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  1. #1
    Player
    EmiliM's Avatar
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    Emilia Marseilles
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    [Dengeki Online] Post 2.3 Interview with Yoshi-P: 2.3 highlights and future plans

    http://dengekionline.com/elem/000/000/881/881497/

    ――We are now approaching the first year anniversary since the game's launch, how is the player situation looking right now?

    Everything has become more stabilized now. A subscription-based MMORPG would normally see a slower gradual increase of new users compared to F2P titles, but FFXIV:ARR was somewhat of a rare case since we saw increases in waves due to things such as the release of the PS4 version.

    We've mentioned that we now have more than 2 million adventurers in our patch 2.3 trailer, but we've already gained a few hundred thousands more since then. The number of customers who are continuing to subscribe have now stabilized as well, so I'd say everything is going well from a business perspective. When I spoke with media reps from around the world during last month's E3 about this, many of them told me they were impressed.

    ――And how about the planned Chinese version?

    We are currently making final adjustments for the closed beta test scheduled to start on July 22nd. And if everything goes well we'll start the open beta test in late August. The number of applications we have received for the beta test is in the millions.


    ■ Patch 2.3 was designed with the casual user in mind

    ――The third major patch, Patch 2.3, was released on July 8th. Based on impressions, it appears as if Patch 2.2 was catered to the hardcore users, while 2.3 is designed for the casual players. Was this deliberate?

    To a certain extent, yes. Just as we have continued to implement the "Echo" in our patches, not everything is always focused on the latest end-game. But whenever the maximum item level is raised in a patch, we do need to include powerful items and the appropriately-difficult contents to match. And in the following patch, we'll want to fill in the power gap created by this increase with a variety of fun contents, such as what we did in 2.3. That is the basic patch cycle with FFXIV.

    ――Are there factors that affect when a feature or content gets implemented?

    We have moved contents around within the same patch series before, but moving something that was planned for, say, patch 2.4 to 2.3 is quite unlikely. We have already planned quite far ahead in terms of item level progression and raid content updates. For other contents, we would evaluate feedback received from all our players and design new things or adjust current ones based on what we see.

    For example, the "Hunt" that was introduced in the latest patch was not something that we had originally planned for. It came about as a result of our discussions held right after the release of Patch 2.2 over what, where and how we can introduce new contents for specific player populations. So decisions regarding new contents are sometimes made on the fly like this as we examine the current state of the game.

    ――The current top end-game content "The Second Coil of Bahamut" has been implemented for a while now. How are the players' progression overall?

    The first ones to clear the content did so more quickly than we had anticipated. However, the next wave of players to clear through refining their strategies, followed by those who clear through trial-and-error remained within our expected pattern. I'm sure there are also players who are waiting for the Echo to kick in before attempting it, so they'll take their time until then.

    ――With regard to the Echo you just mentioned, why have you decided to stop increasing the power of Echo for "The Binding Coil of Bahamut"?

    Because we felt it was making things somewhat too easy for a content that rewards item level 90-95 equipment. However, we may introduce more relief (read: nerf) for the Twintania fight specifically at some point in the future.

    ――This "relief" was brought up during E3 was well. Are we talking about an easing of instant-death mechanics such as those seen in Titan Extreme?

    That's right. At this point, it's entirely possible that some people might actually feel Titan Extreme is harder than Twintania. With Twintania, the Echo has made recoveries possible to a certain extent even if a few people die, but with Titan Extreme, well...

    ――Yes, it is harder to recover when people fall off. Also, the next chapter of Zodiac Weapons was introduced in patch 2.28. Are the players' progression within expectations?

    Those who progressed the farthest were incredibly quick, but there are still plenty of people taking their time, as well as those who are happy with their dropped gears and never even touched the content. In that sense, it's within expectations.

    ――Compared to the Zenith days, we're starting to see really big differences in progress between players. It's shocking to see many people who already have their Novus weapons.

    I know. I'm amazed at those who are really dedicated. I'm still on my 5th book of my Animus (laugh).


    ■ Patch 2.3 sees the main scenario at a crossroads in the story

    ――Regarding the main scenario, just how much of the story in the 2.x series have we now seen, including the 2.3 contents?

    We're now at the halfway mark. The Primals who simply played the bad-guy role have all been dealt with now, and we're finally getting into the part that addresses how Primals have their own desires and expectations. We're also coming up to a junction in the story. There's also a lot of explanation about how the Primals' interaction with aether works, so please take a look.

    ――And the Patch 2.3 trailer had something else that was interesting too. It looks like Ishgard was shown in the last scene, is that correct?

    That's right. It'll become quite clear soon whether the story will shift North or if it will stay focused around the three cities. The "Defender of Eorzea" that we also used as the title of this patch does not refer to any one person specifically, but rather all of the people across the realm who are trying to protect Eorzea with their lives.

    But personally I felt it was a bit ironic too. Like why would people go on about "defending" the realm and then start a 3-way war in Carteneau Flats (laugh).


    ■ Ramuh Hard & Extreme is all about positioning

    ――We just finished challenging Ramuh Hard and although we won, there were still a lot of questions. It's a different fight from all the other primals up until now.

    For Hard mode, we made it so that a group of first-timers could clear it after maybe 2 or 3 tries.

    ――And for Ramuh Extreme, it appears that communication with your teammates during battle is more important than any of the other fights.

    That's one of the things with Ramuh's mechanics too, I suppose. When the battle team and I were testing the fight, we each just reacted on the go and managed to clear it without really talking to one another. But when players form parties to challenge this fight, I guess they become more reliant on fixed strategies?

    ――Since the battle takes place on a platform, we were like "let's try to see if we can fall off first" before we started th fight (laugh).

    We had designed the fight without any falling mechanics in mind from the start, but I guess because of the map design people thought they could fall... The only thing that will fall in this fight are lightning strikes (laugh).

    ――For those who are about to challenge Ramuh, can you give us a few pointers?

    When the lightning strikes hits, you will take more damage if you're overlapped with other party members, so how your party distributes itself within the limited space becomes key. In Ramuh Extreme part of the field becomes submerged in water too so if you make a mistake in your positioning it can lead to worse things (laugh).

    ――The method for dispelling the fear status is pretty interesting too.

    That's right, it's important to know who needs to go save them. You can't have multiple people go after the same person, but you can't designate one person to the role either. Since we have designed this fight with a bit more random elements in mind, there may be some players who find it more difficult compared to previous primal fights. On the other hand, parties with good chemistry might find themselves able to easily down the fight repeatedly.

    ――Another difference is that Ramuh himself barely moves throughout the fight. Is that intended?

    Yes. Ramuh is the Primal of Judgment and Pacification, so his stance is to stand in the middle ground to pass his judgment.

    ――That makes sense. The battle music of Ramuh also features female vocals, was this Soken-san's idea?

    That's right. Since the Sylph tribe has somewhat of a feminine image, he wanted to use female vocals. Actually, part of the lyrics was sung in ancient Sylph language.


    ■ Crystal Tower: Syrcus Tower is a prelude to the last dungeon?

    ――Here we have the main attraction of 2.3, the Syrcus Tower, which appears to be a remake of the original FFIII version using today's technology. Was that a key focus when creating this content?

    Yes. But it wasn't something we were instructed to do. It was something that all of us wanted to do after playing FFIII.

    I thought it was a great idea, and when I saw the development plan for Crystal Tower, I could see that a lot of work was put into studying FFIII artworks and planning the representation with the art team, as well as all of the monsters that will appear. It certainly is worth checking out how we decided to represent the scenario of FFIII in FFXIV.

    ――It was surprising to see Xande appear as a boss so quickly. Didn't think it'd go that far (laugh).

    That part was meant to be the prelude to the last dungeon, so we figured it would be the appropriate place for Xande.

    ――And the difficulty is set to be at the same level as the "Labyrinth of the Ancients" where people can casually clear in a big group, right?

    Yes, that aspect has not changed.

    ――As for drops, it is possible to obtain item level 100 armor and Unidentified Allagan Tomestones. Do they share the same lockout?

    That's right. When you defeat the boss, each party will have a chance of getting the UAT drop in their chest in addition to the usual drop. So please don't worry that you would need to roll against 23 other people. For the last boss, there's also an additional chance of a 4th treasure chest appearing that you can roll on with no lockouts. In exchange you will need to roll against all 23 other players.

    ――The armors obtainable have the same item level as the ones obtained from trading Allagan Tomestones of Soldiery. Is this meant to encourage people to collect both at the same time?

    That's one of our intentions too, since there is a weekly limit to the number of Soldiery tomestones you can get. So we wanted to allow people to go to Syrcus Tower where they can obtain gear perhaps for a sub-job or for use in glamours. Up to this point, many players could only increase their item level through the Gerolt (Soldiery) gears, so it was difficult for them to gear up multiple jobs.

    ――In the previous Producer Letter Live, it was mentioned that the Sand and Oil of Time would be made obtainable as well. When will those be introduced?

    We plan to introduce them within the 2.3x series of patches. The exact timing will depend on everyone's average item level as well as progression. But we don't intend to hold them out until 2.4 or anything.


    ■ The 3 new IDs also have never-before-seen conents

    ――One new dungeon and 2 hard mode dungeons have been added in this patch. What are their concepts and attractions?

    The three dungeons each have at least one unique mechanic in them, and designed so they offer a different experience from the usual dungeons up to this point.

    And for bosses, as we have heard many people asking for battles with more random elements in them, we have created a number of bosses where there's less pattern memorization and more observe-and-react based.

    Each dungeon are different in their own ways from the dungeons that came before them, but at the same time they're designed to give players the same level of challenge as those that were added in 2.2. I feel MMORPGs should feature varied contents in this way, so we hope to continue designing new contents in the future based on our players' feedback.

    ――Will the amount of Mythology and Soldiery tomestones be more than the previous expert dungeons?

    Yes. In particular, there will be a big giveaway of Mythology tomestones in various contents (laugh).

    ――By the way, is there any plan to increase the maximum number of Mythology tomestones that can be held?

    It will remain 2000 for now.


    ■ The key to the Hunts is the search for Elite Marks

    ――Now, let's talk about the Hunt. Is this something that you do as a daily content once a day?

    No, the daily part is actually just a bonus for those who want to collect their allied seals little by little. The basic concept of the Hunt itself is for players to go out int the field to find Elite Marks. And the idea is for players to exchange information on where, when, and how Elite Marks appears and defeat them together.

    ――Elite Marks will aggro players who approach nearby, is that a deliberate design?

    Yes. Having said that, since some of them do appear in low-level zones, we have made their detection zone quite small. So we might have a Lalafell with starting gear running into this incredible monster in the field, only to see a huge mob of high level players run up and engage it in battle... but wiping against it or something (laugh).

    ――So are there Elite Marks that are strong enough to wipe even experienced adventurers?

    S rank marks are quite tough, so please challenge them only after you have recruited enough people through Shouts.

    ――The rewards that can be traded for allied seals include sand and oil of time, so this opens up new ways for people to upgrade their Gerolt (Soldiery) gear outside of the Second Coil.

    As item level increases, so do the difficulty of the accompanying contents, and those who can clear them will be able to move ahead. However, as new patches are implemented, we want to introduce new and different ways to progress ahead, and it forms the basic progression design philosophy for FFXIV. This is different from the games we've had in Japan up to this point, so I like to use opportunities like this to let people know that they don't need to rush.


    ■ Frontline is designed to be enjoyable above item level 50

    ――Let's talk about Frontline next. What advice do you have to those who are just starting out PvP through this?

    Well, to start with don't forget to get Purify no matter which job you play. As long as you remember to use it whenever you find yourself being put to sleep, you shouldn't be completely helpless. At the beginning, I don't think you need to worry too much about playing well.

    Just take it easy at the beginning, maybe move around in a small group of 4 or 5 since it's scary to be alone. But watch out so the whole group don't get hit by Sleep (laugh).

    ――In Wolves' Den, the timing of using Purify was quite important, but here in Frontline it seems like something that you can use as soon as you're hit with a debuff.

    Well, since you have a lot more allies and enemies, people are often more focused on those they can defeat rather than any one individual specifically. Besides, no matter how many people you defeat, if the other team controls the outposts you still lose. It's just something that people will slowly get used to. In the beginning you can just try to enjoy the fun that comes with battling other players.

    ――Are Wolf Marks and PvP Exp earned through this higher than Wolves' Den?

    We've set them higher for Frontline. At the same time we have also increased the amount you can obtain from Wolves' Den compared to before.

    Other than that, we have also made it possible to earn a considerable number of Mythology and Soldiery tomestones through Frontline, so even if you lose there's still some merits for participating, so we want to encourage everyone to try it out.

    ――Whereas the main goal and reward for participating in Wolves' Den was centered around PvP, people can join Frontline for the purpose of earning tomestones.

    Yes and we hope many people will be able to experience the thrill and fun of PvP this way. Even within the development team, when we tested Syrcus Tower in the public worlds we only had those who had ilvl90+ characters participate, while the public world test for Frontline we made it so that everyone who had a lv50 character was able to participate.

    Even staff who were not all that into battle contents found Frontline to be really fun during the test play sessions and kept on playing it again and again (laugh).

    ――While Frontline was made to be casually accessible, it'll be interesting to see where Wolves' Den go next.

    We have also prepared matching modes for Wolves' Den that does not take Morale into consideration, so it'll be interesting to see how serious people get in these matches. Combined with all of the changes that were made to PvP skills, we should see some big changes in strategies.

    The real hardcore PvPers might reroll their skill points every time they switch between Frontlines and Wolves' Den.


    ■ Item Desynthesis to remain simple during 2.x

    ――The big attraction for crafters is item desynthesis. Are there plans to make desynthesis require multiple crafter skills or anything like that in the future?

    At least within the 2.x timeline there's no such plans. The point of desynthesis is that it's simply another crafting skill. You might choose to desynthesize an item you made so you can recover some money from the craft, or you might want to create a new item using a rare material that could only be obtained from desynthesis. So we don't want to make the desynthesis system itself too complicated.

    ――Will you get the same item each time?

    The items that can be obtained is chosen from the list of materials that make up the original item, so while it is not completely random, it should be different each time to a certain extent. Between players, there will most likely emerge better and more efficient ways to desythesize things.

    ――As for the allegedly high-difficulty "The Second Coil of Bahamut (Savage)", do you think we'll see someone clear it before 2.4?

    Probably (laugh). Turn 4 isn't all that different I think. Turn 1 to 3 does feature some "wtf" patterns so I look forward to seeing our top players compete with each other on this.


    ■ The Binding Coil of Bahamut and Crystal Tower to conclude before Patch 3.0

    ――Now, let's talk about the things that were announced during E3 to be implemented beyond Patch 2.3. The biggest one of which is probably the Rogue and Ninja. How has the response been?

    We've had a huge response so I'm glad. Many people seemed surprised we're introducing a new class before the expansion too. After coming back from the event, I've had many staff in the company tell me they're looking forward to Ninja too (laugh).

    ――Does this mean we might see another new class before the expansion pack?

    Well, since introducing a new class requires some fairly long-term planning, I wouldn't hold my breath for another one. Now if we delay the expansion pack, then maybe.... (laugh).

    ――By the way, are the scenarios for "The Binding Coil of Bahamut" and "Crystal Tower" scheduled to conclude before the expansion?

    That's the plan for now. The ending for the Binding Coil of Bahamut is meant to conclude the Calamity scenario that has continued since the old FFXIV, so we're thinking of a number of things that will hopefully give everyone a shock.

    ――And as Crystal Tower traces the path of FFIII, it would appear that two more dungeons are still to come. Is that the plan?

    Since the Forbidden Land of Eureka is less of a dungeon than a treasure cove, we will most likely use it for some other purpose. By the end of Syrcus Tower we have discovered the existence of the Cloud of Darkness and the World of Darkness, and Unei and Doga have both appeared as well. How those two will interact with the story moving forward will be the key.

    ――And for Beastmen quests, when will the story for the Ixali tribe, the last of the beastmen, be implemented?

    It is planned for patch 2.35. And we will also have a finale event for those who complete all of the beastmen quests, so please look forward to it.

    ――There are still races like the Goblin, Quqirn, and Mamool Ja in the world of Eorzea. Will they ever get their own quests?

    We have added one episode involving Mamool Ja in 2.3. As for the other races it's still a secret right now (laugh).

    ――One question about housing. Once personal housing is implemented in the future, and people start buying their own houses, it seems that people would have less reasons to meet up at their Free Company's house. Do you have any insights on this?

    I think all players have their own goals to consider, so we wouldn't want to set limitations to personal housing functions. Instead, we plan to introduce elements like improving the Free Company housing system, and things that can only be placed at FC housings as well as contents that are only accessible through them.

    ――So we will see more contents unique to Free Company housing?

    Yes. Therefore, we don't intend to limit personal housing other than those Free Company housing specific things.

    ――The next Producer Letter Live at the "FATE in Sendai" event scheduled for July 21st will come just after a major patch. What will you talk about?

    For once we will actually go back to the usual Producer Letter Live and simply answer all the questions floating out there in Eorzea today. And the question period featuring Kawamoto (lead planner) will probably be our main event (laugh).
    (16)
    Last edited by EmiliM; 07-11-2014 at 12:07 PM.

  2. #2
    Player
    EdwinLi's Avatar
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    Chloe Li
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    Balmung
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    putting it together for the storyline

    Main Story 2.X

    - 2.3 is the mid point of 2.X story so looks like 2.5 will be the ending for 2.X and then we will obtain 3.0 for expansion after 2.5

    Crystal Tower
    - Now it is officially confirmed CT 3rd Raid will be the last CT raid so now we wait for 2.5 to enter the World of Darkness and fight the Cloud of Darkness.
    (0)

  3. #3
    Player
    Ulathskullsplitter's Avatar
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    Ulath Skullsplitter
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    Dragoon Lv 90
    Quote Originally Posted by EdwinLi View Post
    putting it together for the storyline

    Main Story 2.X

    - 2.3 is the mid point of 2.X story so looks like 2.5 will be the ending for 2.X and then we will obtain 3.0 for expansion after 2.5

    Crystal Tower
    - Now it is officially confirmed CT 3rd Raid will be the last CT raid so now we wait for 2.5 to enter the World of Darkness and fight the Cloud of Darkness.
    Yep. Looks like 2.4 will be the end of coil and 2.5 will end CT. So 2.5 is likely the last patch before expansion. 3 months in between put 2.4 in October, 2.5 in January, and expansion in April. Sounds about right. They originally said they want an expansion before the games 2 year mark.
    (1)

  4. #4
    Player
    dekarguy's Avatar
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    Aliera Nariel
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    Going on their plan of doing 2 HM dungeons per patch + 1 new one, that would put them out to 2.7, but if they plan on 2.5 being the final, I'd expect Amdapor Keep and Wanderer's Palace to not get hard versions, and then probably Cutter's Cry and The Sunken Temple of Qarn to not get hard versions since they are non-story optional dungeons.

    Lots of good information though, I can't wait for the Live Letter, so they can start teasing out some more 2.4 stuff leading up to the next one
    (0)

  5. #5
    Player
    EdwinLi's Avatar
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    Quote Originally Posted by dekarguy View Post
    ----
    They will obtain their Hard Version. Only catch is that players will have to wait for the 3.X content for those Hard Mode Dungeons.

    There was never any plan to bound the Hard Mode dungeons to only 2.X content. It was simply 2 Hard and 1 new dungeon per patch so adding in the new dungeons for 3.0 they will probably cover the remaining dungeons that don't obtain their Hard Mode during 2.X contents in 3.X content releases.

    That way they don't risk coming too close to running out of dungeons for the 2 Hard and 1 New Dungeon per patch plan during 3.X content releases.
    (1)
    Last edited by EdwinLi; 07-11-2014 at 02:13 PM.

  6. #6
    Player
    Rizon's Avatar
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    good information. Might be beneficial if Yoshi-P published a roadmap of future development for the period between 2.3 and the expansion. Things are always subject to change but at least we would have an idea of what they are thinking.
    (1)

  7. #7
    Player
    Felis's Avatar
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    Skadi Felis
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    Quote Originally Posted by dekarguy View Post
    Going on their plan of doing 2 HM dungeons per patch + 1 new one, that would put them out to 2.7, but if they plan on 2.5 being the final, I'd expect Amdapor Keep and Wanderer's Palace to not get hard versions, and then probably Cutter's Cry and The Sunken Temple of Qarn to not get hard versions since they are non-story optional dungeons.
    Halitali is also a non-story optional dungeon.
    Also, Aurun Vale (hard) as the first hardcore 3.0 content please ^^
    (2)

  8. #8
    Player
    Jubez187's Avatar
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    Arant Aleite
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    What I like in this article is that there's a good amount of "Players want x so we gave them x" really seems like they listen most of the time. Even if their delivery isn't always that strong (hunts >.>)
    (4)

  9. #9
    Player TeganLaron's Avatar
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    Tegan Laron
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    Cerberus
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    Conjurer Lv 50
    Just out of interest, what server does Yoshi play on? Does he just play in a regular way like everyone else, mingling with the actual players?

    I just wonder because I've seen him mention his character a few times before.
    (1)

  10. #10
    Player
    Welsper59's Avatar
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    Eros Maxima
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    The next Producer Letter Live at the "FATE in Sendai" event scheduled for July 21st will come just after a major patch.
    I'm assuming that's referring to 2.3 itself, rather than some patch that'll be released within 10 days...
    (1)

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