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Letter from the Producer, III (02/17/2011)

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  • Letter from the Producer, III (02/17/2011)

    FINAL FANTASY XIV, The Lodestone


    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 apologize 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 gray have been completed, and will be removed from the chart as of my next post. Consider yourselves warned! (I apologize 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 recognizable –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 behavior 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) Reexamination of page-scrolling mechanics
    Conversion to specialized 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 favorable 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 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 –NEW– Reexamination of class-based requirements for gear –NEW– Addition of class-specific gear to enhance class uniqueness and goal-oriented play –NEW– Reexamination of recommended class system for gear Revision of battle loot and quest rewards Ability to obtain weapons and armor 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– Reexamination 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 traveling 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 finalize 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




    -------------------------------------------------------------------------------------------------------------------------------



    Yeah so really don't like the notion of bringing back auto-attack because I rather like the current stamina system, especially with regards to Archer but we'll see. I would honestly rather NOT go back to FFXI-style combat, as I find XIV has it's unique and more engaging battles, one of the few things they got right. We don 't need another haste-centric system that screws over ranged attackers. Even if they do include auto-attack for ranged attacks I'm still against it. Also sorry it didn't copy over right, mods feel free to try and fix that >_>
    sigpic


    "BLAH BLAH BLAH TIDAL WAVE!!!"

  • #2
    Re: Letter from the Producer, III (02/17/2011)

    Episode III: The wall-o-text strikes back.
    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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    • #3
      Re: Letter from the Producer, III (02/17/2011)

      I voted to make the game more like FFXI. I know they're not going to completely revamp the game to make it FFXI, but they did a lot of things right in that game and they should have held over a lot of the game systems.

      What I personally feel the need the most is level restrictions on gear, and the elimination of physical levels. It's too confusing to be so powerful, but then switch to a job with a low rank level and continue to be that powerful but with no skills. It's also kind of lame to put points towards melee stats and play a gimp mage when it comes to that. It will be very nice to level each class seperately, level them properly, then choose a base to apply different abilities to. The level restrictions to gear will help immensely with the economy, so idiots aren't buying out the top-end gear that doesn't benefit them at all, instead of supporting an economy at a lower level.

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      • #4
        Re: Letter from the Producer, III (02/17/2011)

        ulg.....I can see where this is going..... it could turn out to be Star Wars Galaxies all over again (in terms of an "Update"

        I agree that alot of what was done right in FFXI needed to stay....but at the same time, alot of the new stuff they are removing was nice as well, like the no auto attack. I final decided I will wait for the PS3 version (if there ever is one) before I even think about playing again -.-
        -------------------------------------------------------------------------
        Kain (FFIV): I am aware of my actions, but can do nothing about them.

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        • #5
          Re: Letter from the Producer, III (02/17/2011)

          I doubt Auto-attack would really be applied to ranged attacks, given shooting things costs more money than hitting things, though there is some repairing for weapons this time out.

          What I would worry about is them changing ranged formulas.

          You know, because last time they fucked that up they left it broken for almost two years.

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          • #6
            Re: Letter from the Producer, III (02/17/2011)

            I hope they choose to keep in the death warp I think a free warp to your HP is a good thing and saves people alot of headaches. I see no problem with us using this penalty as a positive.
            - 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, III (02/17/2011)

              My greatest fear is that SE is knee-jerking too much, too fast. They shouldn't be listening to the most vocal but should be weighing in on all opinions. One only has to look at Blizzard's errors in the past when knee-jerk changes at the behest of the loudest complainers end up being detrimental to game balance and then they had to sheepishly roll back those changes. Whining doesn't necessarily mean that there is something fundamentally wrong with balance. It could just be there are some really terribad players expressing an interest to making the game easy enough for a 5-year old to figure it out.

              With that said...

              1. Opting for rewards - I feel this is long overdue. Either you go for gil or some marks or pick up some item. It makes a lot of sense and gives a off a feeling of freedom.

              2. Ability to abandon quests - it's in the game already. I think this should be clarified. The option to abandon it w/o killing off that "slot" so you can get something else. However, I feel that there should be a penalty. The most common sense is to decrease experience/skill gains on the replacement leve depending on how much you progressed in the leve you're abandoning. This will close the obvious loophole of players getting "unlimited" amounts of skill/experience within the refresh time (36 hours currently)

              3. Journal - where's the recipes list? Frankly, it should've been implemented from the start.

              4. UI - more isn't always better ... they need to figure out how to add things w/o ballooning assets on screen.

              5. Party Size - Full party from 15 to 8? WTF are they smoking? During Behests there are usually at least 8-15 (at peak) players unable to join because the queue list is full. They better allow multiple behest grouping at camps with internal cooldown for individuals who recently participated if they're going this route.

              6. Enemy roaming - getting rid of Rank 50+ mobs from Rank 1 zones is a start.

              7. Instanced PvE - brilliant idea but it needs to be well-balanced in relation to world spawned bosses.

              8. Auto attack - uh ... no. I'm surprised it made the list. The only people wanting this are bots/RMT and extremely lazy and unskilled players.

              Rest of these changes are either confusing, minor or just doesn't bother me at all.

              ---------- Post added at 01:14 PM ---------- Previous post was at 01:04 PM ----------

              Originally posted by DakAttack View Post
              The level restrictions to gear will help immensely with the economy, so idiots aren't buying out the top-end gear that doesn't benefit them at all, instead of supporting an economy at a lower level.
              They need to re-balance the entirety of the game if they do so. Do not be fooled. SE balanced this game knowing players were going to do what you said they're doing now - using gear higher rank then they currently are. I feel that this sometimes can be a bit of a backhand to those who wish to "strictly" adhere to optimal rank/affinity. For example, if I continue to use Rank 14-16 optimal gear because my current rank is 22 as opposed to 24-26 optimal gear, the recipes I currently work on which are Rank 28-30 could not be completed in a reasonable manner. So, restricting players to rank of the gear (which I support, btw) will be too punishing for a player like myself and will make the previous changes MOOT because the bonus conveyed on the "OMG HUGE" SP gains are actually fixed at recipes 4-6 ranks higher than your current.

              So, TL;DR, seemingly small changes in games are actually akin to pulling the rug from out under everything.

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              • #8
                Re: Letter from the Producer, III (02/17/2011)

                Took the survey and put this into my comments:

                I would like your development team to NOT IMPLEMENT an auto-attack system. This is an insult to player skill and player participation and will give rise to 3rd party macro injection (aka botting) as well as a whole host of other issues related to involuntary participation. Please also consider an alliance system for joining pre-formed parties or small groups. Thank you.
                I think the last two options were fairly ... ambiguous. The wording sounds like, "well, we were planning to do this but would like your opinion on this (even if we plan to go ahead with this idea regardless of your opinions)". Makes me a bit nervous regarding the kinds of changes that are looming on the horizon. It sounds suspiciously like they're gonna kill off FFXI and allow players from that game to start off somewhere in the middle of FFXIV and turn that into FFXI-2. Sure, that's a ludicrous and very paranoid statement, but I'm open to all sorts of scenarios in how this will all play out.

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                • #9
                  Re: Letter from the Producer, III (02/17/2011)

                  Oh God what the Hell are they doing to this game? At least XIV is under the radar now... If it goes all Star Wars Galaxies on us no one will really notice.
                  sigpic

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                  • #10
                    Re: Letter from the Producer, III (02/17/2011)

                    I say just burn it to the ground and make a new FFXIV that isn't an MMO, but then, that's what I've been saying about FFXI lately. Well, minus the burning part.

                    I mean, I don't know what kind of financial hit they took on this game, but FFXI being as successful as it was probably paid for much of its creation. It might be the second most costly mistake the Square side has ever made and thankfully the seem to have enough strength in IPs to to come out of a loss like this now, unlike what happened with Spirits Within.

                    I just don't see why they would suddenly want to mirror FFXI so much, that's not the Final Fantasy way. Final Fantasy is about reinvention, they need to stick with a good number of the distinctions they made and smooth out and refine them rather than give in to people who'd just like an HD upgrade.

                    Its not so extreme that its like using decapitation to cure headlice, but its pretty close to a scalping.

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                    • #11
                      Re: Letter from the Producer, III (02/17/2011)

                      Originally posted by Aeni View Post
                      8. Auto attack - uh ... no. I'm surprised it made the list. The only people wanting this are bots/RMT and extremely lazy and unskilled players.
                      Thats quite a generalisation you made there. I dont see how removing this activity is bad, right now its more of an inconvienence than a sign of my skill as a player. If anybody can't handle the complexity of pressing the 1 button, or whatever button it is for your cheap/good ability, periodically they are probably playing the wrong game. I for one would be very happy to see this pointless feature go and never return, 99.999% of the population dont' even think about it anymore it has become completely automatic so why bother to force us to do it there is no skill involved here.
                      Last edited by Dux; 02-18-2011, 04:33 AM.
                      - Never Underestimate The Power Of A Duck!
                      Dux Dux, Lallafel, Odin
                      My Profile On Lodestone

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                      • #12
                        Re: Letter from the Producer, III (02/17/2011)

                        Originally posted by Dux View Post
                        I for one would be very happy to see this pointless feature go and never return, 99.999% of the population dont' even think about it anymore it has become completely automatic so why bother to force us to do it there is no skill involved here.
                        it has nothing to do with skill, it has to do with forcing the player to pay attention to the fight.... I cant tell you how many times in FFXI parties I have been in had melee or tanks go AFK mid fight, or stopped paying full attention and made a mistake.
                        -------------------------------------------------------------------------
                        Kain (FFIV): I am aware of my actions, but can do nothing about them.

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                        • #13
                          Re: Letter from the Producer, III (02/17/2011)

                          Originally posted by Kailea View Post
                          it has nothing to do with skill, it has to do with forcing the player to pay attention to the fight.... I cant tell you how many times in FFXI parties I have been in had melee or tanks go AFK mid fight, or stopped paying full attention and made a mistake.
                          I have seen this behaviour myself and must admit is is incredibly frustrating. However I dont see how the current system fixes any of those problems. People will still not give 100%performance and they will go AFK unnanouced and they will fall asleep at their keyboards and nothing in this system prevents that, at the very best you will be able to spot them sooner, but that's it. Is that extra few seconds earlier notification really worth enforcing the tedium and pointlessness of the current system onto the entire population for.
                          - Never Underestimate The Power Of A Duck!
                          Dux Dux, Lallafel, Odin
                          My Profile On Lodestone

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                          • #14
                            Re: Letter from the Producer, III (02/17/2011)

                            Or just admit defeat and port XI already like they were supposed to do from the begining.


                            Ohohohohoho.
                            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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                            • #15
                              Re: Letter from the Producer, III (02/17/2011)

                              Originally posted by Malacite View Post
                              my conviction that MMORPGs are all about people getting together and having a good time.
                              So for everyone worried about the lack of content? You never get endgame. ever.

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