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  1. #161
    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
    Dunno how but they always find me...



    Note to self... Cropping JPG sreenshot in XIV is really really bad!
    (8)
    Last edited by Reinheart; 10-02-2013 at 06:04 AM.

  2. #162
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Rep Post 10/02/13
    - Dark Matter G5 costs too much when trading Company Seals
    - Only 5 Buff/Debuff icons next to player in PT list
    - Things devs wants to add for housing in the future



    Rep Post 10/02/13 Dark Matter G5 costs too much when trading Company Seals

    Quote Originally Posted by Lastygalle View Post
    ダークマターの店売り価格を下げたのならグランドカンパニーでの交換に必要な軍票は下げないのでしょうか?
    現状ですとダークマターG5がお店での販売価格が1個80Gに対してグランドカンパニーでの交換は5個5000軍票は見合ってないと思います。
    店売りの価格改定時に同時に改定して欲しかったのですが検討してもらえないでしょうか
    Since you lowered the cost of the Dark Matter in shops, don’t you need to lower the trade rate from Grand Company as well?
    Currently at the store you can purchase Dark Matter G5 for 80 gil each, however Grand Company’s trade rate is 5000 Company Seals for 5, and isn’t balanced.
    I wanted this to be adjusted at the timing when store price changed, but can you please look into this?


    ご報告ありがとうございます。
    軍票でもらえるダークマターは意図的に変更を行っていません。
    プレイヤーのみなさんが所持している軍票を参考に適正な軍票で交換できるようになる予定です。
    こちらはパッチ2.1で調整を行いますので、お待ちください。
    Thank you for reporting this.
    The Dark Matters in which you can obtain through Company Seals wasn’t change on purpose.
    We are planning to change the exchange rate to a more optimal amount using the amount of Company Seals the players has as reference.
    We’ll be making this change in patch 2.1 so please wait for it, thank you.





    Rep Post 10/02/13 Only 5 Buff/Debuff icons next to player in PT list

    Player is asking to have it display more than 5 buff/debuffs as it’s hard to notice, unless you click on the member and check his/her buff/debuff status by their HP

    Quote Originally Posted by Lastygalle View Post
    タイトルの件、IDなどパーティー中に、メンバーリストにバフアイコンが表示されると思いますが、
    最大5つまでしか表示されなく困っています。
    対象のプレイヤーを選択すると、新たに表示するHPバーにはバフアイコン5つ以上表示されますが、
    私、白魔道士をやっておりまして、PTリストに5つしか表示されない為、デバフ解除に難儀しております。
    どういう優先順位なのかは分かりませんが、画面右側へはみ出てもかまいませんので、5つ以上表示できませんか?
    The party members list only displays up to 5 buff/debuff, when you actually click on the target player it will display more than 5 buff/debuff icons by the HP bar, however as a WHM, I’m having trouble removing the debuffs because it only displays 5 on the party list.
    I don’t mind it showing and going off to the right, can you please make it where it can display more than 5?


    バフアイコンはキャラクターに対して最新のバフ/デバフ情報が左から順に表示されるようになっています。
    ステータス異常といったデバフも、左側からアイコンが並ぶため解除する場合はこの部分を意識していただくことでわかるようになっています。
    また、アイコンの表示数はサーバーとの負荷を考慮し5つまでに設定されているため、今後追加の予定はありません。
    Buff/debuff information is displayed from the left to right in order of new buffs/debuffs received for that character. Status effect debuffs will also show up here, so if you pay attention to this part when trying to remove them.
    Also in regards to the amount of icons being displayed, this was set to 5 thinking of the server load, therefore we have no plans to add more in the future.



    Rep Post 10/02/13 Things devs wants to add for housing in the future

    JP side has a thread talking about what kinds of stuff they want to see inside housing.

    Quote Originally Posted by Mocchi View Post
    こんにちは。
    「すぐ実装します!」とはいえないのですが… (と前置きをしつつ、)
    Hello,
    Can’t say will release it right away! But we would like to add many things such as below:

    • フリーカンパニーをまるで参謀本部のようにする作戦ボード
      Have a operations board for the Free Company

    • いろいろな曲が聴けるジュークボックス
      Have a Juke Box where you can listen to different types of music

    • 過去のファイナルファンタジーシリーズに関連したアイテム
      Have items related to past Final Fantasy series

    • マネキン
      Mannequin

    • 水槽
      Fish tank (Aquarium)


    などなど、将来追加したいと考えているものはいくつもありますので、ぜひ楽しみにお待ち下さい。
    (植木鉢をおいて栽培というのは、畑のような形で実装したいなと思っています。)
    Please look forward to it!
    (As for having pots to grow plants, we want to release this in a form of a farm)



    http://forum.square-enix.com/ffxiv/threads/96088?p=1364186#post1364186
    This one is just repeat from yesterday, thread is titled “Can’t get inside AK!” and Mocchi is telling them it was mentioned yesterday on how they are going to address this issue.
    (7)

  3. #163
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
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    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Today's translation was brought to you by...

    Ahriman Subligar



    Yes it has a tongue, a moving tail, the eye looks at whatever target you're looking at, and the wings flaps occasionaly.

    What about Miqo'te's tail!? You get double tail! Double the fun! (huh!?)
    (13)
    Last edited by Reinheart; 10-03-2013 at 07:02 AM.

  4. #164
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
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    Subligania
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    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Rep/Dev Post 10/04/13
    - Answer to “Why did Miqote’s buttocks design change!?”
    - Minagawa-san explains buff icons on partylist, addons
    - Searching for your own Debuff/DOT on the mob will be soon gone
    - Hair display while wearing head gear for all races
    - Few posts regarding Q/A for next Producer Letter Live
    - World transfer - No Legacy Characters to New worlds yet! (and mid-October)
    - Random Content (Reward per day) vs Random Matching (MVP)


    English forums has a thread talking about Miqote's Buttocks...

    Dev Post 10/04/13 Answer to ARR version Miqo’te’s rear design.

    Quote Originally Posted by Takeo_Suzuki View Post
    はじめまして リードデザイナーの鈴木健夫です。
    Hello everyone, Lead Designer Suzuki Takeo here,


    # 本来でしたら英語版に先に返信すべきなのですが日本語しか
    # できないのでこちらに投稿させてもらいます。(あとで翻訳してもらいます)

    # Normally I should be posting this on the English forums but I can only speak Japanese, so let me post it here. (Will have it translated later)


    プレイヤーの皆様にはキャラクターの細かいディティールやシルエットまで愛着をもってみてもらえている事がわかり開発としては嬉しい限りなのですが今回のお尻のシルエットについては仕様とさせてください。
    As a development I’m really happy to know that lots of players out there are really loving the small details and silhouette of the character, but please note that the changes to teh silhouette of the buttocks is done purposely.


    何故お尻の形が変わってしまったのか?という部分について解説しますと、旧 FFXIV から新生 FFXIV に向かって何を優先的にプレイヤーの皆様に届けるべきか?というのをよしPやキャラクター班と一緒に考え直したところが発端です。
    This is going to go over, why the shape of the buttocks changed? This started when we discussed with YoshiP and the character team about what to prioritize and deliver to the players when moving from previous FFXIV to FFXIV ARR.


    その中でもっとも重要視したのは
    In there we agreed that the following were most important.


    ・新種族を増やす事(ミコッテ男やハイランダー女、ルガディン女)
    - Add new race (Male Miqo’te and Female Highlander, Female Roegadyn)

    ・コンテンツを増やして報酬品(装備品や武器)をもっと増やす事
     (具体的には従来の4倍の報酬品を制作できる体制にしたい)

    - Increase the amount of contents and increase the amount of reward items (gears and weapons)
    (Generally we wanted to be able to produce 4 times more than what is existing)


    でした。
    * Should note the 2nd part might be referring to what was available from 1.0, need official translation to confirm this part.

    グラフィックエンジンを作り直す事で全てのデータを最適化してコンバートする作業を並行でこなしつつ上記目標を達成するためにはどうすればいいか?を考えに考えた結果1つの装備品を制作するうえで複雑化しすぎているものをシンプルにする事でコストをさげる判断をしました。
    # 腰装備のグラフィック表示を断念したのもその一環です。

    What will we need to do when rebuilding the graphics engine to optimize, and convert all the data in parallel while achieving the above goals? After thinking through thoroughly, we decided that when making gears to make those that are too complex, more simple to lower the cost.
    # This is also the reason why we removed the waist gear graphics.



    旧 FFXIV からミコッテに愛着をもってくれていた方には申し訳ないのですが、この判断をしたことによってリローンチ
    では装備品や新種族を増やす事も達成できましたし、今後のアップデートでも従来より豊富でかっこいい装備品を提供し続ける体制をつくれましたのでご容赦いただけたらと思います。
    I apologize for those that was attached to previous versions Miqote, but we hope you can understand that by making this decision we were able to increase the amount of gears and new races, at the same time it also allows us to be able to keep on providing a much better looking gear than before in future updates.
    So there you have it folks, Miqote's Buttocks was sacrificed in order to deliver everyone better looking gear designs in the future.
    I say it's good exchange, although I know this might make 1.0 Miqo'te lovers to rip their tail hair off... (Discuss on the other thread)
    *Reinheart salutes at Miqote's Buttocks!
    (19)
    Last edited by Reinheart; 10-05-2013 at 07:34 AM.

  5. #165
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
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    Subligania
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    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Might be better to wait official translation for this one.

    Dev post 10/04/13 Minagawa-san explains buff icons on partylist, addons

    Quote Originally Posted by Hiroshi_Minagawa View Post
    こんにちは。
    先日運営担当からのポストがありましたが、パーティリスト側のバフ表示の仕様はやや特殊で今後の拡張も時期や具体数の確約が難しい状況のため、開発担当より現時点での状況を詳しく回答させていただきます。
    ★このポストでは「バフ/デバフ」を、「バフ」と省略表記します。
    Hello,
    The other day, there was a post by the community representative in regards to the buff icons on the party list side. This buff display method is a bit unique, and it’s hard to promise the timing for expansion, so let me answer the current situation regarding.
    In this post I’ll call both buff/debuff as “buff”.



    ■誤りの訂正
    Corrections
    First let me make corrections on the below two errors.



     1) パーティメンバーのバフ表示数5枠は、通信負荷の問題ではなく、主にクライアント表示負荷の「懸念」による制限です。(詳細は後述)
    1) The 5 buff displays for the party member isn’t related to communication load issue, but mainly restriction placed to avoid client-side stress load. (Will go over the details later below)


     2) バフアイコンの表示順序は、いくつかの表示条件が組み合わさって決定するため、単純に「適用した順番」の表示ではありません。
    ※状況により、結果として適用順番で表示される事もあります。

    2) The buff icon display order, is decided with several conditions combined, for that reason it’s not displayed in the order it was applied.
    *Depending on the situation, as a result there are times it displays in the order it was applied.



     まずは上記2点の誤りを訂正させていただきます。


    次に、パーティリストのバフ表示についての開発の考えと、何故5つにしているのかの説明、5つ表示されるバフの表示ルール、最後に今後の予定を順番にご説明します。
    Next, let me go over the developments decision on the amount of the buff display on the party list and also explain why it was setup to show 5, the display rule for the 5 being displayed, and lastly what we are planning for the future.


    なるべく噛み砕いたつもりですが、わかりづらい内容だと思いますので、理由はさておき結論だけわかれば良い方は、以下の2項目だけお読みください。
    I tried to explain it as simple as possible, but this may be confusing to some, so for those that just wants to know the conclusion please just read the below two topics.



    ・パーティリストのバフ表示数の追加は、パッチ2.1の「開発中」に検討を予定しています。
    ・「病気」デバフの表示にデータ設定ミスがあったため、修正を行います。
    - We are planning to look into increasing the amount of buff display for party list while “developing” patch 2.1.
    - There was a data setting error for the disease debuff display, we will fix this.



     
    ■パーティリスト・バフ表示 設計上の考え
    Party list buff display, our ideas when designing

    各キャラクターには、最大30のバフ・デバフがつきます。

    ターゲット、自分、PTメンバー,自分のPET、合計300バフがワーストケースになります。 
    Individual character can have up to total of 30 buffs/debuffs.
    The worst case scenario will have total of 300 buffs when looking at the target, yourself, PT member, and your pet,


     
    ただし、実際にはパーティメンバーにかかるバフがワーストの30になることはありませんから、パーティリストのバフ表示は「平時の『補助的』な確認用」と位置づけ、全てのバフを確認したい場合はキャラクターをターゲットし、画面中央上のターゲット情報で確認する、という操作デザインにしています。
    However, there would never be a time where the party member will get the 30 buffs, therefore the design was set so the buffs displayed on the party list will be for those that needs to be checked regularly, and if you want to check all the buffs, you can target the character and that information will be displayed under the target information.


     
    ■補助のバフ表示数を「5つ」とした理由
    Reason behind why the support buff display amount was set to 5

    単純に、UIの常時画面表示物の描画に許されている処理資源から、他の必須表示物(ホットバーやネームプレート、目的リスト等)が必要とする処理を差し引き、割り当て可能な描画負荷で表示できる数を割り出しました。

    Simply, the amount was set to an amount where it can be constantly be displayed on the UI with the amount of allowed resource space available, while considering other required display processes (such as hotbar, name plate, target let, etc.) to be rendered without much stress load.


    不足分は、Windows版のメインコマンドアイコンや所持品のポチポチをPS3では削減し、その分の描画資源をバフアイコンの表示に割り当てる、といった調整をして表示数を確保しています。当然、5つの表示数でバランスチェックをしています。
    For the amount short, we made adjustments for the PS3 we removed the Windows versions main command icons and currency, and use that rendering resource space for buff icon display. And we are checking the balance with the 5 display amount.


    開発としては、負荷が許せば8つが邪魔にならない適切な数だと考えます。
    As a developer, if the stress load allows I think 8 would be optimal amount while not being in the way.


     
    ■表示される5つと順番
    Display order for the 5 being displayed

    前述の表示5枠の中に、できるだけ重要な情報が優先表示されるようにバフの表示を調整しています。

    以下、バトル担当よりバフデータの表示仕様の説明です。
    We made adjustments so the 5 most important buff information is displayed for the above mentioned 5 slots.
    Below, is the explanation for the buff data display method from the battle team.



    バフ・ステータスに設定された「表示優先度」が高いものが優先的に表示されるようになっており、かつ優先度が高いものが左詰めにされます。優先度が同じステータスの並び順は、そのプレイヤーの状況によって変化します。(後述)

    The display is setup using the display priority information set in the buff/status, at same time those with the highest priority will be displayed on the left side. The order the status is displayed will change depending on the players situation. (Mentioned later)


    基本的にはCC系のDebuffの優先度を高くしていますが、病気に関してはこの設定にミスがありましたので、修正予定です。
     ※CC系:クラウド コントロール 足止め等の行動制約系のデバフ
    In general the CC type Debuff’s have higher priority order, but as for disease there was a setting error and we are planning to fix this.
    * CC type - Crowd control, those debuffs that stops/limits the players movements.



    なお、CC系以外でもパーティメンバーにとって重要なステータスに関しては優先度が高くなるように随時調整します。
    Aside from the CC type, we also made adjustments so that the priority order for that party members most important status will be higher.



     
    参考情報として「優先度が同じステータスの並び順は、そのプレイヤーの状況によって変化」についても説明します。これは「開発都合の裏側」情報なので、興味のあるかただけお読みください。
    As a reference let me go over how the status with the same display priority changes depending on the players situation. This is behind the scenes for development, so if you’re interested please read on.


    クライアントに送られるバフの情報には「そのバフがかかった順番(時間)」の情報を送っていません。サーバ側のバトル処理も、バフが適用された時間を必要としない仕様にしています。

    これは、1つのゾーンマップで多数のキャラに多量のバフを適用しても実用的な速度でゲームが動作するためです。
    前者は通信帯域、後者はサーバのバトル処理負荷の高速化に効果があります。
    For the buff information that is sent to the client, the timing information the buffs were received is not being sent. Even for the server side process, it’s set up so that it doesn’t require the timing information of when the buff was applied. This was done this way so even when many amounts of buffs were applied to multiple characters on one zone map that the game can process at a good pace.
    This effect helps the players data communication, and for the server side it allows to accelerate the battle process load.



    適用されたバフは、各キャラクターが個別に持つ「バフを記録する30個の容れ物」に格納され、効果時間が切れると容れ物の中をクリアします。表示優先度が同じバフは、容れ物の先頭から順番に格納・表示されるので、
    同じ表示優先度設定のバフは、適用順に表示されることが多くなります。
    Buffs that are applied is stored inside the container which records the 30 buffs for individual characters, and once the effect time runs out it is removed from the container. For buffs that has the same display order, it will be displayed/stored in the order from the top so for these type of buffs with same display order settings will be displayed in the order it was applied.


    途中でバフの上書きや、効果切れの後に追加バフを行うと、「その時点の空き位置」に挿入されるため、バフの表示位置がかわる事があります。
    If you overwrite the buff at mid-point or after the effect is removed, the information is pushed into the open slot, so there are times the display position changes.


    サーバ側の処理、メモリを軽量に保つため、この仕組みの変更予定はありませんが、いくつかの処理を追加することで、クライアント側で表示順列の加工を行い、より自然な並びに調整することが可能なので、今後も継続的に調整を行います。
    In order to maintain the server side process and keep the memory light, we don’t have plans to change this method, however by adding additional process and changing the client side display order, it will be possible to adjust this to more natural order so we will continue to make adjustments.


     
    ■将来の表示数の増加予定
    Plans to increase the amount displayed in future

    アライアンスリストと呼ばれる、複数のパーティメンバー情報を表示した状態が、

    本作UIの最大描画状態になります。
    現状、この表示が増える前提で、UI表示には安全マージンを確保しています。パーティリストのバフ表示数も、このマージンを取って5つに制限しています。実際にアライアンスを組んで表示した状態で負荷検証を行い、プレイした上で必要な情報が確定すれば、バフの表示数を拡張できるか詳細な検討が可能になります。
    Alliance List which displays several party member information, is the maximum rendered display for this UI. Currently, we have a safety margin set aside on the UI display considering this display being added. The amount of buffs displayed on the party list is also limited to 5 with this in mind. Once we can stress test the alliance display and confirm the information needed to play is there, then it will be possible for us to look into to see if we can expand the amount of buff displays.


    ※既存の表示物の処理最適化によって、単純増加できるケースもありますが、 現在は各種の新規実装が優先となっているため、既存表示の高速化は それほどアイコン20個増やせるほど進んでいないのが正直なところです。
     ホットバーの表示数増加と、どちらが有効なのかも悩ましいところです
    *By optimizing the current displayed items, it’s possible to increase, however currently there are other tasks for new releases which as a higher priority, so honestly even with current existing display optimization it may only increase up to 20 icons.
    Also we don’t know which is more effective, increasing the amount of hotbar display, or this



     
    ■Addonではどうなるか?
    What’s going to happen with the Addon?

    Addonでは、バフ表示情報の拡張を可能にします。

    詳細は省略させていただきますが、パーティメンバーPCの情報は、同一ゾーン内であればバフ情報やヘイトは全てクライアントで取得しています。
    We will make it possible to expand the buff display information with Addon.
    Will not go over the details, but the party members PC information, if in the same zone, buffs and enmity information is all obtained on the client side.



    クラス(ロール)によって、優先表示をしたいバフは異なりますので、細かい最適化を求める上級プレイヤー向けのカスタマイズや、とにかく、かかっているバフ全部表示してしまえ!という直球な表示を求める場合は、Addonでの対応となります。
    Depending on the class (role) the display order will vary, so for those looking for detailed optimization they will be able to customize it this way, or those who wants to display all, can do this through Addon.

      
    ※あくまでも、標準のUIで攻略、クリアできるように設計、調整しています。
     Addonで拡張しないと攻略できない、という調整はしません。

    *It is set up so you can clear with the standard UI display, we’re not making adjustments so you need the addon to clear.


    線引としては、公式の機能とするには概念が複雑だったり、理解するための前提となる知識ハードルが今の機能群より高いものを、Addon として制作できる機能を提供する方針です
    To avoid the official features being too complicated and hard to understand, we want to those that require more knowledge to be created through Addons



    長くなりましたが、現時点でお伝えできる事は以上となります!
    It turned out to be long, but at current point this is what we can say about this!
    (8)

  6. #166
    Player
    Cairdeas's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Reinheart View Post
    So there you have it folks, Miqote's Buttocks was sacrificed in order to deliver everyone better looking gear designs in the future.
    I say it's good exchange, although I know this might make 1.0 Miqo'te lovers to rip their tail hair off... (Discuss on the other thread)
    *Reinheart salutes at Miqote's Buttocks!
    In Before people blame me because I fought so hard for the missing genders. :/
    (5)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

  7. #167
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Dev post 10/04/13 Searching for your own Debuff/DOT on the mob will be soon gone.

    Quote Originally Posted by Hiroshi_Minagawa View Post
    スレタイトルと違うけど話だけどモンスターにかかったdebuff、dotはどうするの?
    数十あるアイコンから自分の物を探している状態だけど
    ○○/□□□みたいな表示にしてほしい(○自分、□他のプレイヤー)
    Off topic, but what’s going to happen to the debuffs and dot’s that is put onto the mobs?
    Right now we have to look through all the icons to find yours, but I would like for it display in order of oo/xxx (o = yours / x = others order)


    はい、この修正はパッチ2.1の前に投入するべく、現在絶賛デバック中です。
    リリースまでもうちょっとお待ちください!
    Rocbouquetさんの想定通りの表示になりますので「緑字を探せ!」な状態は解消されます。
    Yes, this fix is coming before patch 2.1, and currently going through debug process.
    Please wait just a little more till release!
    It will be just as Rocbouquet assumed, so it won't be where it’s “Look for the green box!”

    (11)

  8. #168
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
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    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Doing one post per dev posts so I can get the message out as fast as possible, sorry if you don't like the thread being updated this way.

    Dev Post 10/04/13 Hair display while wearing head gear for all races

    Quote Originally Posted by Takeo_Suzuki View Post
    リードデザイナーの鈴木健夫です。
    Lead designer Suzuki Takeo here,


    帽子を被ったときに横髪が消けせるか消せないかはボリュームに依存するのですがキャラ班に相談してみたところこのボリュームならなんとかできそうという事で対応してもらいました。
    To show/hide the hair when wearing a hat depends on the volume but after discussing with the character team, if it’s this much volume, they said it should be possible and so they have addressed it.




    ver2.1 で美容室コンテンツが入るということでキャラ班と全髪型を見直してみたところ下記の編み込みだけは対応できそうだったのでver2.1で反映される予定です。
    (この髪型は全種族対応します)
    In ver 2.1 we’re going to have the barber content, so we looked over all the hair styles with the character team and for braids like below we should be able to do it, so this is planned to be reflected in ver 2.1.
    (This hairstyle is available for all races)




    ちなみに開発はどんなポリシーで表示/非表示を決めているのか?というと
    Also some may wonder what kind of development policy we have to show/hide, for that one


    ・ボリュームが大きい前髪、横髪は非表示にする。
    If their is lots of volume, don’t display in front/sides.

    ・表示にする場合は全種族対応する。
    If we’re going to make it display, make it display for all races.


    という方針で進めています。
    This rule is applied when working on these.


    実は開発コスト的には非表示にするよりも帽子にあわせて表示するシェイプ(形)
    を制作するほうがコストがかかるのですが今後追加されていく髪型もこのポリシーに
    則ってボリュームが小さいものに関しては表示対応していこうと思います。
    Actually the development cost is higher to make the hair display following the shape rather than hiding, however we will follow this same policy for future hairstyles that will be added, so for those with not too much volume we would like to show the hair.

    * volume = amount of hair

    *Before someone goes wasn't this already mentioned!? That was for Lalafell only, this confirms it's being worked on for ALL races.
    (13)
    Last edited by Reinheart; 10-05-2013 at 03:48 AM.

  9. #169
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
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    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    And the rest for today.Rep Post 10/04/13 Few posts regarding Q/A for next Producer Letter Live

    Quote Originally Posted by Foxclon View Post
    こんにちは。
    ちなみに、TGS 2013の「出張プロデューサーレターLIVE」用に集めたハウジング関連の質問は
    未回答のものについて引き継いで纏めて確認していきますが、あっちと重複しても問題ありませんので
    どしどしお寄せくださいませ!

    Foxclon basically saying if the questions sent in is overlapping with the stuff that was alraedy answered in TGS 2013, it’s OK so just keep on sending!

    Quote Originally Posted by Foxclon View Post
    いいね!しづらくなったり、集計が煩雑になったりする事情もありますので、
    1レス1質問でお願いします。
    何個もある場合は連投していただいて問題ありません。
    ご協力をよろしくお願いします

    Foxclon saying please make 1 question per post, as it will make it harder for others to “LIKE” the post on that specific question as well as makes it harder to tally up in the end. It’s alright to post multiple posts with questions so please do it that way.

    Other Rep Posts

    http://forum.square-enix.com/ffxiv/threads/89714-%E3%82%B2%E3%83%BC%E3%83%A0%E3%81%AB%E9%96%A2%E3%81%99%E3%82%8B%E4%B8%8D%E6%BA%80%E3%82%92%E6%9B%B8%E3%81%8F%E3%82%B9%E3%83%AC?p=1375250&viewfull=1#post1375250
    Thread is talking about things they dislike about this game. Triairy is asking to instead of just writing what they dislike to post how they want to see it fixed, what other ideas they might have to make it better, and to make it one topic per post so they can see how many others think the same, and lasty to post inside the game feedback section for these so it’s easier for everyone to locate and read/discuss.

    http://forum.square-enix.com/ffxiv/threads/101644-%E9%81%8B%E5%96%B6%E3%82%A2%E3%82%AB%E3%82%A6%E3%83%B3%E3%83%88%E9%96%93%E3%81%AE%E6%84%8F%E6%80%9D%E7%96%8E%E9%80%9A%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6%E3%81%8A%E9%A1%98%E3%81%84?p=1374375&viewfull=1#post1374375
    OP is wondering why the information was corrected (Rep post regarding buff by the devs) without being checked in the first place... I’m not going to go over this one, it’s dumb... reps/devs are human just like us, there are informations that will be miscommunicated and posted, it got corrected the day after... what’s the big deal... all the posts by the reps/devs for future development materials are ‘in development’ anything can change, some people think everything has to be 400% perfect... If that’s the case reps/devs going to stop posting stuff on daily basis and just have one big post per month after it being thoroughly checked. That means less posts, and next we’re going to see people crying about how much more less the reps/devs are posting... /sigh... /end rant
    (5)

  10. #170
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
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    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Missed one more.
    Actually 4 more rep posts, but 2 I don't think needs to be translated, it's really minor stuff so I'll just put sumary, and one regarding MVP system and Random Matching.

    Rep Post 10/04/13 World Transfer

    First part is talking about why Legacy players can’t move to new worlds.
    2nd part has ‘something’ that would trigger some uproar but... i’ll keep quiet till people catch on...


    Quote Originally Posted by Lastygalle View Post
    レガシーキャラクターは、新規ではじめた方よりもギルや、装備品、素材といったアイテムを多く持っている場合が多く、マーケットに出品する時の価格の基準に影響してしまうことを考え、しばらくの間はワールドを分けています。
    Legacy characters most likely has more gil, gear, and materials, therefore when items are put up on market it will affect the base price, thinking of this we have separated the worlds for a while.


    10月中旬に実装予定のワールド移転では、最初はレガシーキャラクターは新規ワールドに移動はできませんが、
    プレイヤーの皆さんの経済状況をみて、ワールド移転の移動制限は撤廃していく予定です。
    For the planned world transfer in mid-October, Legacy characters will not be able to move to the new worlds, however later on after checking players economy we are planning start removing the transfer restrictions.
    *Just FYI this doesn’t mean Legacy Players will be able to get to new players world anytime soon, original plan was 6month to a year after launch of ARR depending on player economy.
    (6)
    Last edited by Reinheart; 10-05-2013 at 05:59 AM.

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