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| The Closer Super Moderator Mythril Wings of Service Join Date: Nov 2004 Location: In the little corner in my mind
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My Mood: | Comprehensive Thread of FFXIV Information! At the request of forum members, I will try to compile all of the FFXIV information that is posted on the forum in this thread. If I do happen to miss something, please PM me the link to the information and I'll post it as soon as I can. This thread will be closed and will be for quick information purposes only. __________________________________________________ _____________________ ![]() ![]() This information was collected and originally posted by Pai Pai Master. All thanks should be directed to him. Where: Electronics Entertainment Expo, Los Angeles, California When: June 2nd, 2009 What: FINAL FANTASY XIV ONLINE ANNOUNCED! The biggest news out of this year's E3 (for me, at least) is the official announcement of Square Enix's PROJECT RAPTURE, which has been revealed to be FINAL FANTASY XIV Online, the MMORPG followup to the 7-years-and-running FINAL FANTASY XI Online originally released for the PlayStation 2 Computer Entertainment System in 2002. So let's get down to business on what we know so far: Who's Involved? The game is being developed by the FINAL FANTASY XI Online Team. Producer: Hiromichi Tanaka FINAL FANTASY, FINAL FANTASY III, FINAL FANTASY XI Online, SECRET OF MANA, XENOGEARS Director: Nobuaki Komoto FINAL FANTASY IX, FINAL FANTASY XI Lead Artist: Akihiko Yoshida FINAL FANTASY TACTICS, FINAL FANTASY XII, VAGRANT STORY, OGRE BATTLE Composer: Nobuo Uematsu (of SMILE PLEASE Co., ltd) FINAL FANTASY, FINAL FANTASY VII, FINAL FANTASY X, CHRONO TRIGGER, LOST ODYSSEY What are the release details? Platforms: PLAYSTATION 3 Computer Entertainment System Microsoft Windows (Specific OS and System Requirements TBA) Other platforms TBD (Microsoft hardware is in consideration. No word on MAC/Linux) Launch: Worldwide Beta TBA Worldwide Simultaneous Release 2010 Japanese, English, French, German Language Support Other Languages TBD Unit Price TBD Subscription Price TBD What Do We Know So Far About FINAL FANTASY XIV Online? -The game takes place on a planet called Hadeln, on a continent called Eorzea. -It is not related to Vana'diel. However, the five original Vana'dielian races will be present in the game, along with the possiblity of new Hadelnian races. -There will be more science fiction elements in Hadeln, similar to that seen in FINAL FANTASY X and XIII. -Square-Enix Account System will replace PlayOnline. -No official RMT is planned. -The Job System will return but it will be made different from FFXI. -The devteam has said that character growth is not based on experience. They've hinted that the basis for character development can be seen in the logo. (It's weapons) -As an example, choosing one weapon one day and another the next could have a lot to do with your character's growth. -The emphasis on party play has been lightened somewhat. The team plans to launch the game with a variety of solo and party content. "One vs. Many" and "Many vs. Many" battles are the focus. There will be a more expansive Fields of Valor system at launch. -Monsters will be fighting players in parties as well as solo. -There is no PvP planned at this time. -In addition to the day/night cycle the world will have four seasons. -Chocobos are back but will be used in an entirely different manner than means of transportation. -The team is working towards full voice acting for the game, but not promising anything. -Server population will be maxed out at 5000-6000 players. -PC Requirements will be "quite high." -FFXIV Benchmark will be made available. -The Beta Test Phase will be longer than FFXI (3 months) but shorter than WoW (9 months) -All music is being composed by Nobuo Uematsu, 5.1ch quality. Press and Media Press Release: Quote:
Logo by Yoshitaka Amano: ![]() Artwork by Kazuya Takahashi: ![]() Screenshots: ![]() ![]() When and Where Will We Learn More? Upcoming Square Enix Events: Unannounced Summer Press Event Tokyo Games Show 2009 Official Website: FINAL FANTASY XIV Register for the Official FINAL FANTASY XIV Online Mailing List Events, Updates and News June 3rd, 2009 - E3 2009 FINAL FANTASY XIV Online Q&A Session More to come... __________________________________________________ ______________ ---------- Post added at 11:45 PM ---------- Previous post was at 11:43 PM ---------- Additional Info: (info posted by Murphie - FFXIV E3 Trailer) The *ahem* OFFICIAL "FINAL FANTASY XIV Online" Thread of Ultimate Anticipation! (E3 Sony Press Conference FFXIV Questions) Connect!On August - FFXIV News in Review :: Final Fantasy XIV (FF14) at ZAM (info posted by Malacite - Misc info from ZAM.com) Final Fantasy XIV (FFXIV_Beta) on Twitter (info posted by Pwnagraphic - FFXIV Beta info via Twitter) Allakhazam.com: Final Fantasy XI: FFXIV NEWS - Tanaka & Komoto Interview (info posted by Malacite - More info from ZAM.com) ---------- Post added at 12:04 AM ---------- Previous post was Yesterday at 11:45 PM ---------- Discussion of Race & Jobs Information here: Final Fantasy XIV Races and Classes Revealed!!!! (SCANS!) ultimate game! (info posted by Jenova 9 & Malacite & Pwnagraphic) RACES: ![]() The Hyuran are said to be the most prolific race of all Eorzea. This is pretty much in line with Vana'diel, as they again appear to take the role of "default race." The article says that they migrated to Eorzea in large number from neighboring islands and continents. They brought with them great technology and innovation that raised the civilization of Eorzea to new heights (quite literally, judging from the trailer). Having immigrated from a variety of lands there is great diversity to be found amongst the Hyuran in terms of language and culture. The two main classifications of Hyuran are "Midlanders" who migrated to lower areas of Eorzea, and the "Highlanders" who migrated into the hills and mountains. FROM THE OFFICIAL SITE: Boasting the largest population in Eorzea, the Hyur came from neighboring continents and islands in three great migratory waves. With them they brought a sophisticated technology and complex ethos tempered by the breadth of the outside world. The rapidly became a driving force behind cultural progress, and now widely attributed with spearheading advances in Eorzean civilization. One of the Hyur's strengths is the staggering variety of languages and social institutions they exhibit. This is said to account for their firm conviction in individual freedoms, though it also results in a relative lack of solidarity and group cohesion. Two distinct groups now exist amongst the Hyur - Highlanders, denziens of mountainous areas, and Midlanders, who reside in lower elevations. ![]() Lalafell are short, munchkin-looking creatures not unlike the TaruTaru of Final Fantasy XI. They are a race of farmers who live mainly near the Southern Sea. They also boast an exceptional degree of intelligence. FROM THE OFFICIAL SITE: The Lalafell were originally a group of agriculturalists inhabiting the fertile lands of the South Sea. With the introduction of the transmarine commerce, they soon found their way to Eorzea via trade routes. They are now one of the most populous races and are well established throughout the region, though they remain averse to cold climates. The short round builds of the Lalafell belie an incredible agility, and their seemingly feeble legs are capable of carrying them long distances over any terrain. Many among them are also known for possessing highly developed and cunning intellects. The Lalafell place a great deal of significance on familial bonds, but by no means are unfriendly to outsiders. This is evidenced by the fact that they continue to share prosperous relations with all of the other races of Eorzea. ![]() The Roegadyn are a muscular race of fishermen that live near the Northern Sea. It appears that some work as hired mercenaries or bodyguards, but others lead a less noble life as pirates. A portion of their explanation is cut off, so I will get into more detail about them upon the magazine's release. FROM THE OFFICIAL SITE: The Roegadyn are a maritime people whose largest concentrations are found in the northern seas, by way of which they came to Eorzea. The possess enormous, muscular builds and are known for the cultural emphasis they place on competition and unflinching courage, though tender, introspective individuals can also be found. Roegadyn in and around the Limsa Lominsa area are typically seamen putting in at port, but many have also settled permanently, becoming mercenaries, bodyguards, or even pirates by trade. Far away, deep in the mountains of Ul'dah, live mountain clans of reclusive Roegadyn known as the Hellsguard, said to have mastered the magical arts. ![]() The "Elvaan" of Final Fantasy XIV are called "Elzen." However, the official English spelling is not visible in the pictures. The Elzen are the anscestral race of Eorzea, and have clashed with the Hyuran in the past to defend their homeland. In addition, they are said to possess impeccible hearing, but this could just be a joke. Let us not forget the rumors of Sumo Wrestlers in Final Fantasy XI spread by those clever Japanese players. More information will be avaiable on them soon. The Elzen, that is. FROM THE OFFICIAL SITE: The Elezen are a traditionally nomadic people who in former times claimed sole domination over Eorzea, their presence predating that of the older races. Believing this prominence to be ordained by the gods, they came to develop an esteemed sense of honor and pride. Their characteristically tall, slim physiques and elongated limbs are part of a successful adaptation to the land's various elements. Indeed, it is said that their highly sensitive ears can discern the squeak of a field mouse at a distance of up to several malams. The Elezen perceived the immigration of the Hyur as tantamount to invasion, and as a result the two share a past plagued by warfare. At present, however, they can be seen coexisting peacefully, the exception being the reclusive Duskwight Elezen. ![]() Miqo'te are cat-like people who are again known as fierce hunters. They are mainly separated into "Sunseekers" and "Moonkeepers," the latter of which are nocturnal. Together, the Miqo'te are a minority race in the land of Eorzea. It is rumored that the Miqo'te will be even more cat-like than their Mithran counterparts. More information to come once the full blurb is visible. FROM THE OFFICIAL SITE: During The Age of Endless Frost, as the seas turned to ice and passage over them became possible, Eorzea saw an influx of foreign fauna to her shores. This in turn brought the hunting tribes which subsisted upon them, the modern descendants of whom are today known as the Miquo'te. Since then, the Miqo'te's have diverged into two physically distinguishable groups - the diurnal Seekers of the Sun and the nocturnal Keepers of the Moon. Both groups share a superb olfactory sense and powerful leg musculature, results of a long evolution geared towards hunting and predation. Comparatively few in number, they maintain an insular group mentality, tending to avoid contact with the other races. Many individuals lead an isolated lifestyles, even when residing in the more populous cities. Guildleves ![]() "Guild Leave" will be the main system of quests in the land of Eorzea. The article states you can use a variety of "leaves" to customize your own quests. This use of items to construct the requirements of your task sounds familiar to the Moblin Maze Mongers system in Final Fantasy XI. Each card, or "leave" depicts a patron saint of Eorzea doing a task representative of the goal that card will impose on your character. The left-most card has a picture of a holy knight named Saint "Danofen" slaying a dragon. It is labelled 勇胆 (yuu-tan) for "Stalwart Bravery" and is used to create a quest wherein you must defeat a fearsome monster. The middle card depicts a Saint "Toturu" hunting rats. This is labeled 勤勉 (kin-ben) for "Diligence" and assigns a goal of exterminating bothersome creatures to receive the gratitude of others. The right-most card shows Saint "Moorugin" forging a sword. The object here is to craft bows from branches for the benefit of fellow adventurers. FROM THE OFFICIAL SITE: Guildleves are small, rectangular plates made of stained crystal set into a frame of precious metal, each depicting a virtuous deed of one of Eorzea's patron saints, also known as "guardians". When issuing tasks or quests, guilds will often provide adventurers with these plates, allowing their bearers "leave" to take whatever steps necessary to complete the jobs, including entry into normally restricted areas, hunting or harvesting on private lands, the confiscation of goods, even negotiations with those considered enemies of the city-states. Guildleves also grant use of aetheryte portals, ensuring quick travel about the region. Upon assessing an adventurer's skills, a guildmaster will provide a selection of several different leves, taken from the guild's stock. After weighing risks against rewards, fame against fortune, adventurers may then select the leves that they feel best suit their needs. Of course, there are no regulations stating that tasks must be completed alone. Adventurers are free to call on their companions to join them, as only one leve is required to take advantage of the benefits and privileges provided to its bearer. By coordinating the leves of multiple party members, adventurers can even plan grand campaigns built around several different quests. Whether you have an hour or a whole day, ar alone or with friends, seeking battle or bounty, guildleves give you the ability to forge your own adventures. The possibilities are endless! VALOR (First card in picture above) Portrays the scene of Saint Daniffen and the Basilisk. Muster the courage to stand against those who would threaten the weak. DILIGENCE (Second card in picture above) Portrays the scene of Saint Tothor the Ratcatcher. Earn the gratitude of your peers by humbly accepting the tasks that others shun, and working earnestly to complete them. CONSTANCY (Third card in picture above) Portrays the scene of Saint Moergynn and the Edgeless Blade. Focus your passion upon a single task, wielding your talents to aid those in need.
__________________ Beauty often seduces us on the road to truth...and triteness kicks us in the nads. Last edited by TheGrandMom; 08-07-2009 at 10:30 PM. | |
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| The Closer Super Moderator Mythril Wings of Service Join Date: Nov 2004 Location: In the little corner in my mind
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My Mood: | Re: Comprehensive Thread of FFXIV Information! ![]() FROM THE OFFICIAL SITE: STORY - The Age of Adventure Countless moons have waxed and waned since wandering tribes from across Hydaelyn first arrived in Eorzea and settled its untamed lands. The benevolent deities who ruled the empty continent and its surrounding islands were impressed with the resilience of these primitive men and women , and in an act of mercy each saw fit to ensure their welfare. These gods and goddesses soon came to be known as the Twelve, and the villages thrived in their light until the land was bespeckled with several independent city-states. Though, where man walks, strife follows, and for generations, these tiny nations carved out a history of blood and betrayal built upon broken oaths and the sun-bleached bones of the fallen. However, the fate of the land would soon change. Not fifteen years past, a new threat appeared without warning from the east. Metal-clad warriors brandishing weapons that spewed streams of fire, fleets of behemoth airships belching oily smoke that would block out the sun for days at a time... A resistance was amassed but to little avail, and it was not long before Ala Mhigo, once considered the most powerful of the remaining six Eorzean city-states, had fallen to the mighty Garlean Empire. As the empire's dreadnaughts continued their march of terror across the blood-soaked fields of the north, the remaining nations put aside their differences and clandestinely joined hands to form a loose alliance to ensure they not meet the same fate, should the invaders turn their eyes southward. Fortunately, the invasion never came, and just as quickly as it had arrived, the empire was gone again. However, echoes of their grim message rang clear in the hearts of Eorzea's people - its effect on the, profound and irreversible. The realm would never be the same. And it was thus that Eorzea slipped into the "Age of Calm", during which an uneasy peace prevailed. To prepare for the coming storm, the first task of the newly-formed alliance was to fortify their defenses. In the previous era, few city-states maintained organized militaries, opting instead to hire the services of mercenaries and hedge knights to champion their causes. However, after the fall of Ala Mhigo, city guard units were restructured into legitimate standing armies which could be quickly called upon and mobilized if he need arose. Unfortunately, this left a majority of the realm's hireswords with nowhere to pledge their fealty, and with their livelihood ripped out from under them, many of these men and women resorted to acts of villainy to survive. For fear of the situation worsening and the land falling into chaos, several respected leaders from around Eorzea gathered together and formed a network of guilds to provide these lost souls with the opportunity to redeem themselves by aiding others. Through the foresight and resolve of these leaders a new industry known as "adventuring" emerged, its advent helping usher in the current era - an era of hope in a time when shadows of uncertainty loom ever closer. ![]() FROM THE OFFICIAL SITE: Introduction Eorzea FFXIV takes the first intrepid steps into an unknown realm, and in doing so a new place for adventurers of all creeds to call home is born - Eorzea. In the world of Hydaelyn, the term Eorzea denotes the geographical region comprised of the continent of Aldenard and its surrounding islands, as well as the civilization spawned there. Calling the area home are several independent city-states, the most notable being Limsa Lominsa, bustling port and pirate hub; Ul'dah, a desert city rich in mineral wealth; Gridania, nested deep within an ageles wood; and Ishgard, bastion atop the mountains. Throughout the realm can be found climates both harsh and mild, as diverse as the skies are vast. Bleak, desolate landscapes stretch to uncharted horizons, their uninviting expanses yet to be traversed. Colossal monstrosities stalk the land, as if mountains primeval had somehow stirred and risen. Of all the things Eorzea may be said to be, hospitable is not among them. In the past, the city-states battled tirelessly, vying for domination and hegemony. Death-mongering beast tribes molested the land unchecked, leaving only destruction in their wake. Unseen enemies lurked beyond the borders, striking at the slightest provocation or show of weakness. The history of Eorzea is a tapestry woven of war and strife, stained with the blood of those gone before, and the tears and ash of fallen endeavor. And yet the love the gods bear this unforgiving land endures, now as always. What is the allure of this seemingly forsaken place? With what hope and to what end do would-be inhabitants journey here to live out their days? The answer lies with that which gives form to Hydaelyn and all the myriad creation in it - crystals. The cornerstone of all things, it is these crystallized manifestations of the aether that beckon the people to come, risking all in the undertaking. And so it is that adventurers too have harkened the call ~ to bear witness to the epic set to unfold in this land... THIS EORZEA. Pictures of areas in FFXIV (info posted by Jenova 9): {Discussion of photos here: witness the first in-game screenshots! party! zones! } ![]() ![]() (I brightened the 3 following photos so thats why they might be a bit different looking from the originals) ![]() ![]() ![]() ![]() CITY-STATES Limsa Lominsa ![]() FROM THE OFFICIAL SITE: On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by brilliant ivory bridges. It is this that has earned her the name the "Navigator's Veil" from travelling bards who have witnessed the city's beauty from afar. Legend holds that Limsa Lominsa was founded shortly after the remnants of a giant armada fled its homeland following a crushing defeat. Llymlaen is said to have taken pity on the plight of these brave sailors, and guided them to the shallows of a rocky bay where their ships were grounded upon the sharp rocks. With no home to return to, the sailors chose to settle in this newly-found land, and used the remnants of their vessels to begin construction of a city. However, the sailors never forgot their nautical backgrounds, and once a new fleet was in order, they would take to the waters again. It was only a matter of time before their influence had spread and they ruled the five seas of Eorzea. Thus the Limsan thalassocracy was born. Remnants of this legend live on even today in the nation's ruling party, whose members still address their leader as Admiral. While fishing and shipbuilding are prominent, a majority of the city's wealth comes from the shipping industry, with over half of the city's population being employed in logistics. To maintain shipping routes, the thalassocracy employs a powerful navy known as the Knights of the Barracuda, who patrol the Eorzean seas, ensuring safe passage for all those who do business with the nation. However, even in the waters nearby the city, pirate bands run rampant, reaving and pillaging, leading neighboring nations to suspect that the Knights of the Barracuda and the local bandits are in some way working together to profit off of unwary traders. Ul'dah ![]() Gridania
__________________ Beauty often seduces us on the road to truth...and triteness kicks us in the nads. Last edited by TheGrandMom; 08-07-2009 at 08:26 PM. |
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My Mood: | Re: Comprehensive Thread of FFXIV Information! JOBS: Disciples of the Hand ![]() Disciples of Magic ![]() Jobs will work on what is called the Armory System. Judging from what we can see, the player can change the growth path of their character by equipping different weapons, and within each path are a set of classes. Again, there may be better details available on Friday, but we can still see a couple of the professions from which we will have to choose. The path of the Fighter is for those wishing to be adept at wielding great weapons of battle. Classes that represent the way of the Fighter include Fencer and Archer. The path of the Sorcerer is open to those who possess magical weapons imbued with fantastic power. The picture shows a staff, but it is possible there will be other weapon types available. Classes representative of the way of the Sorcerer include 呪術士 (ju-jutsu-shi), which may be a first for Final Fantasy. The upcoming Four Warriors of Light: Final Fantasy Gaiden on the Nintendo DS will also have a 呪術士 class. It can translate to a couple things, such as witch, shaman or warlock. The second class, 幻術士 (gen-jutsu-shi), literally means Illusionist, but has appeared before as Conjurer in Final Fantasy III, and Caller in Final Fantasy IV. Now this is interesting. The article says that equipping crafting tools will put you on the path of the Crafter. This would suggest that crafting has been absorbed into the job system itself. No more mid-battle juice? Anyway, by taking a tool, such as a Blacksmith's Hammer, in hand, you are on the path of the Crafter, which contains classes such as Blacksmith and Chef (probably sans hammer). The path of the Gatherer is activated by equipping harvesting tools. In the example picture, the man is holding a hatchet. He was thought to have horns, but the consensus now is that he is wearing a feathered cap. Classes included under Gatherer are Gardener and Fisherman. FROM THE OFFICIAL SITE: A Discipline to Call Your Own In general, there is a fourfold classification of adventurers based on the disciplinary paths to which they devote themselves: Disciples of War, masters of arms who live for the call of combat; Disciples of Magic, erudite researchers of all things esoteric; Disciples of the Land, gatherers of material resources and students of the natural order; and Disciples of the Hand, crafters who invest their creative ingenuity in synthesis and industry. Players may opt to specialize in one discipline, excelling in a single skill, or they may take a more general approach, making free use of the Armoury. The choice is yours. Disciples of the Land ![]() Disciples of War ![]() FROM THE OFFICIAL SITE: The Armoury The Armoury system is one of the foundations of the Final Fantasy XIV experience, simultaneously being both the impetus behind character development and a key factor determining individual gameplay. By merely equipping any of a variety of weapons or tools, players can instantly change their active skills, thus enabling them to dramatically alter their style of play as well as their character's outward appearance. To take an example, let us follow a day in the life of Leeroy. A New Beginning Leeroy recently chose to begin the journey down the path of the gladiator, trying his hand at the age-old art of swordplay for the first time. Even today, he woke at dawn to spend the daylight hours drilling relentlessly on the tiny wildlife just outside of town. Alas, opportunities often present themselves when least expected... An Unheralded Invitation Without prior notice, some friends invite Leeroy to partake in an expedition to some nearby ruins. Upon joining their ranks, however, he observes that the other party members are seasoned warriors and accomplished mages all. Dismayed yet not given to despair, Leeroy sheathes his sword and takes up his well-worn staff, assuming the role of thaumaturge, his most advanced class. He bids farewell to the rodents and worms and races to meet his companions, basking in the confident light of his spellcasting abilities. Disbanding Party The party members go their seperate ways following a successful outing, and while following the river back to town Leeroy is suddenly taken by the urge to fish. he secures his staff to his back in a deft, practiced motion, and on the recoil pulls out his beloved fishing rod. The gladiator and thaumaturge are gone now, and all that remains is Leeroy the fisherman. Three shining trout! Not a bad haul. A Leeroy of All Trades Upon arriving home, Leeroy puts aside his fishing rod and takes up his trusty hammer, blacksmithery having ever been one of his passions. He knows, as does any adventurer, the preparation is the key to any battle, and so sets to working the dents out of his armor and sharpening the edge of his blade. It's all in a day's work. This is but a mere sample of what players can expect from the Armoury. With the flexibility of gameplay and effective use of time at its core, the system is designed with emphasis on not only the in-game lifestyles of characters, but those of the players themselves as well. The Armoury awaits you!
__________________ Beauty often seduces us on the road to truth...and triteness kicks us in the nads. Last edited by TheGrandMom; 09-03-2009 at 08:28 PM. |
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My Mood: | Re: Comprehensive Thread of FFXIV Information! ![]() AETHERYTE FROM THE OFFICIAL SITE: Aetheryte is the name given to massive shards of crystallized aetheric mist, precisely cut and fused to arcane machinery. While it is not known when or by whom these devices were originally constructed, their teleportational qualities have become the backbone of everyday transportation throughout the realm, with most managed and operated by individual city-states. Though the exact mechanism behind teleportation via aetheryte is still largely a mystery, one theory states that when a sentient being approaches one of the protals, the aether that makes up its body resonates with the aether of the crystals, which in turn results in a complete breakdown of the being's mass, allowing it to temporarily return to the invisible aetheric streams that course throughout the planet. The being's soul, which cannot be broken down, then guides the particles to a pre-determined destination, and upon arrival, the corresponding aetheryte receptacle reconfigures the mist back into its original form. This whole process takes only a matter of moments, allowing for nearly instant transportation to faraway destinations. However, being broken down to the aetheric level can take its toll on one's body, and rest is often required after several consecutive jumps, especially as the distance becomes greater. As a precaution, most city-states strongly discourage over-teleporting, as it can lead to irreversible damage...
__________________ Beauty often seduces us on the road to truth...and triteness kicks us in the nads. |
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My Mood: | Re: Comprehensive Thread of FFXIV Information! ---------- Post added at 04:30 PM ---------- Previous post was at 04:21 PM ---------- ---------- Post added at 04:32 PM ---------- Previous post was at 04:30 PM ---------- Final Fantasy XIV Online Video Game, GC 09: Character Animations (Cam) | Game Trailers & Videos | GameTrailers.com ---------- Post added at 04:32 PM ---------- Previous post was at 04:32 PM ---------- Final Fantasy XIV Online Video Game, GC 09: Lalafell Gameplay (Cam) | Game Trailers & Videos | GameTrailers.com ---------- Post added at 04:33 PM ---------- Previous post was at 04:32 PM ---------- Final Fantasy XIV Online Video Game, GC 09: Magic & Melee Gameplay (Cam) HD | Game Trailers & Videos | GameTrailers.com ---------- Post added at 04:34 PM ---------- Previous post was at 04:33 PM ---------- Final Fantasy XIV Online Video Game, GC 09: Range Gameplay (Cam) HD | Game Trailers & Videos | GameTrailers.com ---------- Post added at 04:35 PM ---------- Previous post was at 04:34 PM ---------- ---------- Post added at 04:36 PM ---------- Previous post was at 04:35 PM ----------
__________________ Beauty often seduces us on the road to truth...and triteness kicks us in the nads. Last edited by TheGrandMom; 08-20-2009 at 11:49 AM. |
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My Mood: | Re: Comprehensive Thread of FFXIV Information!
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__________________ Beauty often seduces us on the road to truth...and triteness kicks us in the nads. |
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My Mood: | Re: Comprehensive Thread of FFXIV Information! GAMESCOM 2009 Interview "As Hiromichi Tanaka, producer of Final Fantasy XIV, hacked his way through a demonstration of a "Puk Extermination" Guildleve quest, Famitsu flanked him with some questions about their presentation and what it says about the state of the upcoming MMO. In the gameplay videos, we saw some people fighting dodos and others fighting puks. It turns out that the full scope of the quest requires one to defeat dodos until puks appear. Tanaka states that this is just one of the many ways they will incorporate puzzle-solving elements into Guildleve quests. Also, while there may be an expansive area to explore, later builds of the game will display your targets on the map, so finding those puks that need exterminating will be much easier. As an alpha version, the demo at Gamescom did not include this feature yet. When the interviewer remarked on how beautiful the graphics were, Tanaka took the opportunity to give some hints about how powerful they will become. It turns out the background scenery was heavily compressed for the demo, and will be greatly improved to the point where individual trees will be rendered far into the distance. At this point, Tanaka begins attacking some dodos and moves on to discuss the battle system. In Final Fantasy XI, the player would select the attack command and enter an Auto-Attack mode. To spice up the flow of battle, Final Fantasy XIV will require players to select commands each time they attack, and the combination of commands they choose will determine the technique they use. This will put all new emphasis on strategy and keep players engaged in battle. Action Commands, as Tanaka calls them, are lined up along the bottom of the screen as icons. Those who are grumbling about a passing resemblance to World of Warcraft will be happy to know the layout is tentative and certainly subject to change. The current setup has players selecting an ability from the from the bottom which then appears as a command in your gauge. There are two gauges - one for the left hand and one for the right hand. For example, the character that Tanaka was controlling had a shield in his left hand, so the left-handed gauge had shield commands registered to it. To activate an ability, the player needs to store up their "Action Gauge." The strength and accuracy of a technique can be further increased by storing up the "Power Gauge." The "TP Gauge" also makes a return, which when full will alter the effects of your technique in a variety of ways. The gauges will increase when the player attacks or is attacked by an enemy. During this explanation, Tanaka unleashes Red Lotus Blade with a grin, much to the delight of the interviewer, who immediately recognizes the sword technique. Magic will be used the same way - through Action Commands - but will only be available if you are equipped with a weapon that allows their use. Swords give sword-based abilities and staves will give magic-based abilities. Also, there are skills that cannot be used until you have acquired enough skill in a particular weapon. In total, you can line up 10 commands in the bar of icons along the bottom. However, in future versions Tanaka states they intend to include a macro system, so players can customize and combine their favorite abilities to their liking. Another bit of customization, to which players are responding positively, is the ability to drag-and-drop the various info boxes around the screen. There are default positions for each piece of the UI, such as Action Commands, player status, chat box and party status. These will all be movable, and the chat log will be fully adjustable as well. The camera position will have options as well, although the main position will be an over-the-should third person perspective. Tanaka expects there to be three different camera angle to choose from in the final version. When asked why they decided to go with this battle system, Tanaka explained that first and foremost they wanted to get players more active in battle, which the auto-attack system discouraged. Final Fantasy XI focused on each job having a clear role, with players designing parties around combining those roles. However, in Final Fantasy XIV, they wanted to develop a system where players could easily enjoy the game alone, with a friend, with three people or more. The system is built around the concept of meeting each player's own playstyle. Tucked in next to the Action Commands, the interviewer noticed a smiley face, which Tanaka revealed was a set of emoticons. In Final Fantasy XI, players were limited to creating emotes through text, but Final Fantasy XIV will provide a set of graphical smileys for users to express themselves. In addition, there are the motions that we all saw displayed in the video at Gamescom. According to Tanaka, these were created through the use of motion-capture technology. However, capturing facial expressions proved too difficult, so the developers ended up designing those manually. Unfortunately, players cannot use full-body emotes during battle at this stage. At this point, Tanaka finishes up his quest and warps back to the starting point of the Guildleve and moves towards the Aetheryte. Although prevalent in the demo, transportation via Aetheryte will not be so common in the actual game. The majority of their use will be involved with the Guildleve system, as players need to travel to the site of the quest and back again. However, like the user interface, a lot can change before the final game is complete. Tanaka says the game is likely only 40-50% complete at this stage, and the demo cut out basically any elements that were not essential to displaying the Guildleve system. The main focus of the presentation at Gamescom was to show players how Guildleve worked, and how it delivered quests that were enjoyable and light on time. However, this is not to say things will be all fun and games. While the quests shown to players took only 15 minutes of their time, there will many more quests with varying levels of difficulty and time requirements. In addition, there will be hordes of other monsters roaming the countryside that will be sure to make completing your intended task a little trickier. Tanaka admits that showing off an incomplete game can draw criticism from disappointed players, but he hopes that others may show praise for how far Final Fantasy XIV has come. Currently, the most advanced portion of the game is the graphics, so there are many areas that many completely change before the release date. The idea is that Square Enix will showcase new portions of the game as they continue development, allowing players to experience individual content before a complete beta is put together. While in Germany this meant a playable demo at Gamescom, there may be a playable version that users sign up to try out in Japan, more like, as Tanaka put it, a giant focus group. Players will be added gradually, and once the game is polished enough, and there is a solid base of users, they will initiate an open beta. Whatever the shape it will take, Tanaka uses his closing words to assure fans everywhere that everyone will get a chance to play a demo of the game, saying, "The fruits of our labor are finally coming to bear, and the development team is working hard to get the game ready. We're planning to let everyone get a shot at a playable version like we have done here in Germany, so please look forward to it." Additional Questions Below we have the results of player asked questions from FFXIVCore.com that was asked to Hiromichi Tanaka about FFXIV. Grab a cup of coffee or something nice, such as orange juice and please enjoy reading our exclusive interview with the producer of FFXIV himself. In the alpha I wasn't able to jump, will there be jumping in FFXIV? And swimming? Maybe even climbing? Its going to be the same as in FFXI. So currently there will be no jumping. If its necessary we might add swimming and climbing in the future. What measures will be taken to combat RMT and botting? We're going work hard on it, same as in FFXI with the task force. Also for example, at the moment we're trying to add a filter in FFXI to combat it on the spot, instead of waiting for a patch in order to combat the issues. It will be more flexible. How will the story be told? Powerful story is an essential part of the FF-series, and as far as the producers have said it will be important in XIV as well. Yes the story is defiantly very important for FF14. We will have high quality cutscenes with voiceovers and fx, please look forward to it. There will also be voiceovers on mostly every character/npc in the game. What will endgame be like? Special areas, NMs, etc. Maybe not from the beginning, but when it comes to a good time we will be implementing some very challenging encounters, among other things. We will have a level cap at the beginning, when it will be unlocked in due time we will release great raid content. We've learned a lot from FFXI and realized what is too easy and too hard. Exactly how much more casual will FF XIV be than FF XI? Is FF XIV designed to try to appeal to a new casual crowd and leave the hardcore group players in FF XI? Is FF XIV trying to attract both at the same time and try to become the first historical game that successfully combines hardcore and casual aspects? The first question about the casual aspect. We will have a casual aspect, but we're not going to only target the casual players. Its really a users choice. We will be able to provide a variety of aspects to the game that casual players will enjoy but the hardcore players will enjoy it as well. And also for FFXI and FFXIV we aim to support both players, although FFXIV is using a new graphics engine, so we're providing current FFXI players with an option if they want to play FFXI of course that is fine, but they're also very welcome to play FFXIV. Hiromichi Tanaka also says that it would be very nice if the players of other Final Fantasy games who never played FFXI would play FFXIV. So that is one of the goals What about PVP? We have the same stance on PVP as we had in FFXI, we're having a focus on PVE, but we may introduce some sort of sports-type that might be tied to PVP in the future. What we're worrying about is that we dont want to have any PK'ing or harassment types of activities in the game. So in order to provide a safe environment to everyone and a game to enjoy. So we're not focusing on PVP. Pay to play or free to play? The game will cost to play. There's a fee for 30 days each. Currently there are no other plans to offer other options. No PlayOnline, can you elaborate on the new account features? We will be using the SquareEnix ID, and also have a system that will be linked to that system. Is there going to be instanced content? Guild leaves itself is like instances. Other people will not be able to interfer with you. There will also be instanced raid content, its a type of guild leaves as well. But we cannot tell you how many players it will be yet however. There's also going to be many different types of guild leaves, if you want to play as a casual player it will be fine for instance. Can you give more specific details about what things can we customize in character creation? I mean things like body size, how many faces will there be available? Unfortunately we cannot show you the character creation screen yet, but you will be able to change things such as your ears, eyes, hair color, shape of your face. There will be lots of variety. I'm curious about how advancing in your jobs works. Like will it be a FF Tactics style? Once you've mastered certain skills in a certain job, you unlock another? It will be slightly different from Final Fantasy Tactics system. You will be gaining abilities by leveling up your skills, but, its not the same as Final Fantasy Tactics. So if you're having a high skill in something it doesnt mean the other one is going to be lower. if you grow in one skill and it gets high, you can still level up your other skills high. And how will the 'levels' of the mobs work? Does the game have some kinda system in place to adjust mob difficulty based on character stats and current status of party? Its not going to be changing depending on the players skills. Its fixed. So you get to chose yourself who or what you want to fight. Auto-run/Auto-follow and Macros saved A LOT of time in FFXI. Could we expect these things (or improved/altered versions) in FFXIV? Yes it will be in the game. In FFXI, if you weren't fighting or crafting, there was definitely a lack of things to do. Could we expect more types of things to do in FFXIV? More mini-games, casino, card games like in FFVIII or FFIX, more in-depth gardening/fishing/etc? Yes, we're planning several things so you can enjoy the game, for example the fishing you mention will be a class. But outside of the class system there will be other things to do. For example during FFXI players figured out a way to invent a new game by using the existing system. So that's going to be interesting, we'd like to do that for FFXIV as well. So we're looking forward to what the players will do with our system there. There were many Summons in FFXI, but for an online world, I never felt there were enough. What Summons can we expect to see in FFXIV and will there be more variety than in FFXI? We can't really mention which summons will be in. But what we can say is that some is going to be really important in the storyline. It's not going to be included in the game like FFXI. At the moment we don't really have a class, a pet class / summoner. Not at the moment at least. So it will be implemented in the game in a different way. Please check back with us in the future. Will there be Samuari's in the game, what about the free roaming? What about the freedom in the world, exploration? We won't have the samuari as a job, because we don't have a job system. And we don't have a class like the Samuari. But it depends on how you're going to select your skills and developing your character. So when you reach a certain skill and/or gain certain skills, you will have a title for yourself. It may be Samuari or may not be - we cannot tell you that yet. So please look for an announacement in the future. How large will the in-game world of Eorzea be in comparison to the in-game world of Vana'Diel? As in actual space the characters may move around in. We can't really compare to the current world of Vana'Diel since it's been expanding a lot. But if we compare to the original Vana'Diel, this time it may be the same or slightly smaller, however as you can see there will be a much more detailed world, in terms of graphics and content. So it's unlikely you will notice that it might be slightly smaller than the original Vana'Diel world. One thing to note is that FFXI used its own system, this time Final Fantasy XIV is going to be seamless. No zoning! Just like in World of Warcraft. You'll be able to walk from the city to the battlefield without any zoning. Is the Economic situation of FFXIV going to be mainly player based with Auction Houses or non-player based with NPC ran stores? We can't go into details about this just yet. We're very sorry about that. This question is better suited to be asked in a couple of months time. However, it's going to be not the same as with auctionhouses, but something very interesting. Also, this time the weapons are going to be worn out, a durability system. So you will have to repair them and it will cost money. When is the beta? Any more info? We dont have any specific time at the moment. But this current version here at Gamescom is an alpha version. And before we start the beta we're going to have another version, a developer version, this time we're concentrating on guild leaves, next time we're going to be concentrating on something else. When it's ready we'll start the beta version. And of course since we're going to launch the game in 2010 it should before that... so. The beta is not going to be in the far future *laughs* We want to do it as soon as possible. In World of Warcraft, you can now pay a very small fee of in game currency at a Barber Shop and change the face, hairstyle, facial hair, and hair color. Will we see this in FFXIV? At the moment we're not thinking about it. If we have a lot of requests from the players it might get added at a later time. Not at the launch time at least. In the future perhaps. Also we don't think changing the skin color or face shape is going to be added at all. But maybe hair color. Can we expect exp loss? We're still adjusting and discussing this. It may or may not be an exp-loss when you die in FFXIV. But it will be a lot less than it's in FFXI. However, as said we might not include an exp loss at all in FFXIV. In the alpha version we have exp loss currently, but this is still being adjusted, since it's an alpha version. So it's not decided on. Is the characters we played in the alpha version yesterday buffed? [They all start out and laugh then proceeds to say]: yes, they're very buffed. Will the class/job system go into more depth and branch out into different combinations. Or is a wider variety of jobs not yet released and still currently in development? It's not a job system anymore. We call it classes now. It depends on what weapon you use. And again, we're calling it a class system in FFXIV this time, so it's not a job system. This new system will allow for a lot flexibility, and also because you can switch weapons between the battles (not during battles) this is giving you much more variety. Although this is not something super new in the history of MMO's, we've seen it before in games like Ultima Online and Meridian 59 (editors note). Will the Linkshell system still be called "Linkshell"? We can't go into details on that just yet, but it's not going to be called Linkshell anymore. However, it's going to be something very interesting. You'll be able to join a kind of organization, but we can't say more on that right now, you'll be able to have different aims and focuses. It'll be very interesting. System Requirements? We're not done with analyzing this just yet, but it's going to be fairly high since FFXIV is going to be on HD on Playstation 3.
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My Mood: | Re: Comprehensive Thread of FFXIV Information! What's Holding Up Final Fantasy XIV For Xbox 360? - Gamescom 09 - Kotaku "Final Fantasy XIV has only been officially announced for the PlayStation 3 and PC, but don't rule out an Xbox 360 version. Square Enix isn't. After all, Final Fantasy XI found its way to the Xbox. Hiromuchi Tanaka, producer on FF XIV says that the roadblock in bringing the massively multiplayer game to Xbox Live is due to Microsoft's "network policy." Since the PlayStation 3 and Windows PC versions allow for cross communication and cross platform play, it sounds like that feature is at issue. But Tanaka says that Square Enix is trying to reach an agreement with Microsoft to allow Xbox 360 players to enjoy the game, saying the developer is still "considering" the platform. For now, however, you're going to need either a "high spec" PC or a PS3 to get your fix. What nobody's getting on any platform, however, is built-in voice communication. Square's keeping Final Fantasy XIV strictly text chat only—Sage Sundi, global online producer, suggested that Skype and Ventrilo are still your best bets. The game will ship in 2010 and support Japanese, English, French and German." GAMESCOM - 4GAMERS INTERVIEW "As Gamescom comes to a close, 4Gamer was able to secure a block of time with Final Fantasy XIV producers Hiromichi Tanaka and Sage Sundi. Previously, Tanaka took staff from Famitsu through a tour of the demo provided to attendees at the convention. 4Gamer, however, spent their time prying out details regarding the game itself. Learning from Final Fantasy XI Surf to any Final Fantasy XI forum, and you will see players making comparisons between XI and XIV. How will Final Fantasy XIV be different? Will Square Enix address common concerns from XI? Have the developers learned from any mistakes they may have made? Tanaka admits that one thing they learned was how technology advances over the life of an MMO. When they first began development, single-processor CPUs were the norm, but soon after release, multi-core processors grew to become the standard. With Final Fantasy XIV, they are thinking five years ahead and plan to include support for multi-core and mutl-threading technology from the start. Beyond PC technology however, the most crucial point for the developers is the server. Since they are creating an MMO, the client's machine is irrelevant if the server cannot deliver the information. A station can broadcast to a black and white TV or a color TV, but if the signal does not get out, then everyone loses. This is why Tanaka is adamant about creating a stable game server, which he says is the most difficult part of the process. Another issue that plagues fan forums is whether Final Fantasy XI is going to continue or die. Even if it continues, will it be actively supported with Tanaka and co. focused elsewhere? As it turns out, there are separate areas within the offices of Square Enix for the respective development teams. The work will not be combined, but rather each will be developed as a separate entity. Tanaka also gives an amusing look into the part he played creating Final Fantasy XI. "When making FFXI," Tanaka admits, "I felt it was faster to do things myself rather than take the time to explain what I wanted." This led to him designing some of the fonts and user interface himself. In Final Fantasy XIV, however, he will be taking a much more hands-off approach, allowing the team to do the bulk of the work. "Sometimes you have to stand back and let the younger guys take control," Tanaka jokes. "If I don't allow them that much, they can't become the next generation of great developers." Billing Systems and Item Selling There was a brief mention of billing practices at E3, and the interviewer tries to press Tanaka for more information. He states they wish to use an "Anniversary Billing" system, which means players will pay a certain amount of money to play for a period of time. In other words, X dollars a month, like in Final Fantasy XI; or X dollars for 30 days, which Tanaka expressed interest in at E3. As always, the developers oppose the use of micro-transactions to make items sellable. They feel by allowing players to purchase everything they want, they would rack up larger bills, but quit the game faster for lack of anything to strive for. The developers would rather players find lasting enjoyment in the game itself, instead of make a mad dash for treasure and quit soon after. However, Sundi interjects saying not to rule out optional services altogether. For example, they may want to add server transfers or other options for players to purchase. There is no elaboration on what else they have in mind, but they will be considering what to offer. How Everything Works Thankfully, the interviewer begins to delve into the details of what Tanaka displayed earlier during his Puk hunting and find out exactly how one manipulates their character. According to Sundi, you perform an action by selecting from the "Action Menu" along the bottom of the screen that appears once you target an enemy. The more you use a weapon, the greater your prowess grows, and thus, the more skills you learn to utilize with that weapon. You then set these abilities in the Action Menu and activate them during battle. Changing your weapon will also change what is displayed in your Action Menu. For example, equipping a staff will present your magic-based Action Menu. Also, multiple abilities you wish to perform in sequence can also be registered as macros. In order for the character to perform commands specified by the player, one must first store up the Action Gauge. If you select a command before the gauge is ready, it will activate once the gauge fills up. There is also a Power Gauge, which can increase the strength and accuracy of one's techniques. The interviewer notes that even with the absence of Auto-Attack, the player could simply use the most powerful skill over and over again. However, Tanaka reveals that repetitive usage of one skill will cause the monster to start seeing through your actions, and it will become harder to land your attack. In other words, employing a variety of tactics is the best way to defeat a monster. The main goal behind the battle system was to allow freedom of playstyle. Players can easily go solo, as demonstrated by the demo, or they can join up with a number of friends. In Final Fantasy XI, one had to return to their Mog House in order to switch jobs, but players in Eorzea can do it anywhere they please. However, Tanaka warns that swapping weapons during battle is not allowed, so there are some minor limitations. Another reason they are focusing on solo play is to encourage players to explore all the variety put into the game. If players were forced into parties all the time, they would most likely stick with one weapon and master that. However, when adventuring solo or with small groups, players need to acquire a number of different skills and abilities to be able to survive. The developers hope this will create a rich variety of players and really make each character unique. However, Tanaka admits that growth can come slowly if one focuses solely on adventuring alone. Grabbing a party and working together will help your character improve faster. So, there are positives and negatives to both, which is exactly how they like it. Content That Keeps on Giving Guildleve, which was demonstrated at Gamescom, will become the core activity of Final Fantasy XIV, according to Tanaka. It's greatest merit is that you can enjoy it over and over again. Up until now, players would progress through a series of quests or missions, effectively "consuming" these activities until there was nothing left to do. However, Guildleve will allow players to repeat similar quests to their heart's content. The developers will also be looking at how players use the system, Tanaka says. In Final Fantasy XI, the users would sometimes inject their playstyle into the game and the system would bend and shape into something new and unexpected. Tanaka hopes to see this kind of ingenuity once again, and says the developers may be able to improve the game based on how the players enjoy it. As the heart of Final Fantasy XIV, Guildleve will come in many different shapes and forms. The type of Guildleve one can accept will change based on the character. Also, new types of Guildleve will continuously be added through version updates. Tanaka promises that the development team is working hard to create a wealth of content in this area. There will be quests that take less than 30 minutes to complete, all the way up to epic missions that span a couple days. Guildleve is all about customizing the game to one's own style. When asked for more specific information on the actual quests, Tanaka is unable to divulge too much more. However, he explains more about the system, saying that there is an upper limit to the number of Guildleve one player can acquire at a time. If you want to play beyond that, you may have to help other people with their Guildleves. Sundi explains that players can freely aid each other on quests, even if one player does not possess the particular Guildleve being fulfilled. Races and Faces While rumored Gria sightings have been squashed, fans are still wondering if new playable races are going to pop up anytime soon. Unfortunately, Tanaka's response to this is to sidestep and instead boast the merits of the character creation system. Players will be able to craft their avatars in more detail than ever before, with skin, eyes, hair-style and face being adjustable. There will also be factions within each race from which to choose, possibly the ones mentioned in descriptions on the official site. For example, a Miqo'te could belong to the Seekers of the Sun or Keepers of the Moon. While this change does not have an impact on the story, Tanaka indicates they may add more aspects to the game that further differentiate the factions. When creating a new character, players will be able to freely select their starting location as well. While Final Fantasy XI offered special rings depending on your hometown, Tanaka expresses interest in giving everyone a completely level playing field this time around. The point is to allow everyone to start fresh and not influence their choice of race, hometown, or what path they may wish to take with the growth of their character. To this end, there will also be no significant differences between the races. All races can learn the same skills and abilities, but there may be other slight nuances to make them unique. Hearing that the developers are striving for equality, the interviewer wonders if this will make PvP a reality in the world of Eorzea. However, Tanaka quickly states that PvE will be the focus of the game. If PvP elements are ever added, they will be in the form of sports and games, like Final Fantasy XI. It was decided very early on that PvP would not be added, and it does not appear the developers are going to waver from this. Final Thoughts As 4Gamer starts running out of time, they briefly touch on the camera perspective. Players at Gamescom got to try the demo in the 3rd-person perspective from behind the character, and Tanaka indicates they are looking at having a "third-person shooter" style shoulder camera and a first-person camera. The interviewer appears surprised to see the shoulder-cam make it into an MMO, but Tanaka explains that they have heard complaints about the camera positioned behind the character making it difficult to see what is in front of you. Finally, Tanaka closes the interview by expressing how pleased he was to be able to meet so many fans and gather so many opinions on their work already and hopes to have more chances to do so in the future."
__________________ Beauty often seduces us on the road to truth...and triteness kicks us in the nads. Last edited by TheGrandMom; 08-22-2009 at 07:39 PM. |
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My Mood: | Re: Comprehensive Thread of FFXIV Information! ZAM and PlayStation Blog: Interview with Tanaka By now you've seen dozens of interviews out of GamesCom that ask questions about how Final Fantasy XIV differs from XI. We had our fair share of those questions, but ultimately we wanted to know, "why was the decision made to make FFXIV so similar to FFXI?". During the interview we asked Hiromichi Tanaka that very question and the answer was intriguing. "FFXI has been out for about eight years now; the graphical engine we used is very old. In that sense, we wanted to have something that the FFXI players can smoothly move on to" said Tanaka. Make sure to check out our round table style interview with Q&As from our friend Chris Morell from the PlayStation Blog. PlayStation Blog: You guys recently talked at E3 about how the game kind of closely relates to Final Fantasy XI. I was kind of wondering how the monsters and races have changed from XI to XIV. Hiromichi Tanaka: Because we're using a new graphic engine, the graphics are really different from FFXI and you can see more details on both monsters and races. Regarding the races, to encourage people to shift smoothly from FFXI, you will see very similar types of classes. But if you actually make your own character, you'll be able to select your own colour of hair, skin, eye color, shape of your face, etc. There will be a wide range of variety to customize. ZAM: Why would you stick so rigidly to the class / race balance in FFXI, and are there more races we haven't seen in XI? Tanaka: Regarding other races, we can't really make any comments at the moment, so please look forward to future announcements. About the balance of each race - it's different from FFXI. This time it's not going to be so much different from the beginning, as in unique racial skills per race, it really depends on which skills you select by yourself and how you're going to grow your character - then that is really going to affect your lifestyle. The abilities and stuff aren't really going to be affected by the race you select. You can just select by the appearance. ZAM: Will the genders of the races continue to be limited like with the Galka and Mithra in FFXI? Tanaka: Yes, at the moment, for Miqo'Te there's only a female version, and Roegadyn only has a male version - that's their current status. PlayStation Blog: I remember reading around after E3 that you mentioned there might be a way to transfer your name over from FFXI. Is that still planned - are you still working on that? Is there a plan on how you're going to do it? Tanaka: It hasn't been confirmed yet, but we would like to give incentives to the players. First of all, FFXI has 32 worlds, and they may have the same name across different worlds, as I'm sure you know. Each name in each world has to be a unique; there can't be conflicts with other players. However, when we have FFXIV, we still don't know how many worlds there's going to be yet, but players might have the same name if they all move to the same world, so there may be conflicts. So, to avoid that, what we're trying to do is add a surname to their name, so players can keep their main name, but they can add something else to their surname - that way players with overlapping names can keep their names from FFXI, but they can add something on to it to make it unique. ZAM: How large will the overall world of FFXIV be in comparison to FFXI at the games launch? Tanaka: Compared to FFXI's Vana'diel launch point, FFXIV may be slightly smaller. However, because the graphic is more detailed and there is more content, we don't think you will feel that the world is small or anything like that. Also, one thing to mention is that FFXI was zone based, but FFXIV is going to be seamless, so from the city to the battlefield, you won't notice any sort of zone change. PlayStation Blog: You mentioned that the combat system will have less of a team play aspect. I know it's been a few months since the game was announced - can you elaborate on that, and how it's different, and how much progress you've made in the past few months since it was announced? Tanaka: For FFXI, the system was job based, so that's why they had a party to make the most out of each job. This time it's not going to be a job based system, it's going to be an Armoury system, so it depends on which weapon you use and you can switch your class. That allows the player to use a different ability or skills. You can also join a party, that doesn't mean you have to play solo, but it will allow you to play solo as well, because you can fight against monsters and you can change to a healer to heal yourself. So there will be more variety and it depends on what you plan on doing for that day. ZAM: Do you feel confident that FFXIV on the PS3 won't suffer from the same limitations that FFXI eventually experienced on the PS2? Tanaka: With FFXI, there were many PS2 limitations, but this time, we can work with hi-def and the network for PS3s and PCs are almost the same, so there shouldn't be any problem. The one difference between PCs and PS3s could be around the memory management system, so that's something we're really taking care of. Even when we say PC, there are different specs, so the system itself is going to be scalable. One of the settings we have should be the "best" for PS3, so there shouldn't be as many limits as we experienced with FFXI. PlayStation Blog: You talked about the levelling system not being experienced based, I was just wondering if you were able to tell us exactly what kind of system you're working on, and has it been completely defined? Tanaka: This time it really depends on the Armoury system. It's going to depend on how much you use your own equipment and weapons. The more you use it, the more the skill will go up of your class, so that's the way you will get to higher levels for the class - the skills. You'll also get abilities. It's not going to be like if you fight more monsters, you'll get more level ups, like similar to the experience system. Of course, if you fight against monsters, you will get some skill points, but it will help more if you attend to Guildleves. So that will be a more efficient way to hone your skills and 'level up' your character. ZAM: One of the first things that we noticed about FFXIV was how similar it looked to FFXI in graphics, game play style - really in every sense of the word. Why is that, and is that a concern that you might be dragging over FFXI players by primarily targeting that already established consumer audience? Tanaka: (Laughs) I think it's simply because the same people are making the game. ZAM: Well, we can agree companies make games that are different from one another. I was just curious as to why FFXIV is so very, very similar. Most companies, when they make additional MMOs, they try to change their focus so that they don't take their existing consumer base away from a game that's already established. I guess the question is, aside from the obvious "the same talent behind the game," aspect, why was the decision made to make FFXIV so similar to FFXI? Tanaka: FFXI has been out for about eight years now; the graphical engine we used is very old. In that sense, we wanted to have something that the FFXI players can smoothly move on to. So yes, in that sense, it could be very similar to Final Fantasy XI, so it's easier to switch for them. Also, for the race, that's something that we did on purpose to make it very similar to FFXI so that it's easier for people to go from FFXI to come to FFXIV, so that's why I feel it's very similar. As you mentioned earlier, maybe other companies make totally different MMOs to not get users from their original MMOs, but in this, I think we have a different policy or something in that sense. We are providing FFXIV for the FFXI community - as another game they can enjoy, so that's the primary target. Also, we want Final Fantasy players to enjoy the game who haven't played MMOs before, and we also want MMO players who haven't played the Final Fantasy series. We are trying to reach several different targets, but the first one will be FFXI players. *The follow-up question and answer wasn't captured correctly due to a voice recorder malfunction. We're attempting to recover the audio for a future amendment.* ZAM: [...] Tanaka: [...] ZAM: What were some of the biggest lessons you learned in FFXI, and how did those lessons help you make decisions when developing FFXIV? Tanaka: The main thing we learned from FFXI was that once we launched the game, we communicated with our players to receive feedback and improve the game and improve the game experience. So we really believe that communication with our players is the most important thing, and that is something we would like to continue for FFXIV as well. Also, we think FFXI was very different from other online games because we have a cross-platform system and a cross-region system, which is different from other MMOs. This is something we believe is a good decision and we believed it helped us create a successful game. This is something we'd really like to continue for FFXIV as well. ZAM: The guild linkshell system in FFXIV was very unique, and some players loved it and some players didn't like it - obviously because it was so unfamiliar. What kind of plans do you have for FFXIV in terms of guilds? Tanaka: We are currently working on it, so we can't really go into details, but what we're trying to do is, while linkshells were more like communication tools, this time we are trying to let the players aim for something by joining these kinds of organizations. In this way, players will have a purpose to achieve by working together in the same organizations, so please look forward to further announcements. Also, we will provide a website and people will be able to communicate with each other via these websites as well. We do have a linkshell community site already, but this new version is going to be totally different, and will have more interesting tools. ZAM: Will it be more like a traditional Facebook or other social networking applications that have become popular over the years? Tanaka: Because there's already Facebook in a lot of popular social net services already, what we're trying to provide is more like the actual information that people can use to use those social networks, because we don't want to force players to use our social network. We're sure they have their own favorite. What we're trying to do is give them the information by which they share through their social network services. ZAM: With the two mini content updates for FFXI already out and the third one set to come out at some point in the future, are there any plans for at least one more large scale expansion for the game before FFXIV comes out? Tanaka: We're still working on the third of the new scenarios, so we're not sure what we have after that. We might start working on something new for FFXI; we might not, so we can't really comment on that.
__________________ Beauty often seduces us on the road to truth...and triteness kicks us in the nads. |
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| | #14 |
| The Closer Super Moderator Mythril Wings of Service Join Date: Nov 2004 Location: In the little corner in my mind
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My Mood: | Re: Comprehensive Thread of FFXIV Information!
ALL credit for the following goes to FusionX at Eorzeapedia for the following: A Closer Look At The Alpha User Interface Last week during Gamescom in Cologne, Germany we got our very first look at Final Fantasy XIV as Square Enix revealed a playable version of the game’s alpha build. During the event, several images were released showing off the new user interface. We’ve gone ahead and translated the images so that those of you who don’t read Japanese or German can get a better understanding of what we’re actually seeing. Controllers, Mice, and a Movable Interface ![]() The user interface in Final Fantasy XI was created by its Producer, Hiromichi Tanaka. While designing the interface, it had to be kept in mind that this game would be played both on the PlayStation 2 and PC platforms. Keyboards, mice, and controllers all had to be able to easily navigate the game’s menus. That same challenge is present with Final Fantasy XIV as the game will make an appearance on both PlayStation 3 and PC platforms with a possible Xbox 360 release in the future. Apart from menu navigation, character movement, and combat, Final Fantasy XIV will be adding another feature that will have to be developed to work with both controller and mouse. This feature, is the ability to move around parts of the interface. This image is an example of moving parts of the interface around. On the left, the player’s HP, MP and TP bars are on the bottom of the screen. The right side of the image shows them at the top with the mouse cursor “grabbing” the bars as if clicking and dragging them to the top of the screen. Apart from the player status bar, we have also seen that the game’s chat log will be re-sizable as well. The User Interface Hiromichi Tanaka has stated that this time around he will not be working on the user interface, instead leaving it to other members of the team. While it’s likely that no large changes will be made to the interface seen in the alpha build, the possibility always exists that it will be different once the game launches. Before we show you a couple translated images of the games interface, we want to point out just what exactly is being displayed on the screen. The image below marks each part of the interface and explains what’s what. ![]() Guildleve Information The screen shots that we use were all taken while the player was participating in a Guildleve quest. The leve information in the upper right corner is normally not there. It’s possible that the information displayed in the top corner could change depending on what kind of quest or event the player is participating in. Action Gauges and the Action Bar The action gauges are described as actions you can take with the item currently equipped in that slot. For example, a person can have a sword in his right hand and a shield in his left. Classes that use two handed weapons such as bows and staves only have one action gauge. The action bar at the bottom of the screen has a list of different actions that can be used. In the images below, the player uses two different abilities via the Action Bar. You’ll notice a golden arrow to the left of the icon, indicating that the current action has been selected. The name of the ability is displayed above the icon on the bar while the description for the ability is displayed under the action bar. After selected, the ability icon, along with the name of the ability then appear in the action gauge next to the appropriate hand. Another thing to note is that there is a number under each icon on the action bar. Perhaps this means that each action is mapped to a number on the keyboard. Chat log, Target and Player Stats Like any other MMO, we can see the chat log on the left, which we know can be made larger. On the right side of the screen we can see the current target of the player as well as the targets HP. The HP of the player can also be seen here along with his MP and TP. Now that we have all that out of the way, here are two screen shots that we have translated into English for your viewing pleasure. ![]() ![]() Some very interesting stuff to be sure! There is a part that we decided to leave out of the first image shown, but wanted to be sure to mention. When the Dodo attacks, it seems to refer to the Dodo’s “right”. Could it be that the enemies will have action gauges just as the adventurers do? Will there be a limit on the amount of Action Gauges per monster? Or would a Malboro with several tentacles have a Gauge for each, making them more deadly than ever before? Another thing to note is the chat log states that the player claims the “Dodo party”. In the footage we have seen from Gamescom, enemies were running from, or fighting the player in groups. While the user interface is probably the most important FFXIV item to come out of Gamescom, there are other things that were released that we’ll be working to cover this week including Guildleves and a look at some interesting similarities with some things that have been released so far. Stay tuned to Eorzeapedia for a closer look at Gamescom content!
__________________ Beauty often seduces us on the road to truth...and triteness kicks us in the nads. |
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| | #15 |
| The Closer Super Moderator Mythril Wings of Service Join Date: Nov 2004 Location: In the little corner in my mind
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My Mood: | Re: Comprehensive Thread of FFXIV Information! Dengeki Online - Developer Interview Dengeki Online has posted a new interview with Producer Hiromichi Tanaka and Global Online Producer Sage Sundi. I imagine these guys must be really tired by now. ![]() Worldwide Release, Multi-lingual Support From reports all over the web, we have seen that players enjoyed the taste of Final Fantasy XIV they got at Gamescom. However, Sundi reveals that it really came down to the wire when getting a playable demonstration ready. As a whole, the game is about 40-50% complete, but the developers were set on having an alpha build that attendees could get their hands on. The German version was presented at Gamescom, but Tanaka assures us that the final product will see a simultaneous release in all four languages they plan to support. All versions are progressing along at the same time. To help these different languages coexist, there will be another Auto-Translate Function included in the game. Tanaka says they are thinking of including something that is basically simiiar to what Final Fantasy XI, but improved upon. However, it is uncertain how they will expand upon the concept yet keep it simple at the same time. "If we add too many functions and it becomes complicated," says Tanaka, "then it loses its purpose." A New Battle System Again, the greatest difference from Final Fantasy XI is said to be the lack of auto-attack. The player must draw their weapon and then select their actions from the Action Menu at the bottom of the screen. These abilities can also be set to correspond with the number keys on the keyboard. Each weapon will have its own abilities the player can acquire by raising their skill in that weapon. When you switch weapons, the Action Menu also changes to reflect the abilities acquired with your new weapon. Although the alpha build lacked the hot-key functionality, the final game will allow players to bind commands and create full macros as well. In Final Fantasy XIV, characters will no longer have experience points or levels. Instead, skill level will be used to determine how "strong" someone is in a particular class. For example, the higher you raise sword skill, the stronger your attack power with a sword becomes. Also, as you increase your skill you will acquire new skills and techniques. This was designed to avoid the problems faced by parties with a level gap in Final Fantasy XI. At first, they planned to go along with the usual level system, but decided to find a way around the difficulties it could pose, ending up with a skill-based system of progression. There will be a cap imposed, but it is still being worked on. They say it is not something you can reach in a few days, but it will not be as brutal as Final Fantasy XI. ![]() Guildleve : Skill-Ups, Treasure and HNMs At Gamescom, there were three different Guildleve quests available that took around 30 minutes each to complete. However, Tanaka plans to add so many quests to the game that players should never run out of choices. There will be Guildleve quests that reward gil, others that reward items and many class-specific quests as well, such as a Gladiator Guildleve that awards sword skill. Players can either increase their weapon prowess through battle with monsters, or opt to gain some quick skill points through completing a quest. Crafting classes, such as Weaver and Blacksmith can also benefit greatly from the Guildleve system. By completing quests, players can reach a "high level" within these professions and not have to engage in a single battle. In other words, playing a crafting class full-time is one way to adventure throughout Eorzea. Tanaka states that one of the concepts behind Final Fantasy XIV is that if a player so chooses, they can lead a quiet life as a crafter - players are no longer bound to relentless grinding against enemies. However, there will be some things a Blacksmith simply cannot do, and if you wish to travel to the deepest, darkest recesses of a dungeon, you may need some front line jobs to back you up. This is where the weapon durability system comes in. While crafters need tough fighting jobs to help them, those same fighters need Blacksmiths to repair their weapons. In this way, the disciplines are interdependent, adding an interesting new layer to the game and perhaps giving new purpose to the weapon durability system. In Final Fantasy XIV, crafting is a job just as much as Warrior or Sorcerer is. Aehteryte will be used in conjunction with Guildleve to transport players where they need to go. Depending on the land, the Aetheryte and Guildleve start locations may change. Also, there may be times when you cannot take on more quests until you finish ones you already have. In Final Fantasy XI, a lot of time is spent in town, but Final Fantasy XIV will utilize Aetheryte to allow players to travel easier, so it is thought these locations may end up being the central hubs of activity. Besides Puk Exterminating, at which Tanaka proved to be so adept, there will be free-roaming monsters across the lands of Eorzea. Final Fantasy XIV will pull well-known monsters from throughout the Final Fantasy series. We have already seen pictures of a Cactuar and Ahriman, to name a few. Although not confirmed, Tanaka says there is the distinct possibility Notorious Monsters will make it into the game, bringing with them rare item drops. High Notorious Monsters, however, are planned to be included in the Guildleve system. There will be a number of quests designed to function as large-scale battle content, where players must gather strong parties in order to take down the required foe. The developers provide a very relieved follow up, saying that outside players or other parties cannot attack monsters involved with your current Guildleve quest. This should be great news to any veteran of the HNM scene. Something Old, Something New The trade system will be back in Final Fantasy XIV, but for large-scale commerce, the developers are looking to create something new and different from the Auction House system. Sundi expresses their intent to keep Final Fantasy XIV somewhat familiar to adventurers of Vana'diel, but at the same time really show players how they can enjoy the game in new ways. Another thing that appears to be similar is they plan to offer a choice of only three starting zones: The Port City Limsa Lominsa, The Desert City Ul'dah and Gridania, the City in the Forest. There will be storylines for each of these city-states that players can follow. In fact, veteran scenario writer 佐藤弥詠子 (Sato Yaeko) will be returning to pen these stories. Sato was the mind behind Windurst's mission line in Final Fanatsy XI. Voice acting will also be included in Final Fantasy XIV for cut scenes. At this time, they plan to have English voices for all versions of the game, but provide subtitles for different languages. There will be a lot of unique and interesting NPCs for players to enjoy, and Tanaka encourages all players to look forward to all the interesting personalities they will meet throughout the land of Eorzea. What's my Motivation? The developers restate that the major concept behind the game is "growth" - the freedom to grow your character in any way you choose and the chance to enjoy the process instead of sink into a routine of endless grinding. For players who seek shiny loot, the amount and variety of equipment is set to be increased by leaps and bounds above Final Fantasy XI. There will also be unique pieces of equipment obtainable through participation in special events. Perhaps this is hinting at something akin to holiday events or special BCs? Since levels are out the window, gear will now be equippable based on skill. When you switch your weapon, your skill in that weapon, as well as your class, will determine what equipment you can wear. For those looking for some light action and plan to change classes a lot, there will also be some generic gear available that is wearable by all classes. Beta Testing and GMs The developers (and every fan since E3) want to initiate a beta test soon, but Tanaka admits that things on their end just are not quite ready yet. Before a full-on beta test, they want to create more "developer versions" like they featured at Gamescom in order to let players try out different sections of the game system. As an example, Tanaka says players tried Guildleve this time, but maybe next time would focus on the battle system more heavily. After that, they would consider opening up a beta that included the game as a whole. This is what they meant when they expressed their intention to have a prolonged beta process. They are going to use the time between now and release to really examine and test all aspects of the game. As for GMs, Sundi says there are no plans to recruit GMs for the closed beta, but once the open beta gets going, they will consider hiring some. It would be tough to throw people with no GM experience into an incomplete game, so in the early stages they will pull from their Final Fanatsy XI GM pool. In addition, the Special Task Force is going to expand and cover illegal game-play issues in Final Fantasy XIV. Policies regarding third-party tools will be reviewed and changed as needed. They hope to make full use of the Square Enix ID and Security Token system that was established this year. Final Words Tanaka: "At Gamescom we wanted to focus on Guildleve and finally show the basics of the Amoury System. This is set to become the core of Final Fantasy XIV's game-play, so with Gamescom serving as the starting point, we will be able to receive user feedback and improve upon the game." Sundi: "The areas I am in charge of are still under development, but we are examining ways to build a strong, new community through active collaboration with fan-sites and overseas Premier Sites. Putting out information from the development team and coordinating with fansites and blogs will be my top priority."
__________________ Beauty often seduces us on the road to truth...and triteness kicks us in the nads. Last edited by TheGrandMom; 08-30-2009 at 07:53 PM. |
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