first of all thanx for the translation u rock. also i agree casino would be nice and even better if it had triple triad
Printable View
first of all thanx for the translation u rock. also i agree casino would be nice and even better if it had triple triad
Even though I agree they could definitely do something to improve on the interview part and/or adding a translation for all regions right away. But accusing them of being racist and xenophobic was uncalled for. Not having the translation right away or specific features on games/consoles, promotions, what ever, is their choice and I do not see any problem favoring the consumers of your own country first. SE has been very vocal about their plans on all regions content always, releasing games on all platforms and regions when possible too to bring it to as many around the world. Their commitment of all regions servers is proof of that, otherwise they would do what every other company does and separate us. In my opinion of course.
Many people seem to be forgetting that 1.18 also includes quest hubs and leve balancing. If they balance leves right you'll have a reason to do the ones in LL and Gridania giving you variety.
As it is, I travel to other cities already, even to the detrimental of my anima supply, just for the sake of change of scenery, npc dialogs, and not traveling the same routes to do the same thing always. No wonder a lot of players are burned out by this repetitiveness after almost a year from release. Even if the leaves dont vary much, but maybe the difference in fiends being fought, walking to different places reading slightly different dialogs can help.
This interview was on a JP gaming site... not from official FFXIV site... I dunno where the hell you're getting this crap... personally being half Japanese, half American I can say in ANY country you will see racist people, they will think their race is better than all; it's kind of getting old when people bring up the race card everytime they feel it's not right for them.
You think NA gaming magazine articles all get proper official translation (in other languages)? NO.
Just wanted to point that out... it's STUPID...
EDIT -- Also to add this kind of post from you is the reason why the devs have to put their information through official translators first pushing the release of info back. I say have the fans who wants to translate it translate it first since most of the time they do it faster than official ones who get paid to do the job. Let the players who wants to read those fan translated comments read and decide for themselves if the translations are accurate, and not to speculate too much on it, just think of it as general idea of whats going on, then once the proper official translations gets announced to go by that. --
5% that would quit when they don't add enough stuff in a small amount of time which then they quit also and go back to wow at some point. WoW players quit wow then play something else and return when wow does a patch then they play other game that came out and wait for other wow patch.
they speak about the ps3 version in the end of the interview no?
Thanks OP for adding some sunshine, better info then expected!
From the last part of the interview I think you're referring to and I didn't translate since I was super tired lol
Quote:
4Gamer:
なんにせよ,PC版が形になってから,ということになるのでしょうね。
4Gamer: Either way making it work for the PC version first right?
吉田氏:
そうですね。僕は,どっちつかずが一番だめだと思っている人間なので,まずはPC版のFFXIVを立て直したうえで,同時にPS3版での完成度を徹底的 に上げようと思っています。非常に難しいことにチャレンジしていますが,FFXIVはある意味,一度プレイヤーの皆さんを裏切る形になってしまったので, もう二度と同じことはできない。そう思って,チーム一丸となって進めていますので,ぜひ期待してお待ちいただけたらと思います。
YoshiP: Yes, I believe not sticking to one side is being bad (being PC or PS3). First making the PC version of FFXIV remodel and at same time improving for the PS3 version to work as well. It is very challenging task. In a way FFXIV betrayed lots of players, so I do not want to do that again. That is how our team is working together. So if you can please wait and look forward
I'm glad you and Renta are around to give us fast and thorough translations, Reinheart, but I understand why the devs prefer to go through official translators first. Namely because if you're asleep we get:
And it's not like people always react in a reasonable, rational manner to things.
But anyway...
For all the people chiming in on "it'll be Cid" "it'll be Bahamut," haven't you ever noticed that when Bahamut shows up, Cid is nowhere to be found? You never see Cid and Bahamut at the same time... you don't have to be Lois Lane to put two and two together here.
They didn't really talk about what is or isnt going to be in 1.18 or 1.19. They just spoke mainly about where the game came from since release.
Its a good idea to try to appeal to a new market, but i think if they want to hit an offline rpg market, they need to lower the grind, and increase the content/story. This game as it is, is basically just a leveling game. Most people buy offlinerpgs for the story adventure, and progression, which the game is currently lacking. And honestly they talk of WoW and EQ and other styles of current MMOs as their blueprint, those games would not appeal to the main final fantasy market.
If thats thier market they should have spent all this time creating a gripping story, interesting charachters and stories weaved into the adventure and exploration of the world. Leveling is low on the list of priorities of an offline rpg player, It happens naturally over the course of exploration/adventuring.
While it seems they want to go the direction of standardized MMOs i think to hit that market they need to go even further away from that.
It's Biggs or Wedge or Gilgamesh or but more famous/well known are Cid + Most of the main summons like Ifrit, Shiva, Ramuh, Leviathan, Bahamut... just hope they don't do what they did in FF13 or was it 12... I forget already >< wanted summons to be summons not air ship names.
Aside from all this stuff... wish they make a playground for FF fans in the game like the Triple Triads and other stuff people been posting something like Gold Saucer in FF7 with mini games and winning prize like old FF series character statues to decorate your mog house lol... might not relate to FF14 but it sure will attract lots of FF fans lol
1.18 and 1.19 looks like it's going to be major changes to the battle system, along with few other patches most likely to keep on updating/modifying what will be added in these two. Was interesting to see YoshiP talking about jobs and bringing up Full Party for Raids... maybe hint saying jobs will be in 1.18 along with raids? so we can try it out?? we'll see soon :D
SO true... but there is a difference between having a good story and telling a good story
Kind of like how journalist go where the story is, and even if there is an interesting story to tell.. It would be boringly dull if told by Ben Stein
Case and point... FFXII in my opinion had a great story. Dalmasca caught in turmoil... Basch, Ashe, Balthier... All really likeable characters...
But being told from the viewpoint of Vaan (Who had no real business being there in the first place) and narrated by the Marquis Ondore (Who is the video game mix of Ben Steins voice with Charles Dickens overly wordy writing style), the beautiful story that existed was never told in a way befitting it's splendor
Similarly, Eorzea has rich history and lore, but the lack of later story telling content, Coupled with the poor NPC dialogue (I am only commenting on the English, I can not comment on the entertainment value of the Japanese dialogue) lead to a very poor grasp of the story
Most of the side quests that tie into the story repeat the same semi-foreboding mild warning so much that they lose impact.
tl;dr The story is there, it's just being told very slowly...
i agree it has a story, but its too far between. They need to come up with a new storytelling concept that meshes better with an open world, but still delivers an interesting story. Also the story isnt very well tied to any progression. In an offline game you go from place to place, exploring different areas, dungeons, fighting bosses, etc, each part revealing a bit more of the story. In ffxiv, the story seems to just occur in a box, when you reach some landmark based on your level.
They should weave story into level progression, as well as dungeons/adventures. A big problem with the side quests they added is most of them dont tell much of a story (related to the overall world and plotline), and dont give you a better understanding of the world. In offline rpgs, a lot of side stories either have to do with your own progression or finding out more about special events or charachters, this is a more useful side story to the game.
Regardless they need to innovate here, IF their goal is a new market, because ffxi already failed for offline rpg fans by and large. most dont consider it a real FF title, and i doubt they were looking at any MMO really as greatness.
however if they want to hit the standard mmo market, then this strategy could theoretically work
This is bound to rise some crack-pot-theories for sure but I'd really like to know what they mean by saying they'll revamp the MAP?!
The eternal optimist in me says that yes they'll FINALLY put some FANTASY in this game filled with boring realistic plains that don't look like a FF game at all.
BUT and this is a big but; maybe it's just A) tweaks to the actual map-screen and it's UI OR collision tweaks to environments.
I'm trying hard not to assume anything until they state this in some clear way and show pictures of what they're doing.
Until them I'm thinking this might mean that they're probably saving memory by using the same assets but scaling the copy pasted elements by code so that they'd look less alike.
I didn't see the Kanji for (paper) map in that answer anywhere so at least that gives me hope =)
I think it's a response to this thread. As in, something on a large scale like completely changing the terrain.
Well if you want to use the term "formulaic,"
(Which I try to stay away from most of the time)
Most things (Games, Movies, Television shows)
have to grab you in the first 10% of the game and just pound your face with epic....
I am going to say this and it could be widely flamed.....
But the R46 story quest could (or should) have been the R20 quest.... Because up to that point you really haven't done anything, learned anything, seen anything worthwhile
It was epic and big... but in the way that most opening cutscenes are big
Or how the end of disc 1 was epic in the multi-disc days
It was a beginning....
How can a game end with a beginning....
You can say "thats not end game"
But it is indeed the end of FFXIV as we know it... that is all we have....
I just think it could have come sooner and expanded outward from there
i agree, and think as well there was a big lull in the story when they got into the echo thing. It was really very sparse, and it literally ends like, now your story begins, 46 levels of inane purposeless grinding(in this context, i mean leveling for the sake of leveling, not for any story related reason), for what is usually the story in the first 3 hours of a regular rpg. That will not entertain most offline rpg players.
Well..this thread has came a long way since I first looked. Thank you both for your translation skills :)
Anyway, nothing really constructive to add, but I wanted to add some thoughts for the heck of it.
- Good or bad, I CANNOT wait for 1.18 and 1.19. I'm just hyped to the point of wanting it even if the new adjustments suck.
-On that same note, cant wait to see how jobs work. Im a bit against the whole "job levels with class" but eh, I guess I can get over it. Just means lots of new classes (in theory) will be added in the future to compensate for more jobs. (right...right?!?!)
-The mention about 1.18 being stable really makes me excited. I would flip out in joy if it was released by the end of next week.
-I didn't expect to see airships being implemented so early, but it's nice to hear. I hope maybe that when the story develops to where it gets to all the dragon attacks(because it should naturally get there when we hit more deeply in Ishgard and the Empire, right?) that perhaps they will take the ship and airship ideas from FFXI and cross them. More specifically, short air ride, random chance at being attacked by a randomly roaming dragon. Or perhaps many small whelps. ...I like the idea atleast. :P
-Mystery character is getting to me now. Cid is looking to be the most likely candidate now though. More summoner mobs would be welcome though...coughBAHAMUTcough.
-Why cant everyone get along?
-More people trashing this game because they read the translation wrong... /le sigh.
..Think thats about it. In short, hype, hype, hype, hype, hype, hype, hype, hype, hype..
I'm not hyped at all, /cry lol another month to wait for battle changes, then probably another moth after that! Wont be until about September (1yr anna) until I can enjoy the game. Ah well, fortunately im super busy! so it works out :D
yea... in an MMO, most of the content is designed for people who are at or near cap... I guess? (maybe?? opinions?)
But offline games balance the content throughout the game... and most (if not all) you finish the games main story well before max level... So the question is:
How does SE balance MMO style that supports game longevity by making most content "end game"
vs
offline RPG style where you're never even required to get to cap
Perhaps they could have the story more prominent throughout the leveling process...
and yes, have it triggered by certain places as well as levels like you said
But then go the route of console RPG's and make content that just supplements the main story but is purely optional... i.e. FFVII weapons, or FFX monster arena
Reinheart, you rock man! Thanks for taking the time to share this with us!
Seriously. I stopped at 30 or so because the little bits of story each mission gives weren't compelling enough for the hours upon hours of grinding it would take to get them, but basically it was like... 1-16 or so you're introduced to this city-specific story with interesting NPCs, then then 20+ they completely change gears and you never hear from Thancred again while you go off an play silly games with beastmen and do parley missions and seriously how many hundreds of hours until the next bit of cutscene?
I hope with the re-vamp that they compress the storyline into the traditional "advance the storyline whenever you're ready" model and let people grind to be ready for it, not because they have to. And unless "Throw Stone" sees a serious upgrade, delineate the missions for combat and non-combat classes. Battle missions as a crafter, waiting for NPCs to kill off the enemy while you throw stones, are a really bad idea.
u throw rock and u rage mobs more.... then u run.... NOW THATS FUN!
Thanks so much to Reinhart and Rentahamster for the translations. You guys rock.
This has been one of my biggest problems with them trying to flesh out the roles of crafters and gatherers. It seems like if they continue in this direction, all content would have to be dumbed down to make sure to be inclusive to DoH/DoL. Aside from that it seems to me that DoH/DoL would have more fun and more consistency to thier chosen path, if they did have seperate storyline missions for them that worked in parallel with DoM/DoW storyline missions. And that those be things like special missions with a lot of story content about the war effort behind the scenes. Like say a rare gem or ore is needed for the completion of a powerful artifact, or say Cid contracts a crafter to make an important part for an airship, etc etc.Quote:
Originally Posted by _C-a-e-r-i-t-h_
Battle missions as a crafter, waiting for NPCs to kill off the enemy while you throw stones, are a really bad idea.
I agree. They should have separate storyline missions. I think it would even be a good thing for them to have entirely separate stories. Like, not just connected to the war effort, but connected more with the politics of the realm. While a DoW/M is off fighting this or that, a DoH/L is working his way up through the ranks of the guild(s) and working on a more political/diplomatic role. Instead of "throw stones at the monster" their quests will be like, "The ambassador from the beastmen tribes is furious, but we think a gift would help to win him over. You're a skilled <class>, can you make <crafted good X> or perhaps find <resource Y>?"
Might be a bit monotonous (like the crafting/gathering leves all are), but it's a vast improvement over throwing stones, and gives players two different storylines to follow and a sort of incentive to play as both DoW/M and DoH/L.
Thanks for the translation. Sorry I got steamed at you in the other thread. Its clear since you put this sort of effort in that you care about how the game is progressing. The complaints get to me sometimes since I know how much creative effort is going into the redesign, and it seems that people are so rude to the devs sometimes. Having been to Japan I've seen how polite the people there are, and it just gets me incensed at times to see westerners act like prats, and I sort of snapped.
Seriously thanks for the effort this was a good read.
10/10 would read again.
My first response about the job system was to get upset. I was not liking this "mode" idea. But the more I thought about this, the more i realized that if every "class" has several "modes", that doesn't mean they won't increase the number of classes. I mean, if each combat job in the game now is a class, then I feel we can safely speculate that more classes are on the way on top of however many modes they add per class. I say this because each class has an official guild that represents them , and that means (I would think) that Muskateer and Arcanist will be new "classes" and not modes. Again this is all just my best guess, but I actually could warm up to the idea of "job modes" if this is the case. They could still have a large amount of actual classes.
Take conjury for instance. I feel like they tried to do too much with conjurer as a job on its own. It has the keys buffs in the game right now but also has spells that do a considerable amount of direct magic damage. In a group combat scenario its tough to be both the healer and a damage dealer so you are typically forced to pick a role. If you then give it the added options of a pure white mage or pure black mage roll (2 logical modes for that class) you can more thoroughly choose which role defines your style.
Same with building off the pugilist class. You could fullfill more of a thf roll, or switch to a direct damage roll with monk. All this still leaves room for a TON of other classes to add that they can build off of. After thinking about all the classes and sub classes SE has ever created for all the FF's, I began to realize that they could still add a ridiculous amount of all the jobs we have ever loved in some form to this game, and in doing so making each class more flexibal.
For now we wait and see (nothing new there lol). Like so much else in this game, this system has a lot of potential, it is just gonna require a fantastic execution.
Heres hoping....
thanks a lot rain =) you did a great work !
would you translate the end of the interview please ? =)