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Letter from the Producer, II (2/1/2011)

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  • Letter from the Producer, II (2/1/2011)

    FINAL FANTASY XIV, The Lodestone


    Hello again, everyone, and welcome to the second official Letter from the Producer. As always, thank you for taking the time to read.
    I’ve been worrying that I may have set the bar a little high for myself with my first letter. There was so much I wanted to cover that it didn’t take long before it expanded to its final, significant length. Afterwards, I noticed a number of posts criticizing me for my light-hearted tone. I apologize. Sometimes my personality gets the better of me. I hope you’ll be kind enough to allow me a certain amount of tomfoolery in the future.
    I’ve made a few additions to the list I posted previously—this time regarding forthcoming changes to the Lodestone and other community-based features. (I originally intended for them to be released along with the rest of last week’s post, but I wrote them in right before the post went live and experienced a bit of an...editing fail. Sorry!)
    So without further ado, here is the updated and amended list of changes.

    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 Public company quests Planning of public companies and related quests in Limsa Lominsa, Ul'dah, and Gridania Introduction of additional quests User Interface (UI) Improvements to the log Changes to behavior of windows when moused over
     Removal of auto-log activation, addition of ablitity to target behind log — Automated show/hide feature
     Log hidden after certain period of inactivity — Revision of text colors by message type
     Brighter system messages for easier reading 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 Revisions to page advancing
    Conversion to specialized windows Improvements to journal usability Changes to consolidate all current quests and levequests on one screen Ongoing changes
    Additional list entries Changes to speed up text scrolling, increased further for prolonged scrolling Addition of a feature to change pages using a gamepad Adjustments to window size and scrolling position
     Consolidation of levequest details on one screen — Character jump feature Examination of the implementation of jumping Implementation following completion of a favorable examination Increased visibility of combat damage display Use of distinct colors for player and enemy damage — Adjustments to prevent overlapping of combat text
     FINAL FANTASY-esque changes to number pop-up animations — Increased usability of maps Examination of increased refresh rates for more responsive maps Implementation of chages
    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 Quest NPC directional indicator Improvements to camera usability Changes to prevent random reset of camera distance settings Changes to allow camera distance settings via gamepad Changes to notification windows Changes to window placement
    Reduced intrusion of windows when engaged in combat 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 Guildleves Improvements to guildleve-related information Command-based display of time remaining until guildleve renewals — 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 Color 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 Revision of battle loot and quest rewards Ability to obtain weapons and armor via battle loot and quest rewards Implementation in line with quests Changes to item stack sizes Examination of increased stack sizes from 12 to 99 Implementation of increased item sizes after finalization Increased pace of gathering actions Changes to the frame rates of action animations to speed up gathering — Market Areas Improvement of market area connectivity and stability Reduction in the frequency of market area crashes Ongoing improvements to market area stability Improved usability of the item search feature Addition of prices displayed together with search results 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 - Revisions to party-based skill point acquisition in parties Improvements to skill point acquisition for parties — Changes to enmity calculations Revisions to enmity algorithms Ongoing revisions to enmity algorithms 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 Revision of enemy sizes Optimization of enemy size for ease of play — 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 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 -NEW-
    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 —
    As you can see, there are a number of changes planned for patch 1.15a. Once the patch goes live, the list will be updated, and we will continue to add even more changes. Many players have voiced their desire for a complete list of all planned changes, rather than a partial 30% list. I can only say I will personally be adding items to the list as soon as adequate testing and examination have been carried out. So continue to keep an eye on the Lodestone for all the latest news!
    My next post will be dealing specifically with the battle system, and I am planning to conduct another players’ poll on the subject. I would very like much to hear all of your opinions again.
    Until next time! ☺
    FINAL FANTASY XIV Producer & Director, Naoki Yoshida


    EDIT: eww, okay the table didn't copy over properly at all...
    sigpic


    "BLAH BLAH BLAH TIDAL WAVE!!!"

  • #2
    Re: Letter from the Producer, II (2/1/2011)

    I feel for you Mala ... lol.

    Balancing of enemy attributes | Changes to enemy attributes and drops | Ongoing balancing as necessary
    This is what I'm most intrigued about.

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    • #3
      Re: Letter from the Producer, II (2/1/2011)

      if this dood gets half of this stuff into the game, he is the man :3
      signatures are for pussies mew mew mew, here's mine

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      • #4
        Re: Letter from the Producer, II (2/1/2011)

        He was criticized for the "lighthearted tone" to his last letter? Wow, people need to get a life. This guy is new to this and he's trying to be friendly and listen to the community, and people have nothing better to do than bitch about him coming off as too happy? lol I give him 3 months.
        FFXIV: ARR - Leviathan Server - 50 Bard, 47 Dragoon, 50 All crafts, 48 Botany, 48 Miner
        FFXI: Shiva Server

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        • #5
          Re: Letter from the Producer, II (2/1/2011)

          He was?

          Wasnt aware.
          signatures are for pussies mew mew mew, here's mine

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          • #6
            Re: Letter from the Producer, II (2/1/2011)

            Maybe its a lost in translation thing doesn't Japanese have a whole bunch of different conjugations for different tenses and types of speech? Looking at the English translation perhaps it's not possible to easily spot this, personally I never noticed.
            - Never Underestimate The Power Of A Duck!
            Dux Dux, Lallafel, Odin
            My Profile On Lodestone

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            • #7
              Re: Letter from the Producer, II (2/1/2011)

              I doubt it was the NA's, more than likely his fellow JP harping on him over it.

              Peoples need to mellow out, I for one welcome the lighthearted attitude fully.
              sigpic


              "BLAH BLAH BLAH TIDAL WAVE!!!"

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              • #8
                Re: Letter from the Producer, II (2/1/2011)

                HOW DARE HE BE HAPPY AND HAVE A GOOD OUTLOOK. SOMEONE, EAT HIS SOUL NOW!




                Yeah. People need to be smacked around for that one. Also, when the Hell are they going to add a kick button for LS's? Having to hunt them down (if they're even on) and booting them is stupid.
                sigpic

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                • #9
                  Re: Letter from the Producer, II (2/1/2011)

                  Originally posted by Etra View Post
                  HOW DARE HE BE HAPPY AND HAVE A GOOD OUTLOOK. SOMEONE, EAT HIS SOUL NOW!
                  Personally, as long as he doesn't start typing "mew" and "squee" in every letter and telling us how great and perfect FFXIV is going to be, he can be as chipper as he wants.
                  sigpic
                  ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
                  ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
                  ~I has a blog~~http://aksannyi.livejournal.com/~
                  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~




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                  • #10
                    Re: Letter from the Producer, II (2/1/2011)

                    Anyone else a little peeved about the new jump ability? Kind of lame IMO.
                    75: Sam, Nin, Blm, Thf, Pld, Cor, Rdm
                    RANK 10 Bastok
                    CoP: Done
                    ZM: Done
                    ToA: Done
                    Assault rank: Captain
                    Campaign Medal: Medals
                    Wotg: Complete the quests already and I'll start

                    Originally posted by Etra
                    This thread brought to you by Malacite's lack of understanding.

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                    • #11
                      Re: Letter from the Producer, II (2/1/2011)

                      Originally posted by Mezlo View Post
                      Anyone else a little peeved about the new jump ability? Kind of lame IMO.
                      They implemented jump in 1.15a? Which key is it?
                      - Never Underestimate The Power Of A Duck!
                      Dux Dux, Lallafel, Odin
                      My Profile On Lodestone

                      Comment


                      • #12
                        Re: Letter from the Producer, II (2/1/2011)

                        Well, they are including Helmet toggles.

                        That's probably the most avant garde feature I've ever seen in a SE game, specially considering the history behind all of this.






                        ...what? <_<;
                        sigpic
                        "In this world, the one who has the most fun is the winner!" C.B.
                        Prishe's Knight 2004-Forever.

                        その目だれの目。

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                        • #13
                          Re: Letter from the Producer, II (2/1/2011)

                          Just completed a 3 ☆ leve, R21 MRD with a friend's Thau (R17) and we did Escape from Cell B17 . All I know was that they removed rank difference penalties and people are power leveling I think. My friend got 1,200 Thau Points from each mob with GA and I was getting 490 Axe Points w/o GA. So broken. I have a feeling this will be nerfed as I can't see how they can continue to have this going. Such rampant abuse.

                          On the flip side, the changes to gathering is pretty nice. Fishing has been fun for me and although it's still a grind it's one of the joys (for me) that this game has to offer and something they did 50 times better than when compared to FFXI. Fishing in FFXI was atrocious and FFXIV is like heaven in comparison. Being able to pick up on nuances like jig patterns and recognizing subtle changes in your stamina to help you guess as to what is biting is pure bliss. It really does make you think if you want to nail some good catches while grinding out solid SP. Got 4 ranks this weekend. And a whole buttload of ash tuna to make Tuna Miq'abob (mithkabobs in FFXI)

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