Can you explain how Jobs will become more distinct from Classes in ARR compared to Version 1?
Can you explain how Jobs will become more distinct from Classes in ARR compared to Version 1?
And badgers! I'd love to see more wildlife representative of lore [e.g. the Red Otter and the Blue Badger], both as minions and as part of the scenery in cities and other zones.
Also, we will be getting bears and adders, right?
EDIT:
Speaking of cute fluffy things, will we be seeing the famous hare again?
I know we have marmots now, but they just don't hop the same!
Last edited by Andreas-Lycaeus; 03-31-2013 at 10:51 AM.
With so much work being put into housing like stables, trophies and um baths *^.^* will we be seeing workshops and usable kitchens in there to? being able to craft in your own home would be something I'd love to see, maybe even have a XP or HQ bonus for using them?
Can you explain why we need Classes and Jobs, would it not be easier to simply have one or the other and allow either Classes or Jobs to wield multiple weapon types?
Will there still be 1 battle theme for each zone like in FFXIV 1.0?
Hello guys,
In FFXIV 1.xx we could obtain Sanction from our Grand Company. Will this be in ARR? Will it be different? If so, how will it differ?
Thanks guys. Beowolf *bow*
Is it possible to show a sneak peak of the Gilgamesh 3D model?
Are there plans for content that is more dynamic and random? Content that has the same layout and objectives every time gets dull and redundant fast when you know exactly what to do every time.
Is Yosuke Matsuda probably taking over SE going to jeopardize Yoshi-P's control of releasing ARR? What's his experience with the gaming industry, as the CFO of SE Holdings how are the consumers to actually expect the quality of games to improve instead of just targeting what will raise Stock values?
Is it possible to backup the patch files in ARR?
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