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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
#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
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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.

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.
#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.
#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
#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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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.
#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.
#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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