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  1. #4
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    One more bit of info that isn't old yet:

    Quote Originally Posted by Hvinire View Post
    Hey all,

    Hvinire here with an update from Yoshida on this very topic. Sorry for the delay in responding but please check out the comment that Yoshi-P himself made regarding the community concerns over the current death penalty in Eorzea.

    Death Penalty Implementation Ideas
    This is Producer/Director Yoshida.

    Thanks for the large number of comments! I’m sorry for taking so long to respond!
    (I prioritized the preparation of the Producer letter and other scheduled tasks. ^^

    After reading through all of the comments, I would like to tell you about the current plans for the death penalty.
    • The death penalty is important (For the purpose of creating a sense of nervousness regarding battles)
    • Thinking of 2 kinds of death penalties
    1. Definite occurrence of a ”Temporary status down” effect upon recovery of death (Wears off after a set time OR by paying gil to an NPC)
    2. Occurrence of an ”equipment degradation” effect only when using return after death (Recovered by repair)
    • Not currently planning on having a loss of SP/XP at this point in time
    • Equipment repair cost relief countermeasures will also be made alongside this.

    In regards to the status down effect, we feel that it is necessary to prevent the classic MMO “zombie attack” (Attack > Die > Revive > Attack > Die). There are some players that have touched upon status recovery through NPCs in various threads and comments.

    However, we are also planning the below changes to raise at the same time
    • Introduction of raise tier system (Raise I/Raise II/Raise III *Temporary names)
    • Raise I (After being raised, status down effect, no equipment damage)
    • Raise II (After being raised, weaker status down effect or a shortened status down time, no equipment damage)
    • Raise III (Perfect raise, no status down effect *Recast time and/or high MP cost)

    In other words, even if you die you can get a raise and just take the hit of a temporary status down effect.

    However, we determined that it would be necessary to make multiple raise tiers that can be acquired at different ranks since raise is acquired at rank 38 and it is not possible to raise at low-mid ranks.

    In addition, in exchange for the death penalty we are looking into making the return cost 0. (This is for regular return, not for when use return when you die.)

    Of course we plan to add a 10-20 minute recast timer, but by making the return cost 0:
    • It eliminates the need to death warp in order to conserve anima
    • Equipment damage when dying will only be occur in the instance of a full party wipe with no one available to cast raise
    • Will be a fair amount of risk by relieving the labor of equipment repair (revamp of repair recipes)
    • By spreading raises over the low-mid ranks the frequency of revivals will increase (=reduction in party wipes/reduction in death penalty frequency through camaraderie.)

    Personally, I would like to see a lot more people tossing out raises as they pass by.

    In this regard, I feel that the death penalty is something that creates balance and gives rise to the feeling of nervousness. We have already begun cost evaluation and are planning to implement this in the near future.

    In any event, my goal is to create a proper sense of nervousness and not make it so harsh that people log out because they are fed up with the penalties imposed upon death. (Fatigue will be dealt with in another thread)

    Please discuss the above points and any comments such as the below would be really helpful:
    • This penalty is weak!
    • This is perfect!
    • Do something else!

    Thanks!
    There you have it, now back to your regularly scheduled discussion.

    [SIZE=5]LATEST DEV POSTS:[/SIZE]

    Quote Originally Posted by Bayohne View Post
    I know this is an old topic, and I'm sorry it took me so long to get further details for a response, but I wanted to confirm that you will need to be wearing the equipment that you want to transform into materia.
    Quote Originally Posted by Bayohne View Post
    Hey, gang. I wanted to bring you the official details that Yoshida has recently posted (at crazy hours mind you!) this morning on the Japanese forum. Here's what he had to say on the topic of the upcoming job system.
    Hey everyone, this is producer/director Yoshida.

    I seem to recall there being a discussion about what each class will become job-wise in a previous thread. While it's still a bit too early to talk about the specifics, I will let you know a bit about the plan. Once it becomes possible to publicize the specs, I plan on making a post in battle mechanics section, but since job implementation will be taking place post-class balance adjustments, it is going to take some time. (Planning for post patch 1.20.)

    Matsui, Gondai, and myself, are creating this plan, and the early jobs are based on "party balance."

    In other words, here is the basic premise:
    • Tank
    • Attacker
    • Damage Dealer (Nuker)
    • Healer/Crowd Controller 
    • Buffer/Crowd Controller
    The above are just the foundation, and of course it doesn't mean that these are the limit of what types of roles we'll feature. I hope that this gives you something to discuss and speculate about.
    Quote Originally Posted by Bayohne View Post
    Got another (late night!) post from Yoshida that I wanted to share with you all. The thread that Yoshida was addressing had questions asking about whether or not leveling up will be necessary based on some comments he stated in a recent interview.

    I suggest that if you want to discuss specific points in the below post, you may want to start a separate thread so that this thread doesn't become further off-topic (than I'm about to make it!)

    Without further ado, here's the official translation...
    Hi all, this is producer/director Yoshida.

    First off, I’d just like to say that I am not by any means saying that characters shouldn’t have to level, or that we should get rid of leveling up itself, or that leveling is boring. If there was anyone that took it this way, I apologize. I myself am a huge role playing gamer, I love MMOs, and I’ve even worked on a recent Dragon Quest title, so I understand the pleasure and fun aspects of character growth. With that said, this does not mean that we are getting rid of it.

    Of course, when you consider the unique characteristics of MMOs, planning to reach the level cap within a week isn’t entirely accurate. The ideal image is one where if you play every day for 2 hours or so, you will be able to reach the max cap on one class in about 3-4 months. Naturally, if you make detours or spend a whole day just chatting with friends, the distance and time to reach the cap will increase. One of the important things we would like players to think is “if I keep playing, I too can reach the highest rank.”

    I was a hardcore EverQuest player and I know of the struggles involved in getting to that point. Truth be told, I really loved it. However, dying and losing 2 weeks’ worth of EXP, going insane trying to make EXP parties... I don’t think those features are important in the future of FFXIV.

    While this is only concept phase right now, we are planning to increase the rank cap for growth once every 1-2 years, and will be implementing elements such as additional classes and jobs in the future.

    However, I think what you’re all really concerned about is whether or not the end-game content and reasons for growing your character are going to be worthwhile or not. All I can say to that is that I will give it my utmost best!

    Additionally, in the midst of the current battle adjustments, I think that rapidly inserting content (specifically battle-related content), when taking into account the overall situation, can be considered a pretty rash decision under normal circumstances. Since the foundation of game design is usually to first focus on finalizing the battle system, and then to implement content that utilizes the finished system, we are running a lot of risks launching the instanced raids and the Ifrit battle at this time. ^^;

    I want to state just how much we appreciate all of you that are playing in these conditions, and let you know that we’ll continue with our best effort to implement content alongside the battle and foundational-related fixes.
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    Last edited by Rentahamster; 06-30-2011 at 05:17 AM.
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