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#77 Mar 19 2014 at 1:58 PM Rating: Default
FFXI offered quests to upgrade your bank space and inventory.

Want more bank space in FFXIV? = $$$ paywall

This is a genuine ingame benefit locked behind the almighty $

Again, for the cheap seats. Extra characters were never added as a means of storage on FFXI, they offered more character space for more playable characters. Square weren't cash grabbers when they made FF11, players found ways to use a service they offered in an alternate way but it wasn't by design. You can't say the same here, they went out of their way to make this more enticing.

A company making money from filling your inventory is never a good thing, if you don't think it will influence content design you're crazy.

Edited, Mar 19th 2014 4:04pm by preludes
#78 Mar 19 2014 at 2:03 PM Rating: Excellent
Seriha wrote:
Not gonna stick my foot too deep into the P2P mess, but I will say XI's mule model is technically more expensive over time than a one-and-done deal. A lot of people technically ran a mule in each main city with their main's plopped in Jeuno or Whitegate, leading to an additional $36 a year. "Are you really getting your money's worth?" is a question I'd just reiterate again with a dash of "Just because XI did something, doesn't mean it was done well..."


Get that common sense outta here!
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#79REDACTED, Posted: Mar 19 2014 at 2:07 PM, Rating: Sub-Default, (Expand Post) Thread on the official forums where the devs might actually listen here.
#80 Mar 19 2014 at 2:10 PM Rating: Good
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Catch 22 in circumstances like this. Players ask for more Retainer space, and expect to get it for the default price of subscription. There's no pleasing anyone in that.

This isn't just a FFXI thing, this is also a 1.0 thing, for better or worse. Personally, I blame the Official Forum goers that keep saying they'll pay extra for these features. SE executives see dollar signs in situations like that, and can easily overrule Yoshida, regardless whether he supports it or not. Though, it's a smart business decision ,even if I don't personally like it. I'm already hearing about members wanting to fork over the cash for it.

Speaking personally, I don't like it. Not a game-breaker but, eh.
#81 Mar 19 2014 at 2:10 PM Rating: Excellent
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Full translation of the article may be found here:

http://www.bluegartr.com/threads/120472-March-19th-Dengenki-Online-Article?p=6061123&viewfull=1#post6061123

Highlights:

Quote:
I'd like to ask you a bit about the current service for A Realm Reborn. To maintain the game's success moving forward, are there certain parts that you're concerned about?

Yoshida:The most important thing to me is that we are honest and upfront in describing the current situation and to keep up with the promises we make. I think we were able to make good on our biggest commitment to players when we finally launched the game.

That said, A Realm Reborn is just getting started. We have concerns about whether the game would be able to survive the waves of subscription with the monthly fee since not many MMORPGs have done so successfully in the past few years. Part of it is that we're still lacking on content, so the planned additions to the game will be addressing this. We can't just sit back and celebrate.


Quote:
When we first started talking about A Realm Reborn, you had mentioned that you'd be looking to respond globally to reactions, so aside from those in Japan, how have the reactions from North American players been?

Yoshida: There's not much difference in the feedback we receive from Japanese and North American users. I think a lot of players in Japan are just getting used to A Realm Reborn, but in North America a lot of players draw comparisons to previous experiences with World of Warcraft.

A Realm Reborn has familiar aspects to WoW.

Yoshida: Absolutely. People who are familiar with WoW will recognize a lot of the systems in A Realm Reborn, but there are many players in Japan who are not familiar with them and may question their implementation. That's one of the differences that we see between North American and Japanese players. However, we have about a half and half split for people who are happy with the current degree of difficulty and people who think it's too difficult. The difficulty of WoW has dropped considerably, but the people who loved the time when WoW was difficult are the people who like the difficulty in A Realm Reborn.

As far as the montly billing goes, people are becoming more pragmatic and they're only willing to pay for the things that they want to use. What that means to monthly billing is that there are players who would rather pay based on the amount of time they play in a particular month, after they've played. There used to be no debate about this, since monthly billing was the only standard for MMORPGs, but now F2P is a consideration. We see this desire for players who would rather buy items especially in North America.


Quote:
Do you think it's good to have two different billing systems for a MMORPG (F2P and subscription)?

Yoshida: I don't think F2P is necessarily a bad thing, it's just one option. Talking about MMORPGs in general, there were a number of MMORPGs that launched around 2005, and almost all of them were subscription based. The thought was that this would guarantee profit from the start, and the development team wanted to depend on a stable number of users and a stable income. With the F2P model, employment is unstable, since what you sell in one month doesn't necessarily predict the next month's profits. This makes developers uneasy and makes it hard to create a roadmap for the game. It's important that content is provided reliably over time, and you need a development team and a steady income to do that.

To have stable sales for a MMORPG, you have to keep development going. After all, you need to keep providing content with updates and people need to be entertained by that content to want to keep playing. With a F2P game, though, you're not getting money from the content, but just from selling items. So then to make a lot of content you have to make a lot of items, which isn't necessarily linked to the players' enjoyment of the game. Rather than having 100% content update, then, you'd have to dedicate, say, 30% of that to items created to make money. Then it goes back to the ultimate question of what are our goals for the game in the first place.

The development of a MMORPG requires an incredible investment. It takes a lot of money raised from investors, and if you don't get the number of users you planned for at the start of your subscription service, the investors might immediately go into panic mode trying to figure out how to increase profit. These games might be forced to go F2P so that they can use the revenue to return the money to their investors.

There are many users now who don't like the idea of being bound to a game for a long time. I feel that way myself, so that I can stop at any point. I think this model works well for these kind of games where you play for a long time overall but only play a little at a time. These aren't MMOs, but F2P works well for games like "World of Tanks" and "League of Legends."

If there are particular elements which are strongly customizable, F2P works well for those cases so that players can pay to instantly expand their experience. I think that's why the choice was made for those types of games. It's important that the business model for the game is selected based on the kind of experience that you want to provide. It could be a positive change for a game to move from subscription based to F2P as long as the change is based on the users' needs rather than trying to turn an unprofitable game around.

If there's an impression that I'm determined to stick to a subscription service, that's a mistake.


Quote:
Do you have a response to the example users you gave in the US who are interested in buying items?

Yoshida: We hope to offer some items for sale, but nothing that will affect game balance.

It seems that a lot of users are interested in sales of Fantasia (the item to change your character model), so how about that?

Yoshida: We're going to be talking about that in the LIVE producer letter on the 21st. Also, we're planning to introduce the ability to purchase an additional service which increases the number of available retainers. It'll be even more valuable with the additional retainer systems available with the patch which will make retainers more useful than ever.


Quote:
I feel like items that correspond to Allagan Tomestones of Philosophy will basically be a waste after this patch. How are you dealing with that?

Yoshida: After the patch, you won't obtain Philosophy anywhere - it will be replaced with Mythology. There will be a NPC available which allows you to exchange currency at a predetermined rate.

What will happen to Darklight equipment which you were able to obtain for Philosophy?

Yoshida: It will be changed to a normal dungeon drop. It will drop in the dungeons which are added to the high level roulette. Instanced dungeons will have equipment at level 70, Crystal Tower will be level 80, and Turns 1-5 of Bahamut Coil as well as mythology gear will be level 90. The increase in item level should lead to growth on the main job. When we raise the level cap with an expansion and add additional dungeons and field area, that will lead to overall character growth.

Increasing the item level is just one direction, though, we also need to increase the breadth of items available at each level, which we plan to address in the future.


Quote:
Yoshida: It's not really an extreme opinion. Just because an MMORPG has a lot of content, doesn't mean that it's content driven. I'm thinking that they can coexist.

Also, even though it's said that it may be impossible, "WoW" is one example of a successful content-driven MMORPG. I think the success of WoW can be attributed to Blizzard having a future path planned and not giving up. WoW is in its ninth year and is still adding lots of monster content and other content that doesn't need to be cleared. It's on a scale now where you can play with any number of people and have your own goals.

It wasn't that way from the start, either. The balance was a mess and with the initial level 30 cap PvP was all there was to do. I was wondering what Blizzard was doing at the time, but they didn't give up.

Once the Blizzard staff started focusing on the gamers and listening to their player feedback, things changed for them. TV commercials started appearing, and the game even became popular in the United Kingdom, which was not traditionally a successful area for MMORPGs. They put amazing effort into the title from the ground up.


There are certainly may comparisons you can draw between WoW and A Realm Reborn. When you used to compare WoW and EverQuest, there was a lot of initial feedback about poor balance or not enough to do, but they continued to add content and refined their approach over time.

I think the original FFXIV was certainly a failure. But even while we were working on A Realm Reborn, we didn't neglect to continue adding content to the old FFXIV. Actually, the number of users we have now is three times as many as there were when the old FFXIV started charging. If we continued to update the content in ways that users find interesting, we were able to maintain subscriptions, although some of that might have been due to some expected value at the release of A Realm Reborn.

With WoW, there's a demonstrated example of a game which continued to add content and was hugely successful. It might be unreasonable to think that we'll be another WoW, but we'll continue to strive towards that goal.

So WoW is still one of your role models for A Realm Reborn.

Yoshida: That's right. We aren't making a fully next generation MMORPG with A Realm Reborn. We want our users to get used to the MMORPGs at the end of this generation first. Also, with A Realm Reborn, we had the tough task to move from the old FFXIV to the new one. There has never been a MMORPG in a situation like that before.

We've also decided to aim towards being more inclusive of Japanese users who haven't really experienced MMORPGs yet and may give up upon starting in WoW.

We may start adding next generation elements as we continue to expand the game. Of course, we are also planning challenges that WoW isn't doing. And also, there's that certain FF quality which you won't find in WoW.


Edited, Mar 19th 2014 4:22pm by HitomeOfBismarck
#82 Mar 19 2014 at 2:25 PM Rating: Decent
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Seriha wrote:
Not gonna stick my foot too deep into the P2P mess, but I will say XI's mule model is technically more expensive over time than a one-and-done deal. A lot of people technically ran a mule in each main city with their main's plopped in Jeuno or Whitegate, leading to an additional $36 a year. "Are you really getting your money's worth?" is a question I'd just reiterate again with a dash of "Just because XI did something, doesn't mean it was done well..."


I'd say it was worth it. I only had 1 mule, but it was a separate account. It allowed me to list more auctions and bazaar all day so I was making more money than I would have without it and also had access to regional vendors without taking up too much time for travel. I later leveled it up for dual box purposes so it was definitely worth the investment. Given that we were limited to listing only 7 items or stacks, it was almost necessary for players who crafted and sold a lot of consumables.
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#83 Mar 19 2014 at 2:41 PM Rating: Excellent
Lots of good information in that interview with Yoshi-P.

Sounds like he's still fully committed to a subscription model, and firmly believes that a P2P model is better for the content development of ARR. However, he's not so rigid as to NEVER consider F2P, if that's what's in the best interest of the players. Got to appreciate his honesty.

Also, I love that he plainly agrees with what so many of us say about the game... that it's built upon the known mechanics of today's MMOs, but with plans to add more innovative (or next-gen) elements once the game is established.

Very excited for the upcoming live letter!
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#84 Mar 19 2014 at 2:51 PM Rating: Decent
Hyrist wrote:
Catch 22 in circumstances like this. Players ask for more Retainer space, and expect to get it for the default price of subscription. There's no pleasing anyone in that.


What if they just added a quest for more retainer space?
#85 Mar 19 2014 at 2:53 PM Rating: Default
He starts off his planned F2P answer with a "F2P is not necessarily a bad thing", but he seemed to think so when he ranted, laughed, jeered at games like SWTOR around launch time and he had some preorder statistics... guess he's not so cocky now, ROTFLMAO. "If there's an impression that I'm determined to stick to a subscription service, that's a mistake."

Edited, Mar 19th 2014 4:58pm by LucasNox
#86 Mar 19 2014 at 3:18 PM Rating: Excellent
Quote:
He starts off his planned F2P answer with a "F2P is not necessarily a bad thing", but he seemed to think so when he ranted, laughed, jeered at games like SWTOR around launch time and he had some preorder statistics.


He's still somewhat "anti-F2P," if you read his comments about F2P games up above. It's clearly not what he wants for ARR.

Quote:
With a F2P game, though, you're not getting money from the content, but just from selling items. So then to make a lot of content you have to make a lot of items, which isn't necessarily linked to the players' enjoyment of the game. Rather than having 100% content update, then, you'd have to dedicate, say, 30% of that to items created to make money. Then it goes back to the ultimate question of what are our goals for the game in the first place.


That's been his concern all along -- that, and wanting stable income for more consistent and thorough content updates -- and that still hasn't changed.

Edited, Mar 19th 2014 2:20pm by Thayos
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#87 Mar 19 2014 at 3:26 PM Rating: Excellent
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I do find the microtransactions info to be disappointing, personally. I've played my share of free to play games in recent years and I've noticed that quality of life upgrades such as more inventory/slots is a common occurance. Someone who doesn't mind playing with the limitations can still play the game at no charge, while someone who pays extra gets the limitations removed. And while I don't necessarily like that those who pay extra have an easier time of managing and collecting items, I accepted it as a trade off for playing a game for free. I mean, their money has to come from somewhere after all, so they need incentives to get people to open their wallets.

On the other hand, I do enjoy the subscription model when there's a game that I feel is worth paying for, because of the very fact that these limitations aren't needed. Instead of releasing incentives behind a pay wall so that only those willing to throw more cash around get to reap the rewards, everyone is already paying for a premium service, so those same incentives that would be placed up for $4.99 in the cash shop are instead placed in the game thoughtfully and for everyone to enjoy. They didn't try to nickel and dime us for Lightning hair, or minions, or mounts, or either of our original retainers just for a few examples. Up until now any character upgrades, aesthetic or functional, have been open to their paying subscribers through some kind of quest or drop. In a genre where the free to play wave has been spreading like wildfire, this is what IMO, makes the subscription model a strong option in its own way. If on the other hand, we are still going to get incentives waved in front of us that are commonly used by free to play games to nickel and dime their customers, it makes the subscription model less appealing.

The other issue that I have with this is that I have to wonder if this is the extent they're willing to go or if we'll see more microtransactions in the future. It could very well be a slippery slope to a larger cash shop that would be introduced over time to give players a chance to come to grips with each implementation. First we'll see "Well, A isn't that bad, I can deal with that." Then "Well, B isn't all that different from A, so it makes sense that they'd add it." Followed by "C is already in other games so it was only a matter of time before it got added to this one," and subsequently "Well they already have A, B and C, did you really think they wouldn't eventually add D?"
#88 Mar 19 2014 at 3:26 PM Rating: Good
LucasNox wrote:
Hyrist wrote:
Catch 22 in circumstances like this. Players ask for more Retainer space, and expect to get it for the default price of subscription. There's no pleasing anyone in that.


What if they just added a quest for more retainer space?


The problem becomes at what point is enough, enough? If he throws in a quest for that 3rd retainer, you may have enough room, I may have enough room, but someone else may say, nah I need a 4th. I'm assuming the reason inventory is limited is that it affects the server in some way (I could be wrong), so the more we add the more server capacity they need.

At some point there needs to be a line drawn somewhere, and it seems to be drawn with what we have now.
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#89REDACTED, Posted: Mar 19 2014 at 3:26 PM, Rating: Sub-Default, (Expand Post) I dunno, seems to be kinda praising F2P to me. Different interpretations I guess, but it sounds like they're seriously considering the idea and kind of buttering us up for it.
#90REDACTED, Posted: Mar 19 2014 at 3:32 PM, Rating: Sub-Default, (Expand Post) Edited, Mar 19th 2014 5:35pm by preludes
#91 Mar 19 2014 at 3:35 PM Rating: Excellent
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My only issue is with the retainers is that it's purely for cash. We have the ability to create multiple characters on one server....yet we can't send mail between them. RMT is a faulty reason, and honestly more of an excuse than anything, and should never be used to make a massive hindrance on the playerbase.

Retainers were to cost $1.00 and extra characters to cost $3.00 in 1.0. This is a relic and archaic practice from FFXI that doesn't fit anymore in the MMO world. The rate at which we transmit data, the amount of data a server can store, and the absolutely tiny amounts of space character data encompasses doesn't warrant the extra cost. There's more data in Wineport being transmitted and relayed every Monday night in 15 minutes than across the entire week via simply accessing a character. FFXI's model wasn't right to begin with except that they ended up mostly making 2+ mules per character worth in money due to purposely restrictive inventory systems. They've gone on record talking about how badly it would affect zone time, and memory issues, and everything and that it simply *can't* be done........yet have expanded the inventory system 3x over since then (Mog Sack, Satchel, Purse). They could also have increased the amount of slots you can list on the AH... but never did because they *knew* people were willing to pay for mules for the extra slots (and who honestly decided on a retarded number like 7?)

Do I need the extra retainer? No. Do I think it's unreasonable to ask people to pay $1 to have 175 more inventory slots per retainer and not have to deal with muling? No, as it's their money and it's an infinitely less bother than needing to log out, send over items, and retrieve them from a mailbox. Plus, people *are* also technically getting a F2P style of Market Board expansion via every extra retainer.

Do I think it's wrong to charge this service as well as prevent us from using other characters on the same server as a mule function? Absolutely. That's my beef on this issue, and about the only one.

Edited, Mar 19th 2014 5:40pm by Viertel
#92 Mar 19 2014 at 3:35 PM Rating: Default
Is that the f2p train I hear?

Quote:
Yoshida: If there's an impression that I'm determined to stick to a subscription service, that's a mistake.
#93 Mar 19 2014 at 3:42 PM Rating: Excellent
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LucasNox wrote:
HitomeOfBismarck wrote:
What I'm saying: this issue is already present. Why complain about it now?


What I'm wondering is why you feel the need to quote all of the pricing and information about Final Fantasy XIV in your post. I think most of us are lucid enough to know how much we're paying for and what we're paying for. So yes, most of us already know that having a lot of characters raises your subscription fee.

I don't agree with that either, and I have always publicly disagreed with it. HOWEVER, there's a big difference between that and the Cash Shop upgrades which are going to be offered shortly. Slippery slope.

We're talking about a lot of possibilities for future other paid cash shop upgrades now, we're talking about development focuses possibly changing to suit the needs of those who would be willing to buy something such as a bonus retainer, etc., the possibility of some subscribers being seen (maybe not publicly) as less important, which they'll have to see us as if we pay less (they're a business). Up to now we have for the most part all been on equal footing as subscribers over the course of ARR and over the course of XIV's lifetime. Until now.


The Slippery Slope argument is so named because it's a well known fallacy (in other words, illogical). It's effective for its histrionics, but it's completely unreasonable to say that once a step is taken in a certain direction, that it becomes an unstoppable juggernaut given to even worse depravities.

If anything, FFXI players understand where SE draws the line on this sort of thing, and it's not one they've crossed with this announced change. Notwithstanding, allowing for up to 40 characters with a standard account is a generous departure from how they normally bill, a change from FFXI which is clearly in favor of the players. They have a ways to go before they're even close to acting outrageously compared to prior billing practices.
#94 Mar 19 2014 at 3:43 PM Rating: Good
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LucasNox wrote:
Hyrist wrote:
Catch 22 in circumstances like this. Players ask for more Retainer space, and expect to get it for the default price of subscription. There's no pleasing anyone in that.


What if they just added a quest for more retainer space?


Then SE's Execs lose out on a cash cow from a title that, honestly, they want to pull capital for as much as possible, given Yoshida wants to keep a full development staff on board, and Yoshida may be feeling a bit of pressure on that end, regardless of its successes.

Additionally, such quests usually expand the raw inventory of said retainers, which would expound in all further storage spaces such as retainers. It changes nothing of the opportunity to pay for additional retainers. Questing to have MORE retainers? You're asking for a lot of free storage space on the servers when it already strains still from time to time under high activity. Putting a RL Paywall on that alleviates the server strain issues twofold.

I could continue with other reasons, but I don't really feel like defending this particular change. In the end, it has precedent within the company for generating more revenue. I'm just not happy with the offer as I do feel it affects game-play a bit much. Still within tolerable range, but I don't see myself investing in it anytime soon.

Edited, Mar 19th 2014 5:44pm by Hyrist
#95 Mar 19 2014 at 3:44 PM Rating: Excellent
Quote:
Yoshida: If there's an impression that I'm determined to stick to a subscription service, that's a mistake.


It sounds so menacing when read out of context.
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#96REDACTED, Posted: Mar 19 2014 at 3:49 PM, Rating: Sub-Default, (Expand Post) I'll actually play this half assed game when it goes f2p, I'll see you online still playing too when it does. In your cash shop bought cloud haircut and outfit.
#97 Mar 19 2014 at 3:50 PM Rating: Good
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I'd safely bet a thousand dollars that I'd quit this game if it goes free to play.

I have no interest in a F2P FF Title any more than I have an Elder Scrolls MMO. Or a Warcraft MMO for that matter.

Edited, Mar 19th 2014 5:51pm by Hyrist
#98 Mar 19 2014 at 3:52 PM Rating: Good
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Morons crying pay to win over a little extra inventory space aside, it looks like mostly strong improvements.
Quote:
Tomes
No more Philosophy after 2.2
Myth will take Philosophy's place
There will be an NPC around to trade Phil for Myth.


I would suggest capping philo tomes if you haven't already. Hopefully the exchange rate will be one to one, but I doubt it.
#99 Mar 19 2014 at 3:54 PM Rating: Excellent
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LucasNox wrote:
I dunno, seems to be kinda praising F2P to me. Different interpretations I guess, but it sounds like they're seriously considering the idea and kind of buttering us up for it.

I wouldn't be surprised if he delivers an open apology to SWTOR during the Live Letter and admits that they were right and he was wrong, before announcing F2P. I don't know if anyone remembers this but during an interview in the Summer, he said something like "I don't know if you guys asked, but for a game like SWTOR which went F2P," Yoshi-P laughs, "nobody is even playing that game if you ask around." Something like that, it was really rude. Then he crap talked F2P models for a few paragraphs.

Doesn't seem like he would totally reverse his stance at this point unless they were going to change. No point.


He definitely had some negative views at the time.

Quote:
That’s why you see a lot of companies that chose the subscription model, that wanted to do what we were doing, but were forced to free-to-play. They didn’t go to free-to-play by choice, because if that was the case, they would have gone free-to-play at the beginning. They’d develop it for free-to-play, not full subscription, instead of being forced to go free-to-play. We hear a lot of people saying, “Star Wars is free-to-play now, it’s great!” But then you ask them if they’re playing free-to-play Star Wars and they say, “No, not really playing it.” Everyone talks about how great it is that it went free-to-play, but then you ask around and really, there aren’t that many people who are playing it since it’s gone free-to-play. If you spend all that money on a game ,release it, and it’s filled with bugs and you don’t have enough time to do your updates, people will leave. Players need that new content. Not being able to provide it is fatal. If they were able to produce as much content as players wanted, then people would have stayed there. We don’t really believe it’s a problem with the business model. It’s how that’s handled.


Source for the entire interview: http://venturebeat.com/2013/06/17/final-fantasy-online-director-defends-monthly-subscriptions-in-the-golden-age-of-free-to-play-exclusive/
#100 Mar 19 2014 at 3:56 PM Rating: Good
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Turin wrote:

Quote:
No more Philosophy after 2.2
Myth will take Philosophy's place
There will be an NPC around to trade Phil for Myth.


I would suggest capping philo tomes if you haven't already. Hopefully the exchange rate will be one to one, but I doubt it.


I doubt it as well. But yes, upon hearing this I plan on capping Philo and Myth as much as I can before the patch. With two characters, that is likely going to allow me to cash in a bit when it comes to the new crafting mats available though Myth, depending on how quickly the market saturates.

Edit:Fixing format.

Edited, Mar 19th 2014 5:58pm by Hyrist
#101 Mar 19 2014 at 3:56 PM Rating: Default
Hyrist wrote:
I'd safely bet a thousand dollars that I'd quit this game if it goes free to play.

I have no interest in a F2P FF Title any more than I have an Elder Scrolls MMO. Or a Warcraft MMO for that matter.

Edited, Mar 19th 2014 5:51pm by Hyrist


I'm done playing Final Fantasy X HD. If I send it to you for free, would you play it? Just wondering.

Why would you quit if it goes free to play? It would probably make more money and get better updates, honestly. Bigger community. I pay for my subscription already and don't really care but I'm just saying.

Turin wrote:
if you disagree with me, you're a moron.


Very classy.

Edited, Mar 19th 2014 5:58pm by LucasNox
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