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Compendium - Expected UpdatesFollow

#52 Aug 12 2011 at 1:21 AM Rating: Excellent
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SmashingtonWho wrote:
Heya Hugus, thanks for your continued work on this thread!

Can I ask a favor? Because of the new requirement to select a Main Character on the Official forums, and the glitch which simply won't allow me to highlight one of the stars (Can't select a main character, or login to complain about it.) I simply can't follow the links you are providing.

Would you be able to Quote the significant snippets from the forums and repost it here?

Would be much appreciated.


Shouldn't be much of a problem, I'll try to from now on quote the article on updating posts (end of this thread) while simply keeping the links on the OP.
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#53 Aug 12 2011 at 2:38 AM Rating: Excellent
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Removal of Guard and making Blocking automatic.

Quote:
We talked to shield master Matsui about the possibility of auto-block implementation and he said that they are going to be eliminating the "Guard" ability, which will lead to the shield block activating on its own in the future.


More storage space in the future.

Quote:
We're currently in the process of devising some type of storage box solution for storing the plethora of event-related items we've been distributing. I don't have a solid time frame to give you, but I'm sure we can all look forward to a place to keep all this stuff!

I'm up to my ears in swimsuits!
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#54 Aug 12 2011 at 11:12 AM Rating: Good
Thanks!
#55 Aug 13 2011 at 7:31 AM Rating: Excellent
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Hugus wrote:
Shezard wrote:
Even more important than "Clarification on the Materia system" is that it is gonna be implemented in 1.19, you should edit that. It has been confirmed several times that the materia system is gonna be in 1.19.


To be honest I'm not sure whether the Materia system will be launched on 1.19 or 1.20.

One of the things I'm trying to do here is provide information to people that might not play the game but wanna keep an eye on upcoming changes to the game. To make this a reliable source I link all information to an official SE statement, can you provide me with a link stating when the materia system will be coming out?


http://forum.square-enix.com/ffxiv/threads/14828-Letter-from-the-Producer-XII-%2827-06-2011%29?p=202511#post202511

This was the best response I found in a few minutes. The "official" confirmation that Materia is planned for 1.19 came in some dev rep response though that I just can't find through the search function on lodestone.

But just check 1.18 and Beyond in this letter, it clearly states what's planned for 1.19, including materia system, which has also been mentioned in several interviews before and in several Yoshida and dev rep responses after this letter.
#56 Aug 13 2011 at 1:31 PM Rating: Excellent
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Thanks Shezard, updated OP acordingly!
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#57 Aug 15 2011 at 8:58 AM Rating: Excellent
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With the Letter from the Producer XVI there are lots on new and updated information, more than I can possibly quote here but you can check the full copy paste thread here.
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#58 Aug 15 2011 at 11:50 AM Rating: Decent
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Great job ^^.
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#59 Aug 15 2011 at 2:59 PM Rating: Decent
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You got Ifrit Battle listed under 1.20 now, though it's coming in 1.19(as a R30 and 50 version) ;)
#60 Aug 15 2011 at 4:08 PM Rating: Default
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AH and chocobos could have saved this game. farewell, i would rather have turned based console play.
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#61 Aug 16 2011 at 2:50 AM Rating: Excellent
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Shezard wrote:
You got Ifrit Battle listed under 1.20 now, though it's coming in 1.19(as a R30 and 50 version) ;)


It is a bit confusing reading the table but it does say the following:

Quote:
Patch Planned Current Tasks Notes
1.19 Ifrit battle -NEW-
Implementation of Ifrit battle quest New primal content is planned for patch 1.20.
-NEW-
Development of cutscenes for Ifrit battle New primal content is planned for patch 1.20.
-NEW-
Ifrit battle (level 30) New primal content is planned for patch 1.20.
-NEW-
Ifrit battle (level 50) New primal content is planned for patch 1.20.


I might be wrong, I hope I am but reading the article leads me to believe that Ifrit Battle will only actually take place in 1.20. I'm thinking that although the questline which will lead to the battle might be introduced on 1.19 the actual battle itself will only make it's appearance on 1.20.

Edited, Aug 16th 2011 8:52am by Hugus
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#62 Aug 16 2011 at 2:58 AM Rating: Excellent
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http://forum.square-enix.com/ffxiv/threads/19354-dev1123-Reordering-Placing-actions-on-bar-with-drag-and-drop?p=294062#post294062

Quote:
Our friendly neighborhood Japanese reps talked with Minagawa about all this setting action-related stuff.

We are currently working on addressing this so that actions for each class will be remembered when you change classes. When this feature is implemented it will remove the need to fix your action bar every time you change classes, as well as the need to set actions via text commands.

I'm sure you are all dying to know when this feature will be ready... We're currently aiming to implement this during patch 1.19, but depending on how development and testing progress, there is a possibility that it could be pushed back.

Sorry we can't make a concrete promise for 1.19, but hang in there just a bit more!
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#63 Aug 16 2011 at 6:59 AM Rating: Good
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Ifrit, leviathen and titan were added to the .dats last update. Id assume that means were getting ifrit in 1.19 since they making a big thing outta it and the rest of the primals will appear in 1.20.
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#64 Aug 16 2011 at 7:14 AM Rating: Excellent
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xxAnikalxx wrote:
Ifrit, leviathen and titan were added to the .dats last update. Id assume that means were getting ifrit in 1.19 since they making a big thing outta it and the rest of the primals will appear in 1.20.


I think both Ifrit and Titan have been present since release, I remember even in Beta of pictures of them both showing up on forums and such.

Leviathan I would assume is the mob present on Limsa's introduction cut scene so I would have to assive at least the cinematic version has been present on .dat files since the beginning.

My decision to move it from 1.19 to 1.20 is only because of the way things appeared worded in the Letter from the Producer. In this thread I'm trying to only post things which have been posted on Lodestone or Official Forums by comunity reps.
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#65 Aug 16 2011 at 7:28 AM Rating: Decent
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Well, he stated that ALL that is listed in this Producers Letter is 1.19 content.

Besides, he announced Ifrit Battle for 1.19 almost 2 months ago. AND the list states that NEW Primal Content is scheduled for 1.20(this excludes Ifrit and means Primals OTHER then Ifrit)
#66 Aug 16 2011 at 8:31 AM Rating: Excellent
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Shezard wrote:
Well, he stated that ALL that is listed in this Producers Letter is 1.19 content.

Besides, he announced Ifrit Battle for 1.19 almost 2 months ago. AND the list states that NEW Primal Content is scheduled for 1.20(this excludes Ifrit and means Primals OTHER then Ifrit)


It seems that if you read the post while considering that there will be future primal fights then it is easy to think that while Ifrit will be present on 1.19 other primals will happen on 1.20+.

Will change the OP acordingly.
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#67 Aug 18 2011 at 1:25 AM Rating: Excellent
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http://forum.square-enix.com/ffxiv/threads/21348-What-NEW-races-would-you-like-to-see?s=b607bfb09566197d797489e83dcda77a&p=297681#post297681

Quote:
This seems like a good enough place as any to post the official translation concerning new races appearing in the future of FINAL FANTASY XIV. When asked about the possibilities of adding new races, Yoshida had this to say.


Originally Posted by Naoki Yoshida
Quote:
Though new races are quite far off in the future, once various fixes are made, the PlayStation 3 version launches, and the timing is right for an expansion, we will be adding original races to the world of FFXIV.

First, to coincide with the PS3 launch, we will be adding female Roegadyns and other genders to those races that are currently lacking. The next step is to look into new races.


Still a ways off, but feel free to let your imagination run free!
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#68 Aug 19 2011 at 1:57 AM Rating: Excellent
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More information on Chocobos.

Quote:
Yoshida just posted a pretty epic teaser to whet everyone's appetite for more chocobo information!


Originally Posted by Noaki_Yoshida
Quote:
Hello, this is Yoshida, the producer/director.

I am very impressed with everyone's ideas for Chocobos! As I have stated before, we are working on the Chocobo growth system, but implementation may take longer than expected. (We are planning on implementing some gear for Personal Chocobos in patch 1.20. )

Final details will be revealed prior to the patch release, but here are a few teasers for you all:

•Rental Chocobos will be rented using gil. Prices will be very low, even players under rank 20 will be able to easily afford one.
•Rental Chocobos can be used for limited periods of time, so they will serve as short-term transportation supplements.
•Personal Chocobos will have no recast timer. (They can be called instantly, unless you are being attacked!)
•The use of Personal Chocobos is unlimited. (You can ride them for as long as you want!)
•Both types of Chocobos can be attacked by enemies while you ride them.
•If you receive too much damage while you are riding a Chocobo, you will be knocked off the Chocobo.
•We are currently working on the speed of the Chocobos. (There will be no speed difference based on the character’s race.)
•The sizes of the Chocobos will be different based on the character’s race.
•Rental and Personal Chocobos will have different appearances and different background music.
That’s about it. Since Personal Chocobos will become the basis of the Mount System, they have no recast timers and no riding time restrictions. However, they can be attacked by powerful monsters.

I hope you guys can ride the Chocobos well!
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#69 Aug 22 2011 at 7:28 AM Rating: Excellent
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Disciple of the Land Stealth Ability.

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[dev1130] Disciple of the Land Stealth Ability
* The following feature, planned for patch 1.19, is still in development, and therefore subject to change.
•Patch 1.19 will see the ability “Coeurl Step” (name tentative) implemented. Exclusive to Disciples of the Land, the ability allows players to conceal their presence from enemies. The action can be used repeatedly, and the effect will not wear off even if players engage in gathering. The stealth effect, however, comes at the cost of reduced movement speed.
* The action cannot be used in certain areas (such as city-states, dungeons, and instanced raids).
* Certain enemies are capable of piercing and even nullifying the stealth effect.
•Coeurl Step
Coeurl Step comes in four levels as follows:
•Coeurl Step I
Learned at level 8. Renders you undetectable by enemies level 20 and below.


•Coeurl Step II
Learned at level 18. Renders you undetectable by enemies level 30 and below.


•Coeurl Step III
Learned at level 28. Renders you undetectable by enemies level 40 and below.


•Coeurl Step IV
Learned at level 38. Renders you undetectable by enemies level 50 and below.
•Functionality
•Once executed, the stealth effect will remain indefinitely.
However, the effect will wear off if you reuse the action, incur enmity, enter certain areas, or change classes.
•Movement speed will be reduced to walking speed.
•The action cannot be used while incurring enmity, nor while on chocoback.
•The action is not subjected to a recast time.
•The stealth effect nullifies any effects present that grant increased movement speed.
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#70 Aug 24 2011 at 1:59 AM Rating: Excellent
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Clarification on Synthesis recepy changes.

Discussion on this here.
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#71 Aug 24 2011 at 10:59 AM Rating: Good
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Regarding the upcoming plethora of changes and alterations to the game, has anyone heard tell or whisper regarding a mail system, or any method to otherwise help us transfer goods between our friends, linkshell members, and alternate characters (on the same server?) I am sure I don't stand alone as the only person who would doesn't like to spend 20 minutes getting a days worth of farmed materials to my new character!

I know we can get a friend (but that can sometimes take 15 minutes, a few hours or even until the next day to meet someone or have someone online) I also know how to go through the retainer system, setting a high price to avoid other people buying, or low price and hope you log back in before someone nabs it... but, well, it just doesn't seem time/logically efficient.

/Red
#72 Aug 25 2011 at 1:25 AM Rating: Excellent
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Redvers wrote:
Regarding the upcoming plethora of changes and alterations to the game, has anyone heard tell or whisper regarding a mail system, or any method to otherwise help us transfer goods between our friends, linkshell members, and alternate characters (on the same server?) I am sure I don't stand alone as the only person who would doesn't like to spend 20 minutes getting a days worth of farmed materials to my new character!

I know we can get a friend (but that can sometimes take 15 minutes, a few hours or even until the next day to meet someone or have someone online) I also know how to go through the retainer system, setting a high price to avoid other people buying, or low price and hope you log back in before someone nabs it... but, well, it just doesn't seem time/logically efficient.

/Red


I think this is one of those requests which have been made in the past and SE is aware of, I think they said something like they would look into it which means it might happen as it might well not happen.
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#73 Aug 25 2011 at 1:28 AM Rating: Excellent
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More information on LS controls and Friend's List

Quote:
Originally Posted by Mocchi
I spoke with Minagawa regarding the linkshell list and friends list.

The dev. team is well aware of the issues with the linkshell list and friends list, but it’s going to be very difficult to address in its current state. Therefore, the devs are going to be performing a complete overhaul of the system. With this overhaul, the team is planning to add functions that have been previously requested by the community. These functions include LS messages, the ability to remove players from the linkshell, more variations of LS crests, etc.

There are certain functions that he could add in the current state of the system, but considering how it ties to the communication within the LS, it needs to be checked thoroughly. Therefore, it isn’t something that can be implemented immediately.

I apologize for the inconvenience these issues may be causing, but we promise to improve the LS list, friends list, companies, searching for other players, etc. With these improvements, we believe the communication between the players will become much easier than it is in its current state.

With that said, we would like you to continue providing feedback.


Further information on changes to crafting.

Quote:
Originally Posted by Naoki_Yoshida
Hello, this is Yoshida, the producer/director. I am soo sleepy...

I would like to follow up with a few additional comments.

1. Nuggets
None of the new recipes added in Patch 1.19 will require nuggets. In fact, we do not plan on requiring nuggets in any of the recipes that we will be adding from here on out. However, old recipes will remain in the game for a while, so there is no need to worry about items in the process of synthesis being affected. I am thinking that the transfers to the new recipe period will go on through patch 1.20.

2. HQ Revamp
We are planning on implementing the HQ revamp in patch 1.20. Following the release of patch 1.19, the current specs for HQ items will remain in place, so current HQ items will not be affected. Until Patch 1.20 is released, the current specs for HQ items will be used. Also, in the new specs, HQ items will only be created if every ingredient used is HQ. Obtaining HQ versions of the ingredients will require a mix of luck and skill. (We want to make sure that you will not experience a sense of futility when your synthesized item turns into NQ at the last moment.)

3. Materia Craft and HQ
When turning weapons/armor into materia, it will not matter if the weapon/armor is HQ or not. Similarly, when adding materia to weapons/armor, it will not matter whether the weapon/armor is HQ or not. (NQ items will be useful when mass producing materia.)

However, when performing “The Forbidden Materia Craft (tentative title),” attaching materia to HQ weapons/armor will impact the success rate. Regular materia attachment will generally be attainable by every player. However, “The Forbidden Materia Craft,” will be very specialized and difficult. (I may have spoken a bit too much, but details on materia craft will be posted on a different thread from here on out lol.)


Quote:
Originally Posted by Naoki_Yoshida
Quote:
Originally Posted by Silueta
What is the purpose of synthesis mini games? Do you plan on completely overhauling the synthesis system?


Some ingredients will have to be created by crafters. When creating an HQ item, effort, innovation, and luck will be necessary as usual. We are planning on simplifying the last step of the process, but this is all under review. Either way, we want to avoid the feelings of disappointment and futility felt when making a mistake at the last step, but up until the last step, the same innovation and effort will be required.

Also, regarding using HQ ingredients always resulting in the synthesis of an HQ item, we have not decided if a specified order must be followed or if the order doesn’t matter, but we will listen to your opinions to work towards completion by patch 1.20.

If we do implement a specified order, people may complain that it is boring busywork. However, if we incorporate too much luck in the process, failing will be very frustrating. This is not an issue of balance, but even if the chance of failing is 1%, there will be some unlucky players that fail.

As such, we believe that it is important that the HQ items can be synthesized with certainty if the proper effort is put in. I am not discussing whether synthesis mini games will be implemented or not, so please think of that as something separate.


Quote:
Originally Posted by Naoki_Yoshida
Quote:
Originally Posted by Bahamut
I do not want HQ items with materia attached to become necessary, due to their significant advantage.


I have a meeting to attend, so I’m sorry that the response is brief. As I stated to another poster, the difference between HQ and NQ will be appropriate. Whether HQ or NQ items are used will be up to each player’s discretion.

I will be careful with the balance, so that HQ items do not become a necessity!


Edited, Aug 25th 2011 7:38am by Hugus
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#74 Aug 25 2011 at 7:56 AM Rating: Decent
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Hugus wrote:
I think this is one of those requests which have been made in the past and SE is aware of, I think they said something like they would look into it which means it might happen as it might well not happen.


Thank you for taking the time to respond. I am looking to return to the game October/November time when I get a machine capable of playing it well. Maybe by then. Maybe not. Thanks again, and good summary of everything in general.
#75 Aug 26 2011 at 1:35 AM Rating: Excellent
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Changes to Claiming and Engaging Enemies.
Addition and Adjustments to Bonuses on Experience Points.
The Enemy Link System.


Quote:
[dev1026] Changes to Claiming and Engaging Enemies
* This feature, planned for patch 1.19, is still in development, and therefore subject to change.
•Patch 1.19 will see changes to both the claiming and engaging of enemies.
Currently, when a player claims and engages an enemy, they can earn experience points and loot, as well as credit for quest objectives, upon defeating the enemy. However, a player can only engage and hold claim over one enemy (or group of enemies) at a time as the system does not allow players to engage multiple enemy groups simultaneously.

In order to address the above issue, as well as several others, the following changes will be made.
•Claiming and Engaging Enemies
Players will be able to attack any enemy*. However, only the player (or party that the player is in) that initiates the first attack on the enemy will earn the rewards.

* Only players that are participating in levequests, or in behests, can engage enemies that are specific to those battles.
•The color of an enemy’s name will indicate whether or not you will be granted the rewards upon defeating it.
•If the name of the enemy is red, you or your party will earn the rewards.
•If the name of the enemy is purple, another player or party will earn the rewards.

An enemy’s name will appear in orange if it is unclaimed, but is attacking another player.
* Once you have engaged the enemy, you or your party will earn its reward.
•Claim on an enemy will be lost under the following conditions:
•If the party that initially claimed the enemy is defeated.
•If a claimed enemy returns to its territory.


Quote:
[dev1132] Addition and Adjustments to Bonuses on Experience Points
* This feature, planned for patch 1.19, is still in development, and therefore subject to change.
•Patch 1.19 will see the introduction of two new systems, along with adjustments to the amount of obtainable experience points and how they are distributed.
We plan to introduce new systems which will allow players to receive more experience points by tactically defeating enemies. We will also be implementing adjustments to overall experience point rewards and the current party bonus algorithm.
•Link Bonuses
Link bonuses will be granted based on how many enemies are linked to the current target. The more enemies that are linked, the larger the amount of bonus experience points will be granted.

Peruse the details of the enemy link system.
•Chain Bonuses
Chain bonuses will be granted when players consecutively defeat enemies that have levels equal to or higher than their own, within a specific amount of time*.

As the number of chains increase, the experience bonus will increase, but the amount of time* granted to maintain the chain will shorten.

* A time limit within which players are required to defeat an enemy to maintain the chain after defeating another.


Quote:
[dev1131] The Enemy Link System
* This feature, planned for patch 1.19, is still in development, and therefore subject to change.
•Patch 1.19 will see the introduction of the enemy link system.
The enemy link system allows an enemy to call for reinforcements based on the strength of the party that initiated contact with it.
•Enemies will call for reinforcements under the following conditions:
•When an enemy detects a player and initiates an attack.
•When a player initiates an attack on an enemy.
* Enemies can only call for reinforcements once.
* If enemies have already formed a group, they will not call for reinforcements, nor will they react to a call from other enemies.
•How an enemy will call for reinforcements
•The number of enemies that will be called upon will be based on the comparison of the strength of the party that initiated the attack (or was detected by the enemy) and the strength of the enemy itself.
•All types of enemies in the vicinity will be called upon regardless of whether or not they are the same type of enemy that made the call.
* Certain powerful enemies will not react to the call.
* Only enemies present within a certain distance will be called.
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#76 Aug 29 2011 at 6:06 AM Rating: Excellent
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Suspention of Battle Regimens.

Quote:
[dev1133] Battle Regimens
* The following revision, planned for patch 1.19, is still in development, and therefore subject to change.
•Patch 1.19 will see the suspension of Battle Regimens.
We are currently in the process of rebuilding the framework of the battle system, which involves large-scale revisions to the enemy claiming and linking systems as well as damage calculations. Unfortunately, these changes will render Battle Regimens unusable, and so we have decided to suspend their use in patch 1.19. We aim to have a new and optimized regimen system in place after the adjustments to battle classes have been completed alongside the launch of the job system.
* The reimplementation schedule is yet to be determined.
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#77 Aug 30 2011 at 5:50 AM Rating: Excellent
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Abolition of Physical Levels / Attribute Point Revisions.

Quote:
[dev1072] Abolition of Physical Levels / Attribute Point Revisions

* These revisions, planned for patch 1.19, are still in development, and therefore subject to change.

•Patch 1.19 will see the abolition of physical levels.
Along with this change, the following adjustments will be made:
•Abolition of Attribute and Element Points
Attribute and element points will be abolished, and character development will be automated based on class level. A system whereby players can voluntarily allocate attribute points to each class will be implemented in patch 1.20 or later, along with class balance adjustments.
•Introduction of Automated Character Development
Automated character development will be implemented in patch 1.19, and will entail the following changes:
•The growth curve will be revised, with each gain in level to be accompanied by greater increases in attributes.
•Attributes will be made to have greater impact.
•The impact of attributes will decrease as players gain in level; however, the benefits granted by gear will be increased.
•Player accuracy will be increased slightly.
•Race-based differences will be limited to the starting attributes.
•Revisions to Terminology
The following in-game terms will be renamed.
•Skill points -> Experience points
•Rank -> Level
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#78 Sep 01 2011 at 6:48 AM Rating: Excellent
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(Planed) Overview of Patch 1.20

Quote:
Quests
Patch Planned Current Tasks Notes
Ongoing Quests revolving around the danger facing Eorzea Planning and release of quests -
Ongoing Storylines and world quests Development and release of supplemental storylines and world quests -
1.21 -NEW-
Job-specific quests -NEW-
Creation of quests to unlock jobs and their abilities -

New Content
Patch Planned Current Tasks Notes
1.20 -NEW-
Second primal battle -NEW-
Release of second primal battle quest Release of second primal battle (continued from 1.19)
-NEW-
Release of cutscenes for second primal battle Release of second primal battle (continued from 1.19)
-NEW-
Release of second primal battle Release of second primal battle (continued from 1.19)
1.21 New instanced raids -NEW-
Third release of instanced raids -
-NEW-
Fourth release of instanced raids -
1.20 -NEW-
Achievements -NEW-
Setting and release of achievement system Additional changes planned post 1.20
Ongoing Caravan escort -NEW-
Release of high-level caravan escort duties -
1.21 -NEW-
Hamlet defense -NEW-
Release of hamlet defense duties -

Guildleves
Patch Planned Current Tasks Notes
Ongoing Grand Company leves Addition of a new leve type issued by Grand Companies -
Ongoing Balancing of guildleves Adjustments to leve difficulty and rewards -

Behest
Patch Planned Current Tasks Notes
Ongoing Balancing of behests Adjustments to behest difficulty and rewards -

Company System
Patch Planned Current Tasks Notes
Ongoing Grand Companies Addition of Grand Company ranks and items -

Enemies and Non-instanced Areas
Patch Planned Current Tasks Notes
Ongoing Balancing of enemy attributes Adjustments to enemy parameters and reexamination of drops -
Ongoing Adjustments to environment collision detection - -
Ongoing Balancing of enemy distribution Adjustments to distribution of enemies in several areas -
Ongoing Design and release of additional NMs Continued release of NMs -

Battle System
Patch Planned Current Tasks Notes
1.20 Redistribution of crowd control actions Reexamination of distribution of crowd control actions across classes -
1.20 -NEW-
Battle system adjustments -NEW-
Tweaks to balancing done in 1.19 -
1.20 Reworking of crowd control Implementation of rules for overlapping crowd control actions -

Armoury System
Patch Planned Current Tasks Notes
1.20 Reworking of rules for setting actions Automatic setting of current class's actions
Addition of rules and conditions for setting actions of other classes -
1.20 -NEW-
Disciple of War & Magic actions -NEW-
Balancing and release of actions for all Disciple of War & Magic classes -
1.21 Groundwork for job system Completion of groundwork during 1.20, release in 1.21 -
1.21 -NEW-
Job-specific gear and abilities -NEW-
Release of job-specific gear and abilities together with job system -

Items, Synthesis, and Gathering
Patch Planned Current Tasks Notes
Ongoing Addition of new recipes Continued addition of recipes in line with new synthesis concepts -
1.20 -NEW-
Reworking of HQ crafting -NEW-
Reexamination of and adjustments to HQ crafting -

User Interface (UI)
Patch Planned Current Tasks Notes
1.20 Achievement window Design and implementation of a UI window for achievements -
1.20 -NEW-
Achievement system UI -NEW-
Implementation of graphic notification and fanfare for achievements -
1.20 -NEW-
Title Window -NEW-
Design and implementation of a UI window containing titles earned from achievements -
1.19a -NEW-
Pop-up help -NEW-
Implementation of pop-up help windows -

Markets
Patch Planned Current Tasks Notes
1.20-1.21 Improved item search Planning of tasks aimed at improving search function -

The Lodestone
Patch Planned Current Tasks Notes
Post 1.20 -NEW-
Community Page -NEW-
Release of a page containing Community information Planning an easy-to-view page that combines Lodestone top page and My Page features.
Post 1.20 My Page -NEW-
Revisions to History accompanying release of achievements Character History will be redesigned to coincide with the release of in-game achievements.
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#79 Sep 01 2011 at 5:22 PM Rating: Good
Hugus wrote:
More information on LS controls and Friend's List

Quote:
Originally Posted by Mocchi
I spoke with Minagawa regarding the linkshell list and friends list.

The dev. team is well aware of the issues with the linkshell list and friends list, but it’s going to be very difficult to address in its current state. Therefore, the devs are going to be performing a complete overhaul of the system. With this overhaul, the team is planning to add functions that have been previously requested by the community. These functions include LS messages, the ability to remove players from the linkshell, more variations of LS crests, etc.

There are certain functions that he could add in the current state of the system, but considering how it ties to the communication within the LS, it needs to be checked thoroughly. Therefore, it isn’t something that can be implemented immediately.

I apologize for the inconvenience these issues may be causing, but we promise to improve the LS list, friends list, companies, searching for other players, etc. With these improvements, we believe the communication between the players will become much easier than it is in its current state.

With that said, we would like you to continue providing feedback.


Ah ha! LS management is on the radar. Not in the patch list yet, but it has been acknowledged at least.

Thanks again Hugus. This page is very, very useful.
#80 Sep 02 2011 at 1:51 AM Rating: Decent
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There has actually been a few quotes in regards to LSs in general...

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#81 Sep 09 2011 at 1:35 AM Rating: Good
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Removal of accessory points limit.

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As a result of development team discussions, they have decided to eliminate accessory points.
In conjunction with this, we will be lowering the amount of accessories that can be equipped and increasing each accessory’s effects.

Yoshi-P will be giving some more details on this in the very near future, so please look forward to it.
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#82 Sep 09 2011 at 5:26 AM Rating: Good
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Guildleve Revision.

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[dev1134] Guildleve Revisions
* The following revisions, planned for patch 1.19, are still in development, and therefore subject to change.
•Patch 1.19 will see further revisions to the guildleve system.
These revisions are intended to create a more flexible play style for levequests as well as streamline the overall system. To accomplish this goal, the ability to accrue and store guildleves will be introduced, certain aspects of regional and local leves will be standardized, and the guildleve system will receive an overall UI adjustment.
•Guildleve Issuance
Guildleve issuance will be revised as follows:
•Players will receive an allowance of four leves every 12 hours (Earth time), up to maximum of 99.
•The allowance will be shared amongst regional, local, and faction leves.
•The Adventurers’ Guild will update its list of leves when you complete (or fail) a levequest, or when an additional allowance is issued.
•The ability to exchange leves and the associated bonuses will be abolished. However, alternate bonuses will be introduced by way of a new evaluation system.
* Players who have reached the allowance cap may choose to return leves.
•Levequest History and Evaluation
Upon completing a levequest and collecting the rewards, the leve will be moved from the player’s Journal to Levequest History, which displays the details of the eight most recently completed leves. Requesting an evaluation at the Adventurers’ Guild with at least one levequest in the history will earn you a new leve, the nature of which varies based on your levequest history. At this point in time your history will be cleared.
* Leves issued via the evaluation count towards the player’s allowance.

In patch 1.19, the combination of levequests in the history will determine the bonuses granted upon completing a levequest issued via evaluation. However, the evaluation system will be expanded in the future.
•Retrying Levequests
Players will be given the option to retry a failed levequest at the cost of a leve allowance.
•Regional and Faction Levequests
The retry option will be available in the Journal entry, at the Adventurers’ Guild, and the aetheryte menu.
•Local Levequests
The retry option will be available in the Journal entry, at the Adventurers’ Guild, and in the option menu displayed upon failure.
•Abandoning Levequests
The option to abandon levequests will be added to the Journal entry. Players may choose to abandon leves regardless of success and failure.
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#83 Sep 15 2011 at 6:58 AM Rating: Good
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Caravan Security Mission (Company Related).

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[dev1137] Caravan Security
* The following feature, planned for patch 1.19, is still in development, and therefore subject to change.
•Patch 1.19 will see the introduction of caravan security duty.
This series of repeatable Grand Company duties tasks players with escorting a caravan of chocobos bearing supplies to nearby hamlets.

•Undertaking Caravan Security
Only those who have pledged their full allegiance to a Grand Company can undertake caravan security. To do so, simply speak to the NPC representing your organization stationed at the following aetheryte camps:
•The Maelstrom: Camp Bloodshore
•The Order of the Twin Adder: Camp Tranquil
•The Immortal Flames: Camp Horizon
The caravan will come under attack en route to its destination. Players must fend off the hostile creatures and see the caravan safely to the hamlet within the allotted time limit. Those who complete the task will earn company seals based on the amount of cargo delivered intact.
•The caravan will come to a halt when enemies appear, and will only resume its march once all enemies are defeated.
* Only participating players can attack duty-specific enemies.
•Chocobos may flee the caravan if they incur too much damage.
•Chocobos that flee will stop a certain distance away from the caravan, but not before losing a unit of cargo.
•Players can coax a chocobo back to the caravan by interacting with it.
•Feeding chocobos their favorite foods recovers their health.
•All chocobos must be present in order for the caravan to resume its march.
•Abandoning Caravan Security
Players can abandon caravan security by speaking with the caravan master NPC and selecting the appropriate option.
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#84 Sep 15 2011 at 7:24 AM Rating: Good
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Thoughts on Gear Uniqueness by Yoshi-P.

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Hello! This is Producer/Director Yoshida.

Sorry that this post is late!
Though this is mainly a thread about the recipe edits, since the discussion is largely shifting into gear limitations, I’d like to discuss about my plans for the future of equipment requirements!
This is uber-long, so please feel free to read it when you have some time.

Premise
I touched on this in yesterday’s post on the repair system, but I am planning to write about the basic direction I think about in terms of FFXIV and modern day MMORPGs. Please read that as well once the letter is released.
(Considering the current development situation, it seems like the letter will be released right before patch 1.19 goes live)

Importance of Individuality in MMORPGs
Of all online games, the MMO genre has thrived from everyone playing them for extremely long periods of time. Within MMORPGs, being able to individualize a character is a very important element that makes people continue to play for long periods of time.

Putting on rare equipment that other players don’t have, boasting your style by wearing equipment combinations others hadn’t even thought about, becoming the adventurer you dreamed of drawing a sword engulfed in flames! I am sure the wands that are shining with light that high level character equip will be a strong incentive to level up, clear content, and aim to be a great mage! (We will implement these kinds of weapons sometime soon lol.)

However, individuality is a really difficult theme for developers.
Especially with equipment, the appearance and the stats need to be inextricably linked.

Below I will discuss looking at MMORPGs from an item only standpoint.

Equipment Appearance and Stats
Since an item’s stats increase a characters abilities and make it easier to clear content, for players of course, the higher the stats the better.
Naturally, players will want these types of items and it will become a motivating factor for clearing content.
(Especially for end-game focused MMORPGs)

However, on the other hand, if everyone starts to equip these items placing emphasis on stats, the whole individuality of appearance will die.
On the developer side, they spend a lot of time and effort creating original designs that fit these items because they have such strong stats.
Due to this, the developers adjust the difficulty of obtaining these items so players can equip them.
Item wise, the content difficulty and drop rate are arranged based on this.
(For content difficulty we don’t really think of it based on reward, but it’s pretty complex so I will omit that portion)

When differences in obtainment difficult items are added, time lag will arise before everyone gets through it and it’s in this time period where we can preserve the individuality of appearance.
The development team works hard to make sure that this time lag does not fill up by preparing new content and original items, and also makes sure that the balance between appearance and stats is preserved.

On the flip side, appearance is extremely important, regardless of class, to role play as your own character. In the real world, I am pretty partial to western clothing lol.
If there is anyone who wears the same brand of clothing, I think there comes a time when you say to yourself “Hmm, maybe it’s time to try something new.”
In my case, if someone were to say “Game producers can’t wear these types of clothing!” I would think “at least let me wear what clothes I want!”

This is the same in the world of Eorzea. I believe it is a natural desire to enjoy the equipment coordinating and living life in Eorzea as you wish.

With that said, I would really like to place an importance on two kinds of desires:
I want to equip items with high stats before anyone else!
I want to have fun and look awesome by equipping a lot of things as I please!

This is a fundamental.

Balance between performance, appearance, and classes
When trying to allow freedom for both performance and appearance, it becomes very difficult, because the concept of classes must also be considered for battles.

In order to allow all gear to be equipped freely based on appearance with no worries about performance, every item must have the same stats. The following is an extreme example.

If a mage wearing full-plate armor is able to continue to cast spells with ease while being attacked by numerous monsters, I think there is something wrong. In addition, a third person watching this scene will not be able to distinguish whether the player is a mage or warrior. The individuality of the character itself will increase, but the individuality of warriors is lost. It is even safe to say that this game will not feel like an RPG. As a result it is necessary to implement restrictions such as, "mages cannot wear full-plate armor," or, "if mages wear full-plate armor, the gear will have very little effect."

In the case that we do not “allow mages to equip full-plate armor,” we will not have to consider whether to make the item weaker when mages equip it. Likewise, the problem of visualization can be averted too. The flipside of this is that the individual player’s freedom dies.

In the case that we allow "mages to equip full-plate armor as well but not allow it to exert its maximum potential," we will design the item so that it weakens when equipped by a mage. However, if full-plate armor turns out to be weaker than a robe, not only will players be upset but this will also break the balance of the game itself. The normal thought process would be, "Then I’ll just wear a robe when fighting!” At the same time, if the dev. team decides, "Well, it is a full-plate armor after all, so we might as well make it better than the robe," then Eorzea will be filled with sorcerers fighting in full-plate armor. Robes would go the way of dinosaurs.

If I were a mage wearing a robe because that is my image of a mage and my PT members tell me, “Mages should wear full-plate armor too!” that will be a major turnoff for me.

Let me pose a few examples:
“Uniqueness of an individual character” vs. “uniqueness granted to ‘classes’ such as Disciples of War/Magic” vs “uniqueness in the form of performance”
I understand that these are extreme examples but I believe they illustrate the reason why there are restrictions on equipment because unique characteristics can cancel each other out under certain conditions. We refer to this as the “player’s motivation.” However, we apologize for not making it clear as to which “uniqueness” this motivation was aimed at.

There is no Universal Answer
We want to keep the uniqueness of each characteristic, so there will be no black or white design change such as “We are going to put restrictions on all items!” or “None of the items will have restrictions!” This is because in order to appeal to as many players as possible in today’s world of MMORPGs, we must be able to cover many characteristics. It is easy to choose one universal option, but this will not make us competitive in the long run. As greedy as we may sound we will spare no effort in achieving this goal. We believe that it is best to have both and, in the end, it will come down to the “balance” of the content for each patch.

Allow me to lay down a scenario. A small group of hardcore players will skip sleep or the need to eat and jump into a high level battle right after it is released. These players will then be the first to obtain a shining rod that has devastating powers and can only be equipped by a black mage. Other players will gaze at these hardcore players with aspiration. However, in 3 months time, a solid strategy will be formulated and the difficulty level of the battle content will be adjusted too, allowing players “who cannot put their entire life into gaming” to eventually obtain the shining rod. On the other hand, the next battle content will arrive by that time and hardcore players will be able to continue challenging themselves. This is the ideal cycle for highest level items in end-game MMORPGs. (This is Final Fantasy so we plan on putting in slightly unusual features for items like Excalibur)

We believe that by overcoming content that is extremely difficult, restricted by level and class (job), and have low drop rate, players can achieve a true sense of accomplishment and superiority. This is also a unique characteristic. Please consider high level crafter recipes to fall under this category as well. (Of course, this will not mean that all recipes are going to)

Meanwhile, “basic” items that crafters make are divided by recommended level and since restrictions on class equipment is relaxed, a large number of items can be equipped by all classes. Even if individual effects may differ, the majority of cloth and leather items can be equipped by anybody. Certain restrictions may apply but the primary limitation will only be in the form of “This is for Disciples of War,” “this is for Disciples of Magic,” “this is for Disciples of the Hand,” “this is for Disciples of the Land,” etc. The only exception will be on equipment made out of metal. (Even my favorite Monster Hunter has minimal restrictions like swordsman/gunner. Changing weapons will switch classes. I think this is also the good thing about FFXIV’s armory system)

The restriction mentioned above materializes when a particular equipment is crafted with its “performance geared towards a specific class.” The overhaul on recipes this time is meant to add variety and allow crafters to craft equipment for general purposes or with certain classes in mind. The majority of the basic equipment will now have level recommendations but no class restrictions. However, with the implementation of materia craft and the eventual expansion of its system coupled with the competition over drop items from new battle content, the chances of the ultimate equipment being created are very much real. An item that matches the greatest level of freedom with extraordinary performance just might be born.

Final Thoughts
The number of “Equipment with many restrictions” and “equipment with relaxed restrictions” will both increase with the coming of patch 1.19 and beyond. The increase in new recipes for crafters will create more equipment with relaxed restrictions and the introduction of more difficult content will result in the gradual increase in class-specific equipments with many restrictions. The numbers of each equipment type introduced may differ by patch, but we are working carefully to keep them balanced. In the meantime, keep those opinions and feedback coming!

P.S.
I plan on making a post about material craft on Friday night but please give me some sleep time until then. ^^;
Also, I believe we can update you in the near future regarding the adjustments being made to the capacity of bags and number of retainers that can be owned.


Edited, Sep 15th 2011 1:24pm by Hugus
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#85 Sep 17 2011 at 6:30 AM Rating: Good
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Implementation of intra-city chat channel.

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Being able to communicate with players outside of the zone you are in is a critical aspect of adventuring, and we are working to implement this in the future.
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#86 Sep 17 2011 at 6:44 AM Rating: Good
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Information on Upcoming Materia System.

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Originally Posted by Naoki_Yoshida
Hello! Producer/Director Yoshida here.

This will be my last long post for the week!
As you have all been waiting patiently for info, the first half of this post will be about the materia craft concept and the latter encompassing the specifications. The numbers for the sample specs are still under adjustment, so please understand that these values may change before release.

Since this is a pretty lengthy amount of text, feel free to enjoy it in your down time over the weekend or in between playing!

The Aim of Materia Craft
The whole goal of materia craft is to create a system where crafters, gatherers, and battle classes can all play together. Materia is developed through battles and crafting, and attached to weapons and equipment that was created by crafters and gatherers. This plan was designed so that this relationship and style of playing will circulate endlessly even if higher tier craft items are added.

Below is a snippet from the synopsis I created.

Materia is an item that is made up of crystallized memories of a piece of equipment that you possessed a spirit bond with and deemed its role was finished. Materia cannot be used alone and it will become a material for crafters using the new synthesis system, "materia crafting." (Original text)

This has just about been implemented just like this.

Converting Weapons and Armor to Materia
In MMORPGs a ton of weapons and armor are introduced into the game.
Even for the items you earn when leveling your character, all players develop some sort of bond or memory with them much more for MMORPGs than console RPGs.
Even if you obtain really powerful weapons and armor, since you just obtained them, you won’t have as much of a bond or any memories like you do with the gear you are currently using. However, your memories and bond are bottled up inside the weapons and armor that you have been using until now. Materia is just that! A crystallization of those memories and bonds.

Since materia is filled with that bond, it will serve to power-up your next piece of equipment. This was essentially my thinking when this plan was formulated.

Materia Attachment to New Weapons and Armor
Attaching materia to a brand-new piece of equipment has a 100% success rate. The reason for attachment being 100% is ensure than you can inherit the memories and bond that filled the equipment you used up until now. Furthermore, it’s possible to attach materia to all 7 slots of your character equipment (besides accessories), so you will be able to make really significant enhancements if you attach materia to each slot.

However, since materia is solidly inserted, if you remove a materia that has been attached, it will be destroyed. With this said, make sure to carefully select which item you want to attach that materia which is filled with spirit bond.

Until this point, it is the pinnacle of casual as anyone that spends a bit of time can do this.

Forbidden Materia Craft
The "forbidden materia craft" was created to forcibly add multiple additional "memories" to a single weapon or piece of armor.

This craft is forbidden because adding more than one materia is pushing the limits of the item and includes a high risk alongside it. Therefore taking part in this will include a huge risk. If successful, a single weapon or piece of armor will be equipped with at least two materia, and the power of the materia will cumulate to strengthen the player’s abilities. However, if this process fails, both the gear and materia will be destroyed in the resulting explosion.

Upcoming battle content will be balanced based on regular materia craft. The forbidden materia craft will not be involved in balance considerations, so there is no need to worry. By using the forbidden materia craft, it may result in the emergence of incredibly strong players, but we think that this is well deserved considering the level of risks involved.

Materia Created from Weapons and Armor
Now I’ll discuss the specifications of the materia system.
We have plans to update the Lodestone announcement accordingly prior to the release of patch 1.19.

As we previously stated in the announcement, materia includes four tiers of potency:
•Materia I (small effect)
•Materia II (medium effect)
•Materia III (large effect)
•Materia IV (very large effect)
An equipment’s level will have an impact on what materia tier will be created, along with the chance of creating a higher tier materia. For example, if you were to transform a level 1 item into a materia, it will have a high chance of creating a tier I materia. In addition, it will have a very small chance of creating a materia one tier higher (in this case, a tier II).

On the other hand, a tier III or IV materia will not be created through a level 1 item.
Basically, the higher level the item is, the higher the chance it will create a grade III or IV materia.

In order to create a materia, the spiritbond level on the item must be maxed out.
The spiritbond level on an item is increased through usage, such as using them in battle. If the item is used in battle, the rate that spiritbond will increase will differ depending on the enemy you fight and if the item is optimal for your level. If you were to use an optimal item, the spiritbond level will be maxed out within a few hours of play time.

Once the spiritbond level is maxed, you will have the option of turning the item into a materia via command. It will not automatically turn into a materia upon the max level of spiritbond.

Generally, only crafted items can be materialized at max spiritbond level. Additionally, items with materia already attached can also be turned into materia. However, it will have no impact on the material that will be produced.
You will not be able to turn powerful items, such as unique/untradeable items obtained from notorious monsters, into materia.

Details Regarding the Different Types of Materia
We plan to implement about 80 types of materia in patch 1.19.
There will be various types of materia such as "Intelligence (increases INT)" and "Ironman’s Will (increases STR and VIT)."
The 80 types of materia are not randomly generated from weapons and armor. There is a pattern regarding what kind of materia is produced (i.e. INT materia will not be produced from swords and axes, etc.)

The Difference Between Materia I and Materia IV
I will use the “Vitality” materia to explain the tier differences.

Materia I / Materia II / Materia III / Materia IV - “Vitality”
•Effect: Increases max HP
•Where the materia can be attached: Shield / Body / Legs / Feet / Belt (5 locations total)
•Maximum stat bonus obtained via combined materia: +280
•Maximum stat obtained from a Materia IV: +28
The difference between a tier I materia and a tier IV materia lies in the amount of HP increased through a single materia. For example, a tier I will grant you +5 HP per materia and the tier IV will grant you +28 HP per materia.

In addition, not all tier IV "Vitality" materia will grant you +28 HP. In some cases, it may give you +24 HP, etc.

What Equipment Can Materia be Attached to
Materia can be equipped on the following seven parts:

Weapons(Main weapon/shield) / Head / Body / Hands / Legs / Feet / Belt

Any type of materia can be infused to a weapon (main weapon)/shield without any other materia with 100% success rate. When infusing materia, a catalyst item obtained by gatherers will be necessary. When removing materia from a weapon (main weapon)/shield, the materia will be destroyed.

Maximum Materia Limits
Multiple materia can be equipped at once, and using the forbidden materia craft will enable users to equip a higher number of materia. As such, each parameter will have an upper limit set up (example: HP increase will be capped at +280 for all gear equipped).

Success Rates for Forbidden Materia Craft
Success rates will be determined for forbidden materia craft, and success rates will differ based on whether two or three materia are infused. Whether or not the item to be infused with materia is HQ or not will also affect success rates. More powerful materia, such as tier IV, will have lower success rates, and the type of materia already infused will affect success rates as well. The system will calculate these success rates, and the rates will be displayed prior to beginning the infusion process.

Conclusion
This concludes my summary on the concepts and specs for materia craft. Information regarding the types of effects, stats, and locations of materia will be posted on The Lodestone when ready. As evident, the specs of materia craft are complex, and there will be many types of materia with different stats and applicable locations created from each gear item. I hope that crafters will be able to take on difficult requests from their Linkshell members and other players to create gear that offers both good looks and good performance using materia craft.

Materia craft, just like the other crafter/gatherer specs, will continue to be expanded, so we would like to continue development of materia craft following patch 1.19 incorporating user feedback!
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#87 Sep 22 2011 at 5:22 AM Rating: Good
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Introduction of Chocobos and airships.

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Patch 1.19 will see the implementation of two long-awaited series mainstays: chocobos and airships!
Chocobos
We are pleased to announce that chocobos, those trusty flightless birds, will finally be coming to Eorzea! While upon chocoback, adventurers will be able to freely traverse the land with far greater celerity than is possible with their own two feet.





Personal Mounts
The chocobo whistle item will be introduced, allowing adventurers to call forth their personal mounts while out in the field. These chocobos will boast a speed advantage over their rental counterparts, and all adventurers are wholeheartedly encouraged to aspire to a bird that they can call their own.



Acquiring Your Steed
In order to acquire a personal chocobo, adventurers must:

1) Officially enlist in a Grand Company (achieve a rank higher than recruit).
2) Acquire a chocobo issuance for 3,000 company seals (price subject to change)


3) Speak with the stablemaster NPC representing your Grand Company at one of the locations below to be issued a chocobo and a summoning whistle.

- Isleen: Limsa Lominsa Lower Decks (7, 5)


- Fruhdhem: Gridania (6, 5)


- Rururaji: Ul'dah Merchant Strip (6, 3)


At the time you acquire your chocobo, you will be given the opportunity to name your new adventuring companion.
* All company chocobos are male.


Calling Your Steed
Your chocobo can be called by using the chocobo whistle via the micro menu.

However, you cannot call your chocobo when:
- Inside a city-state or dungeon.
- Incurring enmity from an enemy.
* No recast time is imposed upon the chocobo whistle.

Future patches will usher in customizable barding along with a system for developing your chocobo. A host of other content is also in the works, including those designed to nurture the bond between man and bird, and adventurers can look forward to a fulfilling and lasting companionship with their chocobos.




Rental Chocobos
Those who haven't quite gotten around to acquiring a personal mount, fear not! By paying a fee in gil, you can still avail yourself of rental chocobos for a predetermined duration. Upon confirming payment, you will be taken to an area immediately outside the bounds of the city-state to commence your journey. As mentioned earlier, rental chocobos will not be as swift as personal mounts; however, they will still be a considerable improvement over your own two feet.



Renting a Chocobo
To rent a chocobo, simply speak to one of the NPCs listed below and pay the fee in gil.

- Isleen: Limsa Lominsa Lower Decks (7, 5)
- Fruhdhem: Gridania (6, 5)
- Rururaji: Ul'dah Merchant Strip (6, 3)

Requirement: Attaining level 10 in any one class.
Fee: 800 gil (subject to change)
Rental duration: 10 minutes (Earth time) (subject to change)
* At the end of ten minutes, you will automatically dismount the chocobo, and the bird will then make its own way back to the stable.
* Both rental fee and duration may change as a result of fine-tuning.




Airships
Airships will be introduced as a new mode of transport between the three city-states. To ride an airship, simply make your way to the airship landing in each nation and pay for your passage in gil. Departure and arrival cutscenes will accompany each flight; the voyage itself, however, will be over in a matter of seconds. In the future, we will make it possible for adventurers to fully savor the experience of flying, taking in the sights and sounds while roaming the decks of their vessels.



Airship Landing Locations
- Limsa Lominsa
Via the Crow's Lift on both upper and lower deck (7, 5). Select airship landing when prompted.


- Gridania
Below the Adventurers' Guild (6, 6).


- Ul’dah
Via the Wellhead Lift on either the Merchant or Hustings Strip (6, 4). Select airship landing when prompted.
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#88 Sep 23 2011 at 1:57 AM Rating: Excellent
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I don't know if anyone still follows this thread but I would like to let you know that I'm taking some holys for a couple weeks so updates on this might take a long time, probably till after 1.19.

Hope you enjoy the new content!!!
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#89 Sep 23 2011 at 2:30 AM Rating: Good
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Update on Caravan Security

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Got a few extra details to answer some of the questions that were presented here, and elsewhere. Sorry for the delay in getting these details for you all.


Is there a level requirement to take part in caravan security detail and will the enemies’ strength vary based on your level?
Disciples of War & Magic level 25 and up that have pledged their allegiance to a Grand Company can participate. The enemies’ strength will not change depending on the player's level.


Can you enter as a party?
Yep, it is possible to enter as a party. Caravan security will function the same way as Behest and allow up to four players to participate at once. Caravan security sessions will take place every 15 minutes.


Will the number of players involved affect the number of enemies that appear or their strength?
The number of players involved will not affect the number of enemies or the strength of the enemies. The content may be very difficult to solo.


It has been noted that a chocobo's HP can be recovered by providing their favorite food, but where can this food be purchased, and what does it cost?
Chocobo food will be sold by vendor NPCs in each city-state and the caravan security reception NPC. There will also be other methods to acquire this food!


How do you give food to a distressed chocobo?
When you select the chocobo, a command is displayed, and you can choose to provide them with food from the displayed menu.


Can you take part in caravan security with a player who is affiliated with a different Grand Company?
Nope, you won’t be able to join in the operation with a member of a different Grand Company. Also, you will only be able to take part in caravan security from the aetheryte associated with your Grand Company’s city-state. For example, only members of Ul'dah's Immortal Flames can join the caravan security operation in Camp Horizon.


Will you receive EXP from defeating enemies?
Yep.
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#90 Sep 23 2011 at 6:32 AM Rating: Excellent
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This is such a great compendium I decided to make it a sticky. Keep updating it and I'll leave it up here Smiley: grin
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#91 Sep 23 2011 at 11:06 AM Rating: Good
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Wint wrote:
This is such a great compendium I decided to make it a sticky. Keep updating it and I'll leave it up here Smiley: grin


Thanks for the support, it's my first sticky (lol) and I appreciate the confidence!

On a side note just bringing to your atention once more that for the next two weeks I'll be abroad so I don't know how much I'll be able to keep it updated during that time. I'm guessing as an Admin you (and other admins) should be able to edit my original post for that duration if needed.
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#92 Oct 08 2011 at 2:32 AM Rating: Decent
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This should be updated.

Maybe Hugus has left?
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#93 Oct 08 2011 at 7:48 PM Rating: Good
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I didnt leave, just spent two weeks under the sun on Portugal on holys...

I should update this tomorrow at work ^
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#94 Oct 10 2011 at 7:25 AM Rating: Good
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It seems with all the hype about 1.19 that there hasn't been that much new information, as it is the original post is now updated as of today.
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#95 Oct 12 2011 at 1:42 AM Rating: Good
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Development in Gear Dye System.

Quote:

Originally Posted by Naoki_Yoshida
This is Yoshida, the producer/director.

I’m sorry that this post is late and I apologize for writing another long post.

First of all, I would like to apologize for the inconvenience caused by an item’s color affecting its stats in the new recipes. I have read all of your feedback and I would like to speak about the future of colors and their effect on stats.

The fundamental idea behind colors in FFXIV was to create differences in stats for gear. We wanted to separate gear, which was limited in number, into higher and lower tiers. However, we would like to alter this foundation of gear to:

・Color is for individuality
・Shape represents strength

However, we were unable to bring our data up to speed with this new model, which is the reason for our problems now.

Although I informed the team about the new specs earlier, I am the one who gave the go ahead, so I am responsible for the error in planning.
I apologize for my mistake.
(Also, I have come across some posts that suggest that certain developers have been responsible for specific developments, but this is false, and the developers aren’t even correct. Please keep this in mind.)

We would like to adjust the specs based on everybody’s feedback, but please take a look at the following first.

-------------------------------------------------------------------------------
The reason that I have avoided speaking in detail about colors is because the spec for creating color variations has been performed simply through texture changes. I have mentioned this in a different thread, but I would like to have 24 or 32 colors available for use on any gear item. I would like to accommodate the demands of all players; players who would like to wear all red, players who would like to wear all black, and players who want to have a different color for each piece of gear equipped.

However, if we create all of these colors using texture only, whether on the PS3 version or on a low spec PC, we would face some serious technical problems. Thus, we would like to make adjustments to the item data files themselves.

This is a bit technical, but we will perform color changes by changing the material color and separating the dyed colors from memory. We were able to confirm this with QA recently. Once this has been finished, players will be able to dye their gear in any color. Using the recipe “finished product + dye,” players will be able to freely change color variations as many times as they want.
-------------------------------------------------------------------------------

The reasons that we have encountered our current problems are:

・The color variations currently set up for each gear item are not uniform
・The colors have been prepared using textures, so more colors cannot be prepared
・In terms of data, the same items with different colors are treated as different items, so it is difficult to add additional colors
・Eventually, gear stats and color will be re-implemented as unrelated entities (data will be eased through a Color ID system)
・We wanted to allow crafters to create items with different stats by altering similar recipes

Our biggest mistakes were implementing colored items although the colors were not uniform and mixing colors with the concept of allowing crafters to create similar items with different stats. We should have spent more time developing these specs, and I apologize for the mistakes.


There are 2 ways we can fix our mistakes.

1. Add recipes for “Finished product + Dye” and add items for each additional color
⇒This is a temporary solution, but color and stats will be clearly separated
⇒The only problem is that it will take a long time to add all of the items

2. Remove class restrictions for colored gear until the Color ID system is ready
⇒The number of items will not increase greatly, so this could be implemented more quickly
⇒Stats will have to be sacrificed for color choices (this can be balanced by Materia)


We are considering the costs of the above two solutions.

Personally, I prefer the 1st solution, but it would be implemented with patch 1.20 in this best case scenario, so at least until then, the current situation will continue.
(This will also negatively affect our ability to add other content and recipes)
The 2nd solution cannot be implemented in time for patch 1.19a, but it can be implemented soon after.
(We are looking into the cost of this solution as well)

We are sorry that we will continue to inconvenience you, but we will do our best to handle this issue as quickly as possible. Information will be posted as soon as decisions are made.

Please continue to submit your feedback!
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#96 Oct 13 2011 at 9:07 AM Rating: Good
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Propesed patch Notes for Patch 1.19a.

Quote:

* The following changes and additions are planned for patch 1.19a.
* All features are currently being tested, and are subject to change and postponement.
The final version of the patch notes will be released when the patch goes live.

* An important notice can be found under [dev1203] regarding the saving of actions and abilities to the action bar.


Events
•[dev1003] A new Grand Company-related sidequest has been added:

Name Client Location
Gone with the Wind Alaire Gridania (8,5)


•[dev1134] A “leve history evaluation” feature has been added.
If you have between six and eight leves in your Leve History (main menu « Journal), then you may choose to have that history evaluated at the Guildleve Counter in any of the realm’s Adventurers’ Guilds. Based on the evaluation, you will be given the option to trade your used leve plates for a single new levequest that features a special completion bonus.




The following are all factors taken into consideration in the evaluation:
•How many faction levequests of a specific type are in your history
•How many different types (Valor, Tenacity, Wisdom, etc.) of leves are in your history
•How many city-states you have accepted leves from
•Whether all the leves in your history have the same border
•The level of your highest class
Combinations of the aforementioned factors will determine the size of the completion bonus. Factors that determine all additional compensation (guild tokens, etc.) are the same as those for normal levequests.

* One leve allowance will be required to accept the levequest awarded after the evaluation.
* Completion bonuses added to the leve will be reflected in the leve details viewable in the Journal.
•[dev1028][dev1136] The following beast tribe stronghold is now accessible:




Name Location Recommended for
Natalan Coerthas Central
Highlands (42,19) Full Party (Lv. 45+)
The aforementioned sidequest “Gone with the Wind” does not need to be accepted to access Natalan.

Battle
•[dev1196] New enemies have been added.


•[dev1031] New notorious monsters have been added.




Enemy Location
Lozol Totoloq the Decapitator Natalan (42,21)


•[dev1197] The strength of low-level enemies has been adjusted.
The HP of enemies between levels 1–15 and the amount of damage they deal have been reduced. These changes will be most evident at level 1 and gradually decrease as the enemy’s level approaches 15.

•[dev1198] Spawn locations have been added for the following enemies.

Enemy Location
Brutal Sheep Coerthas Eastern Lowlands (52,33)
Coerthas Eastern Lowlands (55,35)
Coerthas Eastern Lowlands (55,31)
* This change was made to address the lack of karakul fleece, which is dropped by the brutal sheep. Further changes are planned to address similar material shortages.


•[dev1199] The rate of TP loss while not engaged in combat has been reduced from 300 TP per 3 seconds to 90 TP per 3 seconds.

Items
•[dev1200] The prices of items sold by the following NPC vendors have been adjusted:
•Iron Thunder – Limsa Lominsa Battlecraft Ward
Conayn – Gridania Battlecraft Den
Reluctant Boar – Ul’dah Battlecraft Row

Item Before After
Bronze Dagger
4,500 → 2,700
Bronze Spatha
23,400 → 7,956
Bone Hora
5,300 → 3,180
Bronze Knuckles
24,072 → 8,665
Bronze War Axe
7,000 → 4,200
Bronze Labrys
33,696 → 11,456
Maple Shortbow
6,800 → 4,080
Wrapped Maple Longbow
32,760 → 11,138
Bone Harpoon
6,800 → 4,080
Iron Spear
47,040 → 13,641


•Broenfohc – Limsa Lominsa Spellcraft Ward
Drest – Gridania Spellcraft Den
R'zalikko – Ul’dah Spellcraft Row

Item Before After
Maple Wand
4,900 → 2,940
Budding Maple Wand 17,248 → 6,554
Bone Staff 7,100 → 4,260
Brass Cudgel 33,000 → 9,900


•Faezghim – Limsa Lominsa Armorfitters Ward
Odibrand – Gridania Armorfitters Den
Isaulde – Ul’dah Armorfitters Row

Item Before After
Dodoskin Pot Helm 13,395 → 6,027
Leather Pot Helm 53,323 → 14,397
Hempen Acton 19,136 → 8,611
Dodoskin Harness 44,880 → 16,156
Cotton Tabard 53,760 → 15,590
Cotton Acton 76,176 → 20,567
Leather Jacket 105,000 → 26,250
Bronze Mitt Gauntlets 15,708 → 5,654
Leather Armguards 36,750 → 9,187
Iron-plated Jackboots 31,449 → 7,862


•G'sumbla – Limsa Lominsa Lower Tailors Ward
Seburga – Gridania Lower Tailors Den
Frageorloix – Ul’dah Lower Tailors Row

Item Before After
Straw Hat
9,000 → 3,600
Cotton Scarf 13,104 → 4,455
Dodoskin Skullcap 26,928 → 7,539
Hempen Doublet Vest 30,600 → 11,016
Cotton Shepherd's Tunic 48,620 → 13,613


•T'zanza – Limsa Lominsa Lower Tailors Ward
Kyneburg – Gridania Lower Tailors Den
Keaira – Ul’dah Lower Tailors Row

Item
Before After
Hempen Work Gloves 5,313 → 2,922
Sheepskin Mitts 6,697 → 3,013
Dodoskin Wristguard 4,928 → 1,872
Cotton Halfgloves 15,750 → 4,725
Dodoskin Ringband 19,286 → 5,592
Leather Mitts 26,661 → 7,198
Dodoskin Hunting Belt 11,220 → 4,039


•Shaylee – Limsa Lominsa Lower Tailors Ward
Urith – Gridania Lower Tailors Den
Waldhere – Ul’dah Lower Tailors Row

Item Before After
Hempen Kecks 5,803 → 2,611
Dodoskin Subligar 13,464 → 4,847
Cotton Shepherd's Slops 17,952 → 5,026
Sheepskin Leggings 7,654 → 3,444
Dodoskin Shoes 5,632 → 2,140
Dodoskin Caligae
17,952 → 6,462
Dodoskin Espadrilles 20,944 → 5,864
Leather Leggings 30,470 → 8,226


•Syneyhil – Limsa Lominsa Fieldcraft Ward
Grillairmais – Gridania Fieldcraft Den
Tetetoka – Ul’dah Fieldcraft Row

Item Before After
Plumed Bronze Pickaxe 26,600 → 8,512
Iron Hatchet 31,800 → 9,540
Elm Fishing Rod 33,000 → 9,900


•Thora – Limsa Lominsa Tradescraft Ward
Templeton – Gridania Tradescraft Den
Amenie – Ul’dah Tradescraft Row

Item Before After
Chocobotail Saw
33,600 → 9,744
Birdsbeak Hammer 26,600 → 8,512
Bronze Raising Hammer 26,600 → 8,512
Bronze Ornamental Hammer 26,600 → 8,512
Brass Head Knife 26,068 → 8,341
Bat Fang Needle 21,504 → 6,236
Brass Alembic 30,600 → 9,180
Iron Skillet 31,200 → 9,360


•Tylswaen – Limsa Lominsa Upper Decks (7,5)
Zagylhaemr – Gridania (6,6)
Etgar – Ul’dah Merchants Strip (6,4)

Item Before After
Bronze Dagger 4,500 → 2,700
Bronze Spatha 23,400 → 7,956
Bone Hora 5,300 → 3,180
Bronze Knuckles 24,072 → 8,665
Bronze War Axe 7,000 → 4,200
Bronze Labrys 33,696 → 11,456
Maple Shortbow 6,800 → 4,080
Wrapped Maple Longbow 32,760 → 11,138
Bone Harpoon 6,800 → 4,080
Iron Spear 47,040 → 13,641
Maple Wand 4,900 → 2,940
Budding Maple Wand 17,248 → 6,554
Bone Staff 7,100 → 4,260
Brass Cudgel 33,000 → 9,900
Plumed Bronze Pickaxe 26,600 → 8,512
Iron Hatchet 31,800 → 9,540
Elm Fishing Rod 33,000 → 9,900
Chocobotail Saw 33,600 → 9,744
Birdsbeak Hammer 26,600 → 8,512
Bronze Raising Hammer 26,600 → 8,512
Bronze Ornamental Hammer 26,600 → 8,512
Brass Head Knife 26,068 → 8,341
Bat Fang Needle 21,504 → 6,236
Brass Alembic 30,600 → 9,180
Iron Skillet 31,200 → 9,360


•Waebahct – Limsa Lominsa Upper Decks (7,5)
Naih Khamazom – Gridania (6,6)
Ganelon – Ul’dah Merchants Strip (6,4)

Item Before After
Straw Hat 9,000 → 3,600
Cotton Scarf 13,104 → 4,455
Dodoskin Skullcap 26,928 → 7,539
Hempen Doublet Vest 30,600 → 11,016
Cotton Shepherd's Tunic 48,620 → 13,613
Hempen Work Gloves 5,313 → 2,922
Sheepskin Mitts 6,697 → 3,013
Dodoskin Wristguard 4,928 → 1,872
Cotton Halfgloves 15,750 → 4,725
Dodoskin Ringband 19,286 → 5,592
Leather Mitts 26,661 → 7,198
Dodoskin Hunting Belt 11,220 → 4,039
Hempen Kecks 5,803 → 2,611
Dodoskin Subligar 13,464 → 4,847
Cotton Shepherd's Slops 17,952 → 5,026
Sheepskin Leggings 7,654 → 3,444
Dodoskin Shoes 5,632 → 2,140
Dodoskin Caligae 17,952 → 6,462
Dodoskin Espadrilles 20,944 → 5,864
Leather Leggings 30,470 → 8,226
Dodoskin Pot Helm 13,395 → 6,027
Leather Pot Helm 53,323 → 14,397
Hempen Acton 19,136 → 8,611
Dodoskin Harness 44,880 → 16,156
Cotton Tabard 53,760 → 15,590
Cotton Acton 76,176 → 20,567
Leather Jacket 105,000 → 26,250
Bronze Mitt Gauntlets 15,708 → 5,654
Leather Armguards 36,750 → 9,187
Iron-plated Jackboots 31,449 → 7,862

•[dev1200] The following NPC vendors have received new inventory:
•Iron Thunder – Limsa Lominsa Battlecraft Ward
Conayn – Gridania Battlecraft Den
Reluctant Boar – Ul’dah Battlecraft Row
Tylswaen – Limsa Lominsa Upper Decks (7,5)
Zagylhaemr – Gridania (6,6)
Etgar – Ul’dah Merchants Strip (6,4)

Item Category / Requirements
Square Maple Shield Shield / Requires: GLA CNJ THM / Required Level: 5
Bronze Buckler Shield / Requires: GLA THM / Required Level: 14

•[dev1201] Rowena (Ul’dah Merchants Strip 6,4) now only requires Allagan runestones in exchange for the various gear in her master’s collection.


•[dev1202] The rate at which the Disciple of the Land ability Fingerprints of the Gods triggers has been increased. Also, once the ability has triggered, its effect will remain active for all gathering attempts at the current gathering point.


System
•[dev1203] Actions and abilities set to the action bar are now saved when changing classes.
When changing to a class for which action bar settings have been saved, those settings will automatically be loaded. Any recast timers in place will not be reset by changing classes.

As part of this feature, the below changes have been made:
•Bar placement of weapon-specific actions (e.g., conjurer’s Spirit Dart) is now saved.
•Bar placement of the Throw action is now saved. Throw may also be overwritten by other actions and unequipped from the action bar. If saved, Throw appears even when changing classes with no throwing weapon equipped. If the Throw command is overwritten or removed from the action bar, equipping a throwing weapon will cause it to automatically be set to the first available slot.

The bar placement of the Stone Throw action is saved when changing to a Disciple of War or Magic class, but not when changing to a Disciple of the Land of Hand class.

* Saved action bar settings are loaded automatically when changing classes. Since it is possible to change from a level 50 class to a level 1 class, or to change between classes with significant differences in action bar settings, it is necessary to reset existing action bar settings to implement this feature. Action bars will therefore be cleared when changing to a class for the first time after patch 1.19a goes live. Player action bar settings will then be loaded for all future changes to that class. We apologize for any inconvenience resulting from this.
•[dev1204] Map markers are now displayed for the following NPCs.
    
NPC Location
Tylswaen Limsa Lominsa Upper Decks (7,5)
Waebahct Limsa Lominsa Upper Decks (7,5)
Zagylhaemr Gridania (6,6)
Naih Khamazom Gridania (6,6)
Etgar Ul'dah Merchant Strip (6,4)
Ganelon Ul'dah Merchant Strip (6,4)

•[dev1205] The following error message now displays when attempting to log in during server maintenance:
The server is undergoing maintenance. Please try logging in again later.

Resolved Issues
•The following known issues have been addressed:
•An issue wherein the amount of EXP yielded was not adjusted properly when low- and high-level players were grouped together.
•An issue wherein Well Fed status effects for Attack Power, Accuracy, Attack Magic Potency, Magic Accuracy, and Magic Evasion would grant unintended benefits.
•An issue wherein Disciples of the Hand logging in for the first time after patch 1.19 were unable to attach materia to gear unless they changed classes.
•An issue wherein HQ items could not be delivered in Grand Company supply and provisioning missions.
•An issue wherein character animation would not display correctly when switching from active to passive mode while moving.
•An issue wherein an enemy’s Magic Resistance would not function as intended when transferring an enfeebling effect to it via the thaumaturge ability Contagion.
•An issue wherein battles could not be sustained with an enemy that had left its territory.
•An issue wherein normal movement speed would be temporarily maintained after activating or deactivating the Stealth ability while following a PC or NPC using Auto Target Lock and Autorun.
•An issue wherein normal movement speed would be temporarily maintained after activating or deactivating the Stealth ability while in first-person camera mode.
•An issue wherein untradable items that are stackable would not stack as intended when received in multiples from another player via the Loot List.
•An issue wherein the system message “Materia conversion successful!” would not fade as intended.
•An issue wherein setting two chunks of ore in the synthesis display would render certain items selectable that the player should otherwise be unable to craft.
•An issue wherein the level requirements for crafting the following items were incorrect:
•Rubellite
•Turquoise
•Amber
•Tourmaline
•Spinel
•Zircon
Correction: Level 21-30 → Level 31-40
•An issue wherein the dyes used to color boarskin jerkins were incorrect.
•Boarskin Jerkin (black)
All-purpose Red Dye → All-purpose Black Dye
•Boarskin Jerkin (grey)
All-purpose Brown Dye → All-purpose Grey Dye
•Boarskin Jerkin (red)
All-purpose Black Dye → All-purpose Red Dye
•An issue wherein certain abilities were unusable on synthesis items.
•An issue wherein keyboard functions could not be assigned to Ctrl+Directional Arrow (↑,↓).
•An issue wherein mapping buttons other than the Directional Arrows (↑,↓) to anchor movement (up and down) would render the player unable to scroll the action bar.
•An issue wherein server failure would occur under certain conditions.
•An issue wherein certain information shown in the credits was incorrect.
•An issue wherein the Sleep status could not be lifted with healing magic such as Cure.
•An issue wherein enemies in the sidequest “Fishing for Answers” would not spawn as intended.
•An issue wherein character animation for shield abilities would not display correctly.
•An issue wherein the thaumaturge ability Contagion would display a system message indicating failure even when executed successfully.
•An issue wherein the pugilist action Prime Conditioning would not grant the effects intended.
•An issue wherein certain log elements were not being displayed as intended.
•An issue wherein the additional effect granted by a weapon would remain active even when another weapon had been equipped in its place.
•An issue wherein certain untargetable items could be targeted in the battles “Bowl of Embers” and “Bowl of Embers (Hard).”
•An issue wherein combat would not end properly in Dzemael Darkhold.
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#97 Oct 14 2011 at 1:46 AM Rating: Good
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Allowing third party to attach Materia on your equipment.

Quote:

The dev. team agrees that a system that allows others to attach materia to your equipment via the bazaar system is definitely a necessity. We don't know when this will be implemented but we'll let you know once we have more concrete information to share!
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#98 Oct 18 2011 at 5:01 AM Rating: Decent
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Yoshida Post 18/10/11.

Quote:
FFXIV Version 2.0
The general outline for FFXIV version 2.0 is as follows:

Rebuild: Level/Map Design
Rebuild: Graphics Engine
Reboot: Server System Re-design (including layout)
Rebuild: UI System Reboot + 'Add-on' support
Reboot: Expanding the Player Community


Quote:
Furthermore, we’ll be implementing the following in patch 1.20 and beyond:

Improving markets
⇒Purchase directly from the item search feature
⇒Transaction history of the 20 most recent items (to gauge the current market rate)
⇒Custom searches for specific item details

Implementation of a Player Search function
⇒Search for class, job, level, language, PT request, etc.

•Overhaul of class actions
•Primal Dark Moogle battle
•Implementation of achievement system
•Implementation of job system
•Addition of various instanced raids
•Primal Garuda battle
•Empire battle content
•Continuing to tweak the UI
•Crafting and gathering system adjustments
•New recipes and materials
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#99 Oct 18 2011 at 5:42 AM Rating: Decent
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http://wdl.square-enix.com/ffxiv/download/en/FFXIV_2.0_Outline_EN.pdf

Quote:
・Abolishing seamless areas to allow for more dynamic map design
・Implementing at least three unique themes to each area
・Complete overhaul of enemy and object placement using revamped development tools
・Genre-leading graphics on high-end PCs
・Smooth gameplay on the PlayStation®3 system and similarly-powered PCs
・Fully customizable graphics settings to cater to a broader range of PC environments
・Party/content matching for players from different World servers
・High-speed searches for PCs, items, player community data
・Changes to the basic infrastructure to improve data transfer efficiency・An auto gear change system designed specifically to work with the Armoury
・A UI system that allows for toggling between text and icon display
・An environment that supports user-generated add-on content (PC only)

・Additional in-game community options
(Free Company establishment, growth, and competition)
・In-game delivery and mail systems
・Player housing (estates)
・PvP content
・Revamping of the retainer system and markets
Implementation of the aforementioned features will begin
in the third quarter of the fiscal year ending March 31, 2013.

・Late November to Early Decemeber, 2011 - Patch 1.20 (and subsequent hotfixes)
⇒Class adjustments (abilities & weaponskills) / Malevolent Moogle (Primal) battle
⇒Achievement system (300+ planned) / Market adjustments / PC search
⇒The continuation of Disciple of the Hand recipe adjustments (HQ items / Repair adjustments)

・Early February 2012 - Patch 1.21 (and subsequent hotfixes)
⇒Creation of Private Rooms (Inns, etc.) / Hamlet defense PvE content
⇒The job system (7 jobs plus related quests and gear) / Personal chocobo gear
⇒Two new instanced raids

・Mid April 2012 - Patch 1.22 (and subsequent hotfixes)
⇒Garuda (Primal) battle./ Battle system balance adjustments
⇒Garlean Empire battle content

・Early to Mid July 2012 - Patch 1.23 (and subsequent hotfixes)
⇒Garlean Empire Legatus battle
⇒Content surrounding the Twelve mythos


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#100 Oct 18 2011 at 7:14 AM Rating: Decent
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http://wdl.square-enix.com/ffxiv/download/en/FFXIV_2.0_Systems_and_Content_EN.pdf

Quote:
Two new dungeons to be added in patch 1.21. More dungeons to follow after version 2.0.
Release of treasure maps to be discoverable by Disciples of the Land. Planned for after version 2.0.
Maps to reveal location of chests and dungeons. Dungeons to be new content designed for a combination
of classes from all Disciplines. Planned for after version 2.0.
In-game voice in all four languages (Japanese, English, French, and German) after version 2.0.
Seventh Umbral Era storyline to give way to new storyline after version 2.0, and will not be replayable.
Two PvP venues, Coliseum and Frontlines, to be released after version 2.0. Unique zones to be created so as not to affect non-participating players. Release of PvP-specific abilities, gear, and ranking.
Support for multi-party alliances for large-scale content to be released together with the above.
New high-end recipes to have high levels of difficulty, not only in terms of recipe complexity, but also
crafting location requirements (e.g., facilities within a kobold stronghold).
Release of an item notebook after version 2.0 to log all recipes and crafted items for consolidated, easy
viewing.
Release of a "signature" feature for version 2.0 enabling players to put their names on items they craft.
Release of an item notebook after version 2.0 to log gathering level and item information for consolidated,
easy viewing.
Release of treasure chests that may appear randomly at any gathering node.
Chests to yield treasure maps that may only be viewed by Disciples of the Land.
Release of in-game player communities known as Free Companies. Planned for version 2.0.
Free Companies can be formed by as few as 4 players by submitting an application to a Grand Company.
Free Company-specific content to earn points used to improve company rank, gain access to personal
estates, perform cooperative synthesis. Planned for four-phase release after version 2.0.
Future plans include chocobo gear, rearing, battle, mounted content, and shared chocobos, to be released
sequentially after version 2.0.
Plans to release other forms of transportation.
New primal battles.
Summoning system that awards the ability to summon primals to Free Companies that defeat them.
Campaign of battles against the dragon horde in the defense of Ishgard, with participation possible as any of
the four Disciplines.
Two forms of PvP, the Coliseum and the Frontlines, to be released sequentially.
Large-scale instanced raids of the Crystal Tower and a vast labyrinth. Further expansions planned for
future patches.
Wandering Odin primal, who grows in strength and drops greater treasures with each defeat.
Further details on all of the above to be released in the days leading up to version 2.0 release.
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#101 Nov 10 2011 at 7:05 AM Rating: Decent
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http://forum.square-enix.com/ffxiv/threads/30419-YoshiP-DoL-DoH-translated-post?p=439683#post439683

Quote:

The future of Disciples of the Land and fundamental class revamps

For Disciples of War/Magic, I want to provide the joy of fighting and defeating powerful enemies. For Disciples of the Hand, I want to provide a feeling of satisfaction from other players utilizing your created items. For Disciples of the Land, I want to provide a sense of fulfillment for gathering the materials that support the world.

I want to include content in which those that gather are praised by other players and NPCs for their efforts to travel the world and collect various items.

The gathering mini-game will be adjusted as follows up to the release of 2.0 (at the latest):
•Gathering points will be searched for and discovered using a Disciple of the Land-specific ability
•The gathering points discovered will have different levels, and they can be accessed based on class level
•If the player has a sufficient Disciple of the Land level, it will be possible to gather at the point
•Points with rare materials will move around within the area
•Disciple of the Land-specific abilities will be heavily reviewed
•A point system similar to TP and MP will be implemented (same for Disciples of the Hand)
•A reward system similar to exp bonuses will be implemented for successful gathering attempts in succession (also for Disciples of the Hand)
•Fundamental animation revamps
•A system for easier gathering will be created (also for Disciples of the Hand)

We have also prepared a more detailed explanation of specs to implement the above.

Some aspects within this list cannot be implemented until the servers are revamped. However, we will be doing our best to implement animation revamps, specific ability adjustments, gathered material additions and others before the release of 2.0.

We have yet to determine a specific timetable, but we plan on working towards implementing the above changes once we have finished adjusting food item effects, food recipes, and other recipes. This is because if we move on before we adjust the recipes, the economy will remain unbalanced.
(FYI we have a separate team for Disciples of the Land and Hand)


Quote:

2.0 and beyond
I spoke a little bit about housing in the 2nd edition of the LIVE producer letter. I personally came up with the basic design for housing. (We have separate staff working on the details, and I feel bad for them that I was so ambitious with my plans)

I decided to implement a garden by any means necessary so that we can add content for Disciples of the Land and Hand.

It is also possible for players to decorate the exterior of buildings using custom architectural items created by Disciples of the Hand using construction material gathered by Disciples of the Land. There are roofs and other architectural items that can be purchased with gil, but custom items will only be attained through Disciples of the Hand and Land.

We also plan on implementing gardens so that players can plant gysahl greens and raise chocobo chicks.

Another thing we have planned for housing is an underground facility for building boats and airships. (This will be implemented sometime after the release of 2.0) We will release an image for housing as soon as possible, so please look forward to this patiently.
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