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 Post subject: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 6:30 am 
Square Enix
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FINAL FANTASY XIV fans the world round, the third Letter from the Producer has arrived for your viewing pleasure!

Pore over the complete letter.



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 Post subject: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 6:30 am 
Square Enix
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Hello again, to all of you continuing to enjoy FINAL FANTASY XIV.

Your devoted Yoshi-P is here, back for my third letter, despite some stiff shoulders that have been giving me trouble lately. What are you gonna do, right?

Patch 1.15a went live with all of the intended content (resulting in a bit of behest-induced fever on some forums, hehe), and the dev team is now on the next step in improving the game. After balancing skill and experience point awards in 1.15a, I logged in and clandestinely took part in a few behests. I was left with the impression that everyone seemed to be having a good time. And it reinforced my conviction that MMORPGs are all about people getting together and having a good time.

Of course, we're still on the fence a bit about balancing the degree of difficulty for fifteen-member parties, but I personally am of the opinion that everyone playing together is what makes the game fun. And so that is the direction in which I would like to take the game, and take it as quickly as possible. It was for that reason that I opted to balance the skill and experience points rewards first, with the intention of later tackling the difficulty level, rather than vice versa. Further balancing adjustments are ongoing, and are being based on the new designs in place for a maximum party size of eight members, as well as the smaller four-member party, both of which I've added to our list of intended changes.

I kept a close eye on how things went for the week or so following the release of 1.15a. Not surprisingly, the maximum number of members and levels of difficulty for behests were less than ideal. Therefore, in the coming days we'll be looking into further improvements to bonuses awarded when participating in groups of nine or more. For now, I'd be happy to think that we've already taken care of some balancing issues that relate directly to future content. Also, the amount of experience points awarded to Disciples of the Hand is a bit on the large side, and will be balanced to be more akin to those awarded to Disciples of War and Magic.

A bit wordy for a lead-in, I know, but now we can move on to what many of you no doubt are waiting to hear about. As I mentioned in my last letter, our FINAL FANTASY Players' Poll the Second begins today, focusing primarily on the battle system. I've set the deadline at one week from today. I apologise for shortening the submission period from last time, but quick responses will lend themselves to quick results. I hope you all take the time to submit your answers and have your voices heard!

Next, I'd like to post the updated list of planned changes. There have been a number of changes to the list since 1.15a was released, both new additions as well as progress updates. Items marked as –NEW– have either been added or updated. Those tasks that are in grey have been completed, and will be removed from the chart as of my next post. Consider yourselves warned! (I apologise for my chart being a bit artless... It isn't the easiest thing in the world to read, I know.)

Category Planned Current Tasks Future Tasks
Quests Tutorials for new players Planning and implementation of tutorial quests Introduction of additional quests
Quests revolving around the danger facing Eorzea Planning and implementation of quests Introduction of additional quests
–NEW– Storylines and world quests –NEW– Development and release of supplemental storylines and world quests –NEW– Introduction of additional quests
Public company quests Planning of public companies and related quests in Limsa Lominsa, Ul'dah, and Gridania Introduction of additional quests
–NEW– Quest-related system changes –NEW– Addition of icons to make quest NPCs easily recognisable –NEW– Addition of several icons to distinguish between quest types
–NEW– Addition of quest NPC locations to maps –NEW– Division of map data for various quest types
–NEW– Addition of confirmation windows for accepting/refusing quests –NEW– Opt from among several rewards upon quest completion
–NEW– Ability to abandon accepted quests
User Interface
(UI)
Improvements to the log Changes to behaviour of windows when moused over
 Removal of auto-log activation (complete as of 1.15a)
 Abiility to target behind log (complete as of 1.15a)
Automated show/hide feature
 Log hidden after certain period of inactivity (complete as of 1.15a)
–NEW– Examination of new log config settings
 Ability to set length of inactivity before log is hidden
Revision of text colors by message type
Brighter system messages for easier reading (complete as of 1.15a)
Increased log tabs
Increased color customization by type
Improvement of dialog windows
(ex. market area selection)
Changes to increase the amount of on-screen data to reduce the need for multiple pages (complete for market area selection screens as of 1.15a) Re-examination of page-scrolling mechanics
Conversion to specialised query windows
Improvements to journal usability Changes to consolidate all current quests and levequests on one screen Ongoing changes
Additional list entries
Increased speed for text scrolling in general, and further speed increase for continuous scrolling
Addition of page-scrolling control for gamepads (moved from Planned Tasks to Current Tasks)
Adjustments to window size and scrolling position
 Consolidation of levequest details on one screen (complete as of 1.15a)
Addition of entries to journal list (moved from Planned Tasks to Current Tasks)
Character jump feature Examination of the implementation of jumping Implementation following completion of a favourable examination
Increased visibility of combat damage display (complete as of 1.15a) Use of distinct colors for player and enemy damage (complete as of 1.15a)
Adjustments to prevent overlapping of combat text
 FINAL FANTASY-esque changes to number pop-up animations (complete as of 1.15a)
–NEW– Rank/Level up fanfare –NEW– Examination of dramatic effects when a new rank or level is attained –NEW– Further rank/level up fanfare enhancements
Increased usability of maps Examination of increased refresh rates for more responsive maps (complete as of 1.15a) Implementation of chages (complete as of 1.15a)
Subsequent increase in the number of points and icons pictured on maps
Improved minimap usability Addition of PC field-of-view display on the minimap (complete as of 1.15a) Quest NPC directional indicator
Improvements to camera usability Changes to prevent random reset of camera distance settings (complete as of 1.15a)
Changes to allow camera distance settings via gamepad (moved from Planned Tasks to Current Tasks)
Changes to notification windows Changes to window placement
Reduced intrusion of windows when engaged in combat (complete as of 1.15a)
Changes to increase the specialization of windows
Improvements to targeting mechanics Changes to allow targeting by type (PC or NPC) when targeting with a gamepad Examination of target indicator customization
–NEW– Addition of an "attacking enemies only" type to targeting system
–NEW– Ability to target by clicking on character name displays –NEW– Examination of additional information display on unit frames
–NEW– Emote usability improvements –NEW– Display of text commands for each emote on the emote list –NEW– Alphabetization of emote list
–NEW– Auto-translate dictionary update –NEW– Update of auto-translate dictionary contents
Guildleves Improvements to guildleve-related information Command-based display of time remaining until guildleve renewals (complete as of 1.15a)
Additional information when exchanging guildleves
Revision and balancing of local leve issuing conditions Ongoing revision and balacing
Balancing of guildleve rewards Changes to less popular guildleves in line with reward balances Further release of new guildleves following balancing
Items,
Synthesis, and
Gathering
Adjustments to item condition values Adjustments to lower the rate at which item condition deteriorates Ongoing balances in line with player feedback
Higher visibility of the optimal rank of items Changes to the color of item names to convey the disparity between optimal rank and a player's current rank
 Currently assessing costs of implementation
Colour categorization of item names
Reassessment of the gear affinities Introduction of gear with rank requirements to create player-oriented goals Further changes to gear affinities
–NEW– Re-examination of class-based requirements for gear –NEW– Addition of class-specific gear to enhance class uniqueness and goal-oriented play –NEW– Re-examination of recommended class system for gear
Revision of battle loot and quest rewards Ability to obtain weapons and armour via battle loot and quest rewards Implementation in line with quests
–NEW– Synthesis interface improvements –NEW– Examination of synthesis recipe balancing
 Adjustments to begin after settling on specs
–NEW– Implementation of synthesis recipe balancing
–NEW– Expansion of synthesis recipe history (currently stores eight recipes) –NEW– Ongoing improvements to recipe history feature
–NEW– Adjustments to the item synthesis process
Changes to item stack sizes (complete as of 1.15a) Examination of increased stack sizes from 12 to 99 (complete as of 1.15a) Implementation of increased item sizes after finalization (complete as of 1.15a)
Increased pace of gathering actions Changes to the frame rates of action animations to speed up gathering (partially complete as of 1.15a)
–NEW– Introduction of new synthesis concepts –NEW– Examination of new synthesis concepts –NEW– Initial development following settling on concepts
Market Areas Improvement of market area connectivity and stability Reduction in the frequency of market area crashes Ongoing improvements to market area stability
–NEW– Retainer system improvements –NEW– Ability to summon retainers currently operating a bazaar –NEW– Ability to save retainer location
Improved usability of the item search feature Addition of prices displayed together with search results (complete as of 1.15a) Examination of ability to search by specific item names
Examination of an auction house system Final examination of retainer and auction house systems Initial planning following final decision
Battle System Ability to toggle display of head gear Ability to toggle head gear to allow display of character faces (complete as of 1.15a) –NEW– Addition of a menu option
–NEW– Party system changes –NEW– Examination of maximum single party size
 Changes aimed at improving battle balance
–NEW– Reduction of "full" party size from 15 to 8 members
–NEW– Release of "small" parties made up of 4 members
–NEW– Redesign of UI elements in line with new party system –NEW– Examination of a buffing system and party display for small and full parties
Revisions to party-based skill point acquisition in parties
–NEW– Battle adjustments for new party system
Improvements to skill point acquisition for parties (complete as of 1.15a)
–NEW– Adjustments to degrees of difficulty and bonuses for behests for full parties (8 members)
–NEW– Adjustments to period of time between behest resets
–NEW– Auto-attack system –NEW– Examination of an auto-attack feature –NEW– Examination of risks of and scale of changes for an auto-attack system
–NEW– Character collision detection –NEW– Removal of character collision
Changes to enmity calculations Revisions to enmity algorithms Ongoing revisions to enmity algorithms
–NEW– Adjustments to positioning algorithms of enemies in relation to PCs –NEW– Ongoing adjustments of algorithms as necessary
–NEW– Adjustments to ranged attack algorithms of enemies –NEW– Ongoing adjustments of algorithms as necessary
Revision of crowd control actions Revision of crowd control actions for each class to improve party-based play Implementation of changes after finalization
Changes to enemy group dynamics Introduction of enemy group variability, as well as enemy group highlighting to enhance combat visibility
Changes to claiming/engaging enemies Examination and implementation of changes to claiming and engaging enemies Ongoing balancing of skill point acquisition following initial changes
Balancing of enemy attributes Changes to enemy attributes and drops Ongoing balancing as necessary
Addition of beast tribes Release of beast tribe monsters as both roaming and quest-related enemies Further implementation in line with new quests
–NEW– Environment collision detection –NEW– Risk analysis of collision detection adjustments to improve movement response –NEW– Ongoing adjustments to environment collision detection
–NEW– Enemy distribution adjustments –NEW– Examination of free-ranging enemy distribution
 Changes aimed at clearly defined territories and secure travel routes
–NEW– Gradual adjustments to roaming enemy distribution
Revision of enemy sizes Optimization of enemy size for ease of play –NEW– Ongoing adjustments to enemy size
Design and release of notorious monsters Release of notorious monsters Further implementation in line with new quests
Conversion of roaming monsters to notorious monsters Implementation after finalization
Armoury
System
Changes to actions for Disciplines of War & Magic classes Further changes to enhance class uniqueness Initial implementation of partial changes
–NEW– Re-examination of stats –NEW– Addition of an auto-MP regeneration feature –NEW– Ongoing reeaxmination of attributes and stats
Changes to class names Possible introduction of traditional names such as paladin, monk, white mage, etc. Announcement of further changes as they arise
Company
System
Introduction of public companies Introduction of public company leaders in each city-state Announcement of further changes as they arise
Introduction of public companies in Limsa Lominsa, Ul'dah, and Gridania to combat the threat to Eorzea Announcement of further changes as they arise
The Lodestone Official forums Test launch of official forums in JP, EN, FR, and DE beginning in early March Improvements to forums based on test period results
Determination of final launch date
Additional blog features Addition of a "Like!" button to mark preferred posts
Ability to add decorative text, HTML links to blog entries
My Site automated notifications Notifications of new blog entries, new followers, etc., posted at the top of My Site pages
–NEW– New Content –NEW– Instanced PvE Content (Dungeons/Raids) –NEW– Examination of dungeon content for full parties (8) of high-rank members
 Ongoing examination together with battle system adjustments (8-member content)
–NEW– Examination of dungeon content for small parties (4) of mid- to high-rank members
 Ongoing examination together with battle system adjustments (4-member content)

We've received a lot of feedback from players regarding collision detection issues hampering player movement, and are working on resolving these now. Unfortunately, fixing all of them in one fell swoop would pose too great a risk, and so we'll be addressing them in stages. We've also completed our examination of the balancing and placement of freely roaming enemies, and are in the midst of holding meetings now to begin implementing the planned changes. Also, the routes players take when travelling through areas must also be adjusted so as not to have a negative influence on quest balance. All told, we'll be making changes of this sort up until the onset of spring.

We are also in the process of putting together a new workflow to handle the development of new quests and sidequests. Though we will begin releasing these in the next patch, it will be difficult to release a large number of them at once. It is certainly possible to continue developing quests until we reach a target number, and then release them simultaneously, but this would slow the rate at which this new content would become available. I prefer to release fewer quests regularly as part of the monthly patches instead. This may give the impression of less content per patch, but I'd like to try it this way for a span of about two months or so and see how it goes. At the same time, we'll gradually be implementing system-side changes related to quests as well, aimed at improving user-friendliness.

I’d now like to speak about the battle system and its forthcoming changes. The tasks laid out for the overhaul of the battle system are being divided up and divvied out, and the office is a maelstrom as we try to settle upon the final specs for the system itself. Hardly a day goes by that we don’t have a battle-related meeting of some sort, and it is my strong hope that we finalise a direction to take as soon as possible after receiving your feedback and opinions from the second poll.

We are also looking into players using death warps (or blood warps, or whatever other name you wish to give them). We will be making a decision on how to address this following the release of quests. After all, having a bunch of adventurers committing suicide isn't very FINAL FANTASY-esque, now, is it?

And finally, a few words on the large-scale PvE content I tacked onto the end of the list last time. Our current thinking is that this will be content aimed at high-ranked or endgame players, and are now looking into design aspects and costs, as well as viability for middle-ranked players, together with NMs. Hopefully, we'll be able to get all of our ducks in a row, hammer out an engaging battle system, and bring a slew of new and exciting challenges to all of you soon!

I suppose that just about does it for this Yoshi-P letter. For those interested, in my next letter, I am hoping to talk about items and the in-game economy. The more astute observers among you may have already noticed that a few changes pertaining to these topics have already been added to the list... ^^;

How about this weather, huh? Cold enough for you? Well, I suppose that depends entirely on where you are... But it’s cold in Tokyo. It looks like influenza is popping up all over the place, regardless, so take care of yourselves lest you miss out on your adventures in Eorzea!

Until next time, keep your hopes high and your noses to the gri—bad choice of words. Just keep having fun!

FINAL FANTASY XIV Producer & Director, Naoki Yoshida




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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 7:35 am 
Youre a Crappy HNM like Roc or something
Youre a Crappy HNM like Roc or something
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AF, Instanced Raids, Auto-MP regen, Summon Retainer thats actively Bazaaring. {Excitement}


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 7:46 am 
Honey Muffin
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ps dont forget to check out the new poll, good stuff - i like that they're actually trying to find out what players want before just diving into a change


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 7:48 am 
Crumpet
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Awesome:

Quote:
–NEW– Examination of an auto-attack feature

–NEW– Addition of an auto-MP regeneration feature

Warning, Warning:

Quote:
–NEW– Reduction of "full" party size from 15 to 8 members

–NEW– Release of "small" parties made up of 4 members

–NEW– Adjustments to degrees of difficulty and bonuses for behests for full parties (8 members)

–NEW– Examination of dungeon content for full parties (8) of high-rank members

–NEW– Examination of dungeon content for small parties (4) of mid- to high-rank members

Despite lots of mentions of reducing party size from 15 to 8, not a single mention (not even in the dungeons/raids section) has been made for "alliances". What I thought was already an issue has just become an even bigger issue.


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 7:55 am 
Youre a Crappy HNM like Roc or something
Youre a Crappy HNM like Roc or something
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Ketrebu wrote:
Awesome:

Quote:
–NEW– Examination of an auto-attack feature

–NEW– Addition of an auto-MP regeneration feature

Warning, Warning:

Quote:
–NEW– Reduction of "full" party size from 15 to 8 members

–NEW– Release of "small" parties made up of 4 members

–NEW– Adjustments to degrees of difficulty and bonuses for behests for full parties (8 members)

–NEW– Examination of dungeon content for full parties (8) of high-rank members

–NEW– Examination of dungeon content for small parties (4) of mid- to high-rank members

Despite lots of mentions of reducing party size from 15 to 8, not a single mention (not even in the dungeons/raids section) has been made for "alliances". What I thought was already an issue has just become an even bigger issue.



This is from the poll:

In addition to certain already existing inconsistencies, we also foresee issues with the claiming system once large-scale content is introduced in the future, such as multiple parties fighting together against a common enemy, or multiple parties engaging one another in PvP. We would like to hear your opinion on some of the changes we have in mind.


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 7:58 am 
Crumpet
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I can't read the poll, I'm at work and my account is token secured. Mind posting the questions here?


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 8:02 am 
Youre a Crappy HNM like Roc or something
Youre a Crappy HNM like Roc or something
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Quote:
FINAL FANTASY XIV Players' Poll the Second-The Battle System

We would first like to thank all of you for your cooperation with our first poll. Your feedback and opinions have proved to be invaluable in guiding the development of FINAL FANTASY XIV, and it is in that vein that we bring to you Players' Poll the Second, which focuses on the game's battle system.
The deadline for submissions is Thursday, February 24, 2010 at 12:00 a.m. (One minute after 11:59 p.m. on Wednesday!)

Direction of the Battle System

While continuing to usher in changes to the battle system, in addition to making party-based combat as enjoyable as possible, we will also be striving to ensure that solo-play remains a viable option (ranking up, etc.). To that end, we plan to enhance the individual characteristics of each class, and assign each of them a unique role to further enhance their distinctness.

* Required

Battle

1. What do you feel are the most significant issues with the battle system? (up to three answers) *
  • Spamming actions.
  • Lack of class uniqueness.
  • Lack of party-based battle tactics.
  • Insufficient effect from attributes.
  • Lackluster battle animations.
  • Cumbersome Battle Regimens.

Class Balancing

2. What type of class role would you like to use in combat? *
  • Tank. (protect allies by holding enemy enmity)
  • Melee (attack enemies at close range)
  • Ranged. (attack enemies at long range)
  • Healer. (heal allies with restorative abilities)
  • Buffer. (support allies with enhancing abilities)

3. How frequently would you like to engage in party-based play? *
  • I’m a solo player.
  • Just on the weekends. (between 1-3 hours)
  • Just on the weekends. (more than 3 hours)
  • Weekends and weekdays. (between 1-3 hours)
  • Weekends and weekdays. (more than 3 hours)

4. What types of game content would you like to undertake while in a party? (up to three answers) *
  • Ranking up.
  • Farming/gathering.
  • Questing.
  • Guildleves.
  • Behests.
  • Small-scale player versus environment (PvE) content.
  • Large-scale player versus environment (PvE) content.
  • Player versus player (PvP) content.

5. What types of game content would you like to undertake while playing solo? (up to three answers) *
  • Ranking up.
  • Farming/gathering.
  • Questing.
  • Guildleves.
  • Behests.
  • Synthesis.
  • Small-scale player versus environment (PvE) content.
  • Player versus player (PvP) content.

6. In addition to enhancing class differentiation with essential attributes and distinct appearances, we are also looking into introducing class and rank requirements for equipping gear. How do you feel about the implementation of such a system? *
  • I am for it.
  • I am against it.
  • Either way is fine with me.

7. The fatigue system currently in place aims to prevent excessive “grinding” of skill and experience points. Have you felt the effects of this system while playing? *
  • Yes.
  • No.

Bonus Point Allotment

The bonus point allotment system was intended to be a means by which players could customize their character's individuality. The free distribution of attribute points has given rise to certain problems, however, such as compatibility issues with the Armoury system, and the lowered effectiveness of the attributes themselves. In particular, this lowered effectiveness of attributes also extends its influence to items, and is therefore something that we feel must be rectified. To do so, we are currently looking into the following two options:

1. Removal of the bonus point system, and the addition of automatic allotment of attribute points based on class

2. Removal of physical levels, and the addition of class-specific allotment of attribute points for each class based on rank.

8. Would you prefer option 1, option 2, or the current system? *
  • Option 1.
  • Option 2.
  • The current system.

Claiming Enemies

The current system of "claiming" enemies allows for one party to claim one enemy group, and players are able to obtain skill and experience points only from those enemies that they or their party have claimed. For a number of reasons, we are currently planning to make changes to the way in which this system functions. In addition to certain already existing inconsistencies, we also foresee issues with the claiming system once large-scale content is introduced in the future, such as multiple parties fighting together against a common enemy, or multiple parties engaging one another in PvP. We would like to hear your opinion on some of the changes we have in mind.

9. If the current target claiming system were done away with, would you be in favor of a system that rewards skill, experience, and loot only to the party that first deals damage to an enemy? Or would you be in favor of skill, experience, and loot being distributed amongst all parties that contributed to an enemy’s defeat? *
  • Skill, experience, and loot going to only the first party to deal damage to an enemy.
  • Skill, experience, and loot going to all parties taking part in an enemy’s defeat.

10. If the current target claiming system were done away with, would you prefer for content such as dungeons and battle to be converted into instances as much as possible?* (“Instances” refer to those events and areas that can only be occupied by a single party, or certain characters, at once. This serves to prevent players from competing with one another for the same enemies, for example.)

* “Instances” refer to those events and areas that can only be occupied by a single party, or certain characters, at once. This serves to prevent players from competing with one another for the same enemies, for example. *
  • Yes.
  • No.

Battle System Suggestions

11. Please tell us what you feel would benefit the battle system, or any features you would like to see implemented. (up to 400 characters)


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 8:03 am 
Youre a Crappy HNM like Roc or something
Youre a Crappy HNM like Roc or something
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In a raptor grind party, can't be fucked to format it nicely.


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 8:06 am 
Crumpet
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Thanks irl. I'll even neaten it up for you in a minute.


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 8:32 am 
Posts way too much
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Yoshi-P is seriously a cool guy. I like how in the few months he's been running the show, he has got his shit together and is getting it done as well.

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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 8:39 am 
Crumpet
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My answers:

Quote:
1. What do you feel are the most significant issues with the battle system? (up to three answers)

•Spamming actions.
•Lack of class uniqueness.
•Cumbersome Battle Regimens.

I dont particularly think regimens are "cumbersome", but I do feel that:

1) You shouldn't be completely blocked from being able to do anything else while a regimen is being stacked, you should be able to pay stamina up front for your stacked ability and continue to fight/provoke/cure.

2) Regimens need to have more "wow factor" when they go off successfully. This is what made skillchains so great, it got a unique animation and the battle log let you know how much additional damage your awesomeness inflicted. Right now, you do more damage, but it's not really apparent how much so it feels empty.

Quote:
2. What type of class role would you like to use in combat?

•Tank. (protect allies by holding enemy enmity)

Adur.

Quote:
3. How frequently would you like to engage in party-based play? *

•Weekends and weekdays. (more than 3 hours)

This is hard to quantify. I just want to do stuff whenever I'm online. Little confused by the point of this question. Are they trying to figure out how much party vs solo content they need?

Quote:
4. What types of game content would you like to undertake while in a party? (up to three answers)

•Ranking up.
•Questing.
•Large-scale player versus environment (PvE) content.

Nothing special here. I'd like to pick both small and large content but I wanted to make sure quests and exp are both viable for partiesoccasionally.

Quote:
5. What types of game content would you like to undertake while playing solo? (up to three answers)

•Ranking up.
•Questing.
•Synthesis.

Hopefully picking "ranking up" and "questing" for both gets across the idea that we want it to be viable to exp solo too, not just in groups. Though obviously I'm all for making things slightly more efficient if you do it in a group.

Quote:
6. In addition to enhancing class differentiation with essential attributes and distinct appearances, we are also looking into introducing class and rank requirements for equipping gear. How do you feel about the implementation of such a system?

•I am for it.

Once upon a time I thought the ability to wear things when you weren't quite at the right level to be a good idea, allowing people to get an item a level or two early if the stats were better than what they already had. Now though I understand how this nonsense is messing up the economy and removing the incentive to actually level up.

Quote:
7. The fatigue system currently in place aims to prevent excessive “grinding” of skill and experience points. Have you felt the effects of this system while playing? *

•Yes.

Well of course I've felt it, who hasn't? Heck I think even Yarr's managed to hit Fatigue before. The simple yes/no answer to this question doesn't really tell them anything. Only thing I can think of is if like 90% of players have "felt" fatigue then they'll think to increase the threshold if not remove it entirely. I'm sure their original intent was just to try to hold back the small 5-10% of people who grind all day and night, not whack the casual player with even more penalties.

Quote:
The bonus point allotment system was intended to be a means by which players could customize their character's individuality. The free distribution of attribute points has given rise to certain problems, however, such as compatibility issues with the Armoury system, and the lowered effectiveness of the attributes themselves. In particular, this lowered effectiveness of attributes also extends its influence to items, and is therefore something that we feel must be rectified. To do so, we are currently looking into the following two options:

1. Removal of the bonus point system, and the addition of automatic allotment of attribute points based on class

2. Removal of physical levels, and the addition of class-specific allotment of attribute points for each class based on rank.

8. Would you prefer option 1, option 2, or the current system?

•Option 2.

Definately option 2. I like the ability to customize our stats slightly (though, yes, the actual effect of these stats needs to be increased a lot) but not saving it per class is a dumb idea. Physical levels are completely pointless as it stands right now, i'm in favor of scrapping them and just making the classes and ranks into jobs and levels.

Quote:
9. If the current target claiming system were done away with, would you be in favor of a system that rewards skill, experience, and loot only to the party that first deals damage to an enemy? Or would you be in favor of skill, experience, and loot being distributed amongst all parties that contributed to an enemy’s defeat?

•Skill, experience, and loot going to all parties taking part in an enemy’s defeat.

This one feels like they're trying to assess how to fix the claiming system without allowing us to actually claim more monsters, so people don't hog monsters I guess. I'm guessing they want to possibly make it so you cant claim additional monsters, but if someone "steals" your monster they wont get any exp or loot from it.

That said, they quote their concerns come from large-scale PvE content (think dynamis) so I can't see why they shouldn't make it so all parties who help kill a monster get exp and loot.

Quote:
10. If the current target claiming system were done away with, would you prefer for content such as dungeons and battle to be converted into instances as much as possible?* (“Instances” refer to those events and areas that can only be occupied by a single party, or certain characters, at once. This serves to prevent players from competing with one another for the same enemies, for example.)

•Yes.

Coming from the previous question, it definately sounds like they're concerned that if they scrap the current target/claim system we'll have problems with people griefing (claiming mobs to stop other people getting them, or stealing other mobs that go unclaimed to take their loot)

Regardless of their reasons, instances are good if i'm doing PvE raid/dungeon type stuff. Don't want to end up with reserved zones like dynamis. But having some non-instanced stuff where /everyone/ is encouraged to participate (like the besiged and conquest stuff form FFXI) is good too.

Quote:
11. Please tell us what you feel would benefit the battle system, or any features you would like to see implemented.


I'll answer this one later, might take a while, ha.


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 9:08 am 
Too Weak
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Joined: Sun Feb 06, 2011 11:43 am
Posts: 17
nice nice but i dun like the feeling of reducing party size to 4 or 8...
I want Threat Meter!!!!
I want More exciting Monsters!!!
I want sexy Lalafells dancing around me!!!


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 9:21 am 
Crumpet
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Also, in case people didn't see this:

Quote:
At the following time, we will be performing maintenance on FINAL FANTASY XIV corresponding to the upcoming release of patch 1.15b. During this period, FINAL FANTASY XIV will be unavailable.

We apologise for any inconvenience this may cause and thank you for your understanding.

* Clients will update automatically upon launch after release of the patch.

* Patch download rates may vary depending on server congestion.

* Comprehensive patch notes will be posted on the Lodestone the day of the patch's release.

[Date & Time]
Feb. 17, 2011 from 21:00 to 23:00 (GMT)

* The completion time may be subject to change.

[Affected Service]
- FINAL FANTASY XIV


This is today/tonight.


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 10:32 am 
Too Weak
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Posts: 17
hopefully it is a decent patch...... back to eating my powdered Sugar....


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 10:41 am 
Meat Miq'abob
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hey krit i can get you some nice Knights bread instead of sugar :P we dont want a diabetic gelka tank now do we.

Im excited about the promise of new quest and content.

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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 11:04 am 
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Wow, that's a lot to take in.

So a behest will only be doable by 8 members instead of 15? Sounds iffy. But it looks like maybe they'll increase the number of times you can do behest per hour, which would be good.

Doing the current NM with only 8 members would be hard for us as an LS.

They mentioned something about crafting exp, and all I can say is I hope they didn't mean crafting SP. Because if they nerf crafting SP, I'm going to be sad.

No mention of buffing DoL SP, which also makes me sad. I really want to fish, but the SP is just so god awful.

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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 11:07 am 
Onionhead
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if they bother fixing craft EXP and then get rid of physical level, what's the point?

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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 12:32 pm 
Too Weak
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i need a dentist for all those sugar lol


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 7:26 pm 
Honey Muffin
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For the comments system i wrote this - so many things i wanted to cram in there but couldn't. I'm kinda curious what others wrote with their short 400 char bitch ticket.

Kioko wrote:
Traditional Final Fantasy classes/abilities, pet classes, FFXI wyvern for lancer
Replace confusing astral/umbral table for traditional FF elemental table.
Too much emphasis on crafting
More strategy involving interaction between players durring battle besides regimen. Need auto attack, less widgets with forced focus, no one can talk in the game while playing. Gamepad play too hard.


Last bit i wanted to write that the UI is too difficult to use if you were only playing with a gamepad - but it wouldnt let me so i had to cavewoman it up a bit.


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 11:13 pm 
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I also mentioned how no auto attack restrictions socialization and discourages interaction during group events in my comment box.

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Ulgokiem sounds like the name of an anal STD. Why anyone even listens to that douche bag is beyond me.

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i love how half of this thread is about racism in america and the other half is pictures of kittens


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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Thu Feb 17, 2011 11:58 pm 
Onionhead
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they left out nuker on question 2
i dont like either option on question 9
voted No for instances

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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Fri Feb 18, 2011 5:10 am 
Incredibly Tough!
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I voted pro pvp as always and bitched about pvp and pet classes in the place where I could give my opinions!

I'd like to actually have fun in this game plzzz

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 Post subject: Re: Letter from the Producer, III (02/17/2011)
PostPosted: Sat Feb 19, 2011 8:11 am 
Honey Muffin
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after playing last night, I realized so many things i shoudl have mentioned in the free quote box. Classic Homer Simpson "doh" moment.


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