Actually, nope. Reinheart has done a great job providing this thread, not gonna feed ya, further derailing his effort.
Printable View
Actually, nope. Reinheart has done a great job providing this thread, not gonna feed ya, further derailing his effort.
LoL really? At no point does it seem in his post that he's displeased with the game. How excited were people to get sidequests? How excited were they to get nm's?
My point is that we're really excited to see Chocobo's but given the track record all of us may end up disappointed in how they're implemented.
Rage on w/o thinking first.
Thank you for great work!
Thank you!!
Would be cool to have leves or quests that have you actually defended Chocobo transports, or airships from raiders.
I'm excited for a quest to unlock chocobos hopefully, even if they release quest before chocobos are released. Hopefully it isn't waiting 8 hours in Uldah. :/ for those of you Vanadiel'ites.
You could cut off an hour if you start the quest a minute before the clock reset in-game. Once it hit 00:00 you could feed the chocobo again :O
We have same thread in the NA side about switching linkshell chat and JP side also asked about having 4 chat widget windows instead of having tabs (or with tabs on all 4 window) and got Rep response so here's translation for that one.
Original Thread Link: http://forum.square-enix.com/ffxiv/threads/15311
wow another fault blamed on the processing/core system.
Seriously needs to be binned, SE cant develop for crap, sorry im so blunt but im tired of how armature they are, go hire some skilled professionals who know what they are doing SE!
FUNNY asked on the JP side about how will the recipe change for crafter's and Rep responded so here goes.
Original Thread Link: http://forum.square-enix.com/ffxiv/threads/13734
Clock asked for what reason was the forum thread close option taken away; here's the Rep's response for that one, didn't translate directly since it's not that important.
Original Thread Link: http://forum.square-enix.com/ffxiv/threads/15193
This one basically responding to a question clock asked about why they removed the thread close option in the forums as it was good for the OP to sum up the talk within the thread and lock. I think was good for stopping stupid trolls posting and people fighting back in the thread... but anyways for now they took away the feature to close the thread and see how it goes; they believe if the thread topic isn't important it will automatically fall back through pages and be forgotten. Depending on our feedback they may bring back the feature in the future.
...Which has absolutely nothing to do with the developers that are there now. Do you think all of the same developers that were there in the 80s and 90s are the ones still developing the games now or something?
Anyway, thanks again for the translations, Reinheart! :D
Not going to go too far on this on this thread since it's for translation purpose (start a new one if you want to go all in on this lol) but from my personal experience from trying to get inside Square-Enix (for 8 years) they wont hire you if you think you want to make Final Fantasy; also if you look at SE's (dunno English side but Japanese) for programmers, engineers all the positions are contract workers; it's not permanent position... Now with current economy situation, those with family, need to pay the bills... contract workers isn't really going to work. You will most likely not see that much great guys working for contract, unless they get changed to permanent position later.
Also they got a awesome person (CEO from what I remember) stating in a old JP gaming magazine interview (forgot online or actual magazine, probably online) but they said to lower cost they don't use QA/actual testers and make the players become the tester. I clearly remember that statement because it pissed me off so much. Now since YoshiP said QA in his post, most likely they realized testers are actually required for online games also, look at release of this game, if they had QA and that was the product that was approved by the QA something was definitely wrong with QA; My guess is there was none during FFXIV alpha, beta, open beta and on original release date, after the big hit from player feedback and stock market dropping they probably realized they have to fix it to keep their brand name title Final Fantasy.
They have to have testers especially for console releases. If they didn't all the games would be riddled with bugs. Nowadays you can release a patch to fix things, but before the PS3 generation there's no way they could have released a game without testing it thoroughly.
very interesting. i guess its worth a peek in the jp forums too ^^
Kaikun asked started a thread about showing godsend icon while crafting in cases where you forget what godsend you just used, how many turns you have left before the godsend wears off.
Another posted to show the end result item you're currently crafting; and another to show what the effect is for the god send on screen + also making it easier to select the godsend without scrolling down every time.
Original Thread Link: http://forum.square-enix.com/ffxiv/threads/14763
I hope Foxclon mentioned the easier method to select the godsend to the devs (probably did) aside from just the icon :D
Enmity Question
Marc started a thread asking players to post their concerns regarding the new enmity system and we got Rep/Dev response so here goes.
Original Thread Link: http://forum.square-enix.com/ffxiv/threads/15112
Putting this one up since it has 8 like buttons so far when posting this.
I never played WoW myself (can't stand the graphics although all my friends play it) so correct me if this part is wrong.
Continues from last post, not Rep response so not going to post on OP just thought this was a good comment/suggestion.
I agree with his point, all this enmity stuff doesn't have to be made by player abilities adjustments but having ways like he explained should resolve other issues that may arise with this new enmity system. Pretty sure dev team is smart enough and already has this in plan but it's good someone actually pointed it out since no one was talking about this on the JP thread.
I am very concerned about this enmity thing now, especially that once a tank dies, hes pretty much useless unless provoke or other skills Glad has is insanely overpowered which would just make the enmity system redudent.
All this delay to "Balance" things and ensure Quality Control and then when it comes it will need more fixing, be unbalanced, be a disaster and everyone going to get very angry again.
SE are not thinking things through.
Expecting design to be perfect right out of the door is too much asked. Quality control means getting rid of bugs. At the end of the day, as long as the design is only slightly off it's going right as planned. We are here to help them take care of the details, but they themselves need to get the big picture right. No developer is perfect, but perfection can be attained with good use of external assistance.
There will be design issues regardless, but instead of thinking too much about the details by themselves they are making us do the work for them. It is significantly more efficient that way.
Honestly, I prefer the WoW method of taunts only being used for emergencies/tank swaps instead of a continual hate-builder, but I suppose that's personal preference. Regardless, truly accumulative hate shouldn't be bad provided classes have ways to drop aggro, either permanently or temporarily, ensuring that a tank could catch up if something goes wrong. However, if other classes don't have a detaunt of some kind, and tanks don't have a WoW-style "oh shit" taunt to quickly re-establish aggro, things might get very ugly, very fast.
But then, maybe that's the point.
Wow I don't know what to say about the latest news. I really thought SE had learned from it's mistakes and decided to use a hate system that they've done before and seen to work.
While I appreciate their willingness to innovate I didn't think they'd risk screwing it up the second time around. Well let's hope for the best when this thing arrives.
I've never played WoW so I cannot use any form of experience from its hate system.
It just seems to me that the idea of having a built up hate is a very bad idea, as stated by the concerned posters. My vision is fighting an NM, tank is owning/tanking and holding like a pro and spamming all his voke abilities and what not (come on this is an FF game, we're all used to spamming voke and such that wont change) and having this insane hate count that maybe the mob suddenly 1shots him or silences the casters or some other unfortunate circumstance that the tank dies, lost 7 minutes of hate while everyone else still has all that hate. And he also has to spend 3 minutes doing nothing while weakened plus the time delay of being ressed, this could lead to 10-12 minutes of hate to catch up, which just sounds absolutely ridiculous lol it makes absolute no sense.
Even if he lost only half, he would be on par of the lowest hate gainers, maybe some laid back healer and while weakened this is not good but it could create some tension (or well force the player to stand their idling for 3 mins), but still even when weakened he has to gain it all back and it will be very tough to pull back the hate because as he is trying to catch up everyone else's hate is just moving forward.
Its like having pit stops in the middle of a drag race lol.
If the system is in WoW and/or other games and seems to work, then I guess I'm just not looking at it from the right perspective and will have to wait until I can get my hands on it before judging.
You're right, but it could be argued that if this is their intention (to deliver us an idea and have us work out the kinks), then why the F dont we have a separate test server? This is why MMOs have test servers, so the community can help test the freshest content out and provide live feedback straight to the dev's emails.
FFXI got one, here's to hoping they are working on one for FFXIV. =|
Yes, I hope they end up making one as well. However, I hope they make it so that characters on that server only are free to make, but you can only have one (to prevent an overload of new characters). I mean, if I have to pay the extra for a character on the test server, I will. It'd be nice to see what's in the making for the real servers.
The devs/reps already commented on this (don't remember whether we got a translation for it though) but in a nutshell this game's internal build has not and will not be in a shape to be tested for some time to come. For a test server to work the game has to be actually functional, and this game has not been so.
Imagine this: you have a non-existant hate system that is being changed from the very core. It is all over the place. How do you go about testing it? How can you give proper feedback when it doesn't function even on the basic level?
Now imagine the same, except this time every stat algorithm is the same way.
As far as AA goes, how do you test the game when the AA is out of sync with the server? What if there is no actual AA mechanic, you are still using stamina bar, but the server already functions as if AA was implemented? There are so many variables to this, and they would all have to work across the globe at all stages in development; otherwise you couldn't fight anything.
Lastly, imagine all of this together. You can't test them separately because they belong together. They only make sense together. AA, new stats, damage algorithms, enmity, materia system, dungeons, server architechture, item renovations, graphical adjustments. It's all just a big mess and most importantly there are only 3 stages to their development:
1) it doesn't function, untestable.
2) it functions properly, but the design is slightly off. Implement to live servers.
3) collect feedback, work out the design issues. Flesh the system out.
So at the end of the day, at this point it doesn't matter whether there is a single test server or whether every current server acts as one. When all this content becomes functional, it is implemented to be tested externally (the earliest point at which it even can be tested).
This isn't just a new raid instance, or an event, or an additional gameplay feature on top of the basic features (those are the things that test servers are used for- testing additional layers on top of the foundation).
Once we get to the point when features like AH, battle regimens, UI additions and content become the dev team's primary focus (in other words, additional layers on top of the existing foundation), a test server can be created as well.
It's pretty simple: you just lost the fight. If it's good game design the bosses won't be so cheap. In XI it was a-okay because stalling actually worked. Here you die, you suck, you lose.Quote:
It just seems to me that the idea of having a built up hate is a very bad idea, as stated by the concerned posters. My vision is fighting an NM, tank is owning/ tanking and holding like a pro and spamming all his voke abilities and what not (come on this is an FF game, we're all used to spamming voke and such that wont change) and having this insane hate count that maybe the mob suddenly 1shots him or silences the casters or some other unfortunate circumstance that the tank dies, lost 7 minutes of hate while everyone else still has all that hate. And he also has to spend 3 minutes doing nothing while weakened plus the time delay of being ressed, this could lead to 10-12 minutes of hate to catch up, which just sounds absolutely ridiculous lol it makes absolute no sense.
I has a suggestion!
Give all tank jobs an AOE hate-steal, like Accomplice! Make it a 20 minute cool down, so it can't be spammed. Everyone in the area loses 20% of their hate towards the mob and goes to the tank. Then the tank needs to provoke his butt off.
Most retarded logic ever.
What if you're tanking and all the healers just suddenly stop healing or get silenced and you too are silenced. I guess because silence prevents cure that means you suck, right?
What if there is an Odin who can 1shotsyou, guess that means you suck because of a legendary skill.
So basically the developers can't control the content they create, and balance it according to the rules of their MMORPG?
It can't get any simpler than this: A) the developers are incompetent and create encounters in which you can get killed off by something you can't predict, while not giving you any chance to recover. Or B) the developers create cues for the player to be able to prevent getting silenced or killed at which point it comes down to skill, not luck. If you get silenced in such case, yes, you suck.
You act as if this game is some unholy beast the developers can't fully control. But I won't call that logic retarded; everyone can make their own assumptions.
Gonna have to agree with this i always hated that people threw tanks at mobs they could not beat in XI always pissed me off seeing a ls with 7 tanks and they are just rotating death.Quote:
Quote Originally Posted by Betelgeuzah View Post
It's pretty simple: you just lost the fight. If it's good game design the bosses won't be so cheap. In XI it was a-okay because stalling actually worked. Here you die, you suck, you lose.
One thing i like about XIV is other battle classes don't get 2 shoted like in XI so i can see a pug or mrd holding off hate for a while. Also if a tanked is raised and wants to get hate back while resting you should help cure.
So now in order to help reduce deaths they will have to dumb everything down to the point where you can just go solo them, like every current damn NM. So no I dont think SE can "control" it because so far they just keep ruining things and removing any form of "Challenge".
Saying someone sucks just because they get an accidently silence or something is just stupid, its just being elitist which SE doesn't want nore care for. And neither do I, I play to have fun.
If a tank can just build up stock piles of hate then the mages dont need to fret a thing, can spam cure like crazy like we currently do. Dont need to think about strategy or being cautious just cure cure cure cure cure, because the tank will always have more enmity.
You really think SE is going to let you just get to end of a dungeon and then if your tank slips up or lag or dc or maybe healer gets hit by an AOE its all game over? I doubt it. There will have to be a way to let tanks gain that enmity back.
If you fail to meet the expected level of skill required for a given encounter, you deserve to lose. I doubt anyone intentionally gets silenced or killed, but who knows!
When you are given a timeframe in which you have to act while not having a way to recover, instead of not having any sort of cue at all, that's what you call "dumbing down the game" and "removing challenge".
The alternative is making it so players will get killed off cheaply, but also allow for a way to recover. That's a shitty way of making an encounter a "challenge". Simple as that.
You should have just said "saying someone sucks just because they fail at playing the game is just stupid". That gets your point across nicely.
When you first go in, clueless of the mob, you're going to die. Thus you suck.
I cant even be bothered talking with you no more, turning this game into a fucking elitist anal fashion. But I'm happy SE don't want that and are sticking to making things more for the enjoyable purposes. I like to play games for fun not work for them, and SE know this and so I have no reason to argue with you much as I doubt they will make it so if your tank dies its game-over. Not everyone is into that. Some people like to just have fun.
I think you're confused. What you explained would not be a public test server, that kind of stuff is tested internally, for the exact reasons you stated. Public test servers are so the community can test the finished ideas/products as soon as they are functional. Instead of pushing enmity changes into a live environment, a test server would ensure that it is tested, feedback is collected, then fine tune adjustments can be made before it goes live for the world to see. As it stands right now, they push it live for the world to see, then admit their mistake when people don't like it, and backpedal. This is why people are so frustrated with this game right now.
There needs to be a test environment. Dungeons should not go live before community testing, game changing mechanics should not go live before community testing. They are leaving us in the dark and we have no way of giving Square any kind of constructive feedback until the walls are already painted.
It's like if you're making a dinner for a group of people but you're inexperienced (I think SE has oddly proved their lack of experience, especially with Yoshi-P) with cooking, you put something together and taste it. But unless you have a proven good taste (Square doesn't), you'll probably want a second outside opinion before sending your dinner out to a bunch of people. It sure would suck to make that dinner and find out the meat wasn't done well enough for half the people or something, wouldn't it?
Can't predict?!? LOL read the freaking chat log, and turn off some of your filters. If you wipe to impish incantation at a lower rank, the one with the most amount of chat filters off saw that the imp was readying impish incantation. The wipe moves never come out of no where. You can see mobs casting!
I have not played for a while but Impish incantation fires off rather quickly IIRC.