[dev1206] Class Reforms
[dev1206] Class Reforms
---------- Post added at 10:10 AM ---------- Previous post was at 10:09 AM ----------
The "Letter from the Producer LIVE Part II" Video & Q&A Summary Released!
Post will be in 2 parts due to length.
The "Letter from the Producer LIVE Part II" Video & Q&A Summary Released!
We're proud to announce that the "Letter from the Producer LIVE Part II" video has been released!
If you weren't able to watch the live stream, or if you just want to watch it again, take a look below.
FINAL FANTASY XIV Letter from the Producer LIVE Part II - YouTube
Since the video is nearly 90 minutes long, feel free to peruse the text below if you don't have the time to watch it now!
Q&A
4:39
Q: Could you tell us about why you decided to commence billing at this time?
A: In the previous live letter, I mentioned that standards-wise, I felt the game was only 50% complete. My stance hasn't changed since then. For patch 1.19, the programmers did their best to lay the foundation for content to be implemented continuously.
At long last FF-like content, such as chocobos and airships, are in the game as I really feel mounts are a necessary element for MMOs, and the Ifrit battles were introduced, so I feel the game is getting closer to the where we want it to be. But, despite these things, FFXIV is still missing a player search feature and the ability to search for items at the market and directly purchase them. There isn't even a system comparable to the FFXI auction house where purchase histories can be viewed.
In light of what is expected from an MMOs as a whole, the fact that we are lacking these two things is big drawback. But they will be implemented in patch 1.20, and this is the reason why we decided to commence billing. We hope you'll all give 1.20 a try and come to your own conclusions. Those who continue playing can experience the live event called the Seventh Umbral Era which will usher in new content such as battles and quests in each patch.
As producer, I needed to make the call to commence billing due to the costs involved in creating and running the game: the hard-working development and community teams, round-the-clock GM service, and other support staff.
There were comments saying that the billing and Version 2.0 announcements could have been made separately. From a business stand-point, we could have done just that: announce 2.0 and drop the bomb on billing later – this option was certainly considered.
But the announcement of 2.0 was expected to receive considerable media coverage. And so we decided to take this opportunity to ease the concerns of those who bought the game but have since quit, and might be wondering whether or not billing would commence automatically for them. I concluded that, rather than quietly releasing the news about the billing later, it would be better to include it with the main announcement. Ultimately, we want to you try the game and decide for yourself whether or not to continue playing.
I don't think I need to mention 1.20, but 1.21 will see jobs introduced. A lot is planned for 1.22 as well. Take the opinions of your fellow players into account, and arrive at your own decision. As for us, we'll continue press forward.
9:18
Q: How much character data will be transferred over to Version 2.0? For example, quest and company history, achievements, etc. Also, will my character data still be preserved even if I haven't been paying subscription?
A: For character data, basically everything: levels, EXP, gil, achievements, quests, and history will be transferred, so don't worry.
However, I'd like to warn you about two things. In the case of quests, those you've just received or completed will be carried over properly. But for the steps in-between, there is a chance that progress will be lost.
The other thing I'd like to mention is the inventory. Inventory space was expanded in 1.19. However, in 2.0 we will be introducing the mannequin system where players can store their equipment, so we are thinking about reverting to the 100-slot inventory in the future. We won't be deleting the items—they'll instead be stored with NPCs, and players will have to retrieve them once Version 2.0 arrives. We'll announce details as they're ironed out, so please don't worry.
With regards to the subscription fee, if you bought the game in the past and played at some point, we feel it is our responsibility to preserve your character data, regardless of whether you're paying a subscription. So please rest assured, it'll still be there in 2.0.
12:00
Q: After 2.0, will it be possible to fight as a Disciple of the Hand or Land?
A: The FINAL FANTASY that I envision is one in which the player is an adventurer who saves the world and to make a progress in the main scenario, battles are going to be necessary. So if you level up a battle class for end-game, you can enjoy the game as any of the classes. There are a lot of things to do, and no need to rush. Give everything a try. Once you have maxed out all classes, you might think that a Disciple of the Hand/Land-class is your main class after all. Or you might decide that battles are where it's at. We are in the middle of preparing content related to housing which we will be focusing on as one of the “LIVE†categories. I'm sure that crafters and gatherers will be able to really flourish here.
16:21
Q: Will the overhauls to the maps involve changes to the areas in-between? Also, are there any measures in the pipes to deal with the chat log being cut off during loading?
A: Area transitions won't be 100% seamless, so there'll be a loading screen. You don't need to worry about frequent area changes and loading, though, as the areas aren't going to be small. You'll be able to traverse large distances within the same map.
In regards to chat, we'll be making sure that chat is displayed after areas have loaded.
17:27
Q: Will it be possible to play with only a keyboard in the future?
A: We will be making it possible to fully customize your keyboard with keybinds, so you can move your character with WASD and rotate the camera with the cursor keys. So yeah, there won't be a problem playing with only a keyboard.
18:10
Q: When will it be possible to check bazaars without your character stopping?
A: As we are currently changing the servers, problems are arising when accessing them. However, with the 2.0 servers the problem where you stop when accessing bazaars will disappear. This applies not only to bazaars—all similar actions will be fixed.
18:58
Q: Beginning with housing, exactly what kind of “live†content will there be besides battles?
A: First, focusing on housing, we're thinking not only about the interior, but also the garden and exterior and also the appearance of the building. From 2.0, you'll be able to form free companies and decorate your home with crests, install new roofs, renovate of your building, put up a fence, and place objects in your garden. One idea was growing Gysahl greens in the garden. Additionally you could build a stable and raise chocobos. We're planning various ways to expand your home.
It's not like battle classes won't have anything to do. For example, if you defeat an extremely strong monster and get a drop, you can give it to a crafter, who can then make for you a trophy that can be used as a home decoration. It's in these ways that we are formulating the “live†feel with housing. We will be updating these things a lot once 2.0 comes out, so I hope all you crafters and gatherers out there look forward to it.
20:50
Q: It seems like with FFXIV 2.0, you will be changing the game engine and changing other core aspects of the game. But will movements and such be as laggy as the current client? Will we need to upgrade our PCs?
A: Currently, the game can only display 40 characters on-screen no matter what kind of PC you have. However, with an MMO engine, people expect this to be dependent on hardware—a high spec PC should be able to display a large number of characters. That's why we're changing the graphics engine.
So come 2.0, people with the recommended PC setup will be able to display far more characters without any performance penalty. Conversely, you'll be able to reduce the number of characters displayed, so even players with lower spec PCs can play. It'll be possible to adjust these setting on the fly.
You'll be able to optimize the settings for your PC with the flip of a switch. This way people with low spec PCs will be able to play, while those with high spec PCs will be able to enjoy the full richness of the FFXIV world. And neither will experience any lag.
22:38
Q: I have a question for you Yoshi-P. What are those photos on the wall below the world clocks? I don't remember seeing them in the previous LIVE broadcast…
A: When I traveled to the four countries I mentioned, it wasn't just for interviews. I also went to the Square Enix group regional offices to have discussions about marketing and PR.
From the right: France, Germany, Japan, and England. I took pictures with everyone at each of the offices and put them up. Though you won't be able to see them, I'm going to put up the pictures I took with my interviewers as well.
23:49
Q: With the launch of 2.0, will we be able to change our character's gender? What about names?
A: We've had a ton of requests for race changes, so I'm thinking that it's a good idea. But are you all really okay with gender? For example, if your friend changes his gender, that may be quite shocking. System-wise it's no problem at all, so it's really up to you. It's not like you have to change gender if you don't want to, so please let me know your feedback.
With name changes, from a UI standpoint there would be problems with names being too long. So if we were to make it possible to change names in 2.0, we would most likely have to adjust the maximum length. I'd like to make this decision based on how many requests we get as well as how difficult it would be to implement.
So, if any of you have feedback, please submit it on the forums and let us know.
25:55
Q: Chocobos are way cute, and I'm curious when equipment will be implemented for them.
A: Actually, designs of chocobo equipment for each city-state are finalized. How to obtain them can be guessed if you think along the lines of how you obtained your personal chocobos. Special equipment can be attached to a chocobos owned by a player in high rank in a Grand Company.
* Finalized designs of chocobo equipment are shown at 26:26.
27:29
Q: What's that gear that looks like a crown?
A: The crown is an achievement reward that will be in 1.20. The achievement system is coming in 1.20, and certain feats will earn you various rewards. Let me say, though, that it won't be that easy to get the cooler achievements.
* Designs for reindeer and crown gear are shown at 27:51.
28:49
Q: Are you looking into implementing mini-games like what is in FFVII's Gold Saucer or Triple Triad from FFVIII?
A: First, in regards to the Gold Saucer, the casino. It's actually among our plans, but it will be further down the track. Player housing is highest priority right now, but we think it might be a good next step. Since it's a casino, there might be certain rules and laws imposed depending on the country you're in. We'll be looking into this, but we do have plans for a little further in the future.
For the card game, it is surprisingly quite difficult to do. With enough resources, we could come up with a fun, balanced card game. But since it's an MMO, people would expect rewards for their efforts. I think it would be difficult to sustain interest in the card game itself, so we need to think about what kind of rewards we can offer.
I've actually received a couple of ideas for card games from developers, but I'm really looking for the perfect one, so I declined them all. I said that if they brought something really good, I'd consider it for the game.
30:53
Q: Are you looking into adjusting the drop system for the Ifrit battles? I have fought Ifrit 45 times and still haven't gotten what I'm after. If I continue to keep fighting I am going to lose motivation to play.
A: Yes, we're looking into this. We'll continue to add primal battles from here on out. Originally we prepared a need/greed/pass system for items, but since there are unique/untradable items in primal battles, we're looking into making adjustments. We'd like to add this in 1.20 and are doing our best to make it happen. Please hang in there just a bit longer.
We're also thinking about players who have done these battles over and over, yet aren't getting their items. For example, a system that takes the number of battles into account—we‘re looking at it from both angles. Once we decide, I'll be sure to let you know.
32:23
Q: Do you have any plans to give a special item to players who continue to pay the subscription from now until 2.0?
A: First, you'll be able to enjoy and participate in the Seventh Umbral Era event. There'll be achievements related to that which won't be available later. There'll be achievement rewards, battles with the Garlean Empire, and other items that will be exclusive to that period.
On top of that, since we introduced the mount system in 1.19, we're looking at whether we could gift players with special mounts. The development team is performing a bunch of tests for various mounts. Among them, however, we're thinking about giving away a goobbue as a special mount for those who play the current version. He won't available later, so don't miss it.
* Work-in-progress videos of the mounts are shown at 33:50.
[dev1206] Class Reforms
* The following changes and additions are planned for patch 1.20.
* All features are under development and subject to change and postponement.
We would like to take a moment to outline the class reforms scheduled for patch 1.20 as well as explain the impetus behind the changes.
In carrying out class reforms, we aim to:
The Armoury system offers high levels of freedom, allowing players to switch classes simply by changing their equipped weapon. By the same token, however, the system has been deemed unnecessarily complicated when it comes to gear restrictions and setting actions, and is also bothersome from a UI standpoint.
Furthermore, no differentiation is currently being made between setting an action learned through the current class and one belonging to another. This has rendered it difficult for each class to retain its uniqueness.
To address these issues, patch 1.20 will see the adjustment and redistribution of actions for all classes. New actions will be added, and individual combos (name tentative) introduced. Further down the track, patch 1.21 will usher in the job system, which will serve as a new focal point for character development.
* The inner workings of actions will be prioritized in 1.20, and graphical resources will be reused where possible. Cosmetic changes are expected to commence from patch 1.21 and continue in stages ahead of Version 2.0.
Changes to the mechanics of actions scheduled for patch 1.20 are outlined below. Details such as the concept behind each class and a list of specific actions scheduled for adjustments will be released at a later date. The explanations are centered on battle classes; however, the same changes will apply to Disciples of both the Hand and the Land where the setting of actions is concerned.
* The following revisions have yet to be finalized and are subject to change.
1. Class-specific Actions
* All features are under development and subject to change and postponement.
We would like to take a moment to outline the class reforms scheduled for patch 1.20 as well as explain the impetus behind the changes.
In carrying out class reforms, we aim to:
- Streamline the Armoury system.
- Accentuate the uniqueness of each class.
- Introduce a character development system and battle elements distinct to FINAL FANTASY XIV.
The Armoury system offers high levels of freedom, allowing players to switch classes simply by changing their equipped weapon. By the same token, however, the system has been deemed unnecessarily complicated when it comes to gear restrictions and setting actions, and is also bothersome from a UI standpoint.
Furthermore, no differentiation is currently being made between setting an action learned through the current class and one belonging to another. This has rendered it difficult for each class to retain its uniqueness.
To address these issues, patch 1.20 will see the adjustment and redistribution of actions for all classes. New actions will be added, and individual combos (name tentative) introduced. Further down the track, patch 1.21 will usher in the job system, which will serve as a new focal point for character development.
* The inner workings of actions will be prioritized in 1.20, and graphical resources will be reused where possible. Cosmetic changes are expected to commence from patch 1.21 and continue in stages ahead of Version 2.0.
Changes to the mechanics of actions scheduled for patch 1.20 are outlined below. Details such as the concept behind each class and a list of specific actions scheduled for adjustments will be released at a later date. The explanations are centered on battle classes; however, the same changes will apply to Disciples of both the Hand and the Land where the setting of actions is concerned.
* The following revisions have yet to be finalized and are subject to change.
1. Class-specific Actions
The following changes will be made to class-specific actions:
A comprehensive list of actions scheduled for change will be released in the near future.
2. Traits and Guild Tokens- Actions learnable by each class will undergo comprehensive review and revision.
- At present, only executable actions such as abilities, spells, and weaponskills can be learned by gaining in level. This will be revised to include traits.
- Upper tiers of an action (such as Fire II and Fire III) will be abolished in favor of a system wherein potency and MP cost are scaled based on the player’s level.
- Fifteen actions and eleven traits will be made available for each class up to level 50, with either one action or trait learned for every two levels gained. Job-exclusive actions will be made obtainable via quests and treated separately.
* For information on actions and their levels, please refer to 4. Setting Actions and Traits.
A comprehensive list of actions scheduled for change will be released in the near future.
As mentioned above, traits will be learned as players rise in level. As such, the system wherein traits are obtained in exchange for guild tokens will be abolished.
Methods are being considered to reimburse players for the guild tokens they have spent on acquiring traits. Discussion is ongoing whether to devise alternate uses for guild tokens or do away with them completely. In the case of the latter, we will provide players with a means to exchange their tokens for gil, company seals, and items. Details will be announced pending finalization.
3. Shield SkillMethods are being considered to reimburse players for the guild tokens they have spent on acquiring traits. Discussion is ongoing whether to devise alternate uses for guild tokens or do away with them completely. In the case of the latter, we will provide players with a means to exchange their tokens for gil, company seals, and items. Details will be announced pending finalization.
Not being bound to any class in particular, the shield skill has been handled as an irregularity when it came to the obtainment of experience points and actions. In reviewing the identity of each class, it was decided that shield actions should be made a part of the gladiator arsenal. In order to streamline the system and accentuate class uniqueness, the shield skill will be phased out and instead take the form of actions and traits learnable by gladiators.
Please be aware that the above changes will render all gains associated with the shield skill (levels and EXP) invalid.
4. Setting Actions and TraitsPlease be aware that the above changes will render all gains associated with the shield skill (levels and EXP) invalid.
The following reforms will be made to the conditions for setting actions and traits:
The levels at which actions and traits are learned, along with the cap for setting actions from other classes, are as follows:
LevelActionsTraitsActions permitted from other classes11st
122nd
3
43rd
5
64th
7
8
1st
9
105th
211
12
2nd
13
146th
15
316
3rd
17
187th
19
20
4th421
228th
23
24
5th
25
5269th
27
28
6th
29
3010th
631
32
7th
33
3411th
35
736
8th
37
3812th
39
40
9th841
4213th
43
44
10th
45
94614th
47
48
11th
49
5015th
10
5. The Influence of Levels on Actions- Upon learning an action for your current class, that action will automatically be set to the action bar and cannot be voluntarily removed. It will be possible, however, to move the action to another slot.
- Action costs will be abolished. Instead, a cap will be imposed upon the number of actions from other classes that can be set. The cap will be determined by the level of your current class.
- Players will no longer be bound by level restrictions when setting actions from other classes.
For instance, a level 1 pugilist will be able to set a level 30 gladiator action. However, the effectiveness of that action will be scaled down accordingly. - All traits will be made class-exclusive.
Adjustments will be made so that certain actions will only unleash their full potential when paired with traits belonging to the same class. - In conjunction with the above changes, the Actions & Traits interface will undergo redesign in order to make action placement and repositioning more intuitive. Readying an action for use will become a two-step process: players set an action, after which they will have the opportunity to rearrange the action bar.
The levels at which actions and traits are learned, along with the cap for setting actions from other classes, are as follows:
LevelActionsTraitsActions permitted from other classes11st
122nd
3
43rd
5
64th
7
8
1st
9
105th
211
12
2nd
13
146th
15
316
3rd
17
187th
19
20
4th421
228th
23
24
5th
25
5269th
27
28
6th
29
3010th
631
32
7th
33
3411th
35
736
8th
37
3812th
39
40
9th841
4213th
43
44
10th
45
94614th
47
48
11th
49
5015th
10
As mentioned under 1. Class-specific Actions, upper tier actions will be abolished in favor of scaling the potency of the base action according to level. The effectiveness and MP cost of the action will be dependent upon the level of your current class.
6. Individual Combos (name tentative)As part of action reforms planned for patch 1.20, a system will be implemented wherein the majority of weaponskills and spells will receive a bonus if certain conditions are met. Conditions fall into the categories listed below, the third of which pertains to combos.
Not only will a successful combo grant you the bonus indicated; TP cost will also be waived for the weaponskill used to execute it. For a combo to be valid, however, the weaponskill in question must be used with the class or job to which it belongs.
Examples of weaponskills and their bonus conditions:
WS1
Weaponskill 1Deal physical damage to a single target. Damage increases by 20% when executed from the front.WS2
Weaponskill 2Deal physical damage to a single target, increasing enmity.
Combo: Weaponskill 1 Bonus: Enmity+50%WS3
Weaponskill 3Deal physical damage to a single target.
Combo: Weaponskill 1 Bonus: Damage+20%WS4
Weaponskill 4Deal physical damage to a single target. Inflicts gradual HP reduction when executed from behind.
Combo: Weaponskill 3 Bonus: HP reduction +25%
Individually executed, the above weaponskills will deal out only what is indicated in the first line of their descriptions. The bonuses granted by weaponskills 1 and 4 (Damage+20% and Gradually reduces HP, respectively) are dependent on positioning.
Weaponskills 2 through 4 each offer a combo bonus. For instance, performing 2 immediately after landing 1 will grant you Enmity+50%. Furthermore, the TP cost for performing 2 will be waived. In the case of the above weaponskills, the following two combinations can be identified:
1) 1 → 2
2) 1 → 3 → 4
Please note that all bonus conditions must be fulfilled for a weaponskill to be considered valid in a combo. For this reason, 3 → 4 alone do not form a combo, as 1 is a requirement for 3.
In addition to system messages, consideration is being given to graphically display combos.
---------------------------------------
- PositionStriking the enemy from the direction specified, e.g., the flank.
- StatusAvoiding or incurring enmity from the enemy in question and so forth.
- SequenceLanding the specified weaponskill or spell on the enemy immediately beforehand.
Not only will a successful combo grant you the bonus indicated; TP cost will also be waived for the weaponskill used to execute it. For a combo to be valid, however, the weaponskill in question must be used with the class or job to which it belongs.
Examples of weaponskills and their bonus conditions:
WS1
Weaponskill 1Deal physical damage to a single target. Damage increases by 20% when executed from the front.WS2
Weaponskill 2Deal physical damage to a single target, increasing enmity.
Combo: Weaponskill 1 Bonus: Enmity+50%WS3
Weaponskill 3Deal physical damage to a single target.
Combo: Weaponskill 1 Bonus: Damage+20%WS4
Weaponskill 4Deal physical damage to a single target. Inflicts gradual HP reduction when executed from behind.
Combo: Weaponskill 3 Bonus: HP reduction +25%
Individually executed, the above weaponskills will deal out only what is indicated in the first line of their descriptions. The bonuses granted by weaponskills 1 and 4 (Damage+20% and Gradually reduces HP, respectively) are dependent on positioning.
Weaponskills 2 through 4 each offer a combo bonus. For instance, performing 2 immediately after landing 1 will grant you Enmity+50%. Furthermore, the TP cost for performing 2 will be waived. In the case of the above weaponskills, the following two combinations can be identified:
1) 1 → 2
2) 1 → 3 → 4
Please note that all bonus conditions must be fulfilled for a weaponskill to be considered valid in a combo. For this reason, 3 → 4 alone do not form a combo, as 1 is a requirement for 3.
In addition to system messages, consideration is being given to graphically display combos.
---------------------------------------
---------- Post added at 10:10 AM ---------- Previous post was at 10:09 AM ----------
The "Letter from the Producer LIVE Part II" Video & Q&A Summary Released!
Post will be in 2 parts due to length.
The "Letter from the Producer LIVE Part II" Video & Q&A Summary Released!
We're proud to announce that the "Letter from the Producer LIVE Part II" video has been released!
If you weren't able to watch the live stream, or if you just want to watch it again, take a look below.
FINAL FANTASY XIV Letter from the Producer LIVE Part II - YouTube
Since the video is nearly 90 minutes long, feel free to peruse the text below if you don't have the time to watch it now!
Q&A
4:39
Q: Could you tell us about why you decided to commence billing at this time?
A: In the previous live letter, I mentioned that standards-wise, I felt the game was only 50% complete. My stance hasn't changed since then. For patch 1.19, the programmers did their best to lay the foundation for content to be implemented continuously.
At long last FF-like content, such as chocobos and airships, are in the game as I really feel mounts are a necessary element for MMOs, and the Ifrit battles were introduced, so I feel the game is getting closer to the where we want it to be. But, despite these things, FFXIV is still missing a player search feature and the ability to search for items at the market and directly purchase them. There isn't even a system comparable to the FFXI auction house where purchase histories can be viewed.
In light of what is expected from an MMOs as a whole, the fact that we are lacking these two things is big drawback. But they will be implemented in patch 1.20, and this is the reason why we decided to commence billing. We hope you'll all give 1.20 a try and come to your own conclusions. Those who continue playing can experience the live event called the Seventh Umbral Era which will usher in new content such as battles and quests in each patch.
As producer, I needed to make the call to commence billing due to the costs involved in creating and running the game: the hard-working development and community teams, round-the-clock GM service, and other support staff.
There were comments saying that the billing and Version 2.0 announcements could have been made separately. From a business stand-point, we could have done just that: announce 2.0 and drop the bomb on billing later – this option was certainly considered.
But the announcement of 2.0 was expected to receive considerable media coverage. And so we decided to take this opportunity to ease the concerns of those who bought the game but have since quit, and might be wondering whether or not billing would commence automatically for them. I concluded that, rather than quietly releasing the news about the billing later, it would be better to include it with the main announcement. Ultimately, we want to you try the game and decide for yourself whether or not to continue playing.
I don't think I need to mention 1.20, but 1.21 will see jobs introduced. A lot is planned for 1.22 as well. Take the opinions of your fellow players into account, and arrive at your own decision. As for us, we'll continue press forward.
9:18
Q: How much character data will be transferred over to Version 2.0? For example, quest and company history, achievements, etc. Also, will my character data still be preserved even if I haven't been paying subscription?
A: For character data, basically everything: levels, EXP, gil, achievements, quests, and history will be transferred, so don't worry.
However, I'd like to warn you about two things. In the case of quests, those you've just received or completed will be carried over properly. But for the steps in-between, there is a chance that progress will be lost.
The other thing I'd like to mention is the inventory. Inventory space was expanded in 1.19. However, in 2.0 we will be introducing the mannequin system where players can store their equipment, so we are thinking about reverting to the 100-slot inventory in the future. We won't be deleting the items—they'll instead be stored with NPCs, and players will have to retrieve them once Version 2.0 arrives. We'll announce details as they're ironed out, so please don't worry.
With regards to the subscription fee, if you bought the game in the past and played at some point, we feel it is our responsibility to preserve your character data, regardless of whether you're paying a subscription. So please rest assured, it'll still be there in 2.0.
12:00
Q: After 2.0, will it be possible to fight as a Disciple of the Hand or Land?
A: The FINAL FANTASY that I envision is one in which the player is an adventurer who saves the world and to make a progress in the main scenario, battles are going to be necessary. So if you level up a battle class for end-game, you can enjoy the game as any of the classes. There are a lot of things to do, and no need to rush. Give everything a try. Once you have maxed out all classes, you might think that a Disciple of the Hand/Land-class is your main class after all. Or you might decide that battles are where it's at. We are in the middle of preparing content related to housing which we will be focusing on as one of the “LIVE†categories. I'm sure that crafters and gatherers will be able to really flourish here.
16:21
Q: Will the overhauls to the maps involve changes to the areas in-between? Also, are there any measures in the pipes to deal with the chat log being cut off during loading?
A: Area transitions won't be 100% seamless, so there'll be a loading screen. You don't need to worry about frequent area changes and loading, though, as the areas aren't going to be small. You'll be able to traverse large distances within the same map.
In regards to chat, we'll be making sure that chat is displayed after areas have loaded.
17:27
Q: Will it be possible to play with only a keyboard in the future?
A: We will be making it possible to fully customize your keyboard with keybinds, so you can move your character with WASD and rotate the camera with the cursor keys. So yeah, there won't be a problem playing with only a keyboard.
18:10
Q: When will it be possible to check bazaars without your character stopping?
A: As we are currently changing the servers, problems are arising when accessing them. However, with the 2.0 servers the problem where you stop when accessing bazaars will disappear. This applies not only to bazaars—all similar actions will be fixed.
18:58
Q: Beginning with housing, exactly what kind of “live†content will there be besides battles?
A: First, focusing on housing, we're thinking not only about the interior, but also the garden and exterior and also the appearance of the building. From 2.0, you'll be able to form free companies and decorate your home with crests, install new roofs, renovate of your building, put up a fence, and place objects in your garden. One idea was growing Gysahl greens in the garden. Additionally you could build a stable and raise chocobos. We're planning various ways to expand your home.
It's not like battle classes won't have anything to do. For example, if you defeat an extremely strong monster and get a drop, you can give it to a crafter, who can then make for you a trophy that can be used as a home decoration. It's in these ways that we are formulating the “live†feel with housing. We will be updating these things a lot once 2.0 comes out, so I hope all you crafters and gatherers out there look forward to it.
20:50
Q: It seems like with FFXIV 2.0, you will be changing the game engine and changing other core aspects of the game. But will movements and such be as laggy as the current client? Will we need to upgrade our PCs?
A: Currently, the game can only display 40 characters on-screen no matter what kind of PC you have. However, with an MMO engine, people expect this to be dependent on hardware—a high spec PC should be able to display a large number of characters. That's why we're changing the graphics engine.
So come 2.0, people with the recommended PC setup will be able to display far more characters without any performance penalty. Conversely, you'll be able to reduce the number of characters displayed, so even players with lower spec PCs can play. It'll be possible to adjust these setting on the fly.
You'll be able to optimize the settings for your PC with the flip of a switch. This way people with low spec PCs will be able to play, while those with high spec PCs will be able to enjoy the full richness of the FFXIV world. And neither will experience any lag.
22:38
Q: I have a question for you Yoshi-P. What are those photos on the wall below the world clocks? I don't remember seeing them in the previous LIVE broadcast…
A: When I traveled to the four countries I mentioned, it wasn't just for interviews. I also went to the Square Enix group regional offices to have discussions about marketing and PR.
From the right: France, Germany, Japan, and England. I took pictures with everyone at each of the offices and put them up. Though you won't be able to see them, I'm going to put up the pictures I took with my interviewers as well.
23:49
Q: With the launch of 2.0, will we be able to change our character's gender? What about names?
A: We've had a ton of requests for race changes, so I'm thinking that it's a good idea. But are you all really okay with gender? For example, if your friend changes his gender, that may be quite shocking. System-wise it's no problem at all, so it's really up to you. It's not like you have to change gender if you don't want to, so please let me know your feedback.
With name changes, from a UI standpoint there would be problems with names being too long. So if we were to make it possible to change names in 2.0, we would most likely have to adjust the maximum length. I'd like to make this decision based on how many requests we get as well as how difficult it would be to implement.
So, if any of you have feedback, please submit it on the forums and let us know.
25:55
Q: Chocobos are way cute, and I'm curious when equipment will be implemented for them.
A: Actually, designs of chocobo equipment for each city-state are finalized. How to obtain them can be guessed if you think along the lines of how you obtained your personal chocobos. Special equipment can be attached to a chocobos owned by a player in high rank in a Grand Company.
* Finalized designs of chocobo equipment are shown at 26:26.
27:29
Q: What's that gear that looks like a crown?
A: The crown is an achievement reward that will be in 1.20. The achievement system is coming in 1.20, and certain feats will earn you various rewards. Let me say, though, that it won't be that easy to get the cooler achievements.
* Designs for reindeer and crown gear are shown at 27:51.
28:49
Q: Are you looking into implementing mini-games like what is in FFVII's Gold Saucer or Triple Triad from FFVIII?
A: First, in regards to the Gold Saucer, the casino. It's actually among our plans, but it will be further down the track. Player housing is highest priority right now, but we think it might be a good next step. Since it's a casino, there might be certain rules and laws imposed depending on the country you're in. We'll be looking into this, but we do have plans for a little further in the future.
For the card game, it is surprisingly quite difficult to do. With enough resources, we could come up with a fun, balanced card game. But since it's an MMO, people would expect rewards for their efforts. I think it would be difficult to sustain interest in the card game itself, so we need to think about what kind of rewards we can offer.
I've actually received a couple of ideas for card games from developers, but I'm really looking for the perfect one, so I declined them all. I said that if they brought something really good, I'd consider it for the game.
30:53
Q: Are you looking into adjusting the drop system for the Ifrit battles? I have fought Ifrit 45 times and still haven't gotten what I'm after. If I continue to keep fighting I am going to lose motivation to play.
A: Yes, we're looking into this. We'll continue to add primal battles from here on out. Originally we prepared a need/greed/pass system for items, but since there are unique/untradable items in primal battles, we're looking into making adjustments. We'd like to add this in 1.20 and are doing our best to make it happen. Please hang in there just a bit longer.
We're also thinking about players who have done these battles over and over, yet aren't getting their items. For example, a system that takes the number of battles into account—we‘re looking at it from both angles. Once we decide, I'll be sure to let you know.
32:23
Q: Do you have any plans to give a special item to players who continue to pay the subscription from now until 2.0?
A: First, you'll be able to enjoy and participate in the Seventh Umbral Era event. There'll be achievements related to that which won't be available later. There'll be achievement rewards, battles with the Garlean Empire, and other items that will be exclusive to that period.
On top of that, since we introduced the mount system in 1.19, we're looking at whether we could gift players with special mounts. The development team is performing a bunch of tests for various mounts. Among them, however, we're thinking about giving away a goobbue as a special mount for those who play the current version. He won't available later, so don't miss it.
* Work-in-progress videos of the mounts are shown at 33:50.
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