3.15 before Christmas probably means dec 22.
Printable View
3.15 before Christmas probably means dec 22.
The only real differences were between the EN Localized version and every other version, just as it was with Midgardsormr (and others).
Based on the research I've been able to do (lots of reading forums) including posts and comments team members and Yoshi-P, as well as comments from players that are bilingual and can therefore discuss the differences, the production process appears to be something like this... The original script is finalized in Japanese. It's translated into English, just a straight and faithful translation without localization. This becomes the reference copy of the script for translation to other languages such as French, German, etc...So the French, German, and other language versions are very much faithful to the Japanese original script.
The Korean and Chinese may be translated directly from the Japanese original, or the English reference version, I'm not 100% sure, I suspect it may be easier to translate those from Japanese, but either way all these other languages are based very closely on the Japanese original script. The English version of the game released doesn't use the faithful translation, it goes through extensive localization first.
The English version is fully localized, so they take the English reference translation and tinker with it to replace various idioms, jokes and other culture specific references with things considered to be more suitable to the English audience. With Midgardsormr and Haurchefant, and other instances, the localization team has actually altered dialog, cut scenes and characterization.
There is input from the EN localization team to the original or master script/story/lore, in order to ensure consistency with naming of places, monsters, skills and NPCs, and even the lore, because we have a EN lore team as well. All of that feedback happens before the final script is completed in Japanese and translated to English for reference. That ensures that there is consistency across the different languages the game is published in, which is what makes it slightly odd, and quite annoying, when the localized EN version actually diverges from how all the other versions handle something.
Thanks for teaching us raiding's 101, Yoshida-san. How about next content is designed so that we can do that instead of rushing dps because it's been utterly and ridiculously overtuned ?Quote:
Anything that we should try?
Yoshida: Well, I think working on mechanics should be the first priority rather than focusing on damage. Try a section 10 times, and give priority to getting through that part of the fight 10 times without any issue. If someone doesn't understand what to do or makes a mistake, practice for that person. If you proceed through the fight without everyone on the same page, the differences will get exacerbated. Instead of setting really high goals, work on the fight one phase at a time and you'll get better results. Let DPS be the last thing you focus on. If you're playing with a focus on DPS from the start, you'll be neglecting how to properly deal with certain mechanics. It's a much better goal to be certain that you can get through the mechanics of phases instead of being able to reduce the boss to a certain HP percentage. Part of avoiding the mechanics has nothing to do with DPS. Once you are at a point where all eight players are able to cleanly deal with mechanics, that's the first time you should start thinking about DPS. The first goal should be to kill it before timing out, and then you can think about ways to shorten the time spent in each phase.
Seriously, the average player is already unable to handle most mechanics, no matter how simple they are, if they come by more than 2 at the same time (communication too hard, plz nerf. Tunnel visioning rulz). If you throw at the same time an absurd dps check, they'll tunnel vision even more and just fail horribly at either dps'ing or handling said mechanics (or both !).
Oh, and wiping to a mechanic is a thing (you just have to master it, you'll do it eventually !), but wiping endlessly because you're missing a little extra bit of dps when you're balls on it will just drive people away.
there are groups clearing a3s in 9 minutes, probably you are just horrible bad and should consider kicking some people if they arent able to play their classes properly
since everyone got full 210 and 205 weapons "too much dps required" is zero excuse for not clearing a3s
yeah sure, "everyone is full i210 and i205 weapons". sigh.
To answer you though, I stopped raiding nearly 3 month ago because AS3 was just ridiculous.
and back then, people didn't have the dps for it, for the most part. And by a long shot.
Now, they just don't want to go back to it. plain and simple.
Also, your comment doesn't prove me wrong.
Inb4 "Maintenance will begin on December 24th 11:59pm PST"
http://media1.giphy.com/media/B7bLPuQgCJRKg/giphy.gif
That's an oxymoron. 1% of raiders =/= casual raiders.
And even then, "casual" definition differs people by people, but it doesn't change the fact that the general census is that A3S and onward is incredibly overtuned, the clear rates are concerningly low (admiringly by the developers, who intentionally designed these to cater to the high end raiders, so wut?), mass server transfers for a "better raiding scene", and that Normal mode can be done with even someone that's afking outside of the boss arena because it's so loose and undertuned comparable to a 24-man raid.
I'm starting to think people blur the lines between the meaning of casual and hardcore. I know many people who are skilled to do as3 but have bad luck with statics losing people and spending time and energy to replace them. I still remember the 9 hour battle against absolute and thank god no mmo is that stupid to put in hardcore crap of ff 11 days. I got kicked from my raid team because I said f it and went to bed.
no its not
hardcore raider (1%) can kill it without proper gear, casuals can kill it with proper gear, in the end everyone should be able to
a3s is nothing different then some kind of titan hm/ex just with 4.3m instead auf 300k hp, memorize some easy mechanics like sluices or protean wave and combine them later. Titan had landslide, exploding gaols and plumes at the same time
all what a3 requires is a knowledge of playing your class and to tunnelvision for only 60 instead of 90%, tough you still can tunnelvision most of it by just following set patterns for every mechanic, which will never change and are always the same
FF XIV don't have 4 Million active players. It is said to be 4 Million Accounts. Active player are estimated to be around 400k-500k. Means an earning of ~5.5 Million Euro. Now subtract taxes, Salary, Server leasing, services, Development of Content and Expansions, Services, Translation and ofc. profit.
Hmmm... am I the only one who thought of "Oh hey, personal housing?"Quote:
Yoshida: With FFXIV now, within a single server process thread, we have a technique called "instance of an instance" which allows us to create multiple instances.
They say over 5 million accounts (actually I think it says 5.5 million on one of the more recent things I've seen), not 4 million. I'm not sure about the active player estimates, 400-500k might be an underestimate of the active player-base if it's not SE's own data on concurrent users. A lot of the metrics used by third parties to gauge player activity are based on progression content, which depending on the type of player may not be a good indicator of activity. They also scrape the Lodestone for the data, and data scraping from websites is not always the most reliable way to obtain information.
For example, I doubt my character counts as active on many of those 'counts' and yet I'm on almost every day for a couple of hours at least. But because I don't run progression content, I'm unlikely to trigger many (if any) of the conditions third party 'surveys' use to determine activity. I know I am not alone in this.
Also, has anyone ever tried to count up all the accounts permanently disabled because of RMT or other illegal activity? If you go through those weekly reports I'd guess that we are *well* past half a million accounts that have been listed as being permanently banned from the game. In an ideal world, I'd hope that their number of accounts that they tout would *not* include those RMT accounts that they have identified and taken action against. This is not an ideal world however, so I don't know if they exclude known RMT accounts from the number of user accounts that they claim.
No, but it depends on how many instances within instances their architecture is designed to handle.
The counting is done with public informations one cannot hide. Levelling up, getting minions and mounts, etc... gathered on characters that are above lv20-ish over 2 month or so. This is actually way more accurate than anything else we an have actually as SE refuses to give real data.
The last estimation was about 650k players iirc.
I know it's public data, I also know it's scraped from the Lodestone. I'm just saying that the numbers may be an under-estimate because it's difficult to gauge activity of players who are not progression minded, and take their time. I guess it depends on the kind of depth that they go to when obtaining their data. If they obtain the class page from your character summary information on Lodestone, and keep the previous record for a comparison, then they could even compare the number of XP, not just the levels. If they are going to that kind of dept than any concerns I have had in the past would be gone.
Very well written, I thank you for it. This is exactly what I feel about Haurchefant as well.
People express themselves differently in each culture. In Japanese culture it is normal to love people around you in a pure friendly way, but here in western culture you are labeled a perv, lesbian or gay very quickly.
People should stop overly using the word " perv" already and be open for more kindness. People should stop judging others so quickly.
it's just easier and faster to look at big pictures (gear change, change in big numbers like mount count, minion count, levels) rather than nitpicking exact number changes.
Anyone who play the game at least a few hours in the spawn of 2 month is likely to have changed at least one piece of gear. Pretty easy stuff to use to figure out active accounts. I'd een go as far as saying that the underestimation (people not progressing on any level for the entire scan duration) is beaten by the overestimation (people can come in and out in the span of 2 month, and may not be active anymore when the numbers are compiled)
That's a good point, I wonder whether the two 'sides' of underestimation and overestimation may simply balance each other out?
Either way, 650K active players (as mentioned in your previous post) translates to a pretty decent regular income for SE and the FFXIV 'franchise'. If it is 650K active players that averages out to about 10K per server doesn't it?
Indeed, and thanks.
I was thinking about this and India came to mind. In India (and other nations/cultures), it's perfectly acceptable (and normal) for men to hold hands, hug, or walk with their arm around their friend's shoulder. If we had a couple of male characters in FFXIV doing that I wonder what the typical reaction would be in the western player-base? To use your quote (about Japan) "it is normal love people around you in a pure friendly way". In India (for example) two men holding hands is an act of friendship, another word for friendship is love. If someone does not in fact love their friends, then why are they 'friends' and not merely acquaintances.
Actually, now that I think about this, I would rather the localization team did not make such changes as they made with Haurchefant for a very simple, and important reason. By leaving in such things, they expose people to aspects of other cultures, something that brings more understanding and tolerance for others. I'm not saying it should be the role of this game (or any other game) to educate society. But instead of giving in to the parochial fears and intolerance of some players who need to open their eyes and minds to the world, I think that they should leave these things in the game. Instead of trying to hide it, or change it, perhaps it would be better to add a bit more context so that people can understand the character type better.
My God, can you imagine if people actually learned to celebrate their differences in culture and belief, rather than criticize and belittle each other over those differences?
Yeah sort of. Just pulling that out of my memory so numbers could be off, but the range was from 5k (typical low pop server) to 20k players (balmung ftw) per server
Some number scrapped from lodestone:
Total Player Characters: 7,819,881
PCs with at least one class at 50: 1,324,414
PCs with at least one class at 60: 385,651
From https://www.reddit.com/r/ffxiv/comme...ta_and_charts/
This doesn't include people who are leveling pre-lvl 55 of course, but it puts a dire picture on end-game if there are only 386K people to choose from (not counting the regional splits). Also one's experience on how the game is perceived at end-game may change depending on what server they roll on:
(Graph is level 60's only)
http://i.imgur.com/qupGctE.png
http://i.imgur.com/qupGctE.png
It is too bad SE doesn't publish proper data making us rely on the loadstone... however I do think it's accurate for the majority of players. 90% of the content is done at end-game, so using "how many level 60s are there" is a good way to judge how population numbers would effect a level 60 player.
Have to wonder how much of the total accounts are made up of spammers?
"Anything that we should try?
Yoshida: Well, I think working on mechanics should be the first priority rather than focusing on damage. Try a section 10 times, and give priority to getting through that part of the fight 10 times without any issue. If someone doesn't understand what to do or makes a mistake, practice for that person. If you proceed through the fight without everyone on the same page, the differences will get exacerbated. Instead of setting really high goals, work on the fight one phase at a time and you'll get better results. Let DPS be the last thing you focus on. If you're playing with a focus on DPS from the start, you'll be neglecting how to properly deal with certain mechanics. It's a much better goal to be certain that you can get through the mechanics of phases instead of being able to reduce the boss to a certain HP percentage. Part of avoiding the mechanics has nothing to do with DPS. Once you are at a point where all eight players are able to cleanly deal with mechanics, that's the first time you should start thinking about DPS. The first goal should be to kill it before timing out, and then you can think about ways to shorten the time spent in each phase."
The thing about this is, people want high DPS right away, expect everyone to know ALL the mechanics right away from watching videos, and demand TeamSpeak.
There is something strange with the numbers.
Just take a look at this chart released in early september.
http://www.finalfantasyxiv.com/Eorze...N_Census_S.png
In an interview some weeks later, Yoshida said, that around the half of the active players (no chars) have finished Alexander normal mode.
I'm pretty shure, the clear numbers have been increased more than a little bit during the census and that interview.
In my opinion there should be at least around 800k active players.
Don't know how many ppl are out there with an active account without Heavensward, but I don't believe its the majority of the active playerbase.