I thought they were doing this with their own money so they don't have to worry about anything like that, and it comes out when its ready?
I thought they were doing this with their own money so they don't have to worry about anything like that, and it comes out when its ready?
They are; it is. People want dates even when dates don't exist. Honestly, that beta roadmap is more detailed than I ever expected from them, so I'm satisfied, even if it doesn't all go according to plan.
Have to stop clicking on this thread with the hopes of finding something new and/or interesting inside it until they release beta.
If this wasn't the internet I would assume at least 3/4 of people in here were chicks.
OF are better, at least you KNOW if you click a thread over there it will be drivel, curse you optimism.
You're presuming that the % chance is equal in both circumstances, which oversimplifies (and distorts) the point.
If, instead, it's 6 cobalt+4 iron in 1.0, or 7 cobalt+3 fail (or, alternatively, 9 iron+1 fail) in 2.0, the decision isn't quite so easy.
The main difference (and improvement) is in straightforward, readily available information. Instead of scouring websites for arcane lists of gathering point x logging depth, everything is right there with plainly labeled outcomes. I don't know about you, but I'd be willing to take a hit on net output just to get that information in an easily presented fashion.
Also, as stated, the fact that 2.0 gathering is somewhere around 5x faster kind of ruins your entire "speed of output" argument. Bottom line: in 2.0, you could get both cobalt AND iron faster than 1.0.
Don't forget getting multiple items in a single swing! We don't know if 2.0 supports that yet or not, but all signs point to 'no'!
Also, please stop the stupid discussion about gathering. I have a BTN luminary, and even I don't give a shit about this conversation.
New blog is up http://na.finalfantasyxiv.com/blog/post/187
weak per normal.. and apparently making a big fuss about it being on PS3, The UI looks good.
He is forgiven becasue that sig is hilarious.
On UI:
Greetings everyone!
I have a few updates to give you in regards to various aspects of the UI for A Realm Reborn.
First, in regards to chat log font, we received a bit of feedback stating that in screenshots, as well as the Alpha Test, the font felt a bit too small. We will be making it possible to change the size of the font in the chat log config settings, and instead of just having "small," "medium," and "large" font options, it will be possible to indicate a specific font size.
Next, we will be adding notification sounds so that when you are invited to party or linkshell, or receive a trade request you can recognize them quicker. We are also currently looking into making it possible to change the sounds for tells in the config.
There were a few questions asking if there would be a feature where you can make sounds that other players can hear via macro or the chat log, similar to the "calls" from FINAL FANTASY XI; however, we currently do not have any plans to implement this kind of feature. The main reason why is that we will be setting the game up and making adjustments so that everyone can play smoothly without needing to rely on these kinds of sounds. However, if there are enough players that feel strongly about this feature, we will look into it again.
When it comes to UI organization, by using the HUD layout mode you will be able to move various aspects of the UI around to your liking, including buff effects and such. It will also be possible to configure the action bar so that it is constantly displayed, and you can make it so multiple action bars are displayed at the same time.
Just a quick note on buff effects while on the topic; in the Beta Test buff effects will be indicted on your character's stats, but in the future we are planning to show the effects from buffs separately from your character's normal stats.
Finally, for weapon skills like Phalanx that can only be used when fulfilling certain criteria, we received some feedback that mentioned it was difficult to know when these weapon skills can be used and how long they had left before they could execute them. Due to this we are looking into ways to make it easier to recognize, and one example of what we are looking to do is displaying a specialized UI.
The Beta Test is right around the corner, so get amped and try out all of the new UI features when the time comes!
Good, solid information all around.
I don't want to get too into the gathering debate again, but if it really is 5 times faster then I can live with the change. I can't disagree that it's nice to have the information readily available either but there was nothing stopping that being there in the 1.0 slider too. If it's so fast in ARR then there's going to be a massive over-supply of materials, as if there wasn't already in 1.0 after they implemented 24/7 gathering. Should gathering be a money earner or something people just do for themselves to sustain their crafting? I don't care either way at this point but it's something to consider.
You can't be just making comparisons looking at how the market looked in 1.0. Too much is changing in ARR, e.g. two things that should affect the market:
- new crafting recipes
- crafters no longer get materials for leves
Is no materials for leves going to be final or just not implemented in alpha? I guess we'll have to wait and see how it will play out.
Still some things concerning the UI that they didn't mention. Hopefully it'll get another look-over during the betas.