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Japanese magazine gives some infoFollow

#1 Jan 29 2013 at 7:41 AM Rating: Excellent
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I'm sure you all have this month's issue of Connect! On.

For those who don't (and who don't speak Japanese), someone has translated on the official forums what the FFXIV-related article has to say.

The translation on the official forums is here - http://forum.square-enix.com/ffxiv/threads/14967-Translations-%28JP-to-English%29?p=945001&viewfull=1#post945001

Quote:
Had a glance at Connect! On. Some nice details in the rather long interview:

There are about 40 mini pet things (like the Baby-Behemoth) ready. We'll know exactly what role they serve in phase 1 of the beta. The 3 things in the Year of the Snake illustration are included in that 40. (For what purpose exactly has got me thinking. Some people on 2ch are thinking they might have some kind of retainer role!)

Gear-sets have a completely new system from what was shown, I guess they didn't like how it had some restrictions. Will get to test in phase 3.

Housing will be released immediately after launch.

2013 will bring in Housing and PvP (certain). There's no certainty that the long raids will be concluded in 2013 though. There should be 1~2 primal battles implemented too.


They're in talks regarding the advancement of raids and so on via Live updates. They're not sure if it'll happen (Perhaps just Yoshi-P's thoughts) but something to do with the recovery of Alamigo.

The place where you'll find Odin is indeed the black shroud. I'm guessing it's a place we've not yet seen. He's described as not being a normal interactive primal, he is one who has no recollections, having forgotten the meaning of his existence. It won't be a normal battle.

It wasn't shown clearly in the opening movie but actually an alarming amount of people survived the 7th Umbral era (Bahamut's attack). To these survivors we, the adventurers who were transferred into the future, are known as "hollow beings".

Behemoth will be tackled via the FATE system. There'll be many steps to go through in the fight to defeat him. Made it so it'll be fun with a large number of people. Will be in at launch.

You won't be able to just "walk" right into Crystal Tower. (I'm assuming this means there are pre-requisite quests)

Sahagin's will be in at launch.

As regions expand they will probably add more primals per new beastman tribe or something.

As for changing jobs in dungeons being possible or not, they're thinking it'll be good to be able to change in between content.

Players who have come from 1.0 and new players will be treated differently by NPCs. It's not a big difference and it will even out at later stages in the story. Legacy players will kind of be having the "stronger new game" kind of thing going.

Some other stuff was talking about the functions of the smart phone application.

Oh, and a question was asked about DRG having a pet, which was replied to with "Not just Dragoons..." (Hmm. )

Edit: some other stuff I forgot:

Regarding keeping in touch with the users: For In-game purposes the development team are going to establish a free company. He encourages players to come give them a belting in PvP. As for out of the game, they're considering some kind of small round-table events and so on (ala. Vanafest, I suppose.)

When are flying mounts coming? - If the Ahriman is good, it's just a matter of being on the stand-by list for implementation. (I'm not sure this means it's a "real" flying mount)

Any other secrets from A New Beginning trailer? - The warrior left something behind 5 years ago (Bravura lol)

Urianger was a temporary NPC and is taking a brief break.
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#2 Jan 29 2013 at 7:47 AM Rating: Excellent
BST class maybe? That's a really awesome find, thanks for posting!
#3 Jan 29 2013 at 8:07 AM Rating: Decent
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confused:

"There's no certainty that the long raids will be concluded in 2013 though."

do they mean INCLUDED? >.>
#4 Jan 29 2013 at 8:07 AM Rating: Good
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hmm fate system with behemoth, does that mean we will negotiate him to death?

Good find, very interesting thankyou
#5 Jan 29 2013 at 9:50 AM Rating: Good
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DuoMaxwellxx wrote:
confused:

"There's no certainty that the long raids will be concluded in 2013 though."

do they mean INCLUDED? >.>


Perhaps they mean something like how XI content always was released?

Maybe they'll be releasing it in sections with each update?
#6 Jan 29 2013 at 10:10 AM Rating: Decent
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Sephrick wrote:
DuoMaxwellxx wrote:
confused:

"There's no certainty that the long raids will be concluded in 2013 though."

do they mean INCLUDED? >.>


Perhaps they mean something like how XI content always was released?

Maybe they'll be releasing it in sections with each update?


Yeah, that'd be my guess. I imagine Crystal Tower will be a lot like Nyzul Isle in FFXI, in that they will release bunches of floors together (ex. Floors 1-20, then floors 21-40, and so on...). Even Assault is an example of a phased raid system, where we saw new ranks/new missions added over time.

I'm 99% certain new raids have already been confirmed for launch.
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#7 Jan 29 2013 at 10:35 AM Rating: Decent
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Hollow Beings? hmmmm.... felt like Louisiox puppet most of the time anyway.

So we are hollow beings, and we have a mysterious ability called Echo.... its all coming together, or maybe not.
#8 Jan 29 2013 at 11:13 AM Rating: Decent
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Pontipy wrote:
Hollow Beings? hmmmm.... felt like Louisiox puppet most of the time anyway.

So we are hollow beings, and we have a mysterious ability called Echo.... its all coming together, or maybe not.


Interesting point... could you elaborate a little?
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#9 Jan 29 2013 at 11:53 AM Rating: Decent
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I like seeing stuff like this. Final Fantasy terms mixed with modern implementation ideas. This translation has a lot of info that is very positive.
#10 Jan 29 2013 at 1:45 PM Rating: Decent
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Sephrick wrote:
DuoMaxwellxx wrote:
confused:

"There's no certainty that the long raids will be concluded in 2013 though."

do they mean INCLUDED? >.>


Perhaps they mean something like how XI content always was released?

Maybe they'll be releasing it in sections with each update?



ok i thought they meant theyre working on raid content now but it wont be finished in 2013 (meaning we wont be doing raids in ffxiv until 2014) or that we were gonna get incomplete raids that i dunno.. stopped in the middle of the raid and said to be continued? lol
#11 Jan 29 2013 at 2:03 PM Rating: Decent
Torrence wrote:
I like seeing stuff like this. Final Fantasy terms mixed with modern implementation ideas. This translation has a lot of info that is very positive.


That's because it was a Japanese article, not an American one... The negativity on this side of the pond is exhausting sometimes.
#12 Jan 29 2013 at 3:44 PM Rating: Excellent
DuoMaxwellxx wrote:
Sephrick wrote:
DuoMaxwellxx wrote:
confused:

"There's no certainty that the long raids will be concluded in 2013 though."

do they mean INCLUDED? >.>


Perhaps they mean something like how XI content always was released?

Maybe they'll be releasing it in sections with each update?



ok i thought they meant theyre working on raid content now but it wont be finished in 2013 (meaning we wont be doing raids in ffxiv until 2014) or that we were gonna get incomplete raids that i dunno.. stopped in the middle of the raid and said to be continued? lol


Since its a tower, I assume it would be a certain floor you can get to before it stops...similar to Nyzul in FFXI.
#13 Jan 29 2013 at 3:54 PM Rating: Decent
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Quote:
Oh, and a question was asked about DRG having a pet, which was replied to with "Not just Dragoons..." (Hmm. )


Not gonna lie, I enjoyed this answer for two reasons:

1. Yoshida won't always listen crybabies like the ones about XI's DRG having a pet "ruined" the job and went on a hissy fit protesting against it in XIV..

2. I might get my Puppetmaster back one day.
#14 Jan 29 2013 at 3:59 PM Rating: Good
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Nice to get some information albeit it raised more questions than it answered for me! Which is also cool, keeps you wanting more . :)

I like most of it, but Behemoth being FATE I am not sure about. Hopefully he is then a very rare FATE beast and generally I hope they manage to do what they said about making him fun to fight and defeat because if it is anything like RIFT (The ones I played at least) or Besieged battles where there is just mayhem and no tactics involved, it isn't fun... at all. Since it is Behemoth we are talking about here I really want it to be an epic battle, which generally from what I've seen when you just group a big bunch of random people together it doesn't become very epic, generally just dumbed down.

Also keeping the ability to change jobs in the middle of dungeons... I don't know, I still haven't decided what I think about this tbh. I mean it is not horrible, but I didn't like it in 1.0 and so I doubt I will think it is a good idea for ARR.

Edited, Jan 29th 2013 5:01pm by Belcrono
#15 Jan 29 2013 at 5:58 PM Rating: Good
Belcrono wrote:
Also keeping the ability to change jobs in the middle of dungeons... I don't know, I still haven't decided what I think about this tbh. I mean it is not horrible, but I didn't like it in 1.0 and so I doubt I will think it is a good idea for ARR.

Edited, Jan 29th 2013 5:01pm by Belcrono


I never got to play v1.0, so I never got to use the job system. However, it seems to me like it would make more sense to allow players to switch their jobs while inside dungeons, whether they are instanced or not. What's the point of being able to change your job by simply changing your weapon if you can't unsheath said weapon unless you leave?

This would eliminate a lot of hassle caused by d/c's and such. You're a LNC, but your PLD dropped and there is only another LNC seeking? "Np guys I got this, {switch gear set to PLD} just invite that other LNC and let's do this."

If all the armory system did was eliminate the requirement of going back to your house to switch jobs, yet still limit when/where you can change, then it seems like a huge waste of development resources IMO.
#16 Jan 29 2013 at 7:31 PM Rating: Excellent
That was a key point of 1.0 (and 2.0 it appears as well). You change weapon, you're a different job. No mog house crap to deal with. You can't change equipment while in battle, that's the only key which is a good one I think.
#17 Jan 30 2013 at 4:10 AM Rating: Excellent
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Yeah I know it was a key point of 1.0, but quite frankly that doesn't mean anything for ARR considering how many fail things were in 1.0. I also know that there are a lot of people who didn't like it (and would have liked a few restrictions as seen on several posts on the official forums) and since 2.0 is such a major overhaul I was hoping the ones like me were in a majority, leading to a change. Considering the response from Yoshi though people like me are probably in a minority and then I think he made the right decision, not for me but overall, it is a matter of taste in this case after all.

There are of course pros and cons to both systems. The system that is used does help like you said I KickYoDog if someone d/c in the middle of an instance. Although it would not have been an issue for me to just go outside the instance and go in again it never hurts with convenience. In my experience with WoW when this happened, usually the issue is finding someone willing to join in the middle of an instance at all though.

In XI the biggest hassle was getting equipment and travel times, even if they had the same system of having to go back to the MH in XIV I don't think it would be as big of an issue. Although I don't even want that, I just want there to be a few exceptions to changing jobs in instances simply because as it was in 1.0 you didn't do an instance as job X. You went in and depending on the boss you switched jobs every time and I didn't think this was fun. It wasn't horrible, but I would have preferred it if we had to make a choise before we went in what setup we thought would be best to tackle all the challenges with, not having to play 3 different jobs in every instance just because different setups is optimal for different encounters.

Maybe this will change somewhat when we get a higher lvl cap and it becomes more difficult to gear up a job so not everyone has all jobs at max lvl and geared enough to kill most everything on all jobs. Hopefully this is the case.
#18 Jan 30 2013 at 4:32 AM Rating: Decent
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Quote:
This would eliminate a lot of hassle caused by d/c's and such. You're a LNC, but your PLD dropped and there is only another LNC seeking? "Np guys I got this, {switch gear set to PLD} just invite that other LNC and let's do this."

When you lose a player due to a DC, you're screwed anyway. Why not simply wait until he comes back?
May be the role player in me, but I hate the constant flip-flopping between gearsets, jobs, and weapons.
I want to make strategical decisions that require my brain to balance the pros and cons of different loadout
options, not a ******** of situational optimal counters to every single constellation I might or might not face.
#19 Jan 30 2013 at 7:36 AM Rating: Excellent
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Rinsui wrote:
Quote:
This would eliminate a lot of hassle caused by d/c's and such. You're a LNC, but your PLD dropped and there is only another LNC seeking? "Np guys I got this, {switch gear set to PLD} just invite that other LNC and let's do this."

When you lose a player due to a DC, you're screwed anyway. Why not simply wait until he comes back?
May be the role player in me, but I hate the constant flip-flopping between gearsets, jobs, and weapons.
I want to make strategical decisions that require my brain to balance the pros and cons of different loadout
options, not a sh*tload of situational optimal counters to every single constellation I might or might not face.


Well, he didn't say anything about constant flip flopping. What he said specifically was "crap, we lost our tank." Either you can sit in the queue waiting for ten minutes because tanks are generally scarce compared to DDs (or gosh, I hope it's not like XI where you could literally /sea all for hours without seeing one), or someone who has a tank job leveled can switch and the instance continues. I'm giving him the benefit of the doubt and assuming the group had already been nice enough to wait the five or so minutes needed to reset a router. How long should they have to wait, and should the group just end because you don't think it's a good idea for someone to be able to switch to another job they had leveled?

Min maxing will be present no matter what, but that wasn't even really what the guy was talking about.
#20 Jan 30 2013 at 8:12 AM Rating: Good
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Quote:
Min maxing will be present no matter what, but that wasn't even really what the guy was talking about.

No. But the mechanics he proposes imply the possibility of flip-flopping to maximize efficiency during raids.
And that's where the first and second rules of online gaming come in:
1. Whenever a mechanism can be exploited to provide a slight advantage, it will be.
2. Whenever the exploitation of a mechanism provides a slight advantage in party play, everyone in a party is expected to exploit that mechanism.

Whise of Yoshi to remember those rules. Now he just needs to find a solution for the DC scenario.
Which, btw, is pretty moot, because every sane group in a challenging dungeon will start over anyway.

P.S.: I was a very bad monk in FF XI, because I considered on-the-fly gearswapping extremely cheesy.
I don't want FFXIV to turn into a game where I'm considered a bad monk because I want to stay a monk throughout the whole length of a dungeon.

Edited, Jan 30th 2013 9:18am by Rinsui
#21 Jan 30 2013 at 8:44 AM Rating: Default
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Wint wrote:
That was a key point of 1.0 (and 2.0 it appears as well). You change weapon, you're a different job. No mog house crap to deal with. You can't change equipment while in battle, that's the only key which is a good one I think.



cant change equipment in battle? so no more having get for acc then swapping to dmg gear for WSs? yup FF mmos are definitely losing their technical edge
#22 Jan 30 2013 at 9:23 AM Rating: Good
Torrence wrote:
Rinsui wrote:
Quote:
This would eliminate a lot of hassle caused by d/c's and such. You're a LNC, but your PLD dropped and there is only another LNC seeking? "Np guys I got this, {switch gear set to PLD} just invite that other LNC and let's do this."

When you lose a player due to a DC, you're screwed anyway. Why not simply wait until he comes back?
May be the role player in me, but I hate the constant flip-flopping between gearsets, jobs, and weapons.
I want to make strategical decisions that require my brain to balance the pros and cons of different loadout
options, not a sh*tload of situational optimal counters to every single constellation I might or might not face.


Well, he didn't say anything about constant flip flopping. What he said specifically was "crap, we lost our tank." Either you can sit in the queue waiting for ten minutes because tanks are generally scarce compared to DDs (or gosh, I hope it's not like XI where you could literally /sea all for hours without seeing one), or someone who has a tank job leveled can switch and the instance continues. I'm giving him the benefit of the doubt and assuming the group had already been nice enough to wait the five or so minutes needed to reset a router. How long should they have to wait, and should the group just end because you don't think it's a good idea for someone to be able to switch to another job they had leveled?

Min maxing will be present no matter what, but that wasn't even really what the guy was talking about.


Rinsui wrote:
Quote:
Min maxing will be present no matter what, but that wasn't even really what the guy was talking about.

No. But the mechanics he proposes imply the possibility of flip-flopping to maximize efficiency during raids.
And that's where the first and second rules of online gaming come in:
1. Whenever a mechanism can be exploited to provide a slight advantage, it will be.
2. Whenever the exploitation of a mechanism provides a slight advantage in party play, everyone in a party is expected to exploit that mechanism.

Whise of Yoshi to remember those rules. Now he just needs to find a solution for the DC scenario.
Which, btw, is pretty moot, because every sane group in a challenging dungeon will start over anyway.

P.S.: I was a very bad monk in FF XI, because I considered on-the-fly gearswapping extremely cheesy.
I don't want FFXIV to turn into a game where I'm considered a bad monk because I want to stay a monk throughout the whole length of a dungeon.

Edited, Jan 30th 2013 9:18am by Rinsui


While I did enjoy the gear - swapping in XI to a degree (except when I was WHM playing on the XBOX 360... that crap was horrid) I really was speaking to the flexibility of raids and dungeons in the case of an emergency. If one of Yoshi's main points of focus is ease of use, as it seems to me, then we should just go all in. If I'm halfway through the Crystal Tower and someone drops, for whatever reason, and we get stuck I should be able to switch jobs and continue from where I am at. That's assuming there is a viable replacement available. I don't want to redo the whole thing if I don't have to.
#23 Jan 30 2013 at 11:30 AM Rating: Decent
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Fair point, different priorities. Let's hope he finds a solution that pleases both of us.
#24 Jan 30 2013 at 12:09 PM Rating: Decent
Rinsui wrote:
Fair point, different priorities. Let's hope he finds a solution that pleases both of us.


I'll cheers to that! Smiley: chug
#25 Jan 30 2013 at 12:18 PM Rating: Decent
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As I've pointed out (even to SE), they can easily keep those same mechanics and just separate them from gear. I firmly think that's what they should do.

When I first pitched the idea, I used materia as the example. Crystals or whatever else work fine, too, since they're apparently doing something else now with materia. Anyway, basic idea is that you have materia grids that allow you to place materia in different configurations (not very different from an equipment grid in concept, with certain pieces only fitting in certain slots, but you could have more interesting shapes, relationships between slots, materia that give multipliers to other materia, etc.). You can then switch out your grid during combat to enhance different elements. Maybe you swap in an evasion grid that you've been working on once you start pulling hate. Or you swap in a water resistance grid against Leviathan. You get the idea.

And of course none of these items take away from your storage. A system like this could really open up horizontal progression in unprecedented ways. They could even make it so that every encounter in the game has a useful drop for every player to pursue. And then they wouldn't need to artificially lower drop rates as much to extend the lifespan of their content.

Contrasting it to gear swapping, no silly change to your visible appearance, no need to macro just certain pieces for this weapon skill, and other pieces for this ability, etc. It's a simple hotkey press to switch.

Of course, if they just made combat authentically strategic in the first place, such a system would be inessential (though still potentially fun and a great way to distribute incentives). But if the primary extent to which strategy is involved is choosing which stats you min/max at any given time during battle, which had some measure of demonstrated appeal in XI, this does the same thing, potentially allowing it to go even further, with fewer drawbacks.
#26 Jan 30 2013 at 12:33 PM Rating: Good
I do hope that there is some sort of system where you can attain cosmetic pieces of gear, or "skins" that are permanent fixtures of your appearance until you swith them. I hated blinking in XI. THough if they do implement a cosmetic feature I hope it isn't cash shop. Putting one of those into a subscription game seems wonkers to me. But, if they want to let Behemoth drop the rainbow-spewing crimson griffin pauldrons of epeen, I'm fine with that Smiley: wink
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