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    Game Watch Translation - Yoshida Interview on Heavensward (EU Media Event 5/19)

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    EU Media Event Translations

    Note: All translations are done by me (Slycer) - if anything sounds inaccurate or misleading, please send me a PM or reply on one of the threads and I can look into it. My focus with the translations is on readability (staying true to the content) vs. 100% robotic word-for-word accuracy which often reads as an incoherent mess.

    If you're copying portions of the translation or copying it in full please link back to this original translation as I tend to edit them heavily as I re-read them several times and update them for accuracy based on other information sources.

    Game Watch: Yoshida Interview <- You are here
    Dengeki: Yoshida Interview
    Famitsu: Yoshida Interview

    Game Watch: Field/Dungeon Area Trial Notes
    Dengeki: Job Updates/Additions
    Game Watch: Job Updates/Additions
    Famitsu: Job Updates/Additions, Compiled Info

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    Source article: http://game.watch.impress.co.jp/docs...26_703330.html

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    Final Fantasy XIV: Heavensward Interview with Producer Naoki Yoshida.

    Yoshida says that new actions such as Chakra and Blood of the Dragon will change the way jobs play at level 60.

    Interview held May 19.

    On the outskirts of the provinicial town of Nantes in southwestern France, Square Enix held the European wing of the media tour for Final Fantasy XIV's first expansion pack, Heavensward. The event was packed with plenty of time for the media to experience Heavensward firsthand, with producer and director Naoki Yoshida simultaneously holding interviews. I asked Yoshida many questions focusing on the new job actions which were introduced in detail in the letter from the producer broadcast on the last day of the event.

    Since much new information was released based on our two days of play experience and from the 21st producer letter, please check out those reports and read them in conjunction with this interview to get a bigger picture on the upcoming Heavensward.



    The development of Dark Knight

    Tell us the idea behind having this event at an old castle.

    Yoshida: The marketing and PR teams from around the world meet up around once every six months for a global marketing summit where they discuss upcoming PR for various countries around the world. Although each region is responsible for its own planning, it was decided from the start that we would do one last large scale event to promote Heavensward in Europe.


    It's interesting, isn't it?

    Yoshida: I thought it was amazing. We don't have anything like this in Japan. At first, I was thinking "how much is this going to cost me..." (laughs), but I wanted to see the overall proposal, not just the budget. There are lots of old castles around Europe but the costs to maintain something of this scale must be enormous. Not all of the people who own these are ultra-rich, though, so they do rent them out for events like weddings or lease them to businesses. And actually, we found that it would be less expensive and more efficient to have one large event here at the castle with folks from France, the UK, Germany, and the United States present instead of traveling around the world holding smaller media events. Since we planned to have a playable demo, we also had the benefit of having more planning time to set up things like the servers for the party play. That said, the internet environment here was a bit weaker than we anticipated (smiles).


    What did you have planned for the access line?

    Yoshida: We originally planned it to be from the chateau. We collaborated with the local ISP, and we had thought maybe it would have been better to bring a satellite trailer. I regret it a bit now, but it was worth a shot.


    It's not often that we have game trials where we get a chance to play for an entire day.

    Yoshida: Maybe not so much with Japanese titles, but with AAA titles overseas, they often rent out hotels and do exclusive full day play trials with media interviews. Since we're doing business globally, we want to get into more of that kind of mindset. Also, I think everyone has had a good time here, so it was definitely worthwhile.


    So I want to talk a bit about characters in the game. You're implementing three new classes this time. First, can you tell us how dark knight is different from the other tanks?

    Yoshida: This isn't specific to tanks, but when we create a new job for Final Fantasy XIV, the battle team needs to have elements and systems in mind that would exist exclusively for that job. For dark knight, we had to have a different system as compared to paladins and warriors. The theme for dark knights is the force of darkness, and using those forces to control hate and deal damage. Removing the Darkness may also become a necessary tactic, so there has been a focus placed on the Darkness force in general. We had various ideas and performed different tests about whether the source of Darkness should be HP, TP... and finally we settled where we are now with MP consumption.


    Of course with MP being an important stat, PIE becomes important, but we noticed that the tank equipment dark knight was wearing did not have any PIE. Since NIN uses DEX but was added to old MNK gear, do you expect to do something like that for tank gear?

    Yoshida: I don't think so. Of course there might be some people who want to increase their maximum MP, but dark knight has skills to recover MP without needing to increase the maximum. If you come up with a good rotation you should never use up all of your MP, so it will be important to think about that and make sure you never completely deplete your MP.


    So it [PIE] actually won't be very important since they can recover on their own?

    Yoshida: That's right. For example, black mage gear doesn't have a lot of PIE. Dark knight is a tank, and if its gear wasn't primarily STR and VIT, it would be squishier than other tanks. If the focus was too heavily on MP, the gear wouldn't have enough STR and VIT as is important for tanks, and in a raid situation you wouldn't want to trade off a somewhat longer Darkness duration for lower VIT.


    Why is it that MP recovery actions from bards and machinists won't have any effect on the Dark Knight's MP when using Darkness?

    Yoshida: When using Darkness on Dark Knight, it becomes especially important to maximize your efficiency with MP. If you could receive assistance with your MP from others, of course, you'd become directly stronger as a result. As a result of that, the strength of dark knight would become extremely dependent on the support of other jobs. Of course, we need to balance the situations for when you have support and when you don't. As an example, when you're using Duty Finder, there won't always be a bard or machinist in your party. If the job was much stronger with support and much weaker without it, it would be difficult to use it, so we decided to go in a direction where you cannot have any assistance with MP recovery with Darkness active and have to recover it all on your own. Setting balance aside and just looking at lore, the dark knight also has something of a lone wolf feeling to it, so we decided to go in this direction.


    So dark knights are lonely people.


    Yoshida: Well, maybe lonely is a little misleading, but you'll find out more in the job quests... they're willing to do the dark job of assassinating members of the clergy.


    There are even some horror elements to some of the ability names like the one that corresponds to Holmgang, "Living Dead."

    Yoshida: Yeah, it definitely has both of those components.


    Including Dark Arts, a lot of the ability names seem to have the word "dark" in them - is this something you instructed the team to do?

    Yoshida: No, I didn't tell them they had to (laughs). We based a lot of the names on the animations from the visual effects team so it just happened pretty organically.


    Moving on to machinist, it seems like you've tried to have similar elements to bard and machinist, such as turning on and off the cast timer for abilities. Did you have the same kind of intent for both when you did this?


    Yoshida: Actually, it was quite difficult to come up with the system for machinist. Even after we made it, we still had a number of last minute changes to make it more interesting. The way we handle Reload now is completely different from what we were looking at when we started development. At first we were going to require always reloading after every shot but that really became a hassle. Eventually we decided to go the path of having a five shot Reload and a separate one shot Quick Reload.

    When you add the attachment on machinist, your DPS goes up and you have something like a casting time so that you can't move around that much if you want to keep your DPS up as your DPS will be 0 for an action if you move and interrupt the casting. It's something we expect people to switch depending on the particular content. The attacking and supporting-type turrets are another important part of playing efficiently. At first glance it might look a bit similar to bard, but it feels totally unique after you play it.


    You originally planned to have reloading after every shot?


    Yoshida: We originally planned to have reload frequently repeated to change around special effects, but we decided this was too cumbersome and not very exciting. Originally we planned to have DoT management be an important part of strengthening DPS like on bard. With the stance switching being similar, along with the extension of additional effects, not having much control over turrets, and maintaining DoT and debuffs being a focus, it really didn't feel much different from Bard.


    Although astrologians have good support strength and very high healing capabilities, I got the impression that their DPS wouldn't be very high. What was the basic job design?

    Yoshida: Up until now, we designed scholars and white mages to be perfect partners for one another. Now, we suddenly drop Astrologian into the mix. In order to maintain the utility of both white mages and scholars, we decided to add the stances for Astrologian. In pure healing stance it can partner well with scholars, while it can switch to the barrier stance for partnering with a white mage. As an additional skill, Protect didn't receive the magic defense bonus that it does for white mage, which could make a party with two scholars pretty rough, so Protect will now receive the magic defense adjustment for all healing jobs. This should help to maintain some of the balance within the role.


    There's also the tricky "Draw" element for Astrologian. Is this something you should be doing all the time, or just when needed?

    Yoshida: You should keep the cards within your rotation. On the surface, it seems mostly luck-based, but it's actually quite technical to control them.



    Addressing the weaker areas of jobs with the level cap

    Can you give us a sense of how the new Chakra element will work on monk?


    Yoshida: One of the important things on monk is to maintain Greased Lightning III, but depending on the content or the situation, there were times where there was just no way to maintain it and you had nothing to do but to wait for it to expire. However, rather than a wastefully adding new actions to just maintain Greased Lightning III, we decided to put a little more ingenuity behind them and have instead like a powerful new action which consumes Greased Lightning III or an ability which allows you to switch form, although it doesn't impact Greased Lightning directly.


    So these are things to fill the spare time.

    Yoshida: In general, the idea behind the changes for most of the jobs with the level cap increase was to extend their capabilities in areas where they were lacking.


    Looking at some of the new abilities for Ninja and Dragoon, there will be more things to support the DPS of other players.


    Yoshida: Yeah, we want people to be comfortable doing DPS right from the start. Sometimes people feel like they have to hold back at the start of a fight to prevent from taking hate off the tank. Numerically, the two ways to control this are either to reduce the DPS you do or reduce the amount of hate you generate, so we're preparing actions and abilities with support effects that suppress enmity generation for yourself or party members.


    As a tank, I'd certainly get impatient if I had to constantly chase enemies around to start a fight. At least it would make things less enjoyable.

    Yoshida: Yeah. Even for DPS members, they want to go all out from the beginning, so we've come up with skills like this which take everyone into consideration.


    So dragoons are getting an ability called Blood of the Dragon which might even play some part in the story. Can you tell us about what kind of actions are associated with that?

    Yoshida: Blood of the Dragon is a mode which awakens the dormant Azure Dragoon that resides within you. The effect needs to be extended to prevent it from dropping off, and there are also abilities you can use which consume remaining time. To boost your DPS at level 60, you'll need to appropriately decide how to use the actions that extend and reduce the timer to increase your DPS at important moments in a battle.


    So you'll need to decide whether you want to keep your damage up by maintaining Blood of the Dragon or use a powerful move which decreases the remaining duration.

    Yoshida: As an example, when Titan jumps away in his battle, since you wouldn't be able to maintain Blood of the Dragon anyway, you could use the strong move before he jumps. As you become more familiar with content, you'll be able to come up with ways to push your DPS higher and higher. Whereas on monk you want to maintain Greased Lightning III as much as possible when fighting, rather than just maintaining this buff on dragoon, it might boost your DPS more by using that powerful ability before a phase change and then starting the rotation over in the next phase, so judgment will be needed. Based on the previous level 50 rotations, these two jobs might be a bit confusing at level 60, but the hope is that you'll be able to gradually familiarize yourself with them and optimize your DPS.


    Since the dragoon is being treated as a hero in the story this time, does this newfound power have anything to do with that?

    Yoshida: When the development team is looking at job balance, they aren't taking only DPS into account, they're also looking at abilities which support and heal or actions which increase the DPS of other jobs, so they have to be quantified comprehensively. Because of this, it doesn't make much sense to directly compare a melee DPS with a ranged DPS since the frequency of avoiding attacks is different and affects the values. For example, as a melee DPS, a Dragoon might have to jump out of the way of something.


    So this doesn't particularly have to do with the fact that Dragoon is a focus in Heavensward?

    Yoshida: No, definitely not.


    With black mage having the alternating Blizzard and Fire rotation, did you struggle there to add new elements?

    Yoshida: The planners for black mage are extremely skilled at using black mage, so the thinking was fairly straightforward. Adding Fire IV and Blizzard IV were the first idea, but we decided that it wouldn't really be interesting to just add stronger magic without changing rotations. Because of that, we decided that they would not affect Astral Fire or Umbral Ice, so there's a skill margin there. So, rather than casting Fire IV repeatedly, you might cast Fire IV twice and then Fire to maintain Astral Fire III, Blizzard III to start recovering MP and then Blizzard IV to update Enochian, so players will always need to be conscious of those two timers. Then we also have the ability which guarantees a proc on the next spell, so I think people will be really looking at their rotations to figure out how to optimize them.


    I tried out summoner also, and it seemed to be the most difficult to me. It looks like you'll need to maintain both Aetherflow and Bahamut Aether.

    Yoshida: Up until now, there's been about 30 seconds after Aetherflow is exhausted where all you could really do was use Ruin II unless you were running out of MP. Now, for about 15 of these 30 seconds, you'll be able to boost your DPS further by using Bahamut Aether. This will be strong but it will also make things more difficult. We got a lot of feedback asking for the summoner's own DPS to be improved and asking for more Egis, so this time we decided to strengthen the former. Another part of this will be the long-awaited improvement to Tri-disaster.


    In the form of re-learning it as a new ability.

    Yoshida: The previous spell will be replaced with Tri-bind, and Tri-disaster was adjusted and will be received again as a new action.


    Why didn't you just change the original one?

    Yoshida: We got a lot of feedback that the original one did not live up to its name. However, since Bind was part of it, it became a strong ability for utilization in PvP, so we've decided to add it again as a new trick worthy of that name.


    I got the overall impression that the attack capabilities of white mage would be increasing.

    Yoshida: Up until the level cap increase, I think white mage had the most straightforward image of all the jobs. Since they haven't had field abilities like scholar did previously, we've added a healing field ability. To improve attacks, we've also added Aero III which you can squeeze in between Holy for attacking. We've also added an instant heal for players around you which should further ease healing in dungeons where you're relying on Holy and Benediction. We're also adding an instant heal which can recover about 50% of the HP of a single target as another way to boost its capability as a pure healer.


    At one point it was decided that Holy was too strong for white mage and it was weakened. Despite that, you're adding additional attack actions besides Holy, were these new abilities added to give some of that capability back?

    Yoshida: No, that's not it.


    So you expect it to go up overall?

    Yoshida: Yes. Since all DPS jobs will be increasing up through level 60, it makes sense to have the white mage's DPS extend by a proportional amount as well. For development, such as with Bahamut's Coils, the development team assumes what the item level should be for general equipment on players when they clear a raid. They sum up the basic DPS for four DPS and tanks at that assumed item level and cut that by about 10-15% for the minimum clear DPS. Healer DPS is not taken into account when this is set.

    Certainly for people who are at world's first level, their goal is to clear it at as low an item level as possible, lower than the one assumed during development. So if you look at the fight and figure out that if it's not numerically possible to clear with four DPS and tanks, you'll need to make up the gap with DPS from healers. Then when those publish clear videos and other people see the healers DPSing, they might think that healers need to be DPSing even though its a situation that only arose because their clear would have otherwise been impossible. While we could take this into account, and assume a different item level in the next update which would then make it impossible to clear even with the healer DPS, we'd eliminate this type of play for highly skilled players who use communication, items, and a high level of understanding to come up with those last second clears. That would be a tough decision to make, so I still think it should be up to each party's own plans.

    This is also one of the reasons we decided to implement both a normal and savage version of Alexander. Once again, healer DPS was not included in the development team's calculation as it was for other jobs, so you should just think of healer DPS as a last way to get your overall party's DPS up to where it needs to be.



    New dungeons to introduce mechanics from Bahamut's Coil

    This is for all the jobs - will you need to remake macros or rearrange your hotbars from before? Or will the new actions just fit in with the current situation?


    Yoshida: It should be good if you set them when you reach 60. I don't think it will all change, just here and there. Of course you'll have to think about your new rotation which you should ultimately have complete by level 60. Until then you should be able to put out decent numbers even if you stick with your current rotation.


    This time, you'll learn new actions every two levels, so the way you play will be changing frequently. What was the intent behind this?

    Yoshida: It will take about the same amount of time to get to level 60 as it did to get from level 1 to level 50, so with the new actions learned every other level, it will still feel familiar to the progression as before.


    It takes that long?!

    Yoshida: Yeah, especially for the first job it will take a while.


    That might be impossible in just one or two weeks.

    Yoshida: It depends on how many hours you're playing every day (laughs). It might be a little crazy. That's just based on how many hours it will take, but you're better off not worrying about how long it takes you to get there.


    How should you level your main job?

    Yoshida: Since the game is story-driven, it should be fastest to level your first job going through the story. By going through the main quest, exploring all of the field maps that you'll have to visit, and completing the dungeons that are part of the main scenario 1-2 times each, you should be just about done.


    The story wasn't in this version.

    Yoshida: We've masked the quests in this version. Everything is done and implemented with respect to the story, but we want to avoid any stories. Even though we only have two or three locations available, just giving away one wrong word could create spoilers, so we decided to hide it.


    The character was wearing Yasha [[or Yaksha... demon, basically]] equipment [[IL170 gear]] in this trial. While name has a Japanese feeling to it, what's the story basis of the equipment?

    Yoshida: It has a lore basis, but since the level of the equipment is quite high, it's still a secret. I want you to find out from playing.



    The item level of this gear is 170, but what will the highest be in 3.0?


    Yoshida: There will be equipment higher than that. Yasha equipment will be your first goal once you get to level 60. You should think of this on the level of Philosophy gear at the time of A Realm Reborn's release. There will also be the normal and savage equipment from Alexander as well as materia melded equipment to progress to, among others.


    Normal and savage will be different equipment?

    Yoshida: They will look the same, but the performance of the savage gear will be higher and it will be dyeable.


    With Yasha equipment having a Japanese style and Au Ra also having a Japanese sort of lore, will there be other Japanese style elements in the story?

    Yoshida: It's not so much Japanese style. The Doman people have become involved to help out with a particular situation and there is a strong Japanese influence on the Doman style. Since we're creating a gothic fantasy world we want to keep it separate and not blur the lines with reality. However, we have many different styles of gear which you'll be able to try out at level 60 with glamour prisms.


    Will there also be equipment just for fashion?

    Yoshida: Yes, although I'm not quite sure of the number....


    Will a lot of equipment be added?

    Yoshida: Rather than it being all fashion equipment, there are a lot of variations of regular equipment because we have enough sets of equipment that you can change every two levels, so I don't even remember (laughs). We tried to make to some extent that you can tell which dungeon something comes from based on its appearance.


    Different equipment will drop in each dungeon?

    Yoshida: That's right, there are many types.


    That should be fun. Come to think of it, Alphinaud had a different outfit in the trailer you showed earlier.

    Yoshida: We felt like Alphinaud would be too cold in the equipment he was wearing before (laughs). When Alphinaud goes to Coerthas in A Realm Reborn he mentions how its cold, and getting prepared to go to Ishgard at House Fortemps is part of the story; I don't think bare legs would be appropriate (laughs).


    I tried out the Au Ra character also, the male emotes were pretty active while the female ones were more humble.

    Yoshida: That's right, it's definitely different for each.


    What's your image of Au Ra in game?

    Yoshida: With character make-up you can definitely create some extremes with Au Ra. That said, I still think female characters should go the basic route first and try it out with the new shadowing that we'll be adding to the game, and you can make changes from there. Just so there's no misunderstanding, I'm not saying you can't do whatever you want, I'm just saying what I would do.

    Since you can grant some kind of spirit to your character in character making, like having a female look like a demonic succubus, there are plenty of ways you can go. But there's only one kind of emotes, the female characters are more modest and not so lively. The male characters were designed to have a bit more of a darker edge so they have a different appeal.


    Will there be any new emotes?

    Yoshida: We'll add one or two, but we couldn't do too many at this time because we have a huge amount of resources devoted to many things.


    So you plan to add more emotes in the future?

    Yoshida: That's right. They'll be included along with some lifestyle changes around 3.1. With the initial release of Heavensward, our top priority was to focus on the main game elements as much as possible.


    I tried out two of the dungeons, and the content seemed pretty typical. How are dungeons positioned in Heavensward?

    Yoshida: Their utility won't really change. For players who would rather spend time plugging away without doing anything too complex, we have this in place so that they can build up their item level over a certain period of time.

    The role of the instanced dungeons is to provide a place where players can play or a short time every day and little by little earn rewards, so this won't change significantly in the future. However, throughout the patch 3.X series we have other encounters and situations planned involving key themes like exploration or getting lost, and these aren't instanced dungeons, so I hope you're looking forward to the new types of content.


    We tried out the instanced dungeon Sorm Ar and one of the bosses reminded us of something from Binding Coil of Bahamut.

    Yoshida: There are a wide variety of things scattered throughout the eight dungeons in Heavensward, but we did add some that have simplified versions of mechanics in Bahamut's Coil.


    Was there any specific reasoning behind that?

    Yoshida: Well, there are people who haven't done Bahamut's Coil so they never experienced certain mechanics and we want them to learn them little by little. As we continue to move through expansions, there will be a wide variety of knowledge among different players, so we don't want it to be too difficult to communicate when forming a party. This way everyone can enjoy the multiplayer raids like Crystal Tower, even if they don't go to Bahamut's Coil. For example, we added shared damage mechanics like some of the ones from World of Darkness and other moves that are so strong that you absolutely have to dodge them. Since they will have the typical degree of difficulty for instanced dungeons, we had to make it an experience that even people who don't raid can enjoy.


    And maybe it's some preparation for Bahamut?

    Yoshida: It certainly could be. Once you become level 60 and you've cleared all of the instanced dungeons, if you haven't yet tried Bahamut's Coil you can go back and you should find it to be pretty trivial.


    The new field areas are incredibly large. Also, it seems like there's a wide variety of monsters from cute to ferocious.

    Yoshida: This will also be the first time there have been stray chocobos in a long time, so please try fighting them as well.


    Will anything happen if you fight them and your companion sees?

    Yoshida: No (laughs), although we were talking about adding in elements like that in the future. Chocobos were brought over to the previous areas but they are originally of Ishgardian origin, so we wanted to do something like have an original location which takes advantage of that setting.


    Will there be wild species of chocobos?

    Yoshida: Yes. There's a also a village that makes its living by hunting chocobos.


    It was definitely fun to fly around the field areas, but are there any gameplay elements that use flight? Or is it just for moving around?

    Yoshida: Flying is kind of a game in itself, and it's important for exploring and finding things.


    As I was flying around I found a cave with a dead dragon inside which I found impressive. Is that what you mean by searching and discovering?

    Yoshida: Since we've made the field areas very large this time, we have a number of ideas about ways we'd like to add to the field areas over the 3.X series like places you can only get to with a flying mount, so using the flying mount to discover new places is definitely something we want to do. Also, when we update the airship search from FC housing, when you go out on an adventure on an airship, we want to continue having flying mounts play an active role.


    Will the sky islands be another area?


    Yoshida: Yeah.


    So you'll continue using the flying system in the future.

    Yoshida: Rather than just end with what we have now, we want to add new ways that flying can play a role in the future. For example, one plan is to put rings in the field and see who can go through them the fastest. I wanted to get it in now but we had too much going on (laughs).


    The FATEs also seemed relatively straightforward, are there any special FATEs?

    Yoshida: There will be new evolving FATEs like the one at Redbelly Hive. We'll also have ones with an enemy like Behemoth or Odin.


    We were playing the trial version with four people, but we wiped pretty quickly so the difficulty seemed surprisingly high.

    Yoshida: Well, Ishgard is a harsh region, and you have lost the blessing of light... (laughs). We've adjusted the public field areas to be somewhat stronger, in part based on the fact that it's an uncivilized region. For example, if you're soloing and you have two monsters engaged, you might want to think about fleeing if you don't want to die.


    Any last message to the Warriors of Light?

    Yoshida: We know we've kept you waiting for this first expansion pack for FFXIV, and I apologize on behalf of the development team for being a little off with the amount of content that we had in progress and making everyone wait an extra month for the game. That said, we're reviewing our developmental workflow and fortunately we think the result will be that we'll be able to keep up with this volume more consistently.

    From everyone including the European media, we've gotten a lot of feedback saying that they've never seen an expansion pack with this much content. We want to deliver something that truly meets your expectations, so please look forward to it. Still, we're working until the very last minute and we'll be doing the final balance checks just a few days before early access. It will be like the excitement of A Realm Reborn's launch all over again when you start the new content it will feel like a totally new RPG.

  2. #2
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    tl;dr info cuz that was long as hell

    DRK - no PIE on gear
    Raids are developed with a particular IL in mind with the DPS requirement set 10-15% below the "basic" DPS for DPS and tanks at that level. Healers not included in that.
    50-60 should take about same amount of time as 1-50
    IL170 gear is called "Yasha" or something, first step to new endgame like old Philo gear
    Normal/savage Alexander gear same model, savage is better stats and dyeable
    Each new dungeon has unique gear, there are new sets for every 2 levels between 50 and 60
    Old coil mechanics appear in new dungeons
    New HNM FATEs a la Behemoth/Odin and evolving fates a la Redbelly Hive


    Maybe some other stuff was new, or maybe some of this stuff I thought was new is old. Some interesting responses either way.

  3. #3
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    50-60 should take about same amount of time as 1-50
    Each new dungeon has unique gear, there are new sets for every 2 levels between 50 and 60
    This is some pretty cool info. Of course most of us will still do it in a day or two probably , so it doesn't matter that much, but it's still good to know they're trying to stretch this out. Of course when it comes to gear you will probably outlevel it before you get more than 1-2 pieces, so it will still be mainly glamour stuff.

  4. #4
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    I like that... don't fight 2 mobs at once or you're gonna die. Nice way to re-introduce some of the XI field-difficulty, while still maintaining the variety of moves that the new game allows for. It aint just AA and wait for WS.

  5. #5
    Strider/Doom/Cyclops
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    What is the actual Japanese wording Yoshi uses for his "Please look forward to it" catchphrase, and what is the literal translation?

  6. #6
    BG Content
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    Quote Originally Posted by Spider-Dan View Post
    What is the actual Japanese wording Yoshi uses for his "Please look forward to it" catchphrase, and what is the literal translation?
    Code:
    楽しみにしてください tanoshimi ni shite kudasai
    The super literal translation would be like "please have fun (in the future)" or "please enjoy (in the future). "Please look forward to it" is an easier and slightly less clunky way to imply that it's something that's off in the future instead of just saying "in the future," I guess, so that's how they translate it and that's what stuck. "Stay tuned" sorta works, but doesn't necessarily convey that it's something you'll enjoy.

    That's actually not what he said in this article, btw, I just translated it like that for the lulz. He said something more like "stay tuned" or "get ready" here.

  7. #7

    Quote Originally Posted by Slycer View Post
    Each new dungeon has unique gear, there are new sets for every 2 levels between 50 and 60
    This sounds like a massive waste of gear assets.

    I was expecting like....1 or 2 sets total between 50 and 60 because that gear is only gonna be useful for a matter of days.

  8. #8
    Strider/Doom/Cyclops
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    The gear is there for the glamz.

  9. #9

    I'd rather they made more gear for us to actually use, but I suppose I'm just kidding myself at this point.

  10. #10
    D. Ring
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    Quote Originally Posted by Niiro View Post
    This sounds like a massive waste of gear assets.

    I was expecting like....1 or 2 sets total between 50 and 60 because that gear is only gonna be useful for a matter of days.
    I assume that the gear will at least be shared among a variety of jobs so while you may not get all the pieces or make full use of the gear the first run to 60, you got 12 other jobs that you can use it on.

    Gonna laugh if Rot is one of the mechanics they are going to introduce in the leveling dungeons. There's so many people that have cleared T2 that have no idea what the fuck that is.

  11. #11
    Strider/Doom/Cyclops
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    Quote Originally Posted by Niiro View Post
    I'd rather they made more gear for us to actually use, but I suppose I'm just kidding myself at this point.
    The only gear that actually matters is the Savage Alex gear and the (upgraded?) Esoteric gear. Everything else is just as temporary as the LV51-59 gear, and really only exists for glamz.

    This is the vertical gear system. Embrace order.

  12. #12
    Piece of shit Bruins fan

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    Quote Originally Posted by Niiro View Post
    I'd rather they made more gear for us to actually use, but I suppose I'm just kidding myself at this point.
    You really are the most loyal complainer, so yeah, that's about right.

  13. #13
    The Once and Future Wamoura
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    iirc what you're looking for is Sorm Ar and Rafflesia boss

  14. #14
    Resident Moogle
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    Quote Originally Posted by Niiro View Post
    This sounds like a massive waste of gear assets.

    I was expecting like....1 or 2 sets total between 50 and 60 because that gear is only gonna be useful for a matter of days.
    Well we're going from dungeons that currently drop i100 gear, to the baseline Darklight equivelant at lvl60 being i170, so they probably felt they needed i110->150 drops from dungeons to bridge the gap without huge iLvl jumps.

    That said, for all we know most of these gear sets may just be tweaks of existing armor models.

  15. #15
    Hyperion Cross
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    If they accidentally make a homam/askar looking armor set in those dungeons I am gonna spam those until my ass bleeds.

    UNLESS, it's drg only (fxxking ARES)

    I'm torn between unlocking DRK and taking that to 60, or taking PLD/SCH to 60 and then doing DRK lol, as a first thing to do.

  16. #16
    Relic Weapons
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    Doing the latter will be quicker, once you have your first 60 all other jobs will get an experience bonus.

  17. #17

    The armoury bonus applies to any jobs that are lower than your highest level job, you don't need to be 50 (or 60) to get it.

  18. #18
    Turtle Apprentice
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    I dont know why It does matters, he will get super fast queues.
    /joke

  19. #19
    Old Odin
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    DRK 60 first, fuck the haters!

    Unless you're gonna go through content with friends, in which case go with peer pressure.

  20. #20
    Relic Weapons
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    Quote Originally Posted by Cutriss View Post
    You really are the most loyal complainer, so yeah, that's about right.
    Yes, sheep, enjoy the shit that SE shovels into the trough and eat it like it's your last meal on Earth.

    Seriously, the fact that there's a majority of players that think two gear sets is good design or "enough" is shocking. We all know what happens after a few months with the current implementation: Cap tomes furiously week to week for upgrades, combined with good or bad luck on raid drops, after your main is geared, you spend months grinding just for alt jobs you don't get to play in your raid group anyway.

    It's going to be even worse now that they're adding tokens to primal and Savage Alex drops. You'll. be able to gear up even more quickly now, so your grind will be even shorter.

    More sets of gear = more options to customize your build = more job diversity = more reason to grind = more reason to play the game = more fun... I mean, really, are there any negatives here? "It means they have to take more time balancing gear sets." Boo fucking hoo, stop designing so many useless glamour and trash dungeon drops and make something meaningful for players. Don't even get me started on Alex Normal gear looking the exact same as Alex Savage.

    We're all going to play this game, and we're probably going to enjoy it, but from an endgame player perspective, SE makes some really poor choices. They create so much useless gear it's ridiculous. Aren't we playing an RPG here, isn't half the fun acquiring rare loot? This isn't Barbie Princess Dress Up.

    We need more gear set options at the higher iLvl, end of story. At least 3, and also raid gear with set bonuses (come on we already have this on GC gear). Fuck off if you think glamour is the solution to this.

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