Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
Why do some of the field notes have such an absolutely absurd drop rate? Some like Stanik drop like candy, others don't seem to drop at all. What possible reason could there be for "rarity" among lore items that have no practical use? Its driving me nuts wasting my time trying to complete this collection. About to give up. Fix this.
The ones with issues : Dyunbu, Bajsaljin, Sartaurvoir, Marsak, and Dabog.
Last edited by Koroem; 10-19-2020 at 03:04 AM.


i feel bad for are comrade we lsot fight the Prime it kind side to lose elite troop i glade we save are lovely freind good stories. i suprise the empire allow someone comand prime into their ranks.
anyone else notice the line be use by enemy they sound like almost Marxist in lines
also dev can we get bst soon now they your deploy them on feild hehe
Last edited by Savagelf; 10-19-2020 at 03:44 AM.
Best Content in FFXIV since Eureka xD.




The good
+ When there are enough (competent) people, Castrum Lacus Litore is enjoyable. Honestly, this is probably the only engaging thing about the whole content. It encourages teamwork and communication (not requiring VC, thank gawd), teams are split-up a couple times so there's still a bit of a sense of responsibility, and most of the new bosses' mechanics are certainly fresh.
+LogosForbidden actions are a bit more streamlined and no longer waste inventory space... Any chance they'll go back and do the same for Eureka Logos?
+ The Critical Engagement system certainly solves the problem of "we want the boss to have punishing and complex mechanics, but don't want it disappearing out of existence because there are too many players dogpiling on it so nobody sees AoE markers or even can target the boss."
+ I think this levelling/ranking-up method is less exhausting than Eureka's. I guess the fact that you still lose mettle every death is annoying, but I also understand if the devs thought that dying so long as there is near-guaranteed raises resulting in no penalties is too lenient so they at least wanted to impose a 'slap on the wrist.'
The Bad
- These are still FATEs... Like the same stuff we've seen since ARR. Trash mob swarms, tank-and-spank a boss, collect-and-trade-in items on the ground (or kill trash swarms), and "protect this NPC while killing the trash swarm" except most times the NPC is the tankiest thing ever and is realistically in no danger unless the FATE is completely ignored. With how much they force/encourage us to farm expansions-old FATEs for various things (namely relics), do they not consider that maybe we're bored of these? It's looking like they're creatively bankrupt on how to design FATEs.
- Castrum Lacus feels too infrequent for its own good. And then its made worse if there's too little participating in it. I haven't learned of the conditions yet, but at least there seems to be a way for players to know when its expected to spawn; though its irritating that it basically causes you to not want to join any other Critical Engagements for fear of missing-out.
- Lockboxes are RNG, I get it, but if the vast majority of them are going to seem like fireworks, then it would have been nice to get more from CE's or FATEs. Bozja doesn't hand lockboxes out as nearly as generously as Eureka so it's way more frustrating.
- I don't know how it can be fixed, but there are some Trash mob FATEs where it feels like the mobs all melt within seconds (you're lucky to get a hit or 2 on them), and others where the mobs have way more HP. It's not necessarily just because a disparity in players participating either. I don't quite understand the wide differences of enemy HPs in these FATEs.
- (Personal taste grievance):This is basically "Ghimlyt Dark: The zone." It's bland. I am so tired of these recycled Garlean mobs we've been seeing since ARR. Okay, story-wise I suppose it all fits, but on the surface it all feels lazy. Even the non-Garlean mobs are mostly randomly-strung in select areas- just because. It doesn't feel organic. We have a tribe of sabotenders off in a corner by some ruins because "why not?" Some Goobues cluttered north because reasons. It's not important, but it's my critique and mob choice and placement bothers me. I know they can do better because the main zones in the open world at least usually make some cohesive sense.



There are some good things that people covered already, so I'll just go straight into the bad.
The augmented grind is unrealistic for people to do. You cannot expect people to get lucky or suck. Grinding 20-30 coins per hour for 3498 total coins PER ROLE is not only unrealistic but asinine. This wasn't a problem with Baldesion Arsenal, why did the team decide time traveling back to 2002 was a good idea?
Duels are not frequent enough. It's already bad enough when people are literally wasting the duels by not bringing Lost Manawall. There either needs to be more duel opportunities or completely locking people out of the duel queue if they do not have Lost Manawall in their storage.
The queue for Castrum is just plain badly designed. Not being able to queue into the Castrum and a Critical Engagement makes people choose between lockbox/duel fishing or Castrum. Make the Castrum not only a seperate queue but make the accepting timer longer. Or even lock out other CE's/Duels from spawning until the 3 minute wait timer for Castrum.
There is no staying power currently for this content. In Pagos/Pyros/Hydatos, you can at least do some semi exclusive farm through their warped lockboxes. The content once finished there is no reason to stay due to how everyone can get said items. If the datacenter isn't dead, there is no gil that can be made from items for a battle class. Prices in theory will rapidly drop to nothing, then skyrocket once the content is finished, with the rapid drop already happening on Balmung. People still do Palace of the Dead and Heaven on High not just for leveling but for the later floors too (101+ and 31+) since it's fun content to do. Bozja can never replicate this in the current state it is in. In fact, if the content dies, it can never be completed.
In Eureka, there was the option of grinding mobs for EXP instead of only the fate train like in Bozja. There was a time where a friend and I duo'd all the way from Anemos to Pyros just from grinding mobs and finding evolution/mutated mobs. It took a lot of work in order to do that, but we were able to go through the content much quicker than just giving up and do weekly challenges. Something like that in the future would help with keeping the content reasonable to run through more than one expansion like Stormblood's Eureka, and give people something that would not only be challenging but fun to figure out. Currently, I feel like there is no difference between someone who clears Savage/Ultimate on a regular basis compared to someone else when grinding. I could be replaced by someone completely new to the game and it would make no difference in a clear or not on fates, critical engagements, and the Castrum. The only difference would be on the last boss of the Castrum and the simple thing the replacement would do is 'do not engage'. I am simply a cog in the machine.
Last edited by Enjuden; 10-19-2020 at 04:35 AM. Reason: 1k limit lul


@Cidel: The variation in fate health pools is an unfortunate result of the system being used. From what I read it's based off the number of players who have recently participated in the fates. So if a bunch of people were fate farming the north zone, for instance, and most of them go into castrum or a CE or something, the mobs health pools will remain scaled to that number, even if there's on 5 people in the fate itself. Conversely, if its a fresh instance or people haven't really been doing much in that zone, the mobs will die much quicker.
Why is it that Castrum groups will only let you run content with them if you are part of their socialist group. I just messaged a player today and was told no because he was waiting for randoms from that CEM discord. This should not be a requirement to just do content. I ran and actually got my Castrum clear from a regular PF group. Now, the only way to do this is to be forced to conform to their whims.



Don't know about you but I've pugged several of these runs without discord just fine the last few evenings. You're bringing up a problem that frankly isn't an issue, not on our datacenter.
Bluntly, just go in anyway and don't be a pain and it will be fine, especially since queueing solo you are not a priority queue regardless.
Last edited by Enjuden; 10-19-2020 at 06:59 AM.
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