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Drar
#1 Posted : Monday, August 15, 2011 6:47:35 AM(UTC)
Drar


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Lodestone wrote:


With energy conservation measures in place, the team is getting a full taste of the summer heat here in the office. Things are buuurning up in Eorzea as well, with Firefall Faire in full swing!

Before I dive in here, I’d like to apologize for being later than I intended with another letter. I was planning to send it out early last week, but ended up being out of commission for three days with a high fever. Ah, the woes of aging…

Now, I realize that this hardly makes up for my tardiness, but there’s something I’d like to share with you all: a screenshot of the long-awaited “My Little Chocobo” system!





As you might have guessed, this system is still under development…and the name is obviously still up in the air. The team’s pushing hard for release in patch 1.19, so I ask you be patient just a little while longer. In the meantime, though, feel free to let your imaginations run wild.

Moving on, it’s time again for me to update the list of changes. I’ve reformatted the list and given it a new name to better reflect the content: “Patch 1.19 Update Schedule.” So as to keep this letter a reasonable length, items scheduled for after 1.19 will reappear in my next letter, where they’ll have a list all to themselves. Now, without further ado, feast your eyes on the list! Further commentary below!



Table of updates, but I was unsure how to link to it, so please click here to go to official post :D



You may’ve noticed that some all-new things are included. In an earlier letter, I believe I used the word “heavyweight” to describe patch 1.18. Well, patch 1.19 will be a veritable monster. To give you a rough idea of its size, we’re expecting the patch notes to be 3–5 times longer than 1.18’s. This is in no small part due to the slew of long-awaited items that’ll finally make their way into the game.

Just so you’re given due warning, the team is running on a tightrope to stay on schedule, so please don’t be surprised if a handful of things end up getting put off until 1.19a or later.

It might seem that battle-related content dominate the list, but rest assured, folks, we haven’t forgotten about other aspects of the game. For starters, significant improvements are in store for both Disciples of the Hand and Land, such as an overhaul of synthesis recipes, the introduction of the materia crafting system, and a brand new ability to avoid enemy aggro in the field. The growth curve for Disciples of the Hand, in particular, is in need of attention, and we’ll be taking a scalpel to that also.

Items with far-reaching impact have also been added to the list, such as Battle Regimens. It’s become clear that in order to improve Battle Regimens we’ll need to first rebuild the framework for the battle system, which can take place only after the new enemy claiming and linking systems are introduced.

Unfortunately, we’ll have to temporarily do away with Battle Regimens in order to release patch 1.19. This is due to extremely sensitive issues with the server-side system that simultaneously reads commands input from multiple players. I’m very sorry for any inconvenience caused by the absence of Battle Regimens, especially to those dungeon-crawling types who’ve developed a taste for Dzemael Darkhold’s time-based objectives. If it’s any consolation, the large-scale changes to battle algorithms planned for 1.19 will cause certain strategies to go out of fashion, and players will need to tap into their resourcefulness to discover new ways to overcome enemies. During this time, we intend to test the overhauled battle system extensively, so that we’ll be able to provide players with the challenges they seek. Please bear with us in the meantime.

Physical levels will be nixed in patch 1.19, as per popular demand. In light of this change, skill points will be replaced by experience points, and rank renamed level.

System-wise, MMORPGs are generally more complex than their offline RPG counterparts, and this is evident in the jargon they employ. In implementing the above changes in terminology, we wanted to make it so that at least the core aspects of the game can be easily grasped by anyone. We realize that more established players may find this change unsettling, and would like to apologize and ask for your understanding in advance.

Alongside the overhaul to the algorithms, work is also proceeding on redefining and redistributing abilities for Disciples of War and Magic. This is a hefty amount of work, and not all classes will be ready by patch 1.19. But rather than a partial release, we’ve decided to save the implementation of all classes for 1.20. We’ll make the details of the planned changes available when 1.19 goes live, and monitor player feedback as a way to help define our direction. In the meantime, we’ll keep on performing balance tweaks to the current class system in coming sub-patches based on ongoing feedback from the community.


When I put together the list of changes for patch 1.19, it struck me as rather small (the vertical scrollbar in the spreadsheet was looong). But this is because it’s made up of major items outlined only in brief. The team’s working hell-for-leather to deliver this monster patch (did I mention that it’s a giant next to 1.18?) to you by the end of September. We’d love to be able to release the patch sooner, but all things considered, I’m afraid this is the earliest we can reasonably achieve. We promise you, though, that we’re sparing no effort to ensure that 1.19 will be worth the wait—a patch that’s ripe to burst with new content as well as refinements. And we’ll do our utmost to see that it arrives before the last of the summer heat fades into memory.

And here I think I’ll end the letter before I bore you all to tears.

As always, I’ll see to it that the juicy details of all the changes we have in store are made available via the Lodestone and the official forums. So what’re you waiting for? Make tracks for the forums now and get discussing!

See you next time and/or on the forums!


See the entire letter here
Sponsor
Kida
#2 Posted : Monday, August 15, 2011 8:19:19 AM(UTC)
Kida


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Thanks for posting this :D
Vicious
#3 Posted : Monday, August 15, 2011 11:10:30 AM(UTC)
Vicious


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man what a great update coming up. Stuff all across the board. I'm liking the name changes to more of a ffxi feel (sp to xp, rank to lvl)

Some things that caught my eye..

now.. I just wish they would add linkshell member locations, job/lvls like in FFXI and be able to see the same information when searching a whole area.

~ Treasure chests. Was just thinking about this today. Really happy about this.

~ Low level dungeons

~ Lots more quest content

~ and yes the long awaited Chocs and Airships (thank you various Gods)

~ New G.Company leves and guildleve tickets

~ very interested to see results of Battle system framework revisions

~ Adjustments to ranged attack algorithms of enemies

~ Development of unique motions and effects for certain weapon skills

~ Implementation of automated character development based on class level (thank you SE)

~ We will add a stealth ability that allows Disciples of the Land to conceal themselves from enemies.

~ We will adjust the growth curve for Disciples of the Land, tweaking the rate of development as determined by the amount of gathering performed.

~ (pls, pls get this done asap lol) Addition of a targeting mode that allows only engaged enemies to be targeted

~ (didn't know this was coming but I like) Graphically display chain bonus for defeating enemies in succession


I've always said that I never wanted an exact clone of FFXI but they just needed to take some core aspects of 11 and aspects from player point of view that made 11 successful, take a few ideas from ff12.

Make the game look incredible, add some new things that could not be done with ps2/pc limitations for 11. Build upon all of this and go from there. Not make a completely new game that's more or less foreign to us and just a overall pos.

A Huge thank you to Naoki Yoshida and that whole team that are busting their butts for us.

Stay positive people!

Edited by user Monday, August 15, 2011 11:21:55 AM(UTC)  | Reason: Not specified


Fallensbane
#4 Posted : Monday, August 15, 2011 11:49:12 AM(UTC)
Fallensbane


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Still no fix for the suckfest that is Culinarian.
Vicious
#5 Posted : Tuesday, August 16, 2011 4:25:02 AM(UTC)
Vicious


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.. and how exactly does cooking suck compared to all the other crafts or what fix were you looking for?

Every craft is easy to get to 50 as long as you do leves.

Drar
#6 Posted : Tuesday, August 16, 2011 4:31:35 AM(UTC)
Drar


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Cooking sucks because the boost from stats don't make hardly any difference as it currently stands, also the effects from food are hidden. The fact that you have to change your point allotments to get the most out of food is the icing on the cake :)

SE has said they will be changing how food works, we we're all just hoping it would be mentioned for 1.19 :/
Vicious
#7 Posted : Tuesday, August 16, 2011 9:30:22 AM(UTC)
Vicious


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oh yeah that I understand about the effects of food. Vesper just said Culinarian as in the job so I was like huh?

Well the point system and how jobs are affected by dex, vit etc are going to change with some automation. I would expect food to eventually be just like it was in FFXI. It's just a matter of time.

Fallensbane
#8 Posted : Tuesday, August 16, 2011 11:31:03 AM(UTC)
Fallensbane


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What Drar said. Food does not do enough and to get any real use out of it you need to change your stats around. This system should have never survived beta, but here we are nearly a year into launch and still have heard almost nothing other than it will be fixed eventually.
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