バトル関 連の改 修として ,それに 沿った UI の変更も 行っていき ます。
YoshiP: I can’t say anything yet (laugh) Also for battle improvements will make UI changes accordingly.

権代氏:
 一番目 に付く ところ でいうと, アクショ ンバーが常 時表示さ れるよう にします 。我々と しても ,なんで 表示し てない んだろう というレベ ルの 話な ので。
Gondai: Easiest to point out are things like the action bar, to be constantly showing (not hidden) it’s to a point even we’re asking ourselves why isn’t that on all the time.

4Gamer:
 マウス でプレ イしてる と,表示 されてい たほうが いいです よね。
4Gamer: When playing with a mouse, its better having that shown all the time.

吉田氏:
 ええ,それ が普通で すよね。
YoshiP: Yes that’s normal.

権代氏:
 仮に コント ローラで やったと しても ,そこ が選べない という分 かりやす い表示にな っていれ ばいいだけ ですか ら。それ と現状で は3列 あるのに 1列しか表 示されて いない部 分も,3 列表示 できるよ うに改修 を進めても らってい ます。
 皆川 がいない ところでこ んなことを いって いいのか 分からな いですが (笑)。バト ルの操作 について も,快適 になって いく予 定です 。
Gondai: Even if played with a controller, if its easier that you can view what you can select. Also we are working on to showing 3 rows as it’s currently only showing 1 row. Don’t know if I can say this without Minakawa but the control of the battle is planned to be improved.


Reinheart wrote:
まず はバト ルの基本骨 子を作り あげ
First making the base structure (bone) of battle basics.

4Gamer:
 戦闘 周りのア ップデー ト予定を お話しい ただきま したが, そういった 改修に よって, そもそも 戦闘はど う変わって いくので すか ? かなり 大規模な ことを やってい る,とい うのは 分かるの ですが,何 を目指し ているの かお聞 きしたい です。
4Gamer: How is the battles going to change after the planned updates, we understand it’s large-scale changes but we want to know what are the goals?

権代氏:
 個人的 に,いま 自分達が 直してる部 分という のは,スタン ダードな MMOのルー ルを作り 直してい るのだと 思って います。 FFXIV の場合,最初 に道を 間違えたと いうか ……。
Gondai: Personally, what we are fixing now are bringing the rules of a standard MMO. In FFXIV… we took the wrong direction at start…

吉田氏:
 ちょ っと気負 いすぎた ところが あるのか なと。
YoshiP: Tried to do too much

松井氏:
 い ろんなことを 想定しすぎ てるんです よ。すごくた くさんの 人でデー タを作っ て,たく さんの要 素がこれ から追加 されるって ことを 考えすぎ た結果 ,ひとつ ひとつの 要素をケ アしき れていな いんで す。
 です ので,どの ようなバ トルになる んですか って言 われた ら,最初 なので まずはシン プルで 分かり やすい バトルに なるので はないで しょう か。
Matsui: Too many things were planned at once, many people made data’s and thinking too much about things going to be implemented in future, which resulted in each specific contents not being cared enough. So when asked what kind of battle will it be? We have to say that the battle going to be simple and easy to understand.

4Gamer:
 オートア タックが 入るとい うことで,FFXI のような 戦闘になる のではな いかと思 っている 人もいる ようです が,FFXI とはまた違う んです か?
4Gamer: We understand there will be AutoAttack and people think it’s going to be similar to FFXI, will it be different?

松井氏:
 僕と 権代の 名前が 出ていれ ば,そう いう懸念 もある だろうとは 思います が,FFXI にしたい わけでは ないです 。僕が そういう ゲームが 好きだ という点 で,FFXI と共通性 が出てく る部分は あるかも しれないで すけど,FFXI とは関 係なく,まず は「これ が普通 でしょ」とい うところ を目指し ていま すね。
Matsui: With Gondai and my name being up people may think that, but we don’t want to make it into FFXI. For me liking a game like it may have similarities to XI but aiming something “This is standard”

権代氏:
 オート アタックっ て,ほかの MMORPG を見てい ただけれ ば分かりま すけど,あ って当た り前で すよね。 そういう 部分はよ くも悪 くもスタン ダード だと思っ ているの で,まず そこに 近付けて ,その 上にさらに FFXIV らしさ を乗せて くつもりな んです。
 例 えば,WoW にしても ,まず ベースが あった うえで WoW らしいス キルツリ ーのシス テムがあ りますし ,新し く「 Rift 」が出 てきたら,そ こに Rift らしさ が上乗せ されてい ますよ ね。
Gondai: Looking at other MMORPG having Auto Attack is normal, good or bad, it’s a standard. So it’s going to have that and on top of that adding more to make it more FFXIV. Like for WoW it first has the base and added skill tree system to make it more WoW style. When Rift comes out, Rift will also have a style for Rift.

4Gamer:
 つま りこれま であっ たF FXI に近付け るという より も,MMORPG の骨格 の部分 をちゃんと 作り直し ていると いう段階 にあるん ですね。
4Gamer: So not saying getting close to FFXI but the fixing base structure (bone) of MMORPG

吉田氏:
 そう です。僕は MMORPG という のは結局 ,基本的 には2派 のスタン ダード なタイプ しか残 っていな いと思う んですよ 。ひと つはいわ ゆるハ ック& スラッ シュに近 いクリッ クゲー。Shift 押しなが らクリッ ク,足を止 めてクリ ック,敵を ずっとク リック して,手 先のア クション に寄って いるタイ プ。わか りやす く,連続 した爽 快感を 得やす い。
 も うひと つは,い わゆる第一世代 ,EQ で発明さ れた ,ヘイト コント ロール されたモン スター を,ク ラウドで さらにコ ントロ ールし て,各個 撃破して いくタ イプ。
YoshiP: yes, In a MMORPG I believe there are basically 2 standard styles. One being a hack and slash style clicking game. Holding the shift key and click, stop and click, keep on clicking the mob. Another style is what the first EQ had with monsters with hate control, and defeating individually.

4Gamer:
 ああ,たしかに MMORPG の根幹 設計と しては,そ の2タ イプが スタンダ ードに なってい ますね 。最近 はアク ション RPG っぽさ を取り入 れた結果 ,ちょっ と例外 っぽいタ イトル もちらほ ら出て きまし たけど。
4Gamer: In MMORPG root structure those 2 types seems to be the standard. Recently seeing titles which add feature close to an action RPG.

吉田氏:
 FFXIV の場合 ,その どちらの タイプかを 考えた ら,ハ ック&ス ラッシ ュは合 わないよ なあ,と 。FFXIV のグラフ ィック ス水準と モーショ ンフレ ーム, そ してあ の等身 で,人 間らし くない動 きをする FF はちょっ と想像 がつかな い。そう 考える と,後者 のタイ プのス タンダ ードを まずし っかり作 ったうえ で,FFXIV らしさを 乗せて いこうか と思っ てい ます。
 FFXI でもなく,旧 FFXIV でもなく,WoW でもなく, EQ でもない。 何もか もが斬新な バトルっ て,言葉 では響き がいい かもし れません が, 誰にも理 解でき ない難解 なもの になっ て,パ ーティ プレイ もおぼ つかな いものに なっち ゃうだろ うな, と。僕 はコツ コツタ イプの ゲーム デザイ ナーで あって ,天才 ではな いので 無理で すね。
YoshiP: When thinking FFXIV it doesn’t seem like hack and slash type won’t do, and with FFXIV graphics and motion frame it doesn’t look right to have moves that doesn’t look realistic. First making the standard type and adding a FFXIV style on top of it. Making something original, not FFXI or First FFXIV, not WoW, not EQ. may sound nice but would probably become something too complicated for anyone to understand, and hard for party plays. I am not a genius so it’s not possible for me, I am game designer.

松井氏:
 ○○で はない もの, という 発想でも のは作 れない んです よね。
Matsui: something that’s not XX – it’s not possible to make something just thinking like this.

吉田氏:
 じゃ あ“ FFXIV らしさ ”って なんだと 言われ たら,ソ ロでも, ライトパ ーティで も,フル パーティ でも,ク ラスでも ,平日 や週末 の違 い,コミュ ニティ サ イズ ,その 日のパ ーティ状 況で いろいろ コンテン ツを選ん で遊んでく ださい。 ジョブシ ステム も入れるの で,腕 の良い 仲間と一緒に ,ジ ョブもお 楽しみ に。と い う ところ になる んじゃ ないで しょう か。
YoshiP: So what is FFXIV style? I would have to say, its something you can enjoy with solo, light party, full party, class, different player style (weekday, weekend players), different communit sizes, Being able to enjoy with that days party situation. We’re also adding job system so please play with close friends. Something like that.

権代氏:
 今は詳 しいこと は言え ませんが ,ウェ ポンス キルも 位置取り を考え て1人で 繋げて いく,コ ンボの ようなも のを準 備してい ます。 こうい った, いくつか のもの が組み合 わさ ること で,FFXIV らしい バトルを作 りあげて いこう と考えて います。
Gondai: We can’t give the details but for we are looking at weapons skills where you can make combos by yourself (one person) Adding stuff like this to make it more FFXIV style battle.


Reinheart wrote:
4Gamer:
 プレイ 人数の 多様性 と,クラ スやジ ョブによ るキャ ラクタ ーの育成 ,役割 の幅 みたいな ものが ,FFXIV の魅力 になっ ていきそ うですね。
 お 話を聞い ていてふ と思った のですが ,MMORPG におけ る戦闘 の面白さ という のは,ど ういう ところに あると 思います か?
4Gamers; What do you think about the fun part of battle in MMORPG?

松井氏:
 まず は成長 の場で すよね。 敵を倒す ことに よって, 強くなっ ていく 。それ と同時に ,強く なった ってこと を体感で きる,成長 を確 認する 場でも ありま す。 MMORPG のバト ルは,あ まりに もたく さん繰 り返すこ とにな るの で,ひと つひと つの重 みは ち ょ っと考え ないと いけな いのか なと思う んですよ 。すべ てのバ トルで, いろんな ことを考 えないと いけない ようなも のであ るべき ではない し,かと いって ダラー っと続い ても面 白くない 。メリハ リとい うところ が一番 大事な のかなと 思いま す。
Matsui: First is the growth, by defeating the mobs you get stronger, and as you get stronger you can feel that. Battles in MMORPG are repeated a lot and every battle shouldn’t feel like you have to think too much every battle, but at same time can’t be something too straight forward making it not interesting.

4Gamer:
 そうで すね,面 白さと作 業感の 差って,ど こにあ るのだろ うと考 えてしま いますね 。
4Gamer: yes that’s true. Have to think how much is fun, and work.

松井氏:
 そこは,は っきりと 答えが出 せている わけではな くて,自問 自答しなが ら作って います ね,それ は面白 いのか と。
Matsui: We don’t have the direct answer for this; you have to ask this yourself. I think that’s interesting.

権代氏:
 私 は,バト ルは自 分がうま くでき たと思 えるよう に作るの が大事だ なと思 っていま す。それ が役割を うまく担 えたのか ,今日 のバトル で活躍 できたの か,誰か を助け てあげら れたのか ,1人で 遊んでい て死にそ うだった のを回避 したのか, 人によ って違 うと思 いますけ ど,そう いった感 覚を得ら れるこ とが大 事か なと。
Gondai: I think it’s good to make the battle so it makes you feel like you did good. If you took your part in it, if you were able to save someone, if you were able to avoid dying playing solo, it’s different from players but I think it’s important you can feel something like that.

4Gamer:
 バ トルの満 足感,み たいな もので しょう か。
4Gamer: Feeling satisfied with the battle?

権代氏:
 そ うかもし れません 。でもそ れは松 井がいっ たよ うに, すべて の戦闘 である 必要は ないと 思いま す。 MMORPG である以 上,戦 闘回数は 大変な ことに なりま すか らね。 本当に 重要な 戦闘な んかで ,3 回チャレ ンジして 倒せた ! とい うような 体験を させて あげら れる場を 提供する べきだ と思っ てい ます。
Gondai: That may be it, like Matsui said it doesn’t have to be from every battle. As it being MMORPG you will have to battle a lot. In Important battles, challenging 3 times and defeating! Offering battles that makes you feel like that is what I think should be added.

吉田氏:
 3 人とも 共通だな と思う のは,全部 が全部,毎 回毎回,厳 しいバ トルを要 求する ものじ ゃない ってと ころで すね。TRPG からそ うだと思 います けど,ゲ ーム のバト ルって最 後は将棋だ と思うん ですよ。 与えられ た情報が あって,自 分の戦力 があって,勝 てるかど うかの比 較を自分 の頭の 中で先 にしてお いて,最善 手を 考え て実行 する。将棋 と違うの は,最後 に確率と いう名の ダイスを 振って, あとは神 のみぞ知 る。それ は MMO という遊 びに置 き換わ っても別 に何も変 わらない し,今後 も不変だ ろうと思 います。
YoshiP: What we all agree is that all is all, making every battle hard isn’t the way. I think of game battle like shogi (Japanese chess – is it Japanese? LOL dunno origin) You are given some information, you have your strategy and you have to decide if you can win beforehand. And planning the right moves. Difference from Shogi is at the end you have a dice called chance, and it’s up to the gods to decide fate. I think putting that in MMO wouldn’t make much difference.

4Gamer:
 そうで すね。基本 的に RPG のバトル の展開 は,そう いうもの だと思 います。
4Gamer: Yes in a RPG battle it’s something like that.

吉田氏:
 ただ MMORPG の場合 は,パーテ ィ内の キャラク ターを一人 で全部操作 するわけ じゃない, という不 確定要素 が入ってき ますよね 。だか ら,しっ かり共通 化 され たルール があって ,各自自 分がや らなけ ればな らない 役割を 把握す る。盤面 上で自 分は飛 車なの か角な のかを 理解し たうえ で,最善 手をみん なが打っ た瞬間 が気持ち いいと いうの が,MMORPG のバトル だと思っ ています。 だからこ そ,バトル ルールは シンプ ルなほ うが共 通認識 を持ち やすい し,役割 はもっ と明確 化されて いたほう がいい んで す。
 例 えば,FF も「ド ラゴン クエス ト」も ,僕自身 がプレ イをする とき, もっと も気持 のよい ポイント というの があり ます。
YoshiP: Only thing different in MMORPG you can’t control every player in the party, so you have to think about that. So having a similar goal, and rules and knowing your own role and taking action. And everyone is accomplishing their tasks making them feel good. So making the battle rule simple makes it easier to understand each other’s role. For example everyone has their own way of playing FF or Dragon Quest.

4Gamer:
 うー ん,接戦の末 に撃破す るとか ですか?
4Gamer: Defeating as fast as possible?

吉田氏:
 それは それで楽 しいです が,僕は一 度 も攻撃 を食らわ ずに完封 したとき が一番うれ しい 。一番 最初に 行動する のは誰 か,それ がモン スターの 場合「ノ ーダメー ジ完封」は 難しい 。だか ら行動順 を左右す るパラメ ータは, アイテム で底上げ してお く。行動 順の先 制が取 れるな ら,スリ プルやラ リホーの 出番にな る。次に 行 動の 遅いモン スターは, 最大ダ メージ で倒して しまって ……,と 詰めて いきま す。だか ら全部 それを事 前に考え て,コマ ンドを 打った あと,見 てます よね。そ し て,全 部そのとお りに決ま ったら1 ~2ター ンで終 わるんで すよ。こ れって, 「 Wizardry 」だっ てそう だし,すべ ての根本 にある 要素 かな,と 。HP 回 復の 手間もな いから,効 率もいい し(笑)
YoshiP: that’s one way to enjoy, but in my case defeating without getting hit once is when it feels good. Who is going to take the first move, if that’s the monster “no damage win” is hard. So I would use items to increase speed/agility parameters to change this. If you have the first move, casting sleep, taking down slow monster with big damage right away and so on…. So after inputting all those commands watching it happen. If it all happens that way it’s done in 1-2 turns. This is same for Wizardry, I think it’s root in all. You don’t even have to heal (laugh)

4Gamer:
 た しかに ,すべ ての戦略 がキマっ て「よし !」とい う気持 ちよさは ありますね。
4Gamer: That is true when all your strategy goes well it will make you say “Good/Yes!”

吉田氏:
 結 局,ヘイ トや敵視 のあるタ イプの MMORPG だって基 本は同じ なんです 。クラ ウドコン トローラー がいて,コ ントロール して完封 していく わけです から。あ とは見せ 方,役割 の持たせ 方,成長 の仕方,そ れとメリハ リの気持 ちよさが あれ ば,面白 いバトル になると 思うんで すよ。
YoshiP: In MMORPG with hate system it’s the same thing, you have a crowd controller, then taking it down. All matters on how, the roles each players have, how you grow, and feeling of accomplishment will make battles fun.

課 金の開 始時期 は考え ていない 今はと にかくFFXIV を立て直す
We’re thinking of fixing FFXIV, not thinking of when to start charging for the game.

4Gamer:
 今後 追加され るもので, バトル以外の ものには どうい ったもの があ るのでしょ う? クラ フター,ギ ャザラー周 りがどう なるのか という部 分も,気にな るところ なので すが。
4Gamer: In the future implements what other things aside from Battle do you have planned? We’re wondering about crafters and gatherers.

吉田氏:
 今回 はバトル 関連を中 心にお 話しさ せていた だきま したが ,クラフ ターや ギャザラー につい ても並行 して大 きな仕 組みを 作って ます。
YoshiP: This time we talked mainly around the battle but we are working on a big change for crafters and gatherers.

松井氏:
 まだ ちょっと 言え ないです けどね ……。まず はバト ルを改修 しないこ とには進 まないと 思うん ですよ 。バト ルが面白 くなっ て,マー ケットが できれ ば,クラ フ タ ーやギ ャザラー のため にもな ります 。装備 品に凝 る必要が なけれ ば,装 備は売 れませ んから 。だから まずはバ トルに 手を入 れますが ,クラ フター やギャザ ラー 周りも ちゃんと 動いて いるので ,楽し みにし ていて くだ さい。
Matsui: We can’t say yet… first we have to fix the battle to move forward. If the battle is not fun the market wont move, with the market moving it will help the crafters and gatherers. If there is no need for gears, gears wont sell. That is why we have to work on the battle. We are working on crafters and gatherers so please look forward to it.

4Gamer:
 分か りま した。今後 のアップデ ート予 定の中 では,特設 ページ が開設さ れた「グ ランドカ ンパニー 」も注 目され てます よね。 特設ペ ージを 読むと, まさ にストー リーが 動き出 すといっ た雰囲気 ですが。
4Gamer: OK in later updates there was grand company information which is getting some attention. Reading the page for it looks like a story that will actually move.

吉田氏:
 グラ ンドカン パニーは ,FFXIV の世界そ のもの といって も過言で はないで す。リム サ・ロ ミンサ, グリダニ ア,ウ ルダハ の3国に ,冒険 者がどう 関わって ,それ がどう帝 国と交 わって, メイン ストー リーが どう補 完され ていって ,さら にそれ ぞれ3国 の思惑 や首領達 がどう 絡ん でくる のか。 そして ,FF シリー ズに( 名前が )登場 してい るキャ ラクタ ー達が どう関 わってく るのか。 実は 1.18 にも大き な話が 1個入っ ているの で,こち らも 楽しみ にして いた だける と。
YoshiP: In FFXIV Grand Company can be said that it’s the main world of FFXIV. How it relates to the 3 countries, with the Empire? (Teikoku). Also how characters from FF Series (the name) comes into play. In 1.18 there is one big story so if you can please enjoy that as well.

4Gamer:
 1.18 でもう 入ってく るんで すか。FF といえ ばあのキ ャラっ ていうの は,い くつか 思い つきま すけど ,どう なるん だろ う。
4Gamer: There will be coming in 1.18; saying that character from FF Series, we can think of couple?

吉田氏:
 誰でも 思いつ きそうなや つが,そ ろそろゲ ームに 登場しま すよ。今 後のF FXI Vの根幹に 関わる重 要なセリ フもあ りますの で,お 楽しみ に!
YoshiP: Anyone can think of this one, will be out soon in the game. Also has important role in future of FFXIV.


Bonus post from the JP Lodestone Forums:

Reinheart wrote:
FFXIVプロデューサ/ ディレク タの吉 田です 。
少し パッチ 1.18 の作業も落 ち着いてき たので 、ポスト させて頂 きます ね。
Hi FFXIV producer Yoshida here, patch work for 1.18 finally got stable so will post.

この 3国の 過疎問題 は、吉 田も非常 に大きな 問題と 認識し ていま す。
皆さ んが挙 げて頂 いてい るように 、都市 そのも のの利便 性、 周辺コ ンテン ツの有 用性が
そうさ せてい るもの と思い ます。
I also feel that depopulation is a big problem with the current 3 countries, the cities inconveniences.

こ れを調 整する ために は
「 ウルダ ハの利便 性を下 げるの では なく、他 の2国 の利便性 を上げ る」
「そ れぞ れの国の 特色( =コン テンツ,ギ ルドの 調整)を 出して 調整する 」
の 2つ の要素が 必要に なりま す。
To adjust this it requires the following two features - “Not lowering Uldah’s convenience, but increasing the other 2 countries convenience”, “Giving more specifics (contents, guild adjustment) to each countries”

た だし、3 国独自 のコンテン ツ実装は 、やは りバトル が絡むも のが多 くなり 、
かつ 、MAP そのもの の改修 とも切り 離せま せん。
場 当たり 的にウル ダハの 利便性 を下げる ことだ けは絶対 にしたく ありま せんの で、
(結 果的に 全部利 便性が 悪くなる 、皆さ んに不 利益し かない )
か なり時 間をかけ させて 頂くこ とに なります 。
But for the 3 countries additional content, it will involve more battles and also MAP itself needs to be remodeled.

全マ ップの 改修で もRE Pを通 じて回 答させ て頂い ていま すが、
3 国の都 市を含 め、全 MAP の「根本 的なテ コ入れ 」は既 に計画し て、
仕 様の作 成も終わ ってい ます。年 単位の 作業に なります が、
必 ず実施 します ので、そ のタイミ ングに 合わせ て3国 バランス も
根本調 整を 行いま す。
As we have replied through reps regarding the entire map, including the 3 cities we are already working on a plan that will changes to the root. And the specifications are already made. It will be long term changes but will make sure it happens. With that timing will make root modifications to the 3 countries as well.

その際 、3 国はラ ンク50 に至る までは、 ランク に従って 拠点と する 都市を変 え、
ラ ンク 35-40 辺りで、そ れぞれ の国の特 徴に従 い、プレ イする コンテ ンツによ り、
拠 点をチ ョイス するとい う方針 で導線を 設計して ます。
Till rank 50 the 3 countries will have times where you will need to change your base location (starting point). Plans are made that around rank 35-40 following the different characteristics of the countries, you will have a choice to decide where to set your base location depending on what content to play.

か なり長 期プランに はなり ますが、特 に重要 と認 識して いますの で、
FFXIV 立て直 しの最 も規模の 大きな改 修ポイン トとお考 えくださ い。
This will be a long term plan and understand this is very important, think of this as a major point required in FFXIV remodeling.

最後に 3 国の飛空 挺移動(実 MAP 上を飛 行するシ ステム ではな いです)は MAP 大改修 前にな んとかし ます!
パッチ 1.19 に間に 合うよ う、頑張 ります ので、 今しば らくお 待ちくだ さい!
Lastly, we’re going to do something about the 3 countries airships (They are not the type where it flies above the map) before the big fix towards the MAP! Will try our best to make it by 1.19 patch. So please wait!


Edited, Jun 25th 2011 11:40am by akirussan
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#2 Jun 25 2011 at 12:51 PM Rating: Good
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Lots of straight answers which I can appreciate. But this kind of confirms my fears regarding the lack of vision and speed/ability of improvements. Basically if they had something exciting to talk about they would have, and instead they talked about design philosophies. "One job per class, but we're open to the idea of more down the road" was the worst thing I heard here
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#3 Jun 25 2011 at 1:22 PM Rating: Decent
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Wow thats a lot of stuff.
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#4 Jun 25 2011 at 2:18 PM Rating: Decent
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KujaKoF wrote:
Lots of straight answers which I can appreciate. But this kind of confirms my fears regarding the lack of vision and speed/ability of improvements. Basically if they had something exciting to talk about they would have, and instead they talked about design philosophies. "One job per class, but we're open to the idea of more down the road" was the worst thing I heard here


i was keeping track of this on the official forums last night and this is pretty much what everyone else was saying.
the only real new info is just telling us what most likely will and will not be part of the next two patches.
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#5 Jun 25 2011 at 2:55 PM Rating: Good
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KujaKoF wrote:
"One job per class, but we're open to the idea of more down the road" was the worst thing I heard here


While it's dangerous to speculate... I would think this is an issue of translation. If you're going to make "advance" jobs for a class... it's quite pointless to do so if you only add 1 to 1. If you keep it as 1 to 1 you would have been better off just making the new jobs classes instead. So I think we'll see variation in the future... or so I hope.
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#6 Jun 25 2011 at 3:01 PM Rating: Decent
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Perrin, ****** Superhero wrote:
KujaKoF wrote:
"One job per class, but we're open to the idea of more down the road" was the worst thing I heard here


While it's dangerous to speculate... I would think this is an issue of translation. If you're going to make "advance" jobs for a class... it's quite pointless to do so if you only add 1 to 1. If you keep it as 1 to 1 you would have been better off just making the new jobs classes instead. So I think we'll see variation in the future... or so I hope.


they arent advanced though, just a more refined way of playing the exact same class. plus they said you switch back and forth from your job and class, jobs are better to group with because you get access to job specific abilities, classes are better to solo with because you can equip more abilities from other classes. neither are better than the other.
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#7 Jun 25 2011 at 3:24 PM Rating: Good
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Perrin, ****** Superhero wrote:
KujaKoF wrote:
"One job per class, but we're open to the idea of more down the road" was the worst thing I heard here


While it's dangerous to speculate... I would think this is an issue of translation. If you're going to make "advance" jobs for a class... it's quite pointless to do so if you only add 1 to 1. If you keep it as 1 to 1 you would have been better off just making the new jobs classes instead. So I think we'll see variation in the future... or so I hope.


I am fairly sure they will be adding more jobs to classes down the line, its a lot easier than designing entirely new classes and jobs to go with them. I'm not really worrying that we're not going to see more. What will happen is people will begin suggesting more jobs per class on forums and what not enough times and then yoshida will announce hey this is a cool new feature they're working on. It was the phrasing "we're open to the idea" and not "we have some ideas in the works" that bother me.

What they are doing with the system as it is now, is tagging the classic FF job names to classes, and making them more group specific while not upsetting anyone by readjusting the classes we had. If you like the old classes they will still be there, if you want them more group friendly, they will be, and if you want iconic names you got em. I would have hated the idea the way they did it from a ground up point of view, but as a fix it as we go solution, its not bad.

Again whats disappointed me, is their lack of ability to get ahead. they more or less made the class/job system while figuring out a way to deal with classes a bit better, but then they stopped before really looking at how the system could be used in the future. Tanaka had tons of ideas, but few of them were any good. Yoshida actually seems pretty capable (I guess we'll find out when we see a significant patch), but the guy can't impletement a change without players suggesting it or pointing to another game and saying "we want this".
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#8 Jun 25 2011 at 3:46 PM Rating: Good
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So they made the whole class system with the idea that people should rank multiple classes, because they would become stronger if they borrowed abilities from other classes.

And now they are going to add a jobsystem , forwhich you only have to do a/some quest(s), and are basically saying that jobs are specialisations, not allowed to use other abilities, jobs don't need them.

So they wanted us to rank multiple classes and now they don't?
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#9 Jun 25 2011 at 3:50 PM Rating: Good
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KujaKoF wrote:
Yoshida actually seems pretty capable (I guess we'll find out when we see a significant patch), but the guy can't impletement a change without players suggesting it or pointing to another game and saying "we want this".


This bothers me the most. It's as if they feel that they can't implement a change to the game unless it is suggested by or voted in by the players. I don't really mind them being open to suggestions, but the fact that they haven't really stepped up with something strong of their own after all these months... Well, what little confidence I had in them is swirling around the bowl. How can I trust a developer that at one time made some of the best games I've ever played if they can't come together with any ideas of their own?

The plan to add a character from the FF series just baffles me. It's almost like they forgot this is their flagship franchise. Are they trying to alienate their fanbase on purpose?
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HaibaneRenmei wrote:
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cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#10 Jun 25 2011 at 4:32 PM Rating: Decent
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So is Cid gonna manage our personal hovercrafts? (FFIV style) I don't think anyone would have a problem with that.
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#11 Jun 25 2011 at 4:50 PM Rating: Decent
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Looks like it Kuma

Edited, Jun 25th 2011 6:51pm by tpgsoldier
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#12 Jun 25 2011 at 5:24 PM Rating: Decent
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FilthMcNasty wrote:
KujaKoF wrote:
Yoshida actually seems pretty capable (I guess we'll find out when we see a significant patch), but the guy can't impletement a change without players suggesting it or pointing to another game and saying "we want this".


This bothers me the most. It's as if they feel that they can't implement a change to the game unless it is suggested by or voted in by the players. I don't really mind them being open to suggestions, but the fact that they haven't really stepped up with something strong of their own after all these months... Well, what little confidence I had in them is swirling around the bowl. How can I trust a developer that at one time made some of the best games I've ever played if they can't come together with any ideas of their own?

The plan to add a character from the FF series just baffles me. It's almost like they forgot this is their flagship franchise. Are they trying to alienate their fanbase on purpose?


To be honest, while the start of FFXIV did have a rough start for some people, the only thing that truly bothered me was the instability of the actual interface, the rest of the game I loved.

I never felt I was playing another MMO, with updated graphics, this game never felt like another game, which was why I liked it. Truth be told I think they are focusing so much on player input because people whine and ***** too much and they are just tired of coming out with some great idea's only to have them thrown back at their faces because we aren't getting WoW/FFXI/EQ/Whatever else 2.0.

I still welcome the changes, but for me, it's not required to enjoy this game, I've been enjoying it since alpha.
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http://ffxi.allakhazam.com/story.html?story=18309
Quote:
Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#13 Jun 25 2011 at 6:16 PM Rating: Decent
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This interview mentions "...when Rift launches..." Is this interview really old or are they saying "...when Rift launches in Japan"?
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#14 Jun 25 2011 at 11:11 PM Rating: Good
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hexaemeron wrote:
This interview mentions "...when Rift launches..." Is this interview really old or are they saying "...when Rift launches in Japan"?


I'm glad I wasn't the only one to catch this.

Also, I'm pretty **** confused now. Are we getting Grand Companies in 1.18 or a later patch then? I know we're getting the raids (lol) and auto-attack in 1.18, but I haven't heard much about Companies since May. Why are they being so quiet about it?
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#15 Jun 25 2011 at 11:19 PM Rating: Decent
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Yes, the amount of "we're looking into" "we're considering" "we're thinking about" is very worrying here! I guess this game is done for after all.
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#16 Jun 26 2011 at 12:05 AM Rating: Good
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Elionara wrote:
I never felt I was playing another MMO, with updated graphics, this game never felt like another game, which was why I liked it. Truth be told I think they are focusing so much on player input because people whine and ***** too much and they are just tired of coming out with some great idea's only to have them thrown back at their faces because we aren't getting WoW/FFXI/EQ/Whatever else 2.0.


I'm not sure what you mean by 'another MMO'. I was referring to the fact that nothing about XIV makes me feel that it should have the FF attached at the front. I didn't want this game to be an updated version of XI, but I did want it to have the FF feel and it didn't even come close. If I took a 'blind taste test' of this game without knowing the title and without playing XI, I wouldn't have been able to tell it was FF. The only things that feel FF to me are the characters(because I played XI), a few mobs(same reason as characters) and the chocobo signs. Nothing else feels FF to me.

As far as people whining and ********* I think they have a right to. It's not like they were presented with a near flawless game with minor problems. Their ideas were thrown back in their faces because they were bad ideas. Just because something is different, doesn't make it great. There is a reason some things have stayed the same over time and some things have changed.

Obvious example would be auction house vs market wards. Beaten to death, but something that was changed for no other reason than to be different, not because it was a 'great idea'.
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HaibaneRenmei wrote:
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cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#17 Jun 26 2011 at 8:48 AM Rating: Decent
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FilthMcNasty wrote:
KujaKoF wrote:
Yoshida actually seems pretty capable (I guess we'll find out when we see a significant patch), but the guy can't impletement a change without players suggesting it or pointing to another game and saying "we want this".


This bothers me the most. It's as if they feel that they can't implement a change to the game unless it is suggested by or voted in by the players. I don't really mind them being open to suggestions, but the fact that they haven't really stepped up with something strong of their own after all these months... Well, what little confidence I had in them is swirling around the bowl. How can I trust a developer that at one time made some of the best games I've ever played if they can't come together with any ideas of their own?

The plan to add a character from the FF series just baffles me. It's almost like they forgot this is their flagship franchise. Are they trying to alienate their fanbase on purpose?


If you go to the doctor, and she presents you with 3 different treatment plans, do you then conclude that she doesn't know medicine and only makes a decision through a poll?

I'm not saying I'm pleased as punch with FFXIV's situation (oh I am certainly not), but it's not as though Yoshida is just dumping out stuff whichever way the disgruntled winds are blowing. He offered a multiple choice poll which, by and large, had fixed choices that he came up with himself. Basically, he was offering a treatment plan that the players could live with, and after a long period of watching Tanaka not listen to the players and letting FFXIV hit the obvious iceberg, it was kinda refreshing.

Until we see more changes (and discover whether the combat changes really are holding everything up, or it's a convenient excuse), it's way too early to judge whether this guy is a quack or he knows what he is doing. History will be the judge.
#18 Jun 26 2011 at 8:55 AM Rating: Excellent
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ForceOfMeh wrote:

Until we see more changes (and discover whether the combat changes really are holding everything up, or it's a convenient excuse), it's way too early to judge whether this guy is a quack or he knows what he is doing. History will be the judge.


See the thing is at this point we should know if the guy knows what hes doing or not. The fact that we don't is something that worries me.
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SE is not offering different treatement plans ForceofMeh. They're asking questions in the form: "Should we do this or shouldn't we do this? I'm not really sure myself. What's your opinion?" Yes?/No?/Maybe? That's not something I want hear from SE or a doctor.
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#20 Jun 26 2011 at 9:18 AM Rating: Excellent
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They are so slow.

I'm worried that these three persons might actually be the entire dev team.

Will probably be at least half a year (well probably one year) before they are ready to launch PS3.
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#21 Jun 26 2011 at 10:06 AM Rating: Good
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KujaKoF wrote:
ForceOfMeh wrote:

Until we see more changes (and discover whether the combat changes really are holding everything up, or it's a convenient excuse), it's way too early to judge whether this guy is a quack or he knows what he is doing. History will be the judge.


See the thing is at this point we should know if the guy knows what hes doing or not. The fact that we don't is something that worries me.


You may be right about that.

But, the game is in such a state that I would expect a lot of lengthy work is going to be required to fix it. If he just waves his wand on a bunch of small things and says "All done!~" I'd be more inclined to think we were screwed then.

But it sounds like he's got his priorities straight at the moment. The real issue is the impatience for the results (which I'm completely on board with). He has to balance making the game playable now with making it something they can sell to PS3 players down the road.
#22 Jun 26 2011 at 10:16 AM Rating: Good
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RedGalka wrote:
SE is not offering different treatement plans ForceofMeh. They're asking questions in the form: "Should we do this or shouldn't we do this? I'm not really sure myself. What's your opinion?" Yes?/No?/Maybe? That's not something I want hear from SE or a doctor.


There was only one yes/no question which was:

Quote:
Would you welcome changes to FINAL FANTASY XIV that would drastically alter the rules already set in Eorzea?


And the result was "Nuke it from orbit, it's the only way to be sure." Or maybe it was "yes."

And then I discovered there was a second poll I didn't know about during one of my quit phases. **** it.

Alright, fine, you're right, my faith was misplaced. LOL. Nothing to see here people. Don't hate me too much! <3

Edited, Jun 26th 2011 12:24pm by ForceOfMeh
#23 Jun 26 2011 at 10:19 AM Rating: Excellent
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insanekangaroo wrote:
I'm worried that these three persons might actually be the entire dev team.


lol. So that's why they're the only ones anyone ever interviews!

I guess that explains some of the answers we got:
4gamer wrote:
Matsui: Yes, that is a good suggestion. I'll have to talk to the rest of the team (laughs) before implementing it, though. Right, Yoshida? *nudge nudge* The rest of the team. *winks* Who are waiting for us back at... the office (gently sobs).
Yoshida:C'mon, keep it together, man! I - uh - this interview is over! *rises* Get out of here! G-get out of here!

I thought there was something odd about those answers at the time...
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#24 Jun 26 2011 at 10:21 AM Rating: Decent
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You tell em, Ripley.
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#25 Jun 26 2011 at 10:38 AM Rating: Excellent
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RedGalka wrote:
SE is not offering different treatement plans ForceofMeh. They're asking questions in the form: "Should we do this or shouldn't we do this? I'm not really sure myself. What's your opinion?" Yes?/No?/Maybe? That's not something I want hear from SE or a doctor.
Based on their track record of getting things wrong, I appreciate the effort in reaching out. But at a certain point, they should have figured things out on their own.

Edited, Jun 26th 2011 11:39am by bsphil
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#26 Jun 26 2011 at 7:18 PM Rating: Decent
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Perrin, ****** Superhero wrote:
KujaKoF wrote:
"One job per class, but we're open to the idea of more down the road" was the worst thing I heard here


While it's dangerous to speculate... I would think this is an issue of translation. If you're going to make "advance" jobs for a class... it's quite pointless to do so if you only add 1 to 1. If you keep it as 1 to 1 you would have been better off just making the new jobs classes instead. So I think we'll see variation in the future... or so I hope.


I am not disspointed about the advanced job thing.

It's becoming more clear, the more I hear. To me it sounds like there will be Party jobs added, but this isn't in place of the additional classes, like Musketeer and Fencer.

I agree that it only makes sense to add 2 or more jobs per class though, for choice. Like a Tanking Paladin, or a DD job for Gladiator (maybe one that ditches the shield and gains monkeygrip to wield the sword with 2 hands and deal more damage.)


I'm done judging FF based on things that are said though, and holding judgement until it's implemented.
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#27 Jun 26 2011 at 9:29 PM Rating: Good
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Louiscool wrote:
I agree that it only makes sense to add 2 or more jobs per class though, for choice. Like a Tanking Paladin, or a DD job for Gladiator (maybe one that ditches the shield and gains monkeygrip to wield the sword with 2 hands and deal more damage.)

Sounds like something I've heard of before. Instead of picking up abilities from any job, you focus on adding abilities from the 'main' job and supporting it with the advanced 'branches' of advanced classes. You basically just said 'talent tree/soul and titangrip' in less words.

Without any endgame content to understand the mechanics of party play with, it's hard to tell... but I've always been for allowing players to split up the holy trinity by allowing some customization. Even if people will gravitate toward the cookie cutter anyway, it's nice to have the option at least.
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Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#28 Jun 26 2011 at 10:38 PM Rating: Excellent
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FilthMcNasty wrote:
Without any endgame content to understand the mechanics of party play with, it's hard to tell... but I've always been for allowing players to split up the holy trinity by allowing some customization. Even if people will gravitate toward the cookie cutter anyway, it's nice to have the option at least.


Unfortunately it doesn't sound very promising as of yet. Really, it seems all they're doing is adding a few exclusive abilities for the battle classes... it's not much of a job system when your only options are to "have the one job" or "turn the one job off." And the fact that SE is "open to the idea of more" is not, as others have pointed out, as reassuring as if they had said that more were on the way, or even just released two jobs per class from the start.

It seems as though SE is just falling into the same mistake they did with generic classes and the armory system. I was hoping for more noticeable changes. I want to be a bard, for example, not an archer with 5 bard-like support abilities.

Here's hoping my impressions are wrong, though! ( *_*)/
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"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#29 Jun 28 2011 at 2:26 PM Rating: Excellent
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FilthMcNasty wrote:
Louiscool wrote:
I agree that it only makes sense to add 2 or more jobs per class though, for choice. Like a Tanking Paladin, or a DD job for Gladiator (maybe one that ditches the shield and gains monkeygrip to wield the sword with 2 hands and deal more damage.)

Sounds like something I've heard of before. Instead of picking up abilities from any job, you focus on adding abilities from the 'main' job and supporting it with the advanced 'branches' of advanced classes. You basically just said 'talent tree/soul and titangrip' in less words.

Without any endgame content to understand the mechanics of party play with, it's hard to tell... but I've always been for allowing players to split up the holy trinity by allowing some customization. Even if people will gravitate toward the cookie cutter anyway, it's nice to have the option at least.


Similar but not exactly. I envision is more like Stances in FFXI, where you have Hasso for offense and Seigan for defense, but in FF14 you can't change these during battle.

I'm not a fan of having to specialize in one branch and cut off the other branch, because in FF mmos I love being able to level everything on one character. Having one character is what creates a community, instead of everyone having 5 different "toons" (I hate that word)


Also, Monkeygrip is from FF Tactics, which is where I pulled the idea.

Edited, Jun 28th 2011 4:27pm by Louiscool
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#30 Jun 28 2011 at 8:26 PM Rating: Decent
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Louiscool wrote:
Having one character is what creates a community, instead of everyone having 5 different "toons" (I hate that word)


Yeah, I don't know why "toons" ever caught on in the first place. Character makes sense; ****, even avatar makes sense. But "toon" is just short for "cartoon," which refers to... the art style of WoW, I guess? Given that "cartoon" technically refers to drawings on hard paper, though, and has derogatory/satirical/comedic overtones, it's really not even a good fit for that game (or any game someone intends to take slightly seriously, for that matter). *shrug*
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#31 Jun 28 2011 at 11:13 PM Rating: Decent
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KaneKitty wrote:
Louiscool wrote:
Having one character is what creates a community, instead of everyone having 5 different "toons" (I hate that word)


Yeah, I don't know why "toons" ever caught on in the first place. Character makes sense; ****, even avatar makes sense. But "toon" is just short for "cartoon," which refers to... the art style of WoW, I guess? Given that "cartoon" technically refers to drawings on hard paper, though, and has derogatory/satirical/comedic overtones, it's really not even a good fit for that game (or any game someone intends to take slightly seriously, for that matter). *shrug*


Plus there's that whole "dying" repeatedly concept like your character was Wile E Coyote. Sure, it may be a dragon wolfing you down rather than an anvil landing on your head, but usually only cartoons bounce back from that kind of abuse. :P
#32 Jun 28 2011 at 11:17 PM Rating: Good
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ForceOfMeh wrote:
KaneKitty wrote:
Louiscool wrote:
Having one character is what creates a community, instead of everyone having 5 different "toons" (I hate that word)


Yeah, I don't know why "toons" ever caught on in the first place. Character makes sense; ****, even avatar makes sense. But "toon" is just short for "cartoon," which refers to... the art style of WoW, I guess? Given that "cartoon" technically refers to drawings on hard paper, though, and has derogatory/satirical/comedic overtones, it's really not even a good fit for that game (or any game someone intends to take slightly seriously, for that matter). *shrug*


Plus there's that whole "dying" repeatedly concept like your character was Wile E Coyote. Sure, it may be a dragon wolfing you down rather than an anvil landing on your head, but usually only cartoons bounce back from that kind of abuse. :P

Maybe that's why FFXI players hate the term "toon" so much, the only bouncing FFXI characters do is the inch or so off the pavement before they limp pathetically on their poor paraplegic cast-covered limbs while waiting for their medicaid check to clear.

Edited, Jun 29th 2011 1:18am by Hulan
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