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FFXIV Talk: 25th Anniversary Translation - Hints at SAM/NINFollow

#1 Sep 04 2012 at 3:05 PM Rating: Good
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http://forum.square-enix.com/ffxiv/threads/53406-Translation-of-the-talk-show-of-Final-Fantasy-25th-event

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I would like to put a simple translation I made of the talk show that happened during the Final Fantasy 25th event in Japan. It's mostly bullet points of the most important things that were said, and some of their conversations! I know that it would be translated and posted, but I also know that it would take some time... ^^

This is not a perfect translation. So please don't hold it against me if I have mistranslated something...
Ok let's start:

Server and Engine

The lighting system is very advanced and allows for complex lighting effects, not only during the day but at night and in dungeons as well.
It was very challenging to port FFXIV:ARR to the PS3 due to low memory issues, but they did their best to optimize it the best way possible.

Load times and character movements are real time now, and the responsiveness of the game to the player’s actions has been improved a lot.

Multi Data centers: At the moment, there is only one data center in Japan, and all players are connected to it. Now they are making more data centers around the world to improve the server response. Players will still be able to play with everyone regardless of regions. This is just for the convenience of players not in Japan.

More flexible world transfers

Addition of communication support function

The engine can tolerate the new PvP design (It’s not forcefully done)

The servers can handle more players in one place as compared to before (was 400-500 players at a time, now around 1000). And for the mobs, it could handle 600mobs at a time and now it’s up to 2000. This will greatly affect the player’s experience, so they’re really happy about it.


Quests and Main quests

A great number of quests have been added. The aim of these quests is to level, explore the world, story progression among other things.


Host: These quests are all good for your first class/ job, but what about your second and third? What if you ran out of quests?

Yoshi-p: Of course we are going to provide a large number of quests. But beside that we will keep on adding more, and there are other still unannounced contents, and others to be enjoyed with the public, such as NM’s, they are all being prepared. I hope that players don’t stay in one place doing the same things, but would rather they try many different contents and level in the process.

Host: But what about people who are already level 50?

Yoshi-p: They can look forward to the high level content we announced, and there are still some unannounced contents, such as raids, and new classes, chocobo raising, and other stuff. The amount of instanced dungeons is going to increase. There is going to be a level limit, but since we are adding level sync, which will allow level 50 players to go down to the required level of the content, players can group up with new players and do content together. And of course many high level dungeons are going to be added so please look forward to them.

For the main quests; it’s the same world but different. Since it’s now going through the 7th Umbral Era, and with the new game system, these have to be reflected in the game, and as a result it became completely different.

Parley has been taken out of the main quests (not sure about this one).

The general progression of main quests is, you do a couple of quests then fight a strong boss to be able to continue with your story. This will add a true sense of progression of RPG games. And with level sync this is going to improve the experience for all the players. Unlike currently in the game when people challenge the “weak” ifrit, it’s as if watching a cutscene and there is no actuall fight.

A quest progression system has been added. And there is an “objectives” tab to make it easier to track you progression through these quests.


Sound and Music

Quest cutscenes will have Japanese VO not only English. The players will be able to change the audio language to any of the languages. The languages supported are Japanese, English, French and German.

The way music plays is going to change.


Battle

The first thing you’re going to notice when you try out the battle system is the tempo, and how speedy it got.

Handling TP is going to change. In the current version the player had to fight to generate TP, but it changed to be similar to MP where you start the battle with full TP. The main reason to make it that way was due to PvP.

We have 3 types of actions: abilities, weapon skills, and magic. Currently abilities have a recast timer on them, while weapon skills and magic have TP and MP requirements respectively along with an added recast timer. However, in FFXIV:ARR the abilities will stay the same, while the weapon skills and magic will only require TP or MP. Obviously this will affect the speed of battle greatly.

Combos as well have been modified. Since in PvP it is going to be very difficult with the positioning requirements, players will feel like they are being punished for doing combos. So only the first move will require positioning (not sure about magic) while the rest of the combo will only require TP/ MP to be executed.

The parameters and stats and their formulas have been changed to be much simpler to understand. But still it would be very interesting so please look forward to it.


Fan Questions

Host: How will we fight together with our chocobo’s?

Yoshi-p: You call it, a menu appears, select “fight together”. That’s it.

Host: what about colors?

Yoshi-p: We are thinking about various things.

Host: We can jump now! But what about flying and swimming?

Yoshi-p: I am more towards flying at the moment. Since it’s a Final Fantasy, and having airships and going to the skies sounds like a really nice idea to me. But this is all too soon to talk about.

Host: Other than meteor what can we expect as limit breaks?

Yoshi-p: Tifa’s… Tifa’s… Tifa’s…

Host: Will Excalibur and Masamune appear as weapons?

Yoshi-p: Of course I’m thinking of addingd Excalibur when the time is right, but Masamune will come when the Samurai or Ninja jobs are introduced to the game.

Arcanist and Summoner
It’s the same as what I posted in the relevant thread regarding both of them, but I’ll just add the little comments and teases they made.

Please look forward to the auto-attack motion. (Throws the book?)

The players will be able to craft the books and they will have recipes. The class that crafts them is of course… can’t tell right now.

Summoners will not have carbuncle as a pet, but they’ll be using the primals as their source of power. However, not the primals themselves but they’ll use only a part of a primals strength. “A pet that the primals power dwells in” are Matsui’s exact words if I wasn’t mistaken.

The summoners will be able to borrow the power of 4 primals (this is what is planned till now, and could be expanded later on). The ones that are confirmed right now are Ifrit, and Garuda.




Edited, Sep 4th 2012 2:08pm by UltKnightGrover
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#2 Sep 04 2012 at 3:41 PM Rating: Good
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I'm interested to see how DD TP works, I kinda like the idea of it working in a MP fashion... but at the same time DD has always been fast paced DoT with a few spikes here and there, and Mages have typically been steady damage or spike damage with no in between except well paced players. Reading what I just wrote doesn't sound right, so hopefully people know what I'm trying to say... I just prefer certain classes for their pacing and role... I don't mind BLM but I don't prefer it because I suck at that sort of rescource pacing, I was pretty decent at SMN in XI though as well as BLU. I've always leaned towards classes like THF in XI or in DDO where you're a DD that does spike damage and lots of hate control/position based attacks.
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#3 Sep 05 2012 at 9:25 AM Rating: Decent
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To be able to have DOW match DOM w/ damage would be impressive. As well, I could see this causing issues with TP management becoming a different type of issue.

I admit the change in TP sounds like the most impressive change so far in the battle mechanics.
#4 Sep 05 2012 at 10:29 AM Rating: Good
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One of the hardest things to get used to in FFXIV when moving from FFXI was mage jobs. The reduced spell list and the fact that you rarely need to do anything for MP was a shock. I was leveling CNJ with my wife on her PUG and I thought that she would be doing hte damage while I healed her/supported her. Instead it turned out that I was basically soloing Leves due to the damage I was doing... I hope they create a better balance for leveling with these changes...
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#5 Sep 05 2012 at 10:29 AM Rating: Decent
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I remember wondering for years in XI what the **** the difference was between evasion, evasion skill and how much evasion x amount of AGI added.

Quote:
The parameters and stats and their formulas have been changed to be much simpler to understand.


Probably the thing I'm most interested in, but something that intrigues me...

Quote:
...for the mobs, it could handle 600mobs at a time and now it’s up to 2000


Mega large scale campaign/besieged/bastion style battles incoming?


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#6 Sep 05 2012 at 11:43 AM Rating: Decent
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What about tifa and limit break?
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#7 Sep 05 2012 at 12:21 PM Rating: Decent
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FilthMcNasty wrote:
I remember wondering for years in XI what the **** the difference was between evasion, evasion skill and how much evasion x amount of AGI added.

Quote:
The parameters and stats and their formulas have been changed to be much simpler to understand.


Well currently, stat bonuses from attributes are invisible. No one knows exactly how much str = 1 att, or how much vit does or anything. It sucks.

Quote:

Quote:
...for the mobs, it could handle 600mobs at a time and now it’s up to 2000


Mega large scale campaign/besieged/bastion style battles incoming?


Hopefully this means that Hamlet is no longer an 8 player instanced snore-fest



I'm happy for the TP changes though. The biggest disparity between melee and mage is mages ability to start with their strongest abilities. Imagine if Mages had to build up mp with Spirit dart......


Edited, Sep 5th 2012 2:26pm by Louiscool
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#8 Sep 05 2012 at 12:41 PM Rating: Default
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From what I read Yoshi wants the PvP to scale till the server breaks. There's the basic 1-8v1-8 but he also wants a castle storm where you have a min 8v8v8 upto server crash limits.

Can you imagine something like aion where you have 100-200 people on each team; trying to get control of 1 castle o.O
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Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#9 Sep 05 2012 at 2:16 PM Rating: Excellent
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rfolkker wrote:
To be able to have DOW match DOM w/ damage would be impressive. As well, I could see this causing issues with TP management becoming a different type of issue.

I admit the change in TP sounds like the most impressive change so far in the battle mechanics.


Other MMOs are doing quite well in this area. I think it will be impressive to FFXI players, but expected by anyone else trying out the game.
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#10 Sep 06 2012 at 10:58 AM Rating: Excellent
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onineko wrote:
What about tifa and limit break?


Please let it be Dolphin Blow...!

Edited, Sep 6th 2012 1:00pm by KaneKitty
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