Housing Demo from the Letter from the Producer LIVE Part IX
Housing Demo from the Letter from the Producer LIVE Part IX
Some Info about Primal 1.0 items
As you're aware, we made it so that the more difficult to obtain items from version 1.0, such as the Inferno/Vortex totems and items from Hamlet Defense, could be exchanged for Allagan tomestones. As for the other items you mentioned that are left over from version 1.0, we don't currently have any plans to implement an exchange system for them and they don't currently have any use.
Aka the items used to enter Ifrit or Garuda (Tappers and headdress) will probably be never used
Regarding FC chest improvements
*Note in addition to the below there will be a "deposit only" permission setting added
Regarding UI improvementsOriginally Posted by Camate
I'd like to share some more UI adjustments and additions we have slated for patch 2.1 and on.
(Keep in mind that this isn't everything! Only what I can share as of right now. )
- Patch 2.1
- Focus targeting
We'll be changing the focus target feature so that its display is set at the highest priority and also improving the visibility of the casting bar. At the same time we will also be expanding the areas you can click!
- Teleport window
We'll be making adjustments to the teleport window so that it does not go off the screen (mainly PS3 version). Moving forward we will continue to improve the teleport UI to make it easier to see.
- Post-patch 2.1
- Mog letters
We'll be adding a history section for sent letters in the Mog Letter window.
- Gear sets
We'll be adding an icon to equipment that is included in a gear set to make it easier to distinguish.
- Chat window
We'll be making it so you can change the name of a chat log tab without having to delete it.
Minagawa just said that today, no official translation yet.
FFS getting always infracted by this thread. give me a break. If I post reinheart's translation then spare me:
This is one of the tasks that requires many adjustments to make it possible, but since having/not having focus target makes a difference in difficulty, we are working to make adjustments so this can be displayed on the PS3 as well.On the PS3 version you cannot use the focus target, will it be possible to use this for the PS3 version from 2.1?
However, at this moment, we cannot promise the release in patch 2.1.
Let me go over the current situation, In patch 2.1 we are going to have alliance member information display on top of the current UI display.
(On top of the party list, this will display two other parties, 16 members information)
We are looking into methods to make sure when the above alliance information along with the focus target UI is displayed it will still remain under the PS3’s UI memory, process load limit. We are looking into this and working towards release.
*The memory and process for the PS3 versions UI is near it’s limit, therefore we are working to create some memory and processing space by removing excess data from existing UI process, and going through trial and error process to try and get space for the focus target.
(Basically this is what we known as optimization)
In general it shouldn’t be a problem, but when displaying maximum amount it may be possible where it runs a out of the UI rendering processing memory, in worst case scenario it may cause parts of the UI display not being rendered, (What’s going to disappear will change depending on the displayed UI’s situation). For this reason we need some time to investigate and look into methods to address this issue.
We will update you once we can confirm this can be released or not for patch 2.1, so please wait for the update.
As was mentioned during the Letter from the Producer LIVE Part IX, we'll be introducing a feature for the Duty Finder in patch 2.1 that will place you in a random dungeon in order to get people participating in a wider variety of dungeons.
Specifically, we will be breaking down dungeon content into different categories such as leveling dungeons, level 50+ dungeons, and primal battles, and players will be matched for random content. You'll be able to challenge each category once every real-world day and as a reward you will receive each kind of Allagan tomestones. Participants will be matched with priority on content that is lacking members.
Also, in order to strike a proper balance between this plan and the experience points gained by participating in FATE, we will be increasing the amount of experience points gained in dungeons in patch 2.1.
HUD and window size
Gamepad controlsIn patch 2.1 we will be expanding the HUD and window size options to 5 different sizes. Currently there are three: 120%, 100%, and 80%. We will be adding 140% and 60%.
It is going to take a bit of time to address the UI to freely set the scaling, so we will be looking at everyone’s requests after 2.2 and then looking into a time period to address this.
HotbarIn patch 2.1 we will be releasing the Crystal Tower, which will be alliance based content. In order to display the HP and other information of alliance members, we will be adding an expanded HUD called the alliance list.
We’ve made it so you can select the characters listed on the alliance list by holding down L1 and pressing left and right on the directional pad.
After patch 2.1, we will be expanding the UI to allow for customized button combinations like the above.
Also, here are some notes about the alliance list display and controls:
*You will be able to change the size and positioning of the display for the two parties added in the alliance.
*You can target members on the alliance list by pressing the L1 button and then pressing left and right.
*You can execute mouse over actions for members on the list by using the mouse over text command.
*The same exact alliance list will be displayed for the PS3 version.
---We’ll be adding the below settings to the configuration for hotbars:
Character configuration: Hotbar settings > “Display” tab
Hotbar display settings
■ Display set number
■ Enable set switch button
■ Enable position movement with dragging
By turning the first setting “off,” the numbers that appear next to the hotbars will disappear.
By turning the second setting “off,” the up and down arrow that appears next to the first hotbar that switches hotbars will disappear, and you will not be able to click to switch. (Even if this is hidden you can switch via the keyboard.)
The third setting above is what has been requested.
In regards to the movement lock for the chat log, we will be placing this in our task list with other log window edits (transparency settings, etc.), and will be addressing them all after patch 2.2.
FC Housing: Weapon/Armor Display:
Originally Posted by Hvinire
FINAL FANTASY XIV: A Realm Reborn Hot Fixes (Nov. 18)
- Items that can be obtained from the two chests in “The Binding Coil of Bahamut – Turn 1” have been adjusted.
- Addressed a coding issue which occasionally caused a server to crash during a trade.
- An issue wherein a player would lose control of their character while crafting has been addressed.
Sorry shouldve been here
Upcoming Changes to Allagan Tomestone Acquisition
Producer and director Yoshi-P here.
Recently, we've noticed a number of threads discussing the weekly limit on Allagan tomestones of mythology. I'd like to talk about the reasons for this limit, as well as changes coming in patch 2.1 that will affect their acquisition.
Progression in FFXIV
As you'd expect, there are many more factors to consider when designing an MMORPG like FFXIV, compared to a stand-alone console game. These factors heavily influence combat design and balance.
Each encounter in FFXIV: ARR is crafted with a particular difficulty in mind. As players grow stronger by increasing their level, they will be able to complete early encounters. However, upon reaching level 50, players who wish to become even more powerful and tackle the hardest challenges must instead obtain better gear, thus increasing their item level. The time required to do so is dictated either by drop rates, or by the rate at which tomestones can be acquired, depending on the gear being sought.
Progression can therefore be described as follows:
Players reach level 50 while clearing the main scenario.
Upon reaching level 50, players begin acquiring gear to raise their item level.
Players take on encounters appropriate for their item level, acquiring new gear.
Upon acquiring new gear, players raise their item level, allowing them to challenge more difficult encounters.
Our ultimate goal is to give players the freedom to advance at their own pace. Having said that, the current design has room for improvement, which is why we will be implementing changes with patch 2.1.
Expectations for Progression Until Patch 2.1
From the initial release of FFXIV: ARR, we predicted it would take roughly a month and a half for the most dedicated players to reach the Binding of Coil of Bahamut, and roughly two months for the general player population. Furthermore, we wanted players to acquire gear using Allagan tomestones of mythology in tandem with clearing the Binding Coil. This served as the basis for determining the rate at which tomestones can be earned, which is currently limited to 300 tomestones of mythology per week. With the release of patch 2.1, this limit will be increased to about 450 tomestones per week, for reasons which will be explained at the end.
The Two Paths for Player Progression
One unique quality of MMORPGs is that, depending on how much time they have to play, a disparity between players can easily emerge. For example, let's say player A plays two hours per day, and player B plays five hours per day. After a week, there's a difference of 21 hours, after five weeks a difference of 105 hours, and after ten weeks a difference of 210 hours. MMORPGs are designed to be played over a long period of time, and as such, this gap between players will only increase as time goes on. This inevitably leads to several problems:
It becomes difficult for new players to join.
Casual players are likely to lose motivation to play.
The community is likely to become fragmented.
In an attempt to combat these trends, and also to encourage users to continue playing, most developers of the first generation of MMORPGs decided that items should only a fraction of the time. Because the chance of obtaining items was so low, it took a relatively long amount of time to obtain gear, meaning users would play longer.
However, when considering the lifestyle of users in today's market, the freedom to play at a more leisurely pace is essential. With no option but to continue running through instances, with no guarantee that the desired can be obtained, users are more likely to become stressed and stop playing all together.
These concerns led to the birth of the token system, which we have adopted for FFXIV: ARR. The merit of this system is that, although there is a limit on tomestone acquisition, users are guaranteed to obtain desired items after obtaining a set number of tokens.
Because every duty in ARR offers a set number of tomestones, players can easily determine how many instances they need to clear and how much time it will take. They can then play at their own pace to acquire the gear they desire. Furthermore, the more difficult encounters also incorporate a more traditional system of drop rewards. This offers players two options:
Play through the Binding Coil of Bahamut and obtain gear from drops.
Collect Allagan tomestones of mythology to exchange for gear.
Although these methods are different, each allows for the acquisition of level 90 gear.
In short, players who have ample time to play are free to collect tomestones, or challenge the Binding Coil, and those who have less time can still acquire tomestones at their leisure. Despite the difference in time available to players, the game is designed so that everyone can potentially obtain item level 90 gear.
However, please bear in mind that high-item-level gear alone may not enough to overcome some challenges. Because of the armory system’s design, end game encounters have been balanced for players who have not only leveled one job to 50, but who have also obtained abilities from other classes. That being said, we have no plans to make multiple jobs a requirement.
Providing Additional Paths for Player Progression
There's one key problem with the encounters available in 2.0: the limited number of options leads to linear progression for battle classes, and essentially leaves crafters and gathers by the wayside.
To be more specific, players are being pressured to join a party to play through a limited selection of instances for tomestones; there are few, if any, options for those who wish to collect them leisurely, efficiently, or even alone. Patch 2.1 will serve as a means to resolve this problem, giving players many more options to collect tomestones and play as they see fit.
Here is an example of how the upcoming update will appeal to more players:
Beast Tribe Quests
- Learn about the beast tribes in daily quests and acquire tomestones.
- Search for buried treasure with up to four players and obtain crafting material, consumable items, and tomestones.
- Join a duty at random and receive bonus tomestones and experience points.
- Build and furnish a home with the aid of Eorzea's crafters and gatherers, or use your own skills to do the same.
- Test your combat skills against your fellow players, earning fame and fortune.
- Challenge an ancient tower with 23 of your strongest allies and face the dangers within.
- Explore an abandoned lighthouse to obtain new gear and tomestones.
Two Hard Mode Dungeons
- Face greater dangers to obtain new gear and tomestones.
- Keep your characters fresh by changing their appearance.
Extreme Primal Battles and Good King Moggle Mog
- Confront a mysterious new enemy and three familiar foes to obtain new gear and tomestones.
New Main Scenario Quests
- Work together with the Scions of the Seventh Dawn for the sake of Eorzea.
New Side Quests
- Take part in additional side stories to learn more about the peoples and cultures of Eorzea.
As you can see, this upcoming update will add more options for adventuring alone or in a group; the means to challenge other players in PvP; more incentive to craft, gather, and collect items; and new chapters in the game's ongoing story.
Patch 2.2 will introduce the next section of the Binding Coil of Bahamut, and we highly encourage players seeking a challenge to prepare for the new dangers ahead. To those of you have obtained all available gear in the Binding Coil, we hope you'll give the Wolves' Den a try and see how you fare against your fellow dungeon runners.
Raising the Tomestone Cap in 2.1
As I explained previously, because there are only a few ways to acquire tomestones, players have had no choice but to run the same dungeons over and over. While there are those who are fine with the current state of affairs, there are others who dislike the limit, as well as those who feel obligated to hit the weekly cap.
A. Players who dislike the limit:
-> “Once I reach the weekly cap, there's nothing else to do. If the limit was raised or removed, I would have a reason to play more.”
B. Players who feel obligated to hit the cap
-> “If I don't hit the weekly cap, I’ll fall behind. But having only a handful of dungeons is boring. I just want it over with fast.”
If we were to increase the weekly limit before patch 2.1, players who fall under category B would increase significantly. To satisfy both types of players, we feel it best to prioritize giving players more options.
I realize patch 2.1 was originally scheduled to be released in November, but due to problems with server congestion, and the need for server and system improvements, we were forced to delay the release one month. However, I assure you that the wait will be worth it, as the upcoming patch will not only include plenty of new content, but also improvements to the user interface and additional system updates.
There have been several posts asking why we have not split patch 2.1 into several smaller updates, the answer to which can be found in a recent post here on the forum.
We're working to have everything ready in a timely fashion, and we greatly appreciate your continued patience.
wtf SE 450 mytho per week starting 2.1
MRD/WAR changes for 2.1
Producer and director Yoshi-P here.
I understand that all our warriors out there are eager to know what patch 2.1 has in store for them. While we’re still in the testing stages, I’d like to give you a preview of what we have planned. Please keep in mind that warrior is still being tested in all encounters available in 2.1, and the following information is subject to change.
- Recast time will be reduced from 30 to 20 seconds, increasing the frequency with which players can stun foes.
- Enmity generated by this skill has been increased.
- TP cost will be reduced from 70 to 60.
- TP cost will be reduced from 90 to 60.
- This skill will also reduce damage dealt by enemies for a period of time.
- Range will be increased from 3 yalms to 6, to make the skill more effective.
- This skill will now pull enemies toward your character.
- When using this skill, a player's HP cannot be reduced lower than 1.
- The animation for this skill will be revised. (See screenshot above)
- This skill will also reduce damage taken by 30%.
- Recast time will be reduced from 60 to 40 seconds, improving ease of use.
Thrill of Battle
- Effect duration will be extended from 10 to 20 seconds.
- Enmity generated by this skill will be increased.
- This skill will also increase HP recovery via curing magic by 20%.
- The improved healing effect granted by Wrath will be removed. Instead, the improved healing effect will be granted by Defiance.
- Due to overall balance changes, HP absorbed by damage dealt will be reduced from 300% to 100%
- Damage taken will be reduced by 20% for 6 seconds.
- This skill will generate increased enmity.
- Recast time will be reduced from 180 to 120 seconds, improving ease of use.
The main focus of these changes—as the seasoned warriors among you have already observed— was Inner Beast and its HP absorption effect. With these changes, warriors will no longer be dependent on a single skill to recover HP, and have overall improved defense.
To put it simply, we want to ensure the role of warriors as durable tanks. This is why we've also adjusted the effects of Wrath and Defiance. As currently implemented, warriors are forced to lose their healing bonus when using certain skills. However, these changes will allow players to use their warrior skills without sacrificing improved healing, and also maintain the critical hit bonus of Wrath.
Although warrior will no longer recover immense amounts of HP in a single use of Inner Beast, these changes should improve the overall defensive capability of warriors and the ability to heal them using a support class or job.
Patch 2.1 may seem a long way off, but please understand that we have to test these balance changes not only in encounters to be introduced in the upcoming patch, but all existing encounters as well.
(Please refer to a previous post for details on why we cannot break up patch 2.1)
While I regret having to keep you waiting, I am confident these changes, along with the numerous additions we have planned for patch 2.1, will be well worth your patience.
Things that will be soreable in the Armoire:Code:先日の第10回プロデューサーレターLIVEで吉田Pがコメントしていますが、 パッチ2.１で、以下のアイテムが愛蔵品キャビネットに預けられるようになります。 新生FFXIV以降の季節イベントで入手できた装備品 ライトニングリターンズFFXIIIコラボイベント「閃光の影向」で手に入る装備品 CE特典 早期予約特典 クラフターのクラスクエスト レベル50で入手できる主道具 ギャザラーのクラスクエスト レベル50で入手できる主道具
-Seasonal Event Items
-Lightning Event Items
-Crafter's 50 Tools
-Gatherer's 50 Tools
Aka in 2.1 recipes that need more then 1125 tomestone like astral stuff will be fixed so that they onlt take 1125Code:パッチ2.1にて、アラガントームストーン：哲学を「1125より多く消費する」レシピを、 すべて1125に揃える修正を予定しています。 現在のレシピは一定の基準で設定したものですが、サービス開始後の皆さんの プレイ状況などをを考慮して調整することにしました。
Letter from the Producer, LII (12/04/2013)
Hello again, all of you FFXIVers out there! Yoshi-P here, bringing you my fifty-second Letter from the Producer.
I know we've kept you all waiting, but our first major update, Patch 2.1 — A Realm Awoken, will go live in just two more weeks. The need for server and system improvements shortly after release delayed our original schedule, but the dev team is hard at work on final debug checks in preparation for the December 17 release.
I've finished all my own checks, but we still have to make final difficulty adjustments for the three extreme primal battles, Good King Moggle Mog XII, the new Ultima Weapon battle, the Crystal Tower, and the Wolves' Den. There are also a few balance adjustments left to be made, and the battle team is almost done ironing out the last few details.
I was hoping to sneak in another round of screenshots for you guys, but a new trailer for the patch is coming in a few days. The last thing I want to do is spoil all of Assistant Director Takai and Sound Director Soken's hard work. It should be ready for release by the weekend, so please wait just a little while longer.
On an unrelated note, I have some great news to share with you all. At this year's PlayStation Awards ceremony, held on December 3, FINAL FANTASY XIV: A Realm Reborn received the Special Award!
This wouldn't have been possible if not for the support of our fans from Version 1.0 as well as newcomers to A Realm Reborn, along with the incredible efforts of the development team. Words aren't enough to express my gratitude to you, our players, and the staff here on the FFXIV team.
During the ceremony, we also made an announcement for the PlayStation 4 release. We plan to release the game in April 2014, with beta testing starting on Febuary 22, 2014. Furthermore, we'll be accepting applications for testers from all regions. We also gave a short demonstration of the PS4's share function and remote play. If any of you are interested in playing on the PS4, be sure to check out videos of the PlayStation Awards online.
I know you're all eager for more information about the upcoming patch as well as the PlayStation 4, and you'll be sure to get your fill during the upcoming Letter from the Producer LIVE on December 14.
The livestream will cover the second half of our patch 2.1 exclusive, including the Wolves' Den, the first genuine player versus player combat in the FF series; Treasure Hunt and daily Beast Tribe Quests, new ways for players to enjoy the game solo; and of course, we'll be answering all of the questions you're dying to have answered. We may even reveal the price of land and houses!
Of course, the LIVE letter wouldn't be complete without information on the PlayStation 4 release, and we plan to give you all a sneak peek at actual gameplay footage! "Will it run without breaking the console?" "How are the graphics?" "What about remote play?" The answers to all of these questions and more will be answered during the next LIVE letter, so you won't want to miss it.
The year is almost over, but with our first big update just around the corner, FFXIV: ARR is just getting warmed up. We're giving it our all to ensure the first big update goes smoothly, and we hope you enjoy what we have in store for you.
It's time for me to return to work, but I'll see you all soon in my eleventh LIVE letter. Until next time!
I think you'll all be happy to know that we'll soon be re-implementing the feature we had in the Beta that will allow you to use check boxes to select what is tracked on the Duty List.
The development team is currently finalizing the functionality and performing final checks, so stay tuned!
As you know, when joining in progress for the Crystal Tower, the system displays the progress of the raid when attempting to join runs in progress. For example, "Progress: 1/4".
However, this will be adjusted for the Crystal Tower to always show the progress as 0/1 in patch 2.15.
In a future patch, we will be making changes to the focus target feature so that when enemies, such as primals, temporarily leave the battlefield the focus target will not disappear.
We'll be implementing a preview for dyeing equipment in patch 2.2. This feature will allow you to check how the color of each piece of equipment will appear via the dye window. You'll even be able to take a look at how your equipment will look with dye you do not possess.
As for being able to preview equipment before you equip it, we need a bit more time to work on it, but once the implementation timing has been decided we will be sure to update you!
did you really fall for that obvious shop
EDIT: oh god I didn't realize what thread I was in, welp see you guys after the timeout
Sorry to bump this older thread but, we wanted to let you know that in patch 2.2 we will be removing the auto-logout feature.