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Letter from the Producer XVIFollow

#1 Aug 15 2011 at 5:58 AM Rating: Excellent
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Letter from the Producer, XVI (08/15/2011)
Hello again, all fans of FINAL FANTASY XIV!

With energy conservation measures in place, the team is getting a full taste of the summer heat here in the office. Things are buuurning up in Eorzea as well, with Firefall Faire in full swing!

Before I dive in here, I’d like to apologize for being later than I intended with another letter. I was planning to send it out early last week, but ended up being out of commission for three days with a high fever. Ah, the woes of aging…

Now, I realize that this hardly makes up for my tardiness, but there’s something I’d like to share with you all: a screenshot of the long-awaited “My Little Chocobo” system!


As you might have guessed, this system is still under development…and the name is obviously still up in the air. The team’s pushing hard for release in patch 1.19, so I ask you be patient just a little while longer. In the meantime, though, feel free to let your imaginations run wild.

Moving on, it’s time again for me to update the list of changes. I’ve reformatted the list and given it a new name to better reflect the content: “Patch 1.19 Update Schedule.” So as to keep this letter a reasonable length, items scheduled for after 1.19 will reappear in my next letter, where they’ll have a list all to themselves. Now, without further ado, feast your eyes on the list! Further commentary below!


Quests
Patch Planned Current Tasks Notes
1.19 Opening tutorial adjustments Implementation of simplified opening tutorials for the three city-states (moved from future tasks) Simplified tutorials will be implemented for the introductory quests designed for new characters. We also intend to provide players with more early-game guidance in future patches.
1.19 Quests revolving around the danger facing Eorzea Planning and implementation of quests -
1.19 Storylines and world quests Development and release of supplemental storylines and world quests -
1.19 Grand Company quests Development of the Grand Companies for the three city-states and design of accompanying quests
-NEW-
Quests for full induction into the Grand Companies, including speeches by the three heads of state. -
1.19 New seasonal event (scheduled for mid-October) -NEW-
Implementation of new seasonal events for fall -

New Content
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.
1.19 -NEW-
Caravan escort -NEW-
Implementation of caravan escort system (level 20) Missions catering to higher levels are scheduled for patch 1.20. Caravan escort will pave the way for the upcoming hamlet defense content.
1.19 -NEW-
Beastman strongholds -NEW-
Implementation of Amalj'aa stronghold raids -
-NEW-
Implementation of Ixali stronghold raids -
-NEW-
Implementation of kobold stronghold raids -
1.19 -NEW-
Low level dungeon -NEW-
Implementation of a public dungeon for low levels -
1.19 -NEW-
Treasure chests -NEW-
Addition of treasure chests to field areas -
1.19 Mount/transportation system -NEW-
Implementation of rental chocobos in the three city-states Players will be able to rent chocobos (payable in gil) for a set duration.
-NEW-
Implementation of Grand Company-issue personal chocobos Finally, a chocobo to call your very own. Sorry for the wait.
-NEW-
Implementation of airships linking the three city-states Airships flying between the three city-states. Pay for your passage in gil, and hop aboard.

Guildleves
Patch Planned Current Tasks Notes
1.19 Improvements to guildleve-related information Additional information when exchanging guildleves (complete as of 1.18) -
-NEW-
Introduction of accruable ticket system for guildleve acceptance Accumulated tickets can be used to enjoy back-to-back guildleve action on weekends.
-NEW-
Allowing players to retry guildleves immediately after failure ...But not without conditions.
-NEW-
Reorganizing convoluted aspects of the system such as leve exchange -
1.19 -NEW-
Grand Company leves -NEW-
Addition of a new leve type issued by the Grand Companies -
1.19 Balancing of guildleve rewards
-NEW-
Further adjustments to leve difficulty and rewards -

Behest
Patch Planned Current Tasks Notes
1.19 Reward and balance adjustments for behests -NEW-
Changes to less popular behests in line with reward balances -

Company System
Patch Planned Current Tasks Notes
1.19 Introduction of the Grand Companies Implementation of command centers in the three city-states (complete as of 1.18) -
-NEW-
Addition of Grand Company ranks and exchangeable items -
-NEW-
Implementation of supply and replenishment objectives -

Monster and Field
Patch Planned Current Tasks Notes
Ongoing Balancing of enemy attributes Changes to enemy attributes and drops Adjustments will continue beyond 1.19.
1.19 Strengthening of beast tribes -NEW-
Diversification of enemy types in existing species (for strongholds) A multitude of enemies is in the pipes for strongholds.
Addition of beast tribe settlements -
Ongoing Environment collision detection - Ongoing adjustments.
Ongoing Enemy distribution adjustments -NEW-
Redistribution of enemies in six areas 1.19 will focus on lower level enemies in six areas.
Ongoing Design and release of notorious monsters -NEW-
Addition of new NMs for low level dungeons Adventurers may come face to face with a certain feline monster that starts with C and ends with OUERL.

Battle System
Patch Planned Current Tasks Notes
1.19 -NEW-
Battle system framework revisions -NEW-
Fundamental program-side revisions to the battle system (to be completed in 1.19) We are working to rebuild the battle framework, which will involve large-scale revisions to the enemy claiming and linking systems as well as the damage algorithm. Unfortunately, these changes will render Battle Regimens unusable, and so we have decided to suspend the system in 1.19. We aim to have a new and optimized Regimen system back online after work on battle classes and the job system is complete, and ask for your patience in the meantime.
-NEW-
Overhaul of the damage algorithm (to be completed in 1.19)
1.19 -NEW-
Battle Regimens -NEW-
Temporary suspension due to battle framework revisions (reimplementation date TBD)
1.19 Auto-attack system Implementation of core mechanics for auto-attack
Adjustment of class-specific motions to accompany auto-attack (moved from future tasks) -
Ongoing Changes to enmity calculations Revisions to enmity algorithms (complete as of 1.18) -
Adjustments to positioning algorithms of enemies in relation to PCs Further adjustments to the algorithm will be made as required.
Adjustments to ranged attack algorithms of enemies Further adjustments to the algorithm will be made as required.
1.19 Changes to enemy group dynamics -NEW-
Introduction of enemy group variability (link system) We will make it so that enemies will call for reinforcements based on player strength.
1.19 Changes to claiming/engaging enemies -NEW-
Revisions to the way enemies are claimed and engaged Details to be posted on the forums.
1.19 -NEW-
Revisions to skill point (experience point) bonuses -NEW-
Implementation of a bonus for when enemies link -
-NEW-
Implementation of a chain bonus for defeating enemies in succession -
-NEW-
Revisions to the distribution formula for skill points (experience points) in battle -
- Reexamination of Return cost (complete as of 1.18) Examination of reducing Return cost to 0 anima (complete as of 1.18) -
- Reexamination of surplus values (complete as of 1.18) Final examination for the abolition of surplus values (complete as of 1.18)
Abolition following balance adjustments (complete as of 1.18) -

Armoury System
Patch Planned Current Tasks Notes
Ongoing Changes to actions for Disciplines of War & Magic classes -NEW-
Review of actions for all battle classes. List of redistributed actions to be released to players
Changes to be implemented in 1.20 with player feedback taken into account Revisions to the battle algorithm has led to the need to redefine and redistribute actions, abilities, and weapon skills for all battle classes. As these changes can't take place concurrently with work on the algorithm, we have decided to release the list of changes planned for all classes around the time 1.19 goes live. The feedback we receive from players at this time will help to shape our work, which is scheduled for completion in patch 1.20.
Further changes to enhance class uniqueness (partially complete as of 1.18)
Adjustment of certain action effects in line with the introduction of dungeons (complete as of 1.18)
Adjustment of range of effect for actions (single target or area) (partially complete as of 1.18)
Adjustment of recast time and MP cost for actions (partially complete as of 1.18)
Development of unique motions and effects for certain weapon skills
1.19 Abolition of physical levels -NEW-
Abolition of physical levels Physical levels will be abolished, and this will be accompanied by the renaming of skill points to experience points, and rank to level.
1.19 Physical bonus revisions -NEW-
Implementation of automated character development based on class level We will implement a system whereby players can voluntarily allocate attribute points to each class in patch 1.20. This will take place alongside class balance adjustments.

Items, Synthesis, and Gathering
Patch Planned Current Tasks Notes
1.19 Synthesis recipe revisions -NEW-
Addition of new recipes for synthesizeable gear (old recipes to be removed at a later date) Revised (simplified) recipes will be added for synthesizeable items. Old recipes will remain valid for a time, after which they will be removed completely.
Addition of new craftable items and revision of stats on existing ones as part of the introduction of new synthesis recipes (moved from future tasks) Through the new recipes, Disciples of the Hand will be able to customize gear with different attributes. Different colors will be applied to the same graphics to indicate the class for which a certain piece of equipment has been optimized. Samples to be posted on the forums.
1.19 Materia system -NEW-
Implementation of introductory quests for the materia system -
-NEW-
Addition of the spiritbond attribute for equipment -
-NEW-
Implementation of a command to transform to materia equipment whose spiritbond value has reached maximum -
-NEW-
Addition of materia catalyst items gatherable by Disciples of the Land -
-NEW-
Addition of a system for Disciples of the Hand to perform materia crafting -
-NEW-
Addition of a system for Disciples of the Hand to perform "forbidden" materia crafting ?!
-NEW-
Addition of a system for purging equipment of materia -
1.19 -NEW-
Stealth ability (name TBD) -NEW-
Addition of a stealth ability allowing Disciples of the Land to avoid enemy detection We will add a stealth ability that allows Disciples of the Land to conceal themselves from enemies. Details to be posted on the forums.
1.19 -NEW-
Rebalancing of character growth -NEW-
Rebalancing of character growth primarily for Disciples of the Land We will adjust the growth curve for Disciples of the Land, tweaking the rate of development as determined by the amount of gathering performed.
- Repair system improvements Implementation of improvements to the repair system (complete as of 1.18) -

User Interface (UI)
Patch Planned Current Tasks Notes
1.19 Improvements to camera usability Implementation of initial camera position retention (complete as of 1.18)
-NEW-
Configuration option for camera movement speed -
1.19 Changes to notification windows -NEW-
Addition of a dedicated notification window for the simplified tutorial -
1.19 Macro functionality enhancements -NEW-
Implementation of a toggle function for macro palettes -
1.19 Character display -NEW-
Addition of a command to hide main hand arm display (official) -
1.19 Improvements to targeting mechanics -NEW-
Addition of a targeting mode that allows only engaged enemies to be targeted Depending on how much time is needed for testing and adjustment, this feature may be postponed until 1.19a or later.
Display targeting cursor above character (complete as of 1.18) -
1.19 Configuration menu improvements Make settings done via text commands also available in the configuration menu (complete as of 1.18)
-NEW-
Revisions to the FFXIV Config gamepad mapping screen -
-NEW-
Addition of new audio configuration options (e.g. muting all audio except BGM) More audio config options by popular demand!
Reorganize configuration menu layout (complete as of 1.18)
-NEW-
Addition of keyboard configuration options -
1.19 UI changes based on battle revisions Action bar and other GUI revision based on the introduction of auto-attack (complete as of 1.18)
-NEW-
Adjustments to UI layout based on changes to basic attributes -
-NEW-
Renaming of skill points to experience points, and rank to level Changes in terminology due to the abolition of physical levels.
-NEW-
Changes to enemy display name color to reflect your entitlement to battle rewards (based on adjustments to the way enemies are claimed)
-
Graphically display recast time on the action bar (complete as of 1.18)
-NEW-
Graphically display chain bonus for defeating enemies in succession -
-NEW-
Implementation of direct targeting for objects such as aetheryte crystals -
Addition of shortcuts to improve battle controls (complete as of 1.18)
-NEW-
Graphically display enemy link bonus -
1.19 Grand Companies Cost analysis for creating command center UI for the three Grand Companies (complete as of 1.18)
-NEW-
UI adjustments and fanfare for full induction into the Grand Companies Implementation of command center UI for the Grand Companies (complete as of 1.18)
1.19 Caravan escort -NEW-
UI adjustments to accommodate caravan escort system -
1.19 Chocobos -NEW-
UI adjustments to accommodate rental chocobos
-NEW-
UI adjustments to accommodate personal chocobos -
1.19 Disciples of the Land -NEW-
Implementation of a status icon for the new stealth ability -
1.19 Materia system Implementation of materia crafting window (moved from future tasks)
-NEW-
UI adjustments to accommodate the new spiritbond attribute
-NEW-
UI adjustments to accommodate the transformation of equipment into materia -

The Lodestone
Patch Planned Current Tasks Notes
1.19 My Site -NEW-
Adjustments to accommodate functions added in patch 1.19 -
1.19 -NEW-
Preparation for recipe page revisions -NEW-
Adjustments to accommodate new synthesis recipes added in patch 1.19 We're ironing out the details of an updated recipe page, laying a framework for data processing and incorporating a search function under the premise that only new synthesis recipes will be listed.
1.19 New blog features -NEW-
Addition of a feature allowing the hiding of spoilers This feature, available on the forums, will make its way to The Lodestone.
-NEW-
Addition of item links -
Addition of draft feature (complete as of 07/05/2011) -
1.19 -NEW-
New activity functions -NEW-
Display by Friend List
-NEW-
Display by Linkshell Members -
1.19 -NEW-
New search feature -NEW-
Display of images in search results Search results will be made to list not only relevant blog entries, but also display the images embedded in them.


You may’ve noticed that some all-new things are included. In an earlier letter, I believe I used the word “heavyweight” to describe patch 1.18. Well, patch 1.19 will be a veritable monster. To give you a rough idea of its size, we’re expecting the patch notes to be 3–5 times longer than 1.18’s. This is in no small part due to the slew of long-awaited items that’ll finally make their way into the game.

Just so you’re given due warning, the team is running on a tightrope to stay on schedule, so please don’t be surprised if a handful of things end up getting put off until 1.19a or later.

It might seem that battle-related content dominate the list, but rest assured, folks, we haven’t forgotten about other aspects of the game. For starters, significant improvements are in store for both Disciples of the Hand and Land, such as an overhaul of synthesis recipes, the introduction of the materia crafting system, and a brand new ability to avoid enemy aggro in the field. The growth curve for Disciples of the Hand, in particular, is in need of attention, and we’ll be taking a scalpel to that also.

Items with far-reaching impact have also been added to the list, such as Battle Regimens. It’s become clear that in order to improve Battle Regimens we’ll need to first rebuild the framework for the battle system, which can take place only after the new enemy claiming and linking systems are introduced.

Unfortunately, we’ll have to temporarily do away with Battle Regimens in order to release patch 1.19. This is due to extremely sensitive issues with the server-side system that simultaneously reads commands input from multiple players. I’m very sorry for any inconvenience caused by the absence of Battle Regimens, especially to those dungeon-crawling types who’ve developed a taste for Dzemael Darkhold’s time-based objectives. If it’s any consolation, the large-scale changes to battle algorithms planned for 1.19 will cause certain strategies to go out of fashion, and players will need to tap into their resourcefulness to discover new ways to overcome enemies. During this time, we intend to test the overhauled battle system extensively, so that we’ll be able to provide players with the challenges they seek. Please bear with us in the meantime.

Physical levels will be nixed in patch 1.19, as per popular demand. In light of this change, skill points will be replaced by experience points, and rank renamed level.

System-wise, MMORPGs are generally more complex than their offline RPG counterparts, and this is evident in the jargon they employ. In implementing the above changes in terminology, we wanted to make it so that at least the core aspects of the game can be easily grasped by anyone. We realize that more established players may find this change unsettling, and would like to apologize and ask for your understanding in advance.

Alongside the overhaul to the algorithms, work is also proceeding on redefining and redistributing abilities for Disciples of War and Magic. This is a hefty amount of work, and not all classes will be ready by patch 1.19. But rather than a partial release, we’ve decided to save the implementation of all classes for 1.20. We’ll make the details of the planned changes available when 1.19 goes live, and monitor player feedback as a way to help define our direction. In the meantime, we’ll keep on performing balance tweaks to the current class system in coming sub-patches based on ongoing feedback from the community.


When I put together the list of changes for patch 1.19, it struck me as rather small (the vertical scrollbar in the spreadsheet was looong). But this is because it’s made up of major items outlined only in brief. The team’s working ****-for-leather to deliver this monster patch (did I mention that it’s a giant next to 1.18?) to you by the end of September. We’d love to be able to release the patch sooner, but all things considered, I’m afraid this is the earliest we can reasonably achieve. We promise you, though, that we’re sparing no effort to ensure that 1.19 will be worth the wait—a patch that’s ripe to burst with new content as well as refinements. And we’ll do our utmost to see that it arrives before the last of the summer heat fades into memory.

And here I think I’ll end the letter before I bore you all to tears.

As always, I’ll see to it that the juicy details of all the changes we have in store are made available via the Lodestone and the official forums. So what’re you waiting for? Make tracks for the forums now and get discussing!

See you next time and/or on the forums! (11)
Reply With Quote .
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A lots of goodies it seems!

Edited, Aug 15th 2011 7:59am by Golophei
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#2 Aug 15 2011 at 6:24 AM Rating: Decent
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The chocobos are beautiful!!! Can't wait for this!!!
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#3 Aug 15 2011 at 6:24 AM Rating: Good
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Quote:
Adventurers may come face to face with a certain feline monster that starts with C and ends with OUERL


I laughed.

End of september feels ages away but looking forward to it!
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#4 Aug 15 2011 at 6:24 AM Rating: Decent
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Smiley: eek Awesome, cant wait.
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#5 Aug 15 2011 at 6:28 AM Rating: Decent
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wow this is gonna be great.
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#6 Aug 15 2011 at 6:53 AM Rating: Good
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Probably patch 1.19 on 22nd September.

I demand Lalafell and mini-Chocobo in my pot!
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#7 Aug 15 2011 at 6:58 AM Rating: Good
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Glad I haven't been on bot/min for a while....looks like sp getting a boost. Might even overcome my hatred of fishing.
Looks very, very good........

though you realise they're gonna start charging us soon?!
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#8 Aug 15 2011 at 7:05 AM Rating: Good
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Grockle wrote:
though you realise they're gonna start charging us soon?!


If that will reduce the amount of Lalafell Clone Troopers (RMT) I think it's good.

In Onion set!

http://img155.imageshack.us/img155/3261/ffxiv1312030383.jpg
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#9 Aug 15 2011 at 8:02 AM Rating: Decent
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Grockle wrote:
Glad I haven't been on bot/min for a while....looks like sp getting a boost. Might even overcome my hatred of fishing.
Looks very, very good........

though you realise they're gonna start charging us soon?!



Yea and honestly i hope they charge us soon. The game become worth it + they need money to produce more content for us. If we are realistic the last few month did hurt SE, they did a great recovery and that people want to earn money for their work there.

No money = no production of content.

Great patch btw... end of september sounds fair also because it is really huge and needs alot of balance and testing.
#10 Aug 15 2011 at 8:15 AM Rating: Decent
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I think the most important thing I took from those notes was:

Quote:

Armoury System
Patch Planned Current Tasks Notes
Ongoing Changes to actions for Disciplines of War & Magic classes -NEW-
Review of actions for all battle classes. List of redistributed actions to be released to players
Changes to be implemented in 1.20 with player feedback taken into account Revisions to the battle algorithm has led to the need to redefine and redistribute actions, abilities, and weapon skills for all battle classes. As these changes can't take place concurrently with work on the algorithm, we have decided to release the list of changes planned for all classes around the time 1.19 goes live. The feedback we receive from players at this time will help to shape our work, which is scheduled for completion in patch 1.20.


One of the biggest questions I've been considering over the past few days is what "Jobs" are going to be assigned to what class.

The way the DoM are oulined now - it's clear CON could be WHM or BLM both based on it's skills and THM would be a RDM by most accounts. I also heard only one job would be assigned to each armory skill - so how could that be then without introducing something like SCH?

However, I think what that segment there means that they still intend to adjust spells and skills across classes to define roles even more. I wouldn't be suprised if when they published that list if some magic spells swapped hands a bit.

More importantly - What is my BRD going to be if Jobs are a specialization of a skill... because who specializes in spoony? Whoever that is - I need to level it.

Edited, Aug 15th 2011 10:16am by EmotionBlues
#11 Aug 15 2011 at 8:17 AM Rating: Good
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Well i would be willing to pay monthly once we get 1.19. Probably even right now if i had too. ******** those chocobos look amazing.
#12 Aug 15 2011 at 8:35 AM Rating: Good
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Wow!!!! All I can say is wow and yeah September seems a long way off but..... it will be worth the wait. This game I think should be worth paying for come October because it will have definately seen a lot of positive changes I am super stoked yay!!!! Chocos looked great and there was sooooo much to add it makes 1.18 look like a mini patch lol. Awesome Im excited like this is gonna be the rerelease of FFXIV. Gives me time to get all my DOW classes to 30 and above to do ifrit low lvl fight.
#13 Aug 15 2011 at 8:52 AM Rating: Decent
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Wow Chocobos look awesome that and the airships can't wait to see what they look like! Very excited guys well done!
#14 Aug 15 2011 at 9:50 AM Rating: Good
Quote:
Quests for full induction into the Grand Companies, including speeches by the three heads of state.
I'm giddy about the speeches.
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#15 Aug 15 2011 at 10:01 AM Rating: Decent
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Quote:
Now, I realize that this hardly makes up for my tardiness, but there’s something I’d like to share with you all: a screenshot of the long-awaited “My Little Chocobo” system!


Quote:
As you might have guessed, this system is still under development…and the name is obviously still up in the air.


NOOOOOO!!! Don't change the name! It makes the game 20% cooler!
#16 Aug 15 2011 at 10:03 AM Rating: Good
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Can we have the direct link please?

http://forum.square-enix.com/ffxiv/threads/20998-Letter-from-the-Producer-XVI-%2808-15-2011%29

I like using the link. Formatting is nicer.

Edited, Aug 15th 2011 9:07am by Olorinus
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#17 Aug 15 2011 at 10:05 AM Rating: Excellent
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I'm not sure where I stand about the temporary removal of Battle Regimens. I don't really like them, but have started using them and they did make teamwork way more fun, and helped in many fights.

At the same time, I really want something better that regimens, like the old skillchains.

I guess time will tell how this will impact us all.

Edited, Aug 15th 2011 12:05pm by Docent42
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#18 Aug 15 2011 at 10:06 AM Rating: Good
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Enfid wrote:
Quote:
Now, I realize that this hardly makes up for my tardiness, but there’s something I’d like to share with you all: a screenshot of the long-awaited “My Little Chocobo” system!


Quote:
As you might have guessed, this system is still under development…and the name is obviously still up in the air.


NOOOOOO!!! Don't change the name! It makes the game 20% cooler!


Yoshi-P's a broni :3
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#19 Aug 15 2011 at 10:12 AM Rating: Default
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"Rebalancing" DoL... sounds like I better get my DoL up before they get nerfed...I knew actual PROGRESSION on my fisher was too good to be true.

Edited, Aug 15th 2011 9:12am by Olorinus
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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#20 Aug 15 2011 at 11:01 AM Rating: Excellent
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Iron Chef Olorinus wrote:
"Rebalancing" DoL... sounds like I better get my DoL up before they get nerfed...I knew actual PROGRESSION on my fisher was too good to be true.


Well they couldn't make mining or botany any worse. I mean as it is I can only mine for about 2 hours each day before I hit item fatigue. When you combine that with the lack of Grade 6 nodes, 44-50 is complete torture. How do people do it? >.>

Chocobos and Airships? My aching feet thank you :D
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#21 Aug 15 2011 at 11:25 AM Rating: Excellent
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Naoki_Yoshida wrote:
Implementation of direct targeting for objects such as aetheryte crystals
Oddly enough - for all of the fact that this is a massive patch, and I am extremely happy with everything I see here - this is the only part that really made me say "Awesome, very nice." From a design perspective, it has always extremely irritated me that there are some things in this game that function by completely different "rules" than others. Aetheryte crystals only being interact-able through menus was one of those (possibly the only one left, at least I can't think of any since they removed this from chests).
#22 Aug 15 2011 at 11:49 AM Rating: Decent
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Quote:
Introduction of accruable ticket system for guildleve acceptance Accumulated tickets can be used to enjoy back-to-back guildleve action on weekends.


Hmmm....
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#23 Aug 15 2011 at 12:30 PM Rating: Excellent
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Perrin, ****** Superhero wrote:
Quote:
Introduction of accruable ticket system for guildleve acceptance Accumulated tickets can be used to enjoy back-to-back guildleve action on weekends.


Hmmm....


Brian Griffin: Uhh, I don't think that's going to be a possibility, uhhh, I have plans, with Chris! Chris and I have plans this weekend!

Chris Griffin: [Chris walks by] We do?

Brian Griffin: Yeah, yeah! We're doing that thing, we're doing what you usually do on a weekend!

Chris Griffin: Do guildleves?

Brian Griffin: That's it, that's what we're going to do together.

Chris Griffin: Well, maybe back to back, but I gotta tell you, I'm not 100% on this.

#24 Aug 15 2011 at 12:53 PM Rating: Decent
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If there ever was to be a golden patch, this is it. I'm impressed!

noticed this: "by the renaming of skill points to experience points, and rank to level." good, makes the system much more simple and easy to understand...

And chocobos!
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#25 Aug 15 2011 at 1:24 PM Rating: Good
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Hulan wrote:
Naoki_Yoshida wrote:
Implementation of direct targeting for objects such as aetheryte crystals
Oddly enough - for all of the fact that this is a massive patch, and I am extremely happy with everything I see here - this is the only part that really made me say "Awesome, very nice." From a design perspective, it has always extremely irritated me that there are some things in this game that function by completely different "rules" than others. Aetheryte crystals only being interact-able through menus was one of those (possibly the only one left, at least I can't think of any since they removed this from chests).



There are still a few doors in Mun-Tuy, the other Gridania dungeon, Copperbell, and Nanawa that require menu to open. I thought that was unnecessarily annoying. I'm glad they're fixing that too.

Edited, Aug 15th 2011 12:24pm by UltKnightGrover
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#26 Aug 15 2011 at 1:41 PM Rating: Decent
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Ticket system sounds awesome. I would love to save my leves for the weekend. I mean, there's just too much to comment on, and this all sounds amazing.

I am concerned with ability adjustments, as I'm sure everyone is. We'll get a chance to complain later though, and the only concern would be the people who leveled certain classes just for X ability, (Like Fleet of Foot or Second Wind) but I'm anxious to have more defined roles.
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#27 Aug 15 2011 at 2:45 PM Rating: Good
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As awesome as this patch appears to be <and it does> 1.20 should drawrf this as regards to content. One of the key points of the January poll was the decision to totally revamp the basics of the game. With this patch I would say that 90% of that will now be in place. If that is the case then 1.20 should be chock full of new content. Should be 1 more major patch after that then SE can make a decision about releasing the PS3 version. By that time this game should be 1st rate.
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#28 Aug 15 2011 at 2:49 PM Rating: Decent
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Rizon538 wrote:
As awesome as this patch appears to be <and it does> 1.20 should drawrf this as regards to content. One of the key points of the January poll was the decision to totally revamp the basics of the game. With this patch I would say that 90% of that will now be in place. If that is the case then 1.20 should be chock full of new content. Should be 1 more major patch after that then SE can make a decision about releasing the PS3 version. By that time this game should be 1st rate.


I agree that the game will probably be ready for PS3 around patch 1.21... So that will be around december-january. Then they have to distribute it and such, so I'm guessing february-march release.
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#29 Aug 15 2011 at 3:13 PM Rating: Excellent
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Liking the sound of chain and link bonus too.
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#30 Aug 15 2011 at 3:17 PM Rating: Excellent
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insanekangaroo wrote:
Rizon538 wrote:
As awesome as this patch appears to be <and it does> 1.20 should drawrf this as regards to content. One of the key points of the January poll was the decision to totally revamp the basics of the game. With this patch I would say that 90% of that will now be in place. If that is the case then 1.20 should be chock full of new content. Should be 1 more major patch after that then SE can make a decision about releasing the PS3 version. By that time this game should be 1st rate.


I agree that the game will probably be ready for PS3 around patch 1.21... So that will be around december-january. Then they have to distribute it and such, so I'm guessing february-march release.


Dunno if I'd go that far, but I'm definately thinking both of you aren't that far off. I DON'T want to say "lower your expectations", but I personally wouldn't raise my own that high.
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#31 Aug 15 2011 at 4:16 PM Rating: Excellent
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If this letter manages to deliver everything it says, this game is going to be bloody fun to play.
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#32 Aug 15 2011 at 4:40 PM Rating: Decent
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rikkuotaku wrote:
Iron Chef Olorinus wrote:
"Rebalancing" DoL... sounds like I better get my DoL up before they get nerfed...I knew actual PROGRESSION on my fisher was too good to be true.


Well they couldn't make mining or botany any worse. I mean as it is I can only mine for about 2 hours each day before I hit item fatigue. When you combine that with the lack of Grade 6 nodes, 44-50 is complete torture. How do people do it? >.>

Chocobos and Airships? My aching feet thank you :D


Since they changed the amount of SP from gathering leves I've actually been logging in once in awhile to gather because it feels like I am making progress.

Yeah, it would seem like it can't get worse than it has been in the past, but they should outright say they are cutting the curve (like they did with DoH) if that is what they plan to do. Otherwise I just assume a nerf is coming...

And yes, yay for chocobos and airships. I was actually shocked that my anima hadn't even completely refilled from my last play session when I logged in today. I don't know how people who play all the time can stand it.
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#33 Aug 15 2011 at 5:07 PM Rating: Decent
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i am in looooove with that list. it will literally make me play full time if we get at least 75% of the most important stuff on initial release day......but.... Q.Q sniff..... a whole nother month delay. 1.18 also got about a 3 week delay since it was delayed after its delay.
sad to see their initial release dates to overhaul the game will not be anywhere near as planned. PS3 release is looking like early 2012 to me.
the only thing that is literally keeping me from the game is the lack of stat importance. i was really hoping to come back this month.
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#34 Aug 15 2011 at 5:59 PM Rating: Good
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Thought I was gonna see "Happy Friday" at the end...So much good stuff...
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#35 Aug 15 2011 at 6:04 PM Rating: Decent
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Awesome cant wait for chocobos kwirk kwirk !!
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#36 Aug 15 2011 at 6:07 PM Rating: Decent
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This guys post aside from the references to ps3 is exactly why i dont play the stat system is retarded and im a crafter and you cant be both a dps and a crafter and have top stats. and im still not convinced that they do anything anyways unless you cound MND and VIT the only ones that you can tell are doing something..

pixelpop wrote:
i am in looooove with that list. it will literally make me play full time if we get at least 75% of the most important stuff on initial release day......but.... Q.Q sniff..... a whole nother month delay. 1.18 also got about a 3 week delay since it was delayed after its delay.
sad to see their initial release dates to overhaul the game will not be anywhere near as planned. PS3 release is looking like early 2012 to me.
the only thing that is literally keeping me from the game is the lack of stat importance. i was really hoping to come back this month.

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#37 Aug 15 2011 at 9:47 PM Rating: Good
So . . . Chocobos, airships, caravans, CONTENT, battle adjustments, skill pts -> exp points, chains, Leve tickets, treasure chests, stealth . . .

I think I came back just in time!

Kweh?!
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#38 Aug 15 2011 at 9:55 PM Rating: Good
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Quote:
Quests for full induction into the Grand Companies, including speeches by the three heads of state.
I'm giddy about the speeches.


So where's the best Sniper spot to take down the heads of state when they are delivering speeches?
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#39 Aug 15 2011 at 10:33 PM Rating: Decent
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LuthienOfSeraph wrote:
So . . . Chocobos, airships, caravans, CONTENT, battle adjustments, skill pts -> exp points, chains, Leve tickets, treasure chests, stealth . . .

I think I came back just in time!

Kweh?!


me too lol it really is a beautiful list
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#40 Aug 15 2011 at 11:00 PM Rating: Excellent
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I literally *squeeeed* on TS to my LS mates when I saw the baby Chocobo for Lalafells. But that makes me wonder .... what will Roedagyn Chocobos look like?
#41 Aug 15 2011 at 11:17 PM Rating: Excellent
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cornyboob wrote:
Awesome cant wait for chocobos kwirk kwirk !!


I think Cornyboob has been playing bootleg versions of Final Fantasy.

Also, in before "But my Mawgals say 'queue-po!'"


Edited, Aug 16th 2011 1:18am by KaneKitty
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#42Excelen, Posted: Aug 16 2011 at 12:51 AM, Rating: Sub-Default, (Expand Post) What the???? And what will be the counterpart for the Exp???
#43 Aug 16 2011 at 1:15 AM Rating: Excellent
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Magnesium02 wrote:
I literally *squeeeed* on TS to my LS mates when I saw the baby Chocobo for Lalafells. But that makes me wonder .... what will Roedagyn Chocobos look like?


Roegadyn's chocobos are so fat they deserve another screenshot of their own.
#44 Aug 16 2011 at 1:40 AM Rating: Good
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This was a lot to read in one go, Yoshi-P, for someone whose had too many Kirin beers, but..

Chocobos, EXP chains.. The verbage of ranks to levels and skill points to experiance points.. This more than any other update seems to be getting rid of failed XIV ideas and going back to what worked in XI. That's all fine and well, but I'm not about to laud them too much for using what worked a decade ago.

I'm glad they're getting rid of the BR we know because.. It's just an awkward, unrewarding system.

Edit-
rikkuotaku wrote:
When you combine that with the lack of Grade 6 nodes, 44-50 is complete torture. How do people do it? >.>

I had stalled out in the mid 40s - I would only bother to grind Miner because it was/is profitable.. So when the SP isn't the most important reason, you can deal with very slow SP EXP gains.

By the way, I love(d) Rikku too. This image comes to mind.

Edited, Aug 16th 2011 6:53am by Coyohma
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#45 Aug 16 2011 at 6:21 AM Rating: Good
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Does sound promising in general, i get the impression 1.20 is their target of having the game at a chargable state. Timewise i'm guessing thats going to be somewhere close to xmas (maybe early Nov), Do like the way it is slowly for all intents purpose becoming very similar to FFXI.
Two major things still need amending which seem to have been skipped in the letter are Auction house & party search.

Main thing is they are getting there.
#46 Aug 16 2011 at 6:53 AM Rating: Good
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This patch is so full of own and win...I don't even know where to start.
I'm especially curious about the caravan escort system (and future hamlet defense), the new materia system and the new crafting recipes where you can define the attributes.
I can't wait for it ^^

The only 2 major things missing after this are better Linkshell management and a mail system.
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#47 Aug 16 2011 at 7:10 AM Rating: Decent
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I really like the whole new content on the 1.19 patch.. Just thinking it is weird no one mentioned the following:

Quote:
1.19 -NEW-
Low level dungeon -NEW-
Implementation of a public dungeon for low levels -


From this I'm guessing it will be something more like Castle Oztroja, Beadeaux or Wadi (in FFXI) which will allows multiple people to be in same area in diff parties.

Edited to not restrict my examples to Beastmen controlled areas.

Edited, Aug 16th 2011 2:26pm by Hugus
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#48 Aug 16 2011 at 7:17 AM Rating: Good
Hugus wrote:
I really like the whole new content on the 1.19 patch.. Just thinking it is weird no one mentioned the following:

Quote:
1.19 -NEW-
Low level dungeon -NEW-
Implementation of a public dungeon for low levels -


From this I'm guessing it will be something more like Castle Oztroja or Beadeaux (in FFXI) which will allows multiple people to be in same area in diff parties.
Personally, I'd equate it to Ranpere's Tomb, Horo Ruins, Wadi. The ones that you cited are specifically bestman forts.
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#49 Aug 16 2011 at 5:58 PM Rating: Good
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Phew, so glad they are applying stuff that worked in FFXI to such an extent. There should´ve been no reason to reinvent the wheel at so many points when the game was being developed. I do agree that there should be such a difference with FFXI to validate a new FFOnline, but this is awesome really :) I am hoping for more skillfull combat and warrantable skillchain implementation. It´s gotta work properly and not be outmatched by spamming single skills in a party. That was one of the things I really regretted to have seen evolving in FFXI, spamming individual skills was just better or less time consuming than waiting for skillchains. If they DO figure out to ehm, make, for lack of a better word, the community use those skillchains instead of spamming skills, then I´d say they did a darn fine job on that. I´m really impressed with all the work being done so far, they can finally hold their head high at the end of September or whenever they deliver their 1.19. An important thing to remember is that probably a lot of re-reviews will come at the 1st year anniversary of FFXIV. And a re-look when they are starting to charge people for playing. I would hope they realise this and that the current FFXIV at that point will attract more and more people. Would give me more content to play with once I start playing hahahaha!

I´d say 1.20-1.21 pretty much validates a monthly fee, the ironic part is that I would start playing when SE starts charging lol. I guess that´s my cue for playing an MMO that´s worthy of my time. Hmmm, I´d have to buy either a darn good PC or a PS3 to play this game, the question is which? Waiting a little more for more content would actually be benificial to me I think ^^

Yoshida and team, nice job!! I just hope you all won´t go on a 3-month vacation after finishing this long stretch haha, 3 weeks is fine with me though;)
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#50 Aug 16 2011 at 11:51 PM Rating: Good
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i personally would say since you don't have it yet wait till its out on ps3 if you don't wanna get a new pc.. i had a pc thats only bout year n half old now.. the specs exceed the recommeded on the box and it still sounds like it wants to die sometimes ... i played ffxi on 360 with the chatpad so if you do go the ps3 route i would recommed getting 1 for ps3 assuming you don't have 1 its alot better than keyboard/controller
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#51 Aug 17 2011 at 3:00 PM Rating: Excellent
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MonarctheFirst wrote:
I am hoping for more skillfull combat and warrantable skillchain implementation. It´s gotta work properly and not be outmatched by spamming single skills in a party. That was one of the things I really regretted to have seen evolving in FFXI, spamming individual skills was just better or less time consuming than waiting for skillchains. If they DO figure out to ehm, make, for lack of a better word, the community use those skillchains instead of spamming skills, then I´d say they did a darn fine job on that.


I just think the different way TP works in XIV versus in XI will facilitate using skillchains being beneficial over not using them.

The reason why people came to just spam TP skills in XI is because if you wait for everyone to be ready to SC you end up wasting a bunch of TP because your TP bar empties right out when you do a WS and your DPS is generally much higher if you're just using your TP at 100 vs using it at 178% when everyone is ready and getting a tiny extra bit of damage from the chain... and losing out on 75 percent of another full weaponskill (which depending on the weaponskill can be quite substantial)

In XIV you don't lose all your TP when you use a weaponskill, so holding on to TP probably won't be detrimental unless you are filling your bar completely and unable to store anymore.

Edited, Aug 17th 2011 2:01pm by Olorinus
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