Results 1 to 10 of 832

Dev. Posts

Hybrid View

  1. #1
    Player Eekiki's Avatar
    Join Date
    Mar 2011
    Posts
    3,214
    Character
    Kickle Cubicle
    World
    Balmung
    Main Class
    Rogue Lv 90
    Quote Originally Posted by EmiliM View Post
    Although I personally find all this a bit silly, I did what I could to help: I reposted this in the Japanese forum for you. Hopefully the Japanese players will lend their voice to yours.
    Looks to me and Google Translate like the general consensus in the JP community so far matches ours, which is to say they also preferred the shape of the 1.0 models.

    I also saw someone disappointed that Miqo'te tails aren't as animated as they used to be, which is something that I remember people mention during beta. The dev excuse was, predictably, limited PS3 memory.

    But that's beside the point (literally).
    (4)

  2. #2
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Eekiki View Post
    Looks to me and Google Translate like the general consensus in the JP community so far matches ours, which is to say they also preferred the shape of the 1.0 models.

    I also saw someone disappointed that Miqo'te tails aren't as animated as they used to be, which is something that I remember people mention during beta. The dev excuse was, predictably, limited PS3 memory.

    But that's beside the point (literally).
    They were more animated in even XI as well, they didn't sway "naturally" but XI was a generation 1 PS2 game. A lot of animation and graphic changes were for the battle system more than "PS3 limitations" since people complained left and right about animation lock, so naturally to combat that they basically gutted the graphics.
    (2)