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#1 Oct 11 2012 at 10:34 PM Rating: Good
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I haven't seen these posted yet so I figured I'd go ahead and link these for those who haven't seen them yet.

http://forum.square-enix.com/ffxiv/threads/56060-A-Quick-Summary-of-the-recent-JP-Articles

or just in case you cant access that link, here's the post copy and pasted.

A Quick Summary of the recent JP Articles

For those who can't wait until a English interview or a complete translation of the new JP articles courtesy of our resident translators is released, here is a quick summary of various points I've picked out from the following interviews which I then translated. Have at what you will. Do note that they are not necessary 100% accurate as it was quick, and not all points have been picked out.

http://www.4gamer.net/games/092/G009287/20121010042/
http://www.onlinegamer.jp/news/201210110001/
http://game.watch.impress.co.jp/docs...11_565356.html
http://game.watch.impress.co.jp/docs...12_565505.html


- They (somewhat) ended up changing the map/layouts of the three cities after all.

- Amon, the re-introduced boss from FFIII, is going to be (one of?) the boss(es?) in Crystal Tower.

- Titan is confirmed to be in ARR from the start.

- Odin will 'appear differently' compared to that of other Primals.

- Depending on how one raises one's chocobo, what they can wear in equipments will also be different. (ex: If you raise it as a mage-type chocobo, then it can wear mage gear; if you raise it as a tank, it can wear tank gear, etc)

- The new dungeon in the concept art will be one of the many leveling dungeons introduced in ARR, this one being one from R40~R45. Compared to the current slew of dungeons where it's mostly 'cave' type dungeons, there will be more 'ruin/tower' type dungeons introduced in ARR.

- Hamlet will undergo a complete revamp. It will no longer be the 'closed' type content it currently is. The reason why it's the way it is the current version is due to 1.0 limitations. In ARR they can finally implement a more open-style content, which is what they originally wanted to do.

- Monster AI will operate under a FFXII-style 'gambit'-type system. Likewise, Chocobo AIs will operate under something similar.

- Depending on what class you start as, your starting city will be locked to where that class' guild is located. (ex: If you start off as a MRD, you start in Limsa)

- Raid bosses will always drop some type of reward - somewhere around 2~3 rare drops per party, random lotted. Even if one didn't get the rare drop, the players will be rewarded with tokens which you can then exchange for rare drops. In exchange, the chances to participate in the random lottery will be limited to 3 times per week. (Stanislaw's notes: The text in the interview here isn't really clear. What I'm assuming this means is that the chance to get that 2~3 rare drops is limited to 3 times per week, but one can still get tokens by trying the content over and over again. On the other hand, this can easily mean the return of horrid re-entry times.)

- All 1.0 players will get a chance to remake their character (appearance) for ARR. However, this can only be done once, and within half a year after launch.

- ARR's PS3 base resolution is 1280 x 544, which is then stretched/adjusted to 1280 x 720. Reason: PS3 memory limitations, etc. It's possible to set it higher as they're trying to fit every model into 10GB (the limit is 20GB), but with future considerations in mind, they want to set the bar relatively low for the sake of smooth performance.

- PS3 UI elements is still somewhat customizable in the sense that it can be moved around. Resizing the UI, however, is still up in the air.

- With the gamepad cross-bar system, one can register up to 128 actions (there are a total of eight 16 slots) on the bar, per class.

This was originally posted by Stanislaw on the lodestone forums.

EDIT: I found another thread on the lodestone that lists several different interviews that have been (roughly) translated from Japanese into English. Here's the link: http://forum.square-enix.com/ffxiv/threads/14967-Translations-%28JP-to-English%29

Edited, Oct 15th 2012 5:29am by swisa
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#2 Oct 12 2012 at 1:09 AM Rating: Decent
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Hmmm... this sounds really nice. I can't wait! I really want some info on the new housing. All I have heard is that you can own an estate(?) and have your chocobo stall on your property where you can raise chocobos. But I would like to know if you completely build your house (using carpentry... WTF WIN!) and customize it all up with rugs, beds, furniture, gardens.... Ahh... that would be bliss...
#3 Oct 12 2012 at 4:11 AM Rating: Good
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Banwawgwa wrote:
Hmmm... this sounds really nice. I can't wait! I really want some info on the new housing. All I have heard is that you can own an estate(?) and have your chocobo stall on your property where you can raise chocobos. But I would like to know if you completely build your house (using carpentry... WTF WIN!) and customize it all up with rugs, beds, furniture, gardens.... Ahh... that would be bliss...


From what I know from the last live letter from the producer, there will initially be 3 sized of houses you can buy for gil. Small, medium, and large. They have cost cost set up so that most of the current players will be able to afford the medium house. The large house will cost, in yoshi-p's own words, an "astronomical" amount. It seems we do build onto our house from what we initially purchase. It's basically the amount of land you get and then you add on to your house to make it larger. Other than this, I can't really think of anything else that has been said other than you can have your chocobo stables on your property and you decorate your yard with stuff. You can choose a house in each of the 3 city states. The ones in gridania are in a small hamlet type area with a large tree producing shade for the houses. Uldah has ones in an area thats completely surrounded by cliffs and I think there's a lake in the middle. The ones in limsa look like a giant beach resort with houses being on different terraces overlooking the ocean. If you are interested you can watch the live letter from the producer that's translated and you can see pictures of each one.

Here's the link for anybody that's interested.

http://forum.square-enix.com/ffxiv/threads/55280
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#4 Oct 12 2012 at 5:56 AM Rating: Decent
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Thanks for posting this. I'm excited to see the graphics of the pc with the crossbar UI system of the PS3 in place. In 1.0 the gamepad was hard to navigate the UI and the game was hard to use with key/mouse. They did neither particularly well. In 2.0 I have high hopes that both will be given equal treatment.
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#5 Oct 12 2012 at 7:14 AM Rating: Excellent
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Quote:
Reason: PS3 memory limitations


This made me laugh.
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#6 Oct 12 2012 at 6:50 PM Rating: Good
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electromagnet83 wrote:
Thanks for posting this. I'm excited to see the graphics of the pc with the crossbar UI system of the PS3 in place. In 1.0 the gamepad was hard to navigate the UI and the game was hard to use with key/mouse. They did neither particularly well. In 2.0 I have high hopes that both will be given equal treatment.


They are indeed. They have said that they will make sure the UI is easy to use for both keyboard/mouse players and gamepad/controller users. Personally, I'll be using the mouse/keyboard.
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#7 Oct 14 2012 at 6:31 PM Rating: Good
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zoogelio wrote:
Quote:
Reason: PS3 memory limitations


This made me laugh.


It is good to know that SE is making sure to hamstring the re-release in as timely and efficiently a manner as possible.

Hopefully they'll just port it to PS4 in a few years and leave the PS3 behind rather than relying upon reskins for the next eight years... of course, taking for granted their successful "rebirth..." >_>
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#8 Oct 15 2012 at 12:20 AM Rating: Good
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KaneKitty wrote:
zoogelio wrote:
Quote:
Reason: PS3 memory limitations


This made me laugh.


It is good to know that SE is making sure to hamstring the re-release in as timely and efficiently a manner as possible.

Hopefully they'll just port it to PS4 in a few years and leave the PS3 behind rather than relying upon reskins for the next eight years... of course, taking for granted their successful "rebirth..." >_>


Nevermind.

Edited, Oct 14th 2012 11:21pm by LebargeX
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#9 Oct 15 2012 at 8:29 AM Rating: Good
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Community representative in 2025 wrote:
It's an understandable request. However, as some of you came to this conclusion, there is a limit to how many items each bags can carry. Therefore, we have separated these into into multiple categories for organization and memory purposes.


Slightly edited from the more recent FFXI dev posts but still.
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