Continued....
Continued....
This was posted in response to asking about support for DirectX 10 and DirectX 11, specifically. When taking into consideration the performance of the PlayStation 3 version, we currently have no plans of supporting DirectX 10/11. However, in the event that large changes or alterations take place to the graphics, or if DirectX 10/DirectX 11 continue to grow in popularity, we will begin to support them.Greetings everyone,
I apologize for the delay in getting a comment to you all about this. We are aware it is a hot topic in the forum, but it’s one that is difficult to provide a satisfactory comment on. Firstly, I want to bring attention to the following comment was posted by Yoshida on the Japanese forum back in March:
We brought up the concerns being presented by the community, as well as the comment made above, to Yoshida again today.Hello! This is producer/director Yoshida.
I appreciate you bringing up your concerns in regards to the map.
Just like you, I am keenly aware of the concern, and even though it is going to be a lot of work, we are drawing up plans for a proper rebuild. However, as you have all pointed out already, these fixes are related to the core of the game itself, so it is going to require quite some time.
Therefore, we are also making long-term plans alongside of this to alleviate the current map collision in a step-by-step fashion. This is an answer to the fundamental structure of the maps as well as the specs as a whole, so please note that the level design of a single area as well as other things are included in this.
In regards to the overall direction, he said that nothing has changed and he is still dedicated and moving forward with the edit work.
Next, in regards to the main focus of this thread, that the game is just a single area filled with monsters of different levels; the necessity to revamp this has not changed and we feel stronger than ever that along with the edits, each area should have its own specific theme.
However, as stated by Yoshida in the comment before, please understand that there is a large amount of work to be done and it will take some time before we can even share the information with you. Once the new designs start to take shape, we will make it our top priority to share them with you.Jobs won't have levels and as such won't need to be leveled up. Jobs are an advanced form of the class that unlocks them. So for example purposes, a level 50 Gladiator would be a level 50 Paladin. (Example only!)
Also we can confirm that we'll be changing the term "ranks" (as in rank 50 Pugilist) to "levels" (as in level 50 Pugilist) along with the removal of the physical level. We'll also be changing skill points to experience points.
In summation:
Rank > Level
Skill points > Experience pointsIn Patch 1.18, we will be increasing the max number of retainers that can be set up within each area. However, by simply increasing the number of allowable retainers, the fact remains that it could again reach the capacity limit. Therefore, as a precursor to that we will be planning some type of system of checks and balances in order to reset the retainers that have been setup.Checked with the dev. team regarding questions about archers and their ability to auto-attack. Auto-attack as a system will initiate when the player is fighting an enemy in close range. While archers will be able to auto-attack enemies while in close range it won't be with arrows. New animations will be implemented to make this all happen!A quick note regarding the comments about the slow auto-attack speed, dullness, etc. presented in the video, etc. In line with the comments made in Matsui's Battle Reform Blueprint, this is only the first wave of the auto-attack implementation with the second wave including the motion/animation updates and adjustments.
For the first stage, we will implement the core mechanics of auto-attack and perform provisional adjustments to the accompanying damage algorithm. The next stage, planned to take place after the aforementioned crowd control and action/skill revisions, will involve a fine-tuning of the auto-attack algorithm. Other algorithms will also undergo revisions, which will be explained further below. In so doing, we hope to further draw out the unique flavor of each weapon. At this same time, we will also carry out motion and other graphical revisions to accommodate auto-attack.There are some great points in this thread so we brought them up to Yoshida and he said he will look into making the crafting process easier. We want crafters to have fun analyzing the market, searching for demands and creating products for sale, rather than the crafting process in and of itself.I apologize for the late reply. The dev. team let us know that they are improving the item search feature and this should include an easier search for HQ items.
This alternative solution is a great idea in the mean time and I see it catching on in the Market Wards. Even I have been listing my HQ sales up like this.Spoke with Yoshida regarding the discussion taking place here. While the chat system is one of the many core edits planned along with other systems, due to the fact that server fixes are higher in priority, we are not able to delve into the specific content right now.
With this said, please continue to give us feedback on this topic and we will make sure to keep it in mind for our future discussions. I know there are a lot of "this way works/this doesn't/don't do this/make sure you don't do this!!1!" so let us know your thoughts.We discussed this with Matsui to see what he thought about the idea. He thinks that random/roaming bosses and such are definitely necessary, and he himself would like it, as well! After we finish up the vast amounts of battle-related tasks, we would like to implement these as soon as possible.We checked in to get some more answers based on the discussion going on thus far. Of course this isn't an exhaustive list, but should give some more insight into the system.
While unique/untradeable gear is not directly related, there are some items that cannot have materia attached to it. Also, there are some items that you cannot convert into materia as well.Are there any unique/untradeable gear that you can’t attach materia to?
We are considering storing them in your inventory.Will materia be stored in your inventory? I’m worried about running out of inventory space again.
You will be able to trade, etc. the same as before you attached materia. If you could trade it before, you can trade it after attachment.Will you be able to sell equipment that has materia attached to it?
We have prepared a feature to prevent this. Specifically, you will not be able to attach high stat materia to low rank items.By attaching materia to lower rank armor/weapons, if the stats on the item get too high wouldn’t it destroy game balance?
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
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