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  1. #241
    Player
    Reinheart's Avatar
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    Mar 2011
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    Subligania
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    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Quote Originally Posted by Munba View Post
    Sent. I added also the complete worldmap of eorzea with all the locations and their descriptions (also the zones not actually open).
    Now I don't want to do work and read this stuff... lol thx
    (3)

  2. #242
    Player
    Munba's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,395
    Character
    Munba Lunru
    World
    Ragnarok
    Main Class
    Warrior Lv 60
    I dunno if some are actually known (as description), here is a brief list:

    Silvertear Falls
    Abalathia's Spine
    Yafaem Saltmoor
    White Maiden
    The Cieldalaes
    Rothlyt Sound
    Mazlaya
    Cape Deadwind
    Carteneau Flats
    The Ferreach
    (3)

  3. #243
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    19
    http://www.ffxivmaps.com/img/region-eorzea-small.png

    Those places are marked on the map - just in that Eorzea font.
    (2)

  4. #244
    Player
    Munba's Avatar
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    Mar 2011
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    Limsa Lominsa
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    1,395
    Character
    Munba Lunru
    World
    Ragnarok
    Main Class
    Warrior Lv 60
    I see. Hope the descriptions are actually new then.
    (1)

  5. #245
    Player
    Perrin_Aybarra's Avatar
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    May 2011
    Posts
    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Quote Originally Posted by BornToEnd View Post
    http://www.ffxivmaps.com/img/region-eorzea-small.png

    Those places are marked on the map - just in that Eorzea font.
    Just a thought but does that mean that originaly we were not supposed to zone from the Black Shroud to Thanalan but there was suuposed to have zones in between? Would explain a lot of the zone "clashing".
    (2)

  6. #246
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
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    Subligania
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    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Getting rid of all the work stuff right now so i got some free time in the afternoon to translate this.
    For this one I'm not going to type in all the JP text manually from the book/magazine so just gonna have English translations. For most part looks like the key parts are just the ones I explained but their are few other parts that's good to know stuff.

    When I get home tonight gonna be busy gotta make flyer for friend doing concert in Japan + got the update so probably gonna play FF14 for a bit too lol.
    (5)

  7. #247
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
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    Subligania
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    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Future of Class and Jobs

    Famitsu -
    You said armory system will be used in future but we worry that some class balance is bad and will not be used. We’ve seen comments such as maybe its better to get away from armory system. Please explain the plans for job system and armory system.

    Yoshida –
    I believe there should be action/abilities which only those class people should be able to
    use. We call it class identity. Think of it as a trait you can show off to other classes.
    Currently there are no limitations to switching actions and no matter what class you play the end (setup) isn’t much different. Would like to make it into an armory system it should have been where classes like Gladiator can perform more tank and Marauders being able to do bigger damage/critical damage.

    Matsui –
    With job it lessens amount of actions you can bring from other classes, but gives actions/abilities unique to that job only as you grow. These are job identity. For example a Paladin (knight in JP FFXI so used Paladin here, might be Knight in FFXIV) will have much increased HP while lower attack so think of it as “Please protect the party as a tank”

    Yoshida-
    We are looking into this till late night every day and writing down ideas on the white board and it’s too much to write it down so we took pictures of them (laugh). We’re moving towards the goal we came up with from that.

    Famitsu-
    Will the cost stay? (action cost)

    Matsui-
    Right now it’s hard to difficult to say if having cost (action) is fun and with class identity it will be something that might get in the way so planning to lose the cost.

    Famitsu-
    With job it’s said you can bring in few actions from other classes, will this mean there will be limitations to classes also?

    Matsui-
    Yes; limitations like at low level not being able to bring high level actions.

    Yoshida-
    If you become a job you will have more limitations but will excel in certain abilities. Number/types of actions you can bring will also be limited so it will make it more unique to what actions you choose from those. Class in other sense can bring in more actions compared to the job but when looking at the stats it will be less.

    Famitsu-
    Musketeer Guild and Arcanist Guild in Limsa, can we get them as a class or job?

    Yoshida: After balancing the class will release the jobs but with job release we will need to look at the part each players take in 8 people party and make sure battle and job balance is made well. We still have lots of thing we need to work on first after job system implementation so we can’t release classes such as Musketeer or Arcanist yet but we have a good settings for them so would like to implement them in the future.

    Famitsu: What kind of class is Arcanist?

    Iwao: It’s a sorcerer with scientific development. Originally planned as class that uses placement magic; NPC already has the staff that does this.

    Yoshida: Placement type or traps for ground target is a concept that will be required even when thinking of PvP. I understand their isn’t much sorcerer but adding a class and making adjustments will be endless so first going to concentrate on adjustments to Conjurer and Thaumaturge.

    Iwao: When we release the class we will also release job

    Yoshida: Yes

    Iwao: Want to expect something like Arcanist to Geomancer (laugh)

    Yoshida: It has [FF] feel (laugh) Geomancer will need ground target type actions

    Iwao: Environment from weather also

    Yoshida: Oh yeah in the group of dev team we were all into talks about having a “mount position” for the puglists.

    Iwao: That mount first huh

    Yoshida: First I thought it was mount from the mount system but was actually talk about “mount position” (laugh)

    Famitsu: With the class adjustments what will happen to abilities you traded with guild tokens?

    Matsui: There are some that will change and some that will be dropped (taken away) If guild token was already spent will make it so you can get paid back. If you want to change to another ability you will also be able to do this by getting paid back after certain amount of time.

    Famitsu: Currently short swords or curved blades fall under the sword category. In future will it be more detailed categorized? Or planning to have these as a main and class such as Thief?

    Yoshida: Honestly this part I am just closing my eyes on this one. Instead of making adjustments here rather make class or jobs with two handed or duel wielding weapons. But thinking of Thief as a scout class.

    Largely Changing Battle System

    Famitsu: With implementation of auto attack, we hear more ideas about making faster battle rather than other status.

    Matsui: Will make sure to balance the attack delay. In FFXI lost to pressure to make it faster but I think I’m OK now (laugh)

    Yoshida: Regarding battle duration, will make it shorter. With solo same level monster should be about 40 seconds, with good equipment about 30 seconds each. This is possible due to the deformation the skills and keeping it close to reality. In other MMORPG you can defeat in 10-15 seconds but looking at FFXIV character size, animation, number of key frames can’t make it that extreme. But would like to make it for showing damage or smoother fighting. We have Takai from Saga series and Minagawa too (laugh)

    Famitsu: With auto attack we expect we have to look at the log more while battling what kind of adjustments are you planning for them

    Matsui: I believe we need to make adjustments to the log but just because it became auto attack it doesn’t mean you have to read while fighting. Planning to make it so action bar is visible at all time and also be able to see recast timing. The log should looked as a back up/helper.

    Yoshida: I believe how the damage is displayed or effect should be visible by looking at the battle. For people with least experience with MMORPG it’s harder for them to look at the log and not look at the battle.

    Famitsu: What is planned for future of battle regimen?

    Matsui: Currently not thinking that far. First make the battle system then deciding how to make skillchain, it’s still not to a point we can talk to everyone yet.

    Yoshida: I think the chain weapon skill idea from FFXI was good and something other MMORPG don’t have so would like to have that but add more FFXIV style onto it. Without the battle reform and making sure the class identity, job balance is all set before starting to work on this. Don’t want to implement something that’s not working completely.

    Famitsu: So until the battle regimen is completely remade it will remain as it is now?

    Matsui: I would like to leave it in there but can’t say until the battle calculation modification is done.

    Famitsu: Will there be items or magic that will allow to hide from enemy?

    Matsui: I believe certain classes will need this, making it available for all class will mean we have to make monsters that can detect those and will break. First want to make it fun and where you don’t have anything to start with.

    Yoshida: Planning for gatherer class. It’s not a fighting class and has to run around the field so by gaining rank learning a ability and would be able to hide from enemy with certain strength.

    Matsui: If all class can use it will make it so you have to use it every time and becomes work. If we can offer fun play where you don’t get caught by enemy but for now we don’t have anything.

    Enmity Algorithm

    Famitsu: For cure or cure-ga type cure spells will the enmity be calculated by amount healed or number of players it healed?

    Matsui: It will be by amount, at first instead of making individual spell adjustments I believe it’s better to make the rule clear so the didn’t discriminate cure and cure-ga.

    Famitsu: Is there a cap to the enmity amount?

    Matsui: This is the hard part but for now we’re not thinking of one. Also the enmity is calculated as 1 damage being 1 enmity.

    Yoshida: With patch 1.18 the algorithm had major change. It’s not fun keeping the target once you have hate so in future adding abilities where you can reset your own hate or for long duration boss battles if the boss does certain action it resets everything, using simple structure would like to make something that requires thinking.
    (59)
    Last edited by Reinheart; 08-11-2011 at 01:18 AM.

  8. #248
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    New possession (claiming) structure.

    Famitsu: Please tell us about later adjustments to monster claim (possession) structure.

    Matsui: We’re making adjustments so we can drop the claiming system. This means others not in party can attack the same monster and RMT like players can try to take over so making it the party with the first attacker can only get the loot. For contents with alliance we’re thinking of a system where the loot is evenly distributed or changing amount of loot depending on amount of damage given.

    Yoshida: I think it’s good where other players can help and with later alliance battle where few parties get together we really think we don’t need the claiming system. Contents that drop rare items will be more instance based in future, and will also lessen where you have to fight over to claim.

    Famtisu: When you attack a monster that just popped the name doesn’t change to red and lessens the HP resulting in less EXP. Will this also be looked when these changes are going to be made?

    Matsui: That’s is a bug and will be fixed.

    Monsters range attacks

    Famitsu: All the monster uses range attacks, is it meant to be this way, is it something that will be modified?

    Matsui: Yes, original this was designed this way to avoid structure, but we talked that for field monsters we don’t have to make it where you have to fight fair and square so would like to change this. Of course we will leave monsters that has traits that uses long range attacks or magic.

    Yoshida: currently it possible to be knocked out right after getting caught by the monster. Reminded me of FFV when opening the chest and omega or shinryu came out and died instantly (laugh)

    Matsui: Thought this was bad so tested without range attacks on mobs but as guessed it made it easy to take down strong mobs so will need to really plan this out right and make adjustments.

    Famitsu: Taking away range attacked from monster will make it so you can run around and bind them and try to take them down easily, these stuff seems hard to make adjustments.

    Matsui: For field monster I think its ok but for boss class monster gets taken down this way it’s the boss monsters creators’ skill problem. (laugh)

    Yoshida: To save Eorzea I think it’s ok to use this as a strategy for monsters in the field and to get stronger. I think it’s too much where you can’t use the environment to fight the monster or completely blocking power leveling. If everyone can have fun and get strong would be best. But if this means it allows players to cap their level in little over 1 week then will have to lock/stop this system. (laugh)

    Matsui: I think it’s not good when players have to do same thing over and over since it’s the best method, if we can offer this as something fun it would be best.


    Crafter and Recipe Change

    Famitsu: Currently you can make all crafting class to rank 50 but later are you planning where you can only master one class only?

    Matsui: It doesn’t mean the plan isn’t there but overall this isn’t being looked into yet.

    Iwao: It’s certain we don’t want to make it all mighty?

    Matsui: We’re also planning major changes to the crafter so first we have to make the ground work.

    Yoshida: First we have to build strong foundation or even if we put something on top it’s just going to break. Making changes to recipe or making it feel good that you did crafter class. Also by adding material craft content being added sharpening the crafters.

    Famitsu: There are information that are masked during crafting such as when element becomes unstable or the risk of when you craft during rainbow color, is it possible to make this easier to understand?

    Matsui: Received note from person in charge that they are looking into this. I believe this is a problem, if it’s too complicating will make it simple, if giving information out is better will look into this along with how the information will be displayed.

    Yoshida: Really need to look at if the crafting process is really OK with the way it is now, also looking at number need to make it more understandable

    Famitsu: There are lots of times when recipe changes are talked but haven’t heard much about crafting process too much.

    Yoshida: Regarding process; we cannot make something fun without spending lots of cost. For example in a battle you fight few thousand/ten thousand times so by spending cost we offer new monsters or contents. Just like this we have to see how much we can do for the crafters. Will it make players happier if we make it simpler or will it be better if we put in more cost into this, whichever it is I think only making small changes won’t make it fun. First want to make it so the crafters can feel that they have the power to move the economy, have crafter class identity.

    Famitsu: Each crafting class has gear that is appropriate for them after certain rank most crafters wend up with the same looking equipment. Will you also be looking at crafters equipment aside from battle classes?

    Yoshida: To make full set of equipment it requires a lot of cost which most games doesn’t even have. From top of head to bottom being original design, from art to game will take at least minimum 6 month. Right now we’re putting all the cost for this part into equipment where new players can look at them and say one day they want to wear them. We want to make more variations for all but the priority becomes low.

    Famitsu: When making high quality items you have to rely on the materials quality. Will it be possible for using characters skills or by player’s decision to aim for high quality item? Also are there any plans for modifications to command or ability effects?

    Matsui: Using high quality materials to aim for high quality item is as planned. Other changes will be up to after the recipe modifications.

    Famitsu: Will it be possible to do finish work on items other than equipment?

    Matsui: This is same also; it’s something to think about after the recipe modifications.

    Famitsu: Culinarian’s difficulty is too high compared to other crafters, will it ease a little in the future?

    Matsui: Person in charge also feels this is a problem and planning to look over this. There are things we cannot change ingredients for example we cannot take out noodle from Ramen (noodle soup). Later planning to add recipe’s with fewer ingredients which will be help in skilling up. For Culinarian and Alchemist they will make expendable/consumable item so we have to adjust balance looking at this also.

    Yoshida: The person in charge offered to make food changes quickly and already got ideas for the changes but before that we have to make recipe changes first and not planning to change that. What kind of effect the food the Culinarian make is part of their identity and how that will involve with battle. But if we make them involve too much in battle the food will be a requirement and we be to a point where party members have to have it. I don’t want to make that kind of situation, so need to think this through along with battle changes.

    Questions from Gathers

    Famitsu: High quality items such as +1 or +2 which you can gather; can this also be made into regular quality or +3?

    Matsui: Planning to rearrange but not sure yet if we will put together this way, can’t answer this one yet.

    Famitsu: Will it be after cap is raised past 50 for grade 6 or higher?

    Matsui: Yes

    Famitsu: Will it be possible to gather in dungeons?

    Matsui: we are not thing of this one yet but it’s up to the idea. But we are planning something that includes battle as a content.

    Easier to Level up?

    Famitsu: We heard leveling up will be easier but can you explain what kind of steps are being made? I feel sorry for the players that took long time to level up spending lots of time and effort.

    Yoshida: It might be little hard on them but looking at overall changes this is something that has to be done. I want a world where high level players can tell low level players to hurry up and catch up so you can do these kind of stuff. Rather than something while your leveling will spend more cost on things at the end so the goal is that in between will make it where you can feel you growing fast and while being able to contribute to Eorzea by the time you know it already being capped. Of course raising your character is fun part of RPG so rest assured we will provide exiting/impact for them.
    (40)
    Last edited by Reinheart; 08-11-2011 at 02:46 AM.

  9. #249
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Guildleve for solo

    Famitsu: Regular mobs gets in the way during guildleve. Specially during low levels the regular monsters are stronger than the leve mobs, what do you think about this?

    Matsui: Talked to person in charge regarding this, we are making long term adjustments so things like this don’t happen. For short term if possible we will make changes quickly and for harder ones thinking of rewarding more on the guildleve.

    Famitsu: Is there a rate certain guildleve comes out when leve gets renewed?

    Matsui: Person in charge is playing and while he feels worried sometimes from data we haven’t made any changes to rate certain leves comes out.

    Yoshida: For guildleve we’re planning so you don’t have to feel like “Have to do it or it will be a loss” planning for ticket system and be able to play all at end of the week. We received good ideas from the forum and would like to make changes post 1.19 after hearing from all players.

    Truth about large scale changes to the map.

    Famitsu: Can you explain in more details about the large scale change being made to the map?

    Yoshida: The method is already made and sample is also done so now working on the level design and work on the amount/resources. For concept it will be memorable place where once you step in you will not forget. For each zone/area having about 3 themes is the goal.

    Iwao: It will function as a landmark

    Famitsu: after the large scale changes, for the current land marks or name of locations how much will be utilized?

    Yoshida: Even it’s major change, Eorzea is Eorzea so the world Iwao made will still be there. But we think the monster placements needs changes from the root and for monster strength it should be 1 zone with 1-2 theme.

    Iwao: If you can think of it as more deep settings for the maps.

    Famitsu: There are lots of aetheryte and areas that’s not being used yet. What will happen to these areas?

    Yoshida: In patch 1.19 we will start releasing beastmen fort. We will get offer from quest or grand company. For areas that are hardly being used we are going to push to start utilizing them.

    Famitsu: The weather in Eorzea happens at exact times will it be more random and will it be possible each area will be different?

    Yoshida: This requires changes to the system root so we can’t say right away but we should be able to show weather for each areas by the time of PS3 release.

    Famitsu: Retainer market is dark roomy kind of environment, it doesn’t seem like a market. Is it possible to give it more lively feeling environment?

    Yoshida: Planning to change how it looks

    Famitsu: There is a level showing for the retainer when you call them out. Does this mean there is a feature being prepared where they grow and you can give more commands?

    Yoshida: In future planning for a feature where retainers can search for you while you’re logged out but this has low priority. First we have to make sure perfect the feature for the market.

    Famitsu: When calling out retainer in the same window we see the cancel the contract option and that is worrisome. Isn’t it possible to make this option available at the hiring counter?

    Yoshida: We already received comments in the forums and making changes for this in 1.18 so please don’t worry.

    Famitsu: Would be nice if we able to have a sign or a comment for items being sold in the retainer

    Yoshida: We also have an idea for this, personally would like to add more human like animations like thanking the customer after they buy.

    Famitsu: How about delivery?

    Yoshida: We will implement delivery, but it will be after server modifications. Message and letter will be same.

    Famitsu: When a player has something for repair up in bazaar and has item full you cannot repair that persons damaged equipment. Are there any plans to fix this?

    Yoshida: It will be hard to do right away but we are going to make changes how the trade window works so along with that we would like to work on this.

    Famitsu: It’s said repair materials will be lessened; will it be less enough it wont overflow our inventory?

    Yoshida: By the time this Eozea Tsushin (book/magazine) comes out it will be that way (laugh)

    Many system that will be easier to utilize

    Famitsu: Do you have plans for changes to party search feature?

    Yoshida: First we will make minimum required changes to the current UI and with server repair planning to release redesigned search feature. In patch 1.18 part of it will be modified. Forming parties with search feature means forming with random people and it might troublesome for some (laugh) so some just try it once and get angry and don’t use again…. It’s right that easier search feature and UI is needed but lastly it’s really up to the player to have courage.

    Famitsu: How about the area search feature?

    Yoshida: Along with party search this is also going to be redesigned

    Famitsu: Will it be possible to show more details for linkshell members?

    Yoshida: Not only linkshell but for friendlist same type of system is required so it is being looked into carefully.

    Famitsu: What kind of measures is being taken for inventory space as with armory system you will require to carry a lot of equipment?

    Yoshida: might say not that again, but this will be after repairs to the root. Plan is already made but will need to be changed along with swapping the UI. Will try to make it by PS3 release but currently can’t give exact date on it yet.

    Famitsu: What kind of system will it be?

    Yoshida: Planning to give information through the forum regarding this but, for image being able to one touch to change gear that was set previously. The plan is to make it so it doesn’t take inventory space like crazy. Looking closely regarding this one.

    Famitsu: The jump key is specifically just for movement/traveling? Or will it be utilized in battles also?

    Matsui: It can cancel the magic spell casting (laugh)

    Yoshida: Generally not planning to have any relation with battle.

    Famitsu: Target name in text <t> shows up in katakana for foreign players. Will this be compatible with other languages?

    Matsui: Don’t know when but planning to make it so it will display in their language.

    Yoshida: We heard suggestions to have all the monster names in English but I think that’s too much so this type of support system needs to be corresponded.

    Famitsu: Is it possible to turn off the environmental sound?

    Yoshida: We found a method so we’re looking into this.

    Famitsu: With durability or anima I think it’s limiting the adventurers movements, are you thinking of any way to ease or removing them?

    Yoshida: For traveling I believe it should be little bit easier, but that doesn’t mean it’s fun you can travel anywhere, so have to think about this. Also for durability we need to look at it as game content so just because it has bad reputation it doesn’t mean we should get rid of it right away.

    Iwao: We would like traveling and durability to be reasonable

    Yoshida: for parts most players feel they are restricted will be largely be addressed post 1.19 patch. Adding methods other than walking and fight strong monsters and if you can defeat get rewarded, if you run away get penalty…. Its really basics but for this movement/traveling method and risk balance is fun and if done correctly, anima usage or equipment durability will add flavor to the adventure and with experience can made better and think it fall back into it’s original intention.

    Foundation for Adventure “Grand Company”

    Famitsu: We starting to see more about grand company, specifically what kind of content will it be? Is it something crafter and gatherer can also use?

    Yoshida: Grand Company itself isn’t a content, think of it as service that can be offered from country you belong to. Instance raid is one of them and Ifreet Battle planned for 1.19 will also be involved. Of course there will be offers for crafters and gatherers also.

    Iwao: Think of it as feature to re-regulate from your starting country to country you chose to stay in.

    Yoshida: For an RPG this is the foundation, would like players to have pride for the country you choose in.
    (33)
    Last edited by Reinheart; 08-11-2011 at 05:24 AM.

  10. #250
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Strengthening the equipment “Materia Craft”

    Famitsu: Please let us know about material craft system.

    Yoshida: The weapon or gear players use will have a new parameter called attachment, once attachment point reaches max you will be able to change it into one material. Materia’s will have status such as STR+5 or VIT+4. With this crafter and gatherer will work together to attach it on a equipment giving that materia’s status. Also crafter and gatherer will have different expertise in parts of equipment to put it on.

    Famitsu: Crafter and Gather helping does that mean material can be circulated?

    Yoshida: Materia can be traded or sold/bought

    Famitsu: If lucky can it create amazing material?

    Yoshida: I think it’s possible a casual player will create a super high quality material.

    Famitsu: Does the attachment point gain fast?

    Yoshida: That’s the hard part to adjusting, will try to make it so you can gain fast to a certain point.

    Famitsu: Rare equipment obtained from NM or specific content and equipment that was crafted, material crafted; how much different do you think the stats will be?

    Yoshida: If going by original stats of equipment then equipment from NM or specific content is stronger but… want to say will explain in forums! But we are preparing a method which can be better than NM drop stats. (laugh)

    Customizable Mount System

    Famitsu: There may be other type we can ride other than chocobo, but if they become available is there other ways to use them aside from travel? For example the Magic Armor which was #1 in the poll where you can custom tuning and fight.

    Yoshida: Not only magic armor but not thinking chocobo as a ride only. Chocobo will have its own roadmap and along the way planning to update it. Of course for start planning to release as faster traveling method but being able to grow and change equipment. And then be able to fight together… want to make it this far.

    Famitsu: Instead of riding chocobo you’re planning as my chocobo.

    Yoshida: We will also prepare those where you can pay and ride and use as rides but aside from that having my chocobo where you can call wherever and change parts and fight together. First making the basic system for chocobo and being able to prepare something like magic armor but this is really long term (laugh)

    Famitsu: Is the mount system releasing post 1.18, 1.19?

    Yoshida: For riding chocobo we’re working hard to get it by 1.19. Volume of 1.19 patch is huge so not sure if it will make it but will really really work hard for it (laugh)

    Homepoint

    Famitsu: Is it possible to have a home point where you can go back anytime?

    Yoshida: We just had a plan come up and going to start looking into this. We had suggestions like an Inn but it’s not final yet. Just earlier we talked with the dev team that since it will have lots of activity would need a storage feature as well and release at same time or it won’t mean much.

    Famitsu: so this is different from the rest areas that’s already said?

    Yoshida: Yes it’s different. Probably Matsui and Iwao heard this for first time (laugh)

    Iwao: So it’s place where you have home point + storage right.

    Yoshida: yes, we just discussed this just earlier so it’s brand new info (laugh) [says lip service in the interview, meaning fresh info]

    Finally My Home!?

    Famitsu: Do you have plans for private areas such as My House or LS group cottage? It would be nice to feel that we actually live in Eorzea.

    Yoshida: For housing we are currently working on the ideas. In MMORPG having a house is a big enjoyment so we would like to spend as much time into this just like the remodeling of the maps and release.

    Famitsu: Can botanist do gardening at the house?

    Yoshida: Have plan for the housing but…. Botanist huh… that’s true, will think about it (laugh)

    New features that expands imagination

    Famitsu: Continuing bad weather or NPC giving bad predictions or coming catastrophe, does it relate to contents that’s being planned?

    Iwao: yes, if you can feel the major change that is coming to Eorzea.

    Yoshida: In-game it will gradually not become a joke anymore.

    Famitsu: In the past changing hair style or new styles were discussed, are there any new if any other fun playful features that is up coming?

    Yoshida: We have the summer event coming, and the looks also motivates the players so would like to continue. New hair styles I believe is something that needs to be done aiming for PS3 launch.

    Famitsu: In future if PvP system is added will it be separated by different worlds or would it have combined world during the PvP only?

    Yoshida: Not only for PvP most MMORPG I believe needs a system where you can have matching throughout worlds, this is one of the keyword for the changes coming to the server. So depending on content some will be world itself and some will have multiple worlds as clustering where can come together and play.

    Famitsu: Before release of this game at a offline event there was a video, players had thoughts like where gatherer got materials and crafter made a boat, and fighters and sorcerers get on it to go to dungeons or PvP and bring back treasure to make the boat better. Are there any plans for implementation?

    Yoshida: We are planning but joint building but I think that if there is no content that is linked with this then it wont have any meaning. It will be something large scale so it will take some time but will definitely do it.

    Famitsu: Will you be expanding the instance raid in the future?

    Yoshida: Instead of expanding we will be planning to adding new ones as the world is going to go through major changes.

    Famitsu: Are you planning for any content that will require more than a full party, an alliance?

    Yoshida: For alliance feature we are planning to add this along with a content that will utilize this. Right now we’re in middle of battle changes therefore first it’s after a good balanced battle can be done with a party. It’s too simple adding monsters in dungeon with big HP where players just keep on hitting and kill so if were going to do it want to do it right as large scale PvE.

    Famitsu: Before it was mentioned that there is something greater than a linkshell, what is this?

    Yoshida: We have mentioned company in the past and would like to put this in but before that want players to have strong common goal. It will be after that; that’s the image.

    Summer Event

    Famitsu: please let us know about the upcoming in-game summer event.

    Iwao: (bring out the rough image of poster) the image is like 50-60’s Japanese Monster Movie or foreign monster movie.

    Yoshida: Akihiko (FFXIV lead artist Yoshida Akihiko) makes these illustrations as seasonal events and Iwao writes the setting for them and presents the illustrations only this time he really went all the way

    Famitsu: Normally it doesn’t get worked into this much before working on resources?

    Yoshida: For this time in a good way this was extraordinary (laugh) We’re all excited to see how Akihiko will touch it up.

    Iwao: Would like to escalate this summer with monster movie idea.. like (xx VS xx) or Souther sea battle… sorry… going into idea mode (laugh)

    Yoshida: It’s ok, its ok (laugh)

    Iwao: The poster were playing as something not made within the world but the summer festival itself will be, motif is famous Japanese festival.

    Yoshida: for this event the effect team is working hard, for bomb size they ask if this is good enough and I reply you can do little more (laugh)

    Matsui: They say we’re busy, we’re busy but they are spending lots of time into this (laugh)

    Iwao: There is stuff that I didn’t even order (laugh) gadget and performance is good so please look forward to it.
    (36)
    Last edited by Reinheart; 08-11-2011 at 07:21 AM.

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