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GamerEscape's Post Vanafest interview with SEFollow

#1 Jul 24 2012 at 7:53 PM Rating: Excellent
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Personally, I felt the interview was worth a topic over here, so if it is against the rules here I understand.

From: http://ffxi.gamerescape.com/2012/07/25/gamer-escape-interview-post-vanafest-2012/

GamerEscape wrote:

GE- It’s great to see that a new expansion is on the way! It’s been quite awhile since Wings of the Goddess came out. Why was there such a long period of time between expansions? When did development begin on Seekers of Adoulin?

SE- While we were planning the release of Wings of the Goddess, we realized that there wouldn’t be enough room in the future to create the amount of additional maps needed for a full disc expansion. With that in mind, we decided to do what we could by using existing areas for add-on scenarios and the addition of a few areas for the Abyssea battle area add-ons. During that time, we continued researching and revamping the system to allow us to increase the number of maps that we could implement, something that was previously impossible. With the revamp completed it became possible for us to increase the map capacity around the middle of 2011 and then we started planning for Seekers of Adoulin.



GE- In North America Seekers of Adoulin will not be available for the PlayStation 2. Can you tell us what lead to this decision? It seems a bit odd to increase HDD capacity for the game on the console then only release the expansion in one territory. Why not release the expansion digitally?

SE (Answered by Square Enix, Inc.)- In evaluating the North American release of the expansion across all platforms, we needed to consider multiple factors, including the number of players exclusively on the system, and the costs associated with publishing or developing a stand-alone download. Regrettably, these two factors greatly determined our final decision to support the PC and Xbox platforms exclusively. However, we remain committed to supporting FINAL FANTASY XI on the PlayStation 2 platform for the foreseeable future.



GE-How will players first arrive in Adoulin? Where will they depart from and what kind of prerequisite will need to be met before travel to Ulbuka is possible?

SE- For Seekers of Adoulin, we didn’t create a map for an ocean route, so we’re planning to make the main mode of transportation a teleport-like warp. We are planning to make this extremely convenient, and as players progress further with pioneering, the number of areas that they’ll be able to warp to will increase. We can’t say too much, but yes, there will be a quest requirement similar to the one to use the boat to travel to Aht Urhgan.



GE- How many types of Runes and Luopons will there be? Will they be a consumable item that players will have to carry around with them? Or will they be a spell or ability?

SE- Runes will be activated through the use of abilities. As mentioned at VanaFest, there are both offensive and defensive types of runes. Offensive runes will mainly be used against enemies dealing elemental damage and such, while defensive runes will mainly be used on yourself and party members to reduce elemental damage.

Rune fencers will also be able to utilize enhancing magic, so like paladins they will also utilize and consume MP.



GE- How will the new jobs play into current relic, mythic and empyrean weapons? Is it safe to assume that they’ll have relic and empyrean armor as well?

SE- Rune fencers and geomancers will have Artifact equipment, Artifact weapons, Relic Equipment, Empyrean equipment, and Mythic weapons.



GE- With Seekers of Adoulin, players will receive private islands that they can use like a farm. How similar will these be to the Mog House? Can other players visit your island? Will you be able to furnish any parts of the island?

SE- As there will be rental houses for players within the town of Adoulin, the islands will not be too similar to Mog Houses. Imagine the island as a specialized area for procuring materials. From a system perspective it is difficult to invite other players to your island, but that’s not to say that we have completely given up on it. Since you won’t be able to alter the layout of this area like you can inside of a Mog House, it won’t really be possible to decorate it. However, there will be visual variations that can be made, such as farmland expansions, in order to increase the amount of materials that you can procure.



GE- At VanaFest you said that you’re looking into changing some of the core coding for the game to deal with issues such as the limit on recast timers. Are there any other things that the coding will make possible that you can tell us about?

SE- We’re not actually changing the code itself but expanding on the character-related data. This update will enable the addition of new jobs, as well as the expansion of various other facets of the game, but we have not yet fully planned out exactly what we will be doing with this. To start out we will first be expanding job-related aspects, such as new jobs and recast timers.



GE- It’s been mentioned that plug-ins might be supported with the new PC user interface. Can you tell us more about what tools will be made available to the community, what type of plug-ins will be allowed or forbidden, and if there will be some type of approval process?

Using a tool we’re internally calling “Schemer,” we will be making it possible to freely customize and arrange existing functions with the graphics of your liking. We are currently looking into the overall approval process.



GE- Final Fantasy XIV has been picking up some steam lately while heading towards the launch of 2.0. Now, Final Fantasy XI has a new expansion pack coming out next year. Have you thought about a permanent discount or a bundled subscription to both games so that players don’t have to pick one over the other?

SE- This is currently undecided.



GE- This year marks the 10th anniversary of Final Fantasy XI. What are some of your favorite memories since the project began? Is there anything you would have done differently?

Mizuki Ito- Well, one of the most memorable things for me recently is the announcement of Hiromichi Tanaka’s retirement. While I was saddened by that fact that he is retiring, I feel very proud and fortunate to be a developer at the same company with a person who retired while being loved by many of the fans.

Yoji Fujito- When I think about memorable things in the history of the game, I would have to say the earthquake on March 11, 2011 and how its influence reached FFXI had a major impact on me. There hasn’t been an example in the past where service had to be halted for a long time and when I think about the fact that there were players who were affected by the disaster, I feel that this was a major event for both us and players alike.


Edited, Jul 24th 2012 9:54pm by Szabo
#2 Jul 24 2012 at 9:11 PM Rating: Decent
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Mizuki Ito- Well, one of the most memorable things for me recently is the announcement of Hiromichi Tanaka’s retirement. While I was saddened by that fact that he is retiring, I feel very proud and fortunate to be a developer at the same company with a person who retired while being loved by many of the fans.


I think what he meant to say was, now that Tanaka is out of the way we can finally make a game changes that fans will love.

(granted I <3 Tanaka without him FFXI would never have come to pass.)
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#3 Jul 24 2012 at 9:32 PM Rating: Excellent
Such a thing isn't against the rules over here. Whether they'd return the favor or not I don't know, but it's not against the rules.
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#4 Jul 24 2012 at 11:58 PM Rating: Good
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Thought it was interesting they will get relic when blu, dnc, pup, Sch were left off... Wonder if this will change with new expansion

Misread that... So what, mythic only? Bwah ha ha

Edited, Jul 24th 2012 11:00pm by Olorinus
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#5 Jul 25 2012 at 12:03 AM Rating: Good
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Interesting read. Olo I believe they only said they were getting mythic in terms of weapons but the way they worded it makes me a little unsure.

Artifact equipment, Artifact weapons, Relic Equipment, Empyrean equipment, and Mythic weapons.

Artifact equipment and weapons is listed, but only Relic/Empyrean equipment was listed.

Edited, Jul 25th 2012 2:03am by heldemon
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#6 Jul 25 2012 at 12:21 AM Rating: Good
I'm hoping they just flubbed their answer a bit and meant relic and empy weapons instead of mythic. IMO makes more sense to to slap Rune Fencer and Geomancer on weapons that can already sport multiple jobs over weapons that are single job specific.

Too early to make that assumption of course, but i still hope thats the way it will play out.
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#7 Jul 25 2012 at 2:18 AM Rating: Excellent
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Aw. A warp? I was hoping to get behind that Galka in Norg...
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#8 Jul 25 2012 at 4:56 AM Rating: Decent
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I'm hoping they just flubbed their answer a bit and meant relic and empy weapons instead of mythic. IMO makes more sense to to slap Rune Fencer and Geomancer on weapons that can already sport multiple jobs over weapons that are single job specific.


Honestly, since only the first 15 jobs can equip relics despite endless complaining about it, it's not terribly surprising to see that these two new jobs won't get any relics either.
#9 Jul 25 2012 at 10:38 AM Rating: Excellent
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They're creating two new Mythics for them, but can't be bothered to include them on Emps?
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#10 Jul 25 2012 at 11:24 AM Rating: Excellent
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GamerEscape wrote:

GE-How will players first arrive in Adoulin? Where will they depart from and what kind of prerequisite will need to be met before travel to Ulbuka is possible?

SE- For Seekers of Adoulin, we didn’t create a map for an ocean route, so we’re planning to make the main mode of transportation a teleport-like warp. We are planning to make this extremely convenient, and as players progress further with pioneering, the number of areas that they’ll be able to warp to will increase. We can’t say too much, but yes, there will be a quest requirement similar to the one to use the boat to travel to Aht Urhgan.


Should I start farming up subjob items now to avoid the rush?

Quote:
GE- How many types of Runes and Luopons will there be? Will they be a consumable item that players will have to carry around with them? Or will they be a spell or ability?

SE- Runes will be activated through the use of abilities. As mentioned at VanaFest, there are both offensive and defensive types of runes. Offensive runes will mainly be used against enemies dealing elemental damage and such, while defensive runes will mainly be used on yourself and party members to reduce elemental damage.

Rune fencers will also be able to utilize enhancing magic, so like paladins they will also utilize and consume MP.


Is it me or did they miss the point of the question entirely?

Quote:
GE- How will the new jobs play into current relic, mythic and empyrean weapons? Is it safe to assume that they’ll have relic and empyrean armor as well?

SE- Rune fencers and geomancers will have Artifact equipment, Artifact weapons, Relic Equipment, Empyrean equipment, and Mythic weapons.


If people think Dynamis is annoying now just wait till folks are farming up their new relic (which by all rights shouldn't even be there)! Mythic you can explain simply by Balrahn having a very vast collection of weapons from all over the world. Artifact I'm sure will involve quests in the new areas which is more than reasonable. Empyrean can be explained simply by Abyssea's history not perfectly mirroring Vana'diel's. The battle with Promathia probably isn't the first divergence.


Quote:
GE- Final Fantasy XIV has been picking up some steam lately while heading towards the launch of 2.0. Now, Final Fantasy XI has a new expansion pack coming out next year. Have you thought about a permanent discount or a bundled subscription to both games so that players don’t have to pick one over the other?

SE- This is currently undecided.


This is the one instance where they should copy an idea from Sony. For $20 a month you're a paid member of all their MMOs. Quality of the games aside, the idea is quite nice IMO.

Quote:
GE- This year marks the 10th anniversary of Final Fantasy XI. What are some of your favorite memories since the project began? Is there anything you would have done differently?

Mizuki Ito- Well, one of the most memorable things for me recently is the announcement of Hiromichi Tanaka’s retirement. While I was saddened by that fact that he is retiring, I feel very proud and fortunate to be a developer at the same company with a person who retired while being loved by many of the fans.


I dunno about MANY of the fans.
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#11 Jul 25 2012 at 11:39 AM Rating: Good
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Aliekber wrote:
They're creating two new Mythics for them, but can't be bothered to include them on Emps?

I was thinking the same thing. SCH and DNC have Mythics, but those were jobs added after ToAU. Was WotG released before Mythic weapons were added? Or did they go back and create Mythics for those jobs after having already made Mythics for the other 18 jobs? I don't remember the exact order of events.
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#12 Jul 25 2012 at 11:51 AM Rating: Good
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svlyons wrote:
Aliekber wrote:
They're creating two new Mythics for them, but can't be bothered to include them on Emps?

I was thinking the same thing. SCH and DNC have Mythics, but those were jobs added after ToAU. Was WotG released before Mythic weapons were added? Or did they go back and create Mythics for those jobs after having already made Mythics for the other 18 jobs? I don't remember the exact order of events.


If I recall correctly, the Vigil Weapons were added when the Runic Key was made permanent in Nyzul (Edit: it was only a Runic Disc at the time, the Runic Key was what made it permanent), and nobody knew what they did at the time. Then the Mythic Quests came out later in the year, but all of this was post-WotG release. I don't remember them adding new weapons for SCH and DNC.

Edited, Jul 25th 2012 11:53am by Aliekber
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#13 Jul 25 2012 at 11:54 AM Rating: Good
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Yeah when the "multitude weapons of Balrahn" or whatever they called it came out, the Wings jobs were already included.
#14 Jul 25 2012 at 11:55 AM Rating: Good
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Aliekber wrote:
svlyons wrote:
[quote=Aliekber]They're creating two new Mythics for them, but can't be bothered to include them on Emps?

I was thinking the same thing. SCH and DNC have Mythics, but those were jobs added after ToAU. Was WotG released before Mythic weapons were added? Or did they go back and create Mythics for those jobs after having already made Mythics for the other 18 jobs? I don't remember the exact order of events.


If I recall correctly, the Vigil Weapons were added when the Runic Key was made permanent in Nyzul (Edit: it was only a Runic Disc at the time, the Runic Key was what made it permanent), and nobody knew what they did at the time. Then the Mythic Quests came out later in the year, but all of this was post-WotG release. I don't remember them adding new weapons for SCH and DNC.

Edit x2: In fact, I distinctly remember the day they were announced, and that I was already 75 (which means it had to be post-WoTG because I dinged my first 75 in Campaign), and having the following conversation with my DRG main brother over the phone:

"So they announced the Mythic Weapons, and DRG's is Ryunohige"
"Ok"
"Delay 492"
"That's expected"
"Damage 95"
"WHAT!? It's a Thalassocrat! Worthless piece of-"
"Occasionally Attacks Twice"
"...oh."

Edit x3: Crap, I Lobi'd

Edited, Jul 25th 2012 11:56am by Aliekber
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#15 Jul 25 2012 at 11:57 AM Rating: Good
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Maybe they mean Tanaka had a strange fetish for rotating objects and that, when he was 'retired', he was currently being loved by many, many fans.

I'm rather saddened that they only get mythics, considering no one can even make mythics.

Also, I hate that it'll be a warp, it feels so much more real to take a trip from point A to B than to just materialize there.
#16 Jul 25 2012 at 11:59 AM Rating: Excellent
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ItsAMyri wrote:
Also, I hate that it'll be a warp, it feels so much more real to take a trip from point A to B than to just materialize there.


They should make it an on-foot travel zone between the two regions, uphill both ways, in the snow. Smiley: grin
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#17 Jul 25 2012 at 11:59 AM Rating: Good
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ItsAMyri wrote:
Maybe they mean Tanaka had a strange fetish for rotating objects and that, when he was 'retired', he was currently being loved by many, many fans.

I'm rather saddened that they only get mythics, considering no one can even make mythics.

Also, I hate that it'll be a warp, it feels so much more real to take a trip from point A to B than to just materialize there.
I have a feeling they will be on Empyrean weapons as well, and that there were some mistranslations going on.
#18 Jul 25 2012 at 12:02 PM Rating: Excellent
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Considering its size you'd think Almace would be a perfect fit for Rune Fencers.

And forget about boats and warps! We need a new airship route! I haven't set foot on one of those in ages...

Aliekber wrote:
They should make it an on-foot travel zone between the two regions, uphill both ways, in the snow. Smiley: grin


lol You mean make it a land bridge from Xarcabard?

Edited, Jul 25th 2012 2:05pm by Camiie
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#19 Jul 25 2012 at 12:06 PM Rating: Good
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Camiie wrote:
Considering its size you'd think Almace would be a perfect fit for Rune Fencers.

And forget about boats and warps! We need a new airship route! I haven't set foot on one of those in ages...

Aliekber wrote:
They should make it an on-foot travel zone between the two regions, uphill both ways, in the snow. Smiley: grin


lol You mean make it a land bridge from Xarcabard?

Edited, Jul 25th 2012 2:05pm by Camiie
I'd be ecstatic if Rune Fencer ended up on Almace, since I'm finishing one up this week :)
#20 Jul 25 2012 at 12:15 PM Rating: Excellent
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Aliekber wrote:
They're creating two new Mythics for them, but can't be bothered to include them on Emps?


My impression is that they are creating NEW Mythic weapons, but they are probably NOT creating NEW Empyrean or Relic weapons. Mythic Weapons are all Job specific, but that is not true for Relic weapons and Empyrean weapons.

Rune Fencer and Geomancer probably won't have access to any Relic Weapons at all. This would be in line with other jobs added in ToAU and WotG.

I'm pretty sure they will just add the new jobs to the list of jobs which can use certain Empyrean weapons. Probably GS (maybe Sword also) for Rune Fencer and I'm guessing club for Geomancer... Depending on how they do the job though, I would think a legendary type Bell for Geomancer might more appropriate... in line w/ harp for Brd.



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#21 Jul 25 2012 at 1:30 PM Rating: Good
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Xilk wrote:
Aliekber wrote:
They're creating two new Mythics for them, but can't be bothered to include them on Emps?


My impression is that they are creating NEW Mythic weapons, but they are probably NOT creating NEW Empyrean or Relic weapons. Mythic Weapons are all Job specific, but that is not true for Relic weapons and Empyrean weapons.

Rune Fencer and Geomancer probably won't have access to any Relic Weapons at all. This would be in line with other jobs added in ToAU and WotG.


This is my impression as well.

Xilk wrote:
I'm pretty sure they will just add the new jobs to the list of jobs which can use certain Empyrean weapons. Probably GS (maybe Sword also) for Rune Fencer and I'm guessing club for Geomancer... Depending on how they do the job though, I would think a legendary type Bell for Geomancer might more appropriate... in line w/ harp for Brd.


This is what I hope is the case, but doesn't seem to be said in the interview.
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#22 Jul 25 2012 at 2:00 PM Rating: Excellent
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Aw. A warp? I was hoping to get behind that Galka in Norg...
I hear you can "get behind" him if you pay him enough money. Norg is a town of outlaws, you just know that it has plenty of prostitutes.

More on topic, it seems strange that they are bothering to add artifact weapons when the time to level 99 is measured in hours instead of weeks and most artifact weapons were /toss worthy to begin with, but at least we should get some good job-specific quests out of it so I don't mind.
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#24 Jul 25 2012 at 3:09 PM Rating: Default
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Zelduh wrote:
Certain jobs still use their AF1 at level 99. Not all of it is useless or replaceable :P artifact is generally supposed to enhance the job specifically in certain ways, it's not always a case of pure stats which are obviously easily outclassed by higher level gear. Makes sense that they would add AF1, AF2, etc... No reason to make an exception.

This is exactly why they should take the approach of most other games where you can't change gear while locked in combat (I.E. on the hate-list), outside of your weapons. Or at least not able to change gear mid-battle say... more than once every five minutes, so people can still bail out of tight spots if they get aggro'd in fishing gear or while resting etc, but aren't blinking in-and-out of Vanadiel every 1-2 seconds "by design". Personally I like this approach because people have to make a "choice", instead of choosing 12 pieces of gear for 1 slot and just constantly swapping them in and out. It might actually force some balancing of gear though, so we wouldn't want the dev team to have to "think" about stats or anything, might blow a gasket.
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#25 Jul 25 2012 at 3:49 PM Rating: Excellent
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FUJILIVES wrote:
Zelduh wrote:
Certain jobs still use their AF1 at level 99. Not all of it is useless or replaceable :P artifact is generally supposed to enhance the job specifically in certain ways, it's not always a case of pure stats which are obviously easily outclassed by higher level gear. Makes sense that they would add AF1, AF2, etc... No reason to make an exception.

This is exactly why they should take the approach of most other games where you can't change gear while locked in combat (I.E. on the hate-list), outside of your weapons. Or at least not able to change gear mid-battle say... more than once every five minutes, so people can still bail out of tight spots if they get aggro'd in fishing gear or while resting etc, but aren't blinking in-and-out of Vanadiel every 1-2 seconds "by design". Personally I like this approach because people have to make a "choice", instead of choosing 12 pieces of gear for 1 slot and just constantly swapping them in and out. It might actually force some balancing of gear though, so we wouldn't want the dev team to have to "think" about stats or anything, might blow a gasket.


Maybe if they'd done that pre-Zilart, and designed gear progression to reflect that ideology.

If they were to do that in today's game, they might as well just ban everyone, because droves upon droves will quit if their gearswaps become useless.
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#26 Jul 25 2012 at 5:49 PM Rating: Excellent
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FUJILIVES wrote:
Zelduh wrote:
Certain jobs still use their AF1 at level 99. Not all of it is useless or replaceable :P artifact is generally supposed to enhance the job specifically in certain ways, it's not always a case of pure stats which are obviously easily outclassed by higher level gear. Makes sense that they would add AF1, AF2, etc... No reason to make an exception.

This is exactly why they should take the approach of most other games where you can't change gear while locked in combat (I.E. on the hate-list), outside of your weapons. Or at least not able to change gear mid-battle say... more than once every five minutes, so people can still bail out of tight spots if they get aggro'd in fishing gear or while resting etc, but aren't blinking in-and-out of Vanadiel every 1-2 seconds "by design". Personally I like this approach because people have to make a "choice", instead of choosing 12 pieces of gear for 1 slot and just constantly swapping them in and out. It might actually force some balancing of gear though, so we wouldn't want the dev team to have to "think" about stats or anything, might blow a gasket.

Gear-swapping is one of the integral parts of FFXI and you suggest they change that? Smiley: dubious
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#27 Jul 25 2012 at 5:52 PM Rating: Excellent
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Actually, now that I think about it, everybody is missing the most shocking part of this interview:

People visit Gamer Escape?
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Chew is being a lot more level-headed regarding the whole issue, which is strange because he's probably drunk.
#28 Jul 25 2012 at 6:45 PM Rating: Excellent
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Chewzer wrote:
FUJILIVES wrote:
Zelduh wrote:
Certain jobs still use their AF1 at level 99. Not all of it is useless or replaceable :P artifact is generally supposed to enhance the job specifically in certain ways, it's not always a case of pure stats which are obviously easily outclassed by higher level gear. Makes sense that they would add AF1, AF2, etc... No reason to make an exception.

This is exactly why they should take the approach of most other games where you can't change gear while locked in combat (I.E. on the hate-list), outside of your weapons. Or at least not able to change gear mid-battle say... more than once every five minutes, so people can still bail out of tight spots if they get aggro'd in fishing gear or while resting etc, but aren't blinking in-and-out of Vanadiel every 1-2 seconds "by design". Personally I like this approach because people have to make a "choice", instead of choosing 12 pieces of gear for 1 slot and just constantly swapping them in and out. It might actually force some balancing of gear though, so we wouldn't want the dev team to have to "think" about stats or anything, might blow a gasket.

Gear-swapping is one of the integral parts of FFXI and you suggest they change that? Smiley: dubious

Gear-swapping has been both a gift and a curse to this game.

But it's a cornerstone of game play and even the game's economy. If fundamentally altered it, I think it's the one thing the players wouldn't be able to handle.
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#30 Jul 25 2012 at 7:17 PM Rating: Good
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I know the game is way too into gear swapping to change at this point, but can you imagine how few inventory headaches we'd have if we carried around 16-20 pieces of gear instead of 60-70?
#31 Jul 26 2012 at 12:45 AM Rating: Decent
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Hashmalum wrote:
Zafire wrote:
Aw. A warp? I was hoping to get behind that Galka in Norg...
I hear you can "get behind" him if you pay him enough money. Norg is a town of outlaws, you just know that it has plenty of prostitutes.

More on topic, it seems strange that they are bothering to add artifact weapons when the time to level 99 is measured in hours instead of weeks and most artifact weapons were /toss worthy to begin with, but at least we should get some good job-specific quests out of it so I don't mind.


I get your obviously witty remark about the way I worded my post (and I lol'd). I don't seem to get your "More on topic" part, though, since this post is the first alla has caught wind of how to physically get to the expansion areas.

I guess I'm only interested in the expansion for the short term anyway. I was hoping for some ToAU-like traveling.
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#32 Jul 26 2012 at 1:14 AM Rating: Default
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All twenty jobs had mythrics upon release. Sch and Dnc were not added later. If you go backtracking on playonline updates where they introduced the weapons and stories of each weapon, you will see all twenty weapons are listed on that page.

Ironically, many people at the time were very angry that no great sword was an option. Drk had scythe and war had GA. So if SE made one for rune knight, chances are it would be a great sword. This should make people happy.

On a side note, I really don't understand why they either can't add the 7 jobs to relic weapons or add 1-7 new relic weapons for the new jobs? Its not like they couldn't even add new Dynamics zones if just for the weapons drop sake and use old currencies like before. But now we are 15/22 jobs can use a relic.


What will happen when its 15/25 or so on?

Also, if so relics or emp's, since this is a new world, maybe that will mean some type of event for a new type of legendary weapon and armor.



Edited, Jul 26th 2012 3:34am by kimjongil76
#33 Jul 26 2012 at 3:47 AM Rating: Excellent
It's storyline reasons why they couldn't, at least for Blue Mage, Corsair, and Puppetmaster. The primary Dynamis areas are an alternate dimension where the Beastmen won the Crystal War. Since Aht Urhgan, as a whole, didn't participate in the Crystal War due to their own Beastmen problems, so it wouldn't make any sense for them to have weapons from the Crystal War. The same would be the case for Rune Fencer and Geomancer, since those are coming from a region of Vana'diel that, for the most part, had been isolated from Quon for years. Sure there were some people that traveled back and forth between them, but Adoulin was a very isolated island, to where we're just now gaining access of any real extent to it.

I also think that people are, as a whole, growing tired of the alternate dimension/timelines that dominate FFXI so far, and adding yet another Dynamis or series of Dynamis would probably not bode all that well, especially if they ended up being only useful for those new jobs.

I also don't think we need another new line of "ultimate weapons and armor" so soon after Empyrean. The possibility might be there, but I think their time would be better spent getting Adoulin into prime working order, balancing the old jobs and the two new ones (which will be an ongoing process) and things like that before adding some new "Legendary" equipment.
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#34kimjongil76, Posted: Jul 26 2012 at 4:00 AM, Rating: Sub-Default, (Expand Post) I agree their are to many dimensions. For the other jobs they could add materials to +1 +2 the back, waist and neck pieces. While they are add it they can add jewelery like rings and earrings. And yes they should build up the new expansion world first.
#35 Jul 26 2012 at 5:29 AM Rating: Excellent
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Vlorsutes wrote:
It's storyline reasons why they couldn't, at least for Blue Mage, Corsair, and Puppetmaster. The primary Dynamis areas are an alternate dimension where the Beastmen won the Crystal War. Since Aht Urhgan, as a whole, didn't participate in the Crystal War due to their own Beastmen problems, so it wouldn't make any sense for them to have weapons from the Crystal War. The same would be the case for Rune Fencer and Geomancer, since those are coming from a region of Vana'diel that, for the most part, had been isolated from Quon for years. Sure there were some people that traveled back and forth between them, but Adoulin was a very isolated island, to where we're just now gaining access of any real extent to it.
They didn't have a problem breaking lore with Aht Urgan jobs' Relic armor; if the East had no presence in the Crystal War, there shouldn't any reason Near Eastern classes' armor drops in Dynamis.

But it does drop in Dynamis, and from that point lore took a vacation. The real reason is the devs didn't want to put the Near Eastern jobs on Relic weapons for the sake of lore, then realized they couldn't be bothered to devise an event in which to drop those jobs' Relic armor. In short: laziness.
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#36 Jul 26 2012 at 5:57 AM Rating: Default
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SunriderRagnarok wrote:
Vlorsutes wrote:
It's storyline reasons why they couldn't, at least for Blue Mage, Corsair, and Puppetmaster. The primary Dynamis areas are an alternate dimension where the Beastmen won the Crystal War. Since Aht Urhgan, as a whole, didn't participate in the Crystal War due to their own Beastmen problems, so it wouldn't make any sense for them to have weapons from the Crystal War. The same would be the case for Rune Fencer and Geomancer, since those are coming from a region of Vana'diel that, for the most part, had been isolated from Quon for years. Sure there were some people that traveled back and forth between them, but Adoulin was a very isolated island, to where we're just now gaining access of any real extent to it.
They didn't have a problem breaking lore with Aht Urgan jobs' Relic armor; if the East had no presence in the Crystal War, there shouldn't any reason Near Eastern classes' armor drops in Dynamis.

But it does drop in Dynamis, and from that point lore took a vacation. The real reason is the devs didn't want to put the Near Eastern jobs on Relic weapons for the sake of lore, then realized they couldn't be bothered to devise an event in which to drop those jobs' Relic armor. In short: laziness.



Rate up!!!

And I could go aganst everything Tanaka thinks about ffxi: FFXI "ALL JOBS ARE BALANCED" How can they be balanced if "7/22 jobs 1/3" the jobs can't wield a relic, and prehpas some can't wield an emp? That by any means is not balanced as those types weapons are what everyone strives for to become the best at that job.

Edited, Jul 26th 2012 7:58am by kimjongil76
#37 Jul 26 2012 at 6:58 AM Rating: Decent
Vlorsutes wrote:
It's storyline reasons why they couldn't, at least for Blue Mage, Corsair, and Puppetmaster. The primary Dynamis areas are an alternate dimension where the Beastmen won the Crystal War. Since Aht Urhgan, as a whole, didn't participate in the Crystal War due to their own Beastmen problems, so it wouldn't make any sense for them to have weapons from the Crystal War. The same would be the case for Rune Fencer and Geomancer, since those are coming from a region of Vana'diel that, for the most part, had been isolated from Quon for years. Sure there were some people that traveled back and forth between them, but Adoulin was a very isolated island, to where we're just now gaining access of any real extent to it.



Uhhh, I am pretty sure dynamis is a dream world and it's where Diablos sucked the majority of the beastmen who participated in the battle at xarcabard plus the hydra corps were sucked into this realm becuase we were loosing. The armor was commissioned and specifically designed for the Hydra corps. So while neither of these countries officially helped in the war. If square really wanted to be annal about their lore they could just say a single person who specialized in each job was in the hydra corps and had gear made for them.

Also (Wotg spoilers)Lilith's dimension is the dimension where the beastmen won the war. We never get to go there.
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#39 Jul 26 2012 at 8:13 AM Rating: Excellent
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Laxedrane the Irrelevant wrote:
Uhhh, I am pretty sure dynamis is a dream world and it's where Diablos sucked the majority of the beastmen who participated in the battle at xarcabard plus the hydra corps were sucked into this realm becuase we were loosing.


Diabolos can say what he wants, but I think he did it because he's just kind of a d*ck.

Quote:
The armor was commissioned and specifically designed for the Hydra corps. So while neither of these countries officially helped in the war. If square really wanted to be annal about their lore they could just say a single person who specialized in each job was in the hydra corps and had gear made for them.


Speaking of d*cks, if the Allied Forces had such unique specialists on their team you'd think they'd make them some super-weapons too. It's even worse for DNCs and SCHs who would have been more numerous and already officially part of the Allied Forces. It doesn't make any lore sense at all for them to be snubbed from relic weapon access.

Zelduh wrote:
I can't wait to get my mythic bell.


Hmm. I wonder if they'll make it compatible with /bell commands. Wait, this is SE! Of course they will!

Edited, Jul 26th 2012 10:15am by Camiie
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#40 Jul 26 2012 at 8:29 AM Rating: Decent
Camiie wrote:

Quote:
The armor was commissioned and specifically designed for the Hydra corps. So while neither of these countries officially helped in the war. If square really wanted to be annal about their lore they could just say a single person who specialized in each job was in the hydra corps and had gear made for them.


Speaking of d*cks, if the Allied Forces had such unique specialists on their team you'd think they'd make them some super-weapons too. It's even worse for DNCs and SCHs who would have been more numerous and already officially part of the Allied Forces. It doesn't make any lore sense at all for them to be snubbed from relic weapon access.



To be fair, relic weapons weren't made for the crystal war. At least not all of them,(I think the gun may be one of the few that were made during the war) I think most of them were procured or brought to the table by people who already had them like the Whm and the Sam.

Edit: I like how someone else put it a long time ago I forgot who it was. "Diablos is just a hippie who wants us all to live in dream land with him." Something like that.

Edited, Jul 26th 2012 10:30am by Laxedrane
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#41 Jul 26 2012 at 8:37 AM Rating: Excellent
Laxedrane the Irrelevant wrote:


Also (Wotg spoilers)Lilith's dimension is the dimension where the beastmen won the war. We never get to go there.


Actually if I remember correctly Her's is where the Crystal War has yet to end because no one was strong enough to beat the Shadow Lord, so she made a truce with Odin to gain the power necessary to fight him on equal ground
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#42 Jul 26 2012 at 8:50 AM Rating: Decent
Vlorsutes wrote:
Laxedrane the Irrelevant wrote:


Also (Wotg spoilers)Lilith's dimension is the dimension where the beastmen won the war. We never get to go there.


Actually if I remember correctly Her's is where the Crystal War has yet to end because no one was strong enough to beat the Shadow Lord, so she made a truce with Odin to gain the power necessary to fight him on equal ground



If you recall from Purple is the new black. The one guy shows Lilisette what his future is like.

It shows the great tree dead and the upper official of Windurst dead. I forget what they show for sandy but I am pretty sure they show them all dead. And they show the mythril musketeers dead at the door of the shadowlord.(The personal gaurd of the president implying he is dead as well.)

Leaders dead, cities over run. I am pretty sure that constitutes a victory for the beastmen. The rest you are correct about.
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#43 Jul 26 2012 at 8:57 AM Rating: Excellent
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They should just add the new jobs to relics. If they are worried about story reasons they can.... well, just say a wizard did it.
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#44 Jul 26 2012 at 9:19 AM Rating: Excellent
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Kaup wrote:
They should just add the new jobs to relics. If they are worried about story reasons they can.... well, just say a wizard did it.
"Story reasons" don't even make sense. A foreign soldier (newer jobs) comes to the Jeuno area, being proficient with, say, a dagger, and doesn't know how to pick up a Mandau? When its already simple enough for multiple jobs to use?
#45 Jul 26 2012 at 9:52 AM Rating: Excellent
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SunriderRagnarok wrote:
Vlorsutes wrote:
It's storyline reasons why they couldn't, at least for Blue Mage, Corsair, and Puppetmaster. The primary Dynamis areas are an alternate dimension where the Beastmen won the Crystal War. Since Aht Urhgan, as a whole, didn't participate in the Crystal War due to their own Beastmen problems, so it wouldn't make any sense for them to have weapons from the Crystal War. The same would be the case for Rune Fencer and Geomancer, since those are coming from a region of Vana'diel that, for the most part, had been isolated from Quon for years. Sure there were some people that traveled back and forth between them, but Adoulin was a very isolated island, to where we're just now gaining access of any real extent to it.

They didn't have a problem breaking lore with Aht Urgan jobs' Relic armor; if the East had no presence in the Crystal War, there shouldn't any reason Near Eastern classes' armor drops in Dynamis.

Also, from a lore standpoint, it makes more sense to allow jobs that weren't a part of the Crystal War access to non-job-specific weapons (i.e. Relic weapons) than it does to give them armor that's specific to those jobs. There's no reason a Rune Knight wouldn't be able to pick up and swing around a Ragnarok just because no other Rune Knights were present during the Crystal War.
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#46 Jul 26 2012 at 9:52 AM Rating: Excellent
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AshOnMyTomatoes wrote:
Kaup wrote:
They should just add the new jobs to relics. If they are worried about story reasons they can.... well, just say a wizard did it.
"Story reasons" don't even make sense. A foreign soldier (newer jobs) comes to the Jeuno area, being proficient with, say, a dagger, and doesn't know how to pick up a Mandau? When its already simple enough for multiple jobs to use?


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#47 Jul 26 2012 at 9:56 AM Rating: Excellent
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Relic weapons think for themselves and refuse to be used by the "lesser" jobs?
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#49 Jul 26 2012 at 10:27 AM Rating: Excellent
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Well we can't have that now.... quick, someone inform SE- a minor detail has slipped through the cracks!
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#50 Jul 26 2012 at 11:08 AM Rating: Excellent
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Square Enix's Next Version Update wrote:
It has been brought to our attention that while original and Rise of the Zilart expansion jobs are capable of using certain Relic weapons, other jobs with more skill in those weapon categories cannot. In order to correct the problem of Blue Mage being unable to use Excalibur, Puppetmaster being unable to use Spharai, Corsair being unable to use Annihilator, and Dancer being unable to use Mandau, the following changes have been implemented:

- Red Mage has been removed from Excalibur
- Red Mage has been removed from Mandau
- All jobs have been removed from Claustrum

We apologize for the inconvienience.
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#51 Jul 26 2012 at 11:17 AM Rating: Good
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Aliekber wrote:
Square Enix's Next Version Update wrote:
It has been brought to our attention that while original and Rise of the Zilart expansion jobs are capable of using certain Relic weapons, other jobs with more skill in those weapon categories cannot. In order to correct the problem of Blue Mage being unable to use Excalibur, Puppetmaster being unable to use Spharai, Corsair being unable to use Annihilator, and Dancer being unable to use Mandau, the following changes have been implemented:

- Red Mage has been removed from Excalibur
- Red Mage has been removed from Mandau
- All jobs have been removed from Claustrum

We apologize for the inconvienience.

What scares me is that if they ever take notice of details like this, you might just have called it.
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