Necrofero escribió:Hay que pagar 3€ por cada personaje aparte de la cuota mensual?
Me encanta la última frase de la bienvenida:
Do not forget your family, your friends, your school or your work!
He visto la presentación y esta my bien, a ver que tal me desenvuelvo con el ingles...
Necrofero escribió:Vale muchas gracias por la info, de momento soy miqo´tes, botanica de limsa lominsa. más adelante veremos que tal otros trabajos. Este juego no se puede jugar a pantalla completa¿
Roxas01 escribió:una cosa muy rara que me ha pasado. Esta durmiendo en una inn y habia dejado el juego. Al conectarme me ha aparecido una pesadilla rarisimo en la que ha aparecido un personaje y me iba a pegar y me he despertado. Ese personaje me sonaba mucho de haberle visto hace poco. Era The White Raven que sale aqui:
http://eu.finalfantasyxiv.com/about/wor ... ey-enemies
nose si sera por lo de realm reborn (la 2.0) o porque el juego es asi y es parte de la historia(lo acabo de empezar). si es parte de la historia decidme solo que es parte pa no spoilearme nada mas jaja. y otra cosa, la cosa roja que flota en el cielo es de a realm reborn?
Tekan escribió:Roxas01 escribió:una cosa muy rara que me ha pasado. Esta durmiendo en una inn y habia dejado el juego. Al conectarme me ha aparecido una pesadilla rarisimo en la que ha aparecido un personaje y me iba a pegar y me he despertado. Ese personaje me sonaba mucho de haberle visto hace poco. Era The White Raven que sale aqui:
http://eu.finalfantasyxiv.com/about/wor ... ey-enemies
nose si sera por lo de realm reborn (la 2.0) o porque el juego es asi y es parte de la historia(lo acabo de empezar). si es parte de la historia decidme solo que es parte pa no spoilearme nada mas jaja. y otra cosa, la cosa roja que flota en el cielo es de a realm reborn?
Fail de pesadilla porque tu en principio todavía no lo conoces en persona, a mi forma de verlo
Q: Can you tell us what are some of the features inherited from the previous Final Fantasy games and what innovations were made?
A: Version 2.0 will present to players many elements found in the previous games. for example the Chocobo. But this time, the Chocobo will be equipped with more functions. The new game graphics engine for Final Fantasy XIV is also the best in the world right now for a 3D MMORPG. There will be more interactive gameplay in Version 2.0 as well, for example party-activated killer moves. Players will also only need to create 1 character to have their hands full on the activities which can be done in-game. There are more, but they will remain as a secret for now.
Q: Final Fantasy XIV can be said to be a failure in Japan at the initial launch. Where were exactly the catalysts leading to this?
A: After holding talks with gamers, 1 of the main reasons is the control functions (mouse + keyboard) of the game not matching up to other standard MMORPGs, such as World of Warcraft and RIFT. Another main reason is also the lack of game content, which made it impossible to “correct” the game basics through small-scale updates. We had to start all over, and some actions taken included asking development staff not clear of MMO gaming to play them. Although it is still call Final Fantasy XIV, there is a huge difference between 1.0 and 2.0.
Q: What about PvP?
A: There will not be open PvP/ PK, and both players must mutually agree to a PvP match. Final Fantasy XIV will be the first game in the franchise to have a :meaningful” PvP system, hence I urge players to try it out.
Q: Is it fair to say the PvP in Final Fantasy XIV is somewhat similar to World of Warcraft’s?
A: We will have a PvP arena, which is similar to the one found in World of Warcraft. Our PvP team members played many matches in World of Warcraft. Personally, I am a player of Dark Age of Camelot, a PvP-centric MMO.
Q: When will Final Fantasy XIV 2.0 launch?
A: I expect the first Closed Beta for the Japan and International servers to be held end September or early October, entering Closed Beta 2 this winter and Open Beta in January next year. We will be talking to Shanda Games about the China server, with features such as PvP, blocking 3rd party programs and localization, hence the Chian server will launch later.
Q: A question, why did Final Fantasy XIV reverted to its Pay to Play format earlier this year, despite Square Enix claiming the game will be free until the game is polished? Does it mean the company was satisfied with the game at that point of time?
A: While the game content now may not make Final Fantasy XIV Online a successful MMO, the game actually saw a rise in returning players after the payment mode was restored.
Q: Most of us actually thought the game will only start collecting monthly fees again only after version 2.0 hits…
A: Haha, we have a team of 250 members, if we continue going free… (hints of financial reason)
Q: How about the China server?
A: It will most definitely be collecting a static fee as well, but the format has not been confirmed.
Q: You mentioned about taking the mount-riding experience further, possibly into the skies or under the seas. How is this planning out? Does that mean there will be land mass in the skies as well?
A: We are still discussing internally whether to go with an underwater world or an aerial one. This content will happen in the next content update (after version 2.0 launches). Going up to the skies happened in Final Fantasy 11, while most games now have underwater worlds which are popular with gamers. We are just still really unconfirmed on which direction to go now.
Q: What about your personal preference?
A: Going by the international route, we will be making the underwater world first. But personally, I prefer the skies.
Q: Going up against heavy hitters such as Blade & Soul and ArcheAge, how will Final Fantasy XIV stand out?
A: Final Fantasy XIV has a more unique game history and culture, which is a big factor *refers to Final Fantasy 8, Faye Wong singing “Eyes on Me”*. Korean MMORPGs focus too much on the game itself, but not about the real life culture surrounding it.
Q: Can you tell us 1 new function which will be in Version 2.0?
A: There will be a system where players may cross servers to complete objectives. We will have a strong in-game guide, making sure players know where to go and what activities are there to do once they enter a new map.
La risión is comingThere will be a system where players may cross servers to complete objectives.
mimeh escribió:Una duda... al final quien entra en la beta de la 2.0? Porque cada vez veo una cosa distinta. Han dicho algo ya oficialmente?
politrons escribió:Buenas a todos, ayer empeze a jugar a este juego al que le tenia paganas de hace tiempo, pero debido a su malisimo rendimiento y a mi malisimo expc no fue posible jugarlo.
Primero pregunta, me he metido en uno de los servers que tenian 3 chocobos, y Ragnock que es el que he leido por aqui que esta mucha gente metido tenia solo 1, entiendo que cuantos mas chocobos mas petado el server no?.
Otra cosa que queria saber como funciona, es si en este juego la economia es algo realmente imoprtante, o es como otros MMO's donde solamente haciendo quest ya te dan el equipo para crecer. Me gusta mucho el concepto de tener que ahorrar para comprar el equipo bien por tienda, o en el mercado de segunda mano. En Lineage 2 era brillante ese sistema.
Gracias people
Tekan escribió:These Grand Company Colors Don’t Run! Winners!
http://forum.square-enix.com/ffxiv/thre ... post772968
El primero es tongo... conociendo la censura que hubo, que ahora gane ese ...
Y el tercero es lo mas feo y horrible que vi hasta el momento, seguro que es del primo de alguien. Ilustro:
Hay ciertas quests, llamadas levequests, que te dan experiencia, gil y a veces equipo. Pero es equipo muy básico (y además tienes que esperar que te salga una levequest que de equipo) así que necesitas comprar cosas en el mercado sí o sí. Y sobre equipo de endgame pues hay alguno que se saca haciendo misiones o matando jefes y otro que puedes comprar (o craftearte tú mismo si subes crafts), al gusto. Puedes mirar el equipo que hay en webs tipo http://mooglebox.com o http://ffxiv.mozk-tabetai.com/ .
politrons escribió:Hay ciertas quests, llamadas levequests, que te dan experiencia, gil y a veces equipo. Pero es equipo muy básico (y además tienes que esperar que te salga una levequest que de equipo) así que necesitas comprar cosas en el mercado sí o sí. Y sobre equipo de endgame pues hay alguno que se saca haciendo misiones o matando jefes y otro que puedes comprar (o craftearte tú mismo si subes crafts), al gusto. Puedes mirar el equipo que hay en webs tipo http://mooglebox.com o http://ffxiv.mozk-tabetai.com/ .
Asique en el juego hay un mercado donde los jugadores venden sus equipos al mejor postor?. Encantaba en Lineage2 cuando conseguia comprar esa armadura para la que iba ahorrando un mes a un 30% menos de precio . Y sobre todo que el equipo realmente tenga importancia, no como en SWTOR que todos los jugadores de la misma clase mismo nivel parecemos clones porque las quest principales nos dan todo el equipo.
・August 2012 – 2.0 marketing campaign begins (including trailer release)
・September to October 2012 – Begin distribution of version 2.0 software for PC
- Begin distribution of PlayStation®3 system beta version
・October to November 2012 – Reinstate limited free trial period for PC version
- Commence PlayStation®3 system closed beta test
・Post-January 2013 – Version 2.0 client (PC and PlayStation®3 system) goes on sale
- Free trial period ends
Post-January 2013 – Version 2.0 client (PC and PlayStation®3 system) goes on sale
politrons escribió:Post-January 2013 – Version 2.0 client (PC and PlayStation®3 system) goes on sale
Si eso es cierto pues queda claro cuando
mimeh escribió:Dijeron que a final de septiembre cerraban el juego (por eso a principios de julio quitaron la opción de pagar 3 meses de golpe, porque en teoría no quedaban ya 3 meses de juego). Tras el cierre del juego empieza la beta de la 2.0 y el migrado de personajes a los servers nuevos y en enero se empieza a pagar ya. La duda que tengo porque no he visto que hayan dicho nada oficialmente es quién entra en la beta. Y si la beta se jugará con tu personaje y se guardará tu progreso o demás o será una beta propiamente dicha, separada del juego. Porque si la "beta" es simplemente la 2.0 "pero sin pagar" tendrán que meter a todo el mundo de golpe o la gente se quejará de que uno lleva jugando 15 días más que él y es injusto y blablabla.
Zaguer escribió:mimeh escribió:Dijeron que a final de septiembre cerraban el juego (por eso a principios de julio quitaron la opción de pagar 3 meses de golpe, porque en teoría no quedaban ya 3 meses de juego). Tras el cierre del juego empieza la beta de la 2.0 y el migrado de personajes a los servers nuevos y en enero se empieza a pagar ya. La duda que tengo porque no he visto que hayan dicho nada oficialmente es quién entra en la beta. Y si la beta se jugará con tu personaje y se guardará tu progreso o demás o será una beta propiamente dicha, separada del juego. Porque si la "beta" es simplemente la 2.0 "pero sin pagar" tendrán que meter a todo el mundo de golpe o la gente se quejará de que uno lleva jugando 15 días más que él y es injusto y blablabla.
Hmmm esta opción no la tenia en mente. Al llevar el juego tiempo en el mercado pueden perfectamente hacer una beta con tu personaje y mantener el progreso. Me parece logico y creo que deberian hacerlo asi, para ya despues en enero sacar el juego definitivo. Total, ahora mismo estan jugando una beta tambien... xD
Caixerch escribió:Zaguer escribió:mimeh escribió:Dijeron que a final de septiembre cerraban el juego (por eso a principios de julio quitaron la opción de pagar 3 meses de golpe, porque en teoría no quedaban ya 3 meses de juego). Tras el cierre del juego empieza la beta de la 2.0 y el migrado de personajes a los servers nuevos y en enero se empieza a pagar ya. La duda que tengo porque no he visto que hayan dicho nada oficialmente es quién entra en la beta. Y si la beta se jugará con tu personaje y se guardará tu progreso o demás o será una beta propiamente dicha, separada del juego. Porque si la "beta" es simplemente la 2.0 "pero sin pagar" tendrán que meter a todo el mundo de golpe o la gente se quejará de que uno lleva jugando 15 días más que él y es injusto y blablabla.
Hmmm esta opción no la tenia en mente. Al llevar el juego tiempo en el mercado pueden perfectamente hacer una beta con tu personaje y mantener el progreso. Me parece logico y creo que deberian hacerlo asi, para ya despues en enero sacar el juego definitivo. Total, ahora mismo estan jugando una beta tambien... xD
de ese modo solo se testearia el end game...supongo que les interesa testear la evolucion de principio a fin.
mimeh escribió:Dijeron que a final de septiembre cerraban el juego (por eso a principios de julio quitaron la opción de pagar 3 meses de golpe, porque en teoría no quedaban ya 3 meses de juego). Tras el cierre del juego empieza la beta de la 2.0 y el migrado de personajes a los servers nuevos y en enero se empieza a pagar ya. La duda que tengo porque no he visto que hayan dicho nada oficialmente es quién entra en la beta. Y si la beta se jugará con tu personaje y se guardará tu progreso o demás o será una beta propiamente dicha, separada del juego. Porque si la "beta" es simplemente la 2.0 "pero sin pagar" tendrán que meter a todo el mundo de golpe o la gente se quejará de que uno lleva jugando 15 días más que él y es injusto y blablabla.
RPG SITE REALM REBORN INTERVIEW
http://www.rpgsite.net/articles/397-fin ... -interview
We know - we've talked about Final Fantasy XIV 2.0 a lot - but with a Producer as open-minded as Naoki Yoshida, it's hard to say no to an opportunity to inteview him.
Although it hasn't been too long since we saw the game back at E3, a follow-up felt appropriate in the meantime to fill the gap until Gamescom next month. Think of this as an extension to our previous interview with producer/director Naoki Yoshida and localization guru Koji Fox.
Having seen the new version in action, we wanted to get somewhat of an in-depth look at some of the decisions behind the game's development, and of course changes going into version 2.0 - now formally known as Final Fantasy XIV: A Realm Reborn. Hot on the heels of a brand new trailer, the newly rebuilt version of the game will see even more reveals in the coming months.
As we've come to expect, Yoshida-san had quite a bit to say.
RPG Site: About how large now is the team working on FF14 and how has it - if at all - affected Square Enix development internally? Actually, I’m really interested in the way the team works so perhaps if you could describe a bit about day to day workings and various staff roles? Going back to the idea of 2.0 having an ‘epic Final Fantasy-style’ story, I’m really interested in who will be handling the scenario and dialogue writing—things like that.
Yoshida: Currently, the in-house team consists of almost 300 members. We also have outsourced a fair amount of work to third-party companies, so all-in-all, the team is fairly large.
Some of the core members include:
Naoki Yoshida – producer/director – (Dragon Quest series)
Yoshihisa Hashimoto – technical director – (CTO, Luminous engine)
Hiroshi Takai – assistant director – (Last Remnant, FFV, Romancing Saga series)
Akihiko Matsui – battle director – (Final Fantasy Series, FFXI)
Hiroshi Minagawa – UI director – (FFXII, Tactics Ogre)
Takeo Suzuki – art director – (FFXII)
Akihiko Yoshida – lead artist (FFXII, Tactics Ogre)
And many, many more Square Enix veterans
Continuing operation and development of the current version alongside 2.0 development has resulted in a very unique team make-up. On one side, we have a small team of programmers and art designers working on assets ordered by the 1.0 game design/scenario team who implement their quests directly into the game via lua script. For 2.0 development, we have separate teams for quest/scenario writing, game design, UI design, level design, and programming. The programming team is further divided into smaller units working on the servers, user interface, in-game content, the client system, graphics, and more. Finally, we cannot forget our artists, whose workload is determined by assignments received from the teams listed above.
As director, I personally make it a point to check the details of each group’s work, and prioritize the implementation of new features.
Yaeko Sato (FINAL FANTASY XI, FINAL FANTASY XII) will continue her role as lead writer. I, personally, will also be involved in working on the plot. In addition, we have introduced a talented new Scenario Director, but you’ll have to wait a little longer for more information regarding him at the moment. Him!? I’ve already said too much…
RPG Site: With development of the new engine you have Yoshihisa Hashimoto has the Technical Director, who is also Square Enix Chief Technology Officer and is head of the Luminous Studio. Could you perhaps share more on his involvement with 14? Has the new engine from 14 been influenced at all by Luminous? Are there certain features that both share such as scaling, etc?
Yoshida: As our technical director, Hashimoto is deeply involved in the technology behind FF14. This includes decisions made regarding the use of middleware technology, as well as coordination and design decisions regarding the graphics engine, the core system, and the server system. He also is the mastermind behind the task management system that our entire team uses to keep track of work flow and deadlines.
It is a completely different engine, yet because the same people working on the Luminous Engine (Hashimoto-san included) helped create FF14's engine, there are some similarities. You could say the two engines are siblings.
RPG Site: From a localization standpoint, are all of the voice overs remaining in English? And will we start to see more voice over in the game as a whole – for example the current game doesn’t have much in terms of voiced content outside of a few cutscenes. Do you think it’s important for other markets, such as Japan, to have voice over in their domestic language?
Yoshida: Voice overs will be available in English, Japanese, French, and German. While there is slightly more voice in 2.0 compared to 1.0, NPCs in towns and normal quests will not speak. The reason behind this being that we did not want the time spent voice recording and preparing the files to compromise the quick version update schedule that we have planned for version 2.0.
RPG Site: FF14 marked the first time that localization was worked on in this manner at Square Enix - simultaneous and in-house in Japan. In working on version 2.0, how do you feel about that structure? Have you changed it at all since, or do you plan to?
Yoshida: We find having the localization team on-site helps improve efficiency dramatically and therefore have no plans of changing this setup in the future. In addition to translation, our localization team provides the team with valuable feedback on issues such as UI design, storytelling, world building, and more.
Koji: Actually, this is not the first time the LOC team has worked in this manner with the team. Square Enix has been translating and localizing games on site in our Japanese offices for over a decade, FF11 being an example of a project in which the LOC team works directly within the development team. The FF14 localization team follows 11's model, but expands upon it by allowing the translators an even larger role in the game’s development.
RPG Site: This one might be a little too early, but perhaps could you talk a little bit on the new music and new composers for FF14 outside of Uematsu-san? Will the current music remain in the game, namely the established vocal theme Answers?
Yoshida: As has been the case with the music for the ongoing version updates, the music for 2.0 will feature the talents of a wide variety of seasoned composers whose names will be revealed in the near future.
Answers will not only be featured in 2.0, but it will play an important role in the game’s relaunch. As for tracks used in 1.0, while some will remain in 2.0, some will not.
RPG Site: As far as gameplay goes, how will grinding vs. quests work for leveling? Will players find more reward from taking on more quests as opposed to just outright level grinding?
Yoshida: We will be moving away from a grind-oriented leveling system to a quest/content-driven leveling system. No longer will randomly defeating public monsters be the most efficient way to level your character.
RPG Site: In regards to linkshells and Free Companies, it feels like Free Companies are just another form of linkshells – why have them split into two different things?
Yoshida: They are completely different entities. Linkshells can be thought of as chat communities, with players allowed to join as many as they like. Free Companies are a complex, player-driven guild system which includes various leveling aspects.
RPG Site: Are there any plans to promote more competition between linkshells at high levels? Some sort of leaderboard at the Adventurer's Guilds which tabulates NM kills or raid clears for example, since the game is moving away from direct linkshell confrontation with the lack of open world content.
Yoshida: Free Company leveling and World server-based rankings will be implemented.
RPG Site: Primal fights will become roaming in 2.0 for the summoning system; are there any specifics you could go into? Will weapons and things like that still be obtainable, and will there still be instanced fights like which are available in the current version?
Yoshida: Most of the primals will not be “roaming” the public areas, and their battles will still be instanced, though it will be more challenging to discover these instances.
Koji: It looks like there was a little bit of misinformation given at the E3 interview (and this may have been my fault, or it may have been Yoshida-san’s). The implication given was that all the primals would be roaming, and once they were summoned, they would pop somewhere else in the world. This is not the case. While roaming primal are still not out of the question, the summonable deities will be instanced-based, with the primal going back to these instances once they’ve been summoned. However, players will still have to look for these instances once they’ve become available, preventing camping.
RPG Site: Will there be an improved Loadstone for player data? For example on the current system you can’t see your actual progress.
Yoshida: A complete revamp of the Lodestone is being planned for the relaunch. This revamp should improve many of the site’s current features.
RPG Site: Has there ever been any consideration to add fashion/vanity slots to the game? Basically separate slots for equipment that actually gives you stats, with the option of a second row of slots where you can put in other armor. The armor would then be your visible gear—something like that which has been present in other modern MMOs.
Yoshida: This has been talked about, but will not be available at the time of relaunch, as we feel that it will make it harder to distinguish between classes/jobs if their appearance does not match their party role. However, we have not abandoned the possibility of implementing such a system in the future.
RPG Site: Will speed runs be kept for version 2.0? It seems a lot of people on the forums are not in favor of that type of content, especially when having to go back to content you already played through before.
Yoshida: Speed runs will remain in the game (for achievement purposes), however, they will no longer be necessary to obtain equipment upgrades. Expect the reward system for these runs to change greatly.
RPG Site: What about plans for the file structure for the game itself? Currently FF14 takes up about 12GB of space on a hard drive, but is spread across 185K files or so, which is a lot more than other more recent MMOs. Are there any plans to restructure the file system of the game to be a little more non-SSD friendly for PCs with more memory than a PS3?
Yoshida: Of course. Players will see a significant reduction in the number of files installed onto their hard drives.
Aku escribió:mimeh escribió:Dijeron que a final de septiembre cerraban el juego (por eso a principios de julio quitaron la opción de pagar 3 meses de golpe, porque en teoría no quedaban ya 3 meses de juego). Tras el cierre del juego empieza la beta de la 2.0 y el migrado de personajes a los servers nuevos y en enero se empieza a pagar ya. La duda que tengo porque no he visto que hayan dicho nada oficialmente es quién entra en la beta. Y si la beta se jugará con tu personaje y se guardará tu progreso o demás o será una beta propiamente dicha, separada del juego. Porque si la "beta" es simplemente la 2.0 "pero sin pagar" tendrán que meter a todo el mundo de golpe o la gente se quejará de que uno lleva jugando 15 días más que él y es injusto y blablabla.
Dijeron en una entrevista que la beta es una beta propiamente dicha, vamos, que ni juegas con tu personaje ni se guarda el progreso, comentando además que sino no habría manera de acabar la migración al nuevo cliente, porque todo el mundo estaría actualizando sus datos continuamente.
skelzer escribió:Una duda, ¿El nuevo motor entonces es casi igual que el del luminous este?
http://www.youtube.com/watch?v=MmaotBON9NM
RPG Site: With development of the new engine you have Yoshihisa Hashimoto has the Technical Director, who is also Square Enix Chief Technology Officer and is head of the Luminous Studio. Could you perhaps share more on his involvement with 14? Has the new engine from 14 been influenced at all by Luminous? Are there certain features that both share such as scaling, etc?
Yoshida: As our technical director, Hashimoto is deeply involved in the technology behind FF14. This includes decisions made regarding the use of middleware technology, as well as coordination and design decisions regarding the graphics engine, the core system, and the server system. He also is the mastermind behind the task management system that our entire team uses to keep track of work flow and deadlines.
It is a completely different engine, yet because the same people working on the Luminous Engine (Hashimoto-san included) helped create FF14's engine, there are some similarities. You could say the two engines are siblings.
Deedlit27 escribió:Espero que a pesar de sistema de quest se premie más al subir haciendo Party como en el XI... que manía les tengo a los juegos de quest tipo las del wow...
Y que metan AH por dios..
RPG Site: As far as gameplay goes, how will grinding vs. quests work for leveling? Will players find more reward from taking on more quests as opposed to just outright level grinding?
Yoshida: We will be moving away from a grind-oriented leveling system to a quest/content-driven leveling system. No longer will randomly defeating public monsters be the most efficient way to level your character.
Zaguer escribió:Una cosa no quita a la otra, puedes subir en party haciendo quest, que seria lo suyo
grinde < grindeo en party < quest < quest en party
Khazar escribió:It is a completely different engine, yet because the same people working on the Luminous Engine (Hashimoto-san included) helped create FF14's engine, there are some similarities. You could say the two engines are siblings.
skelzer escribió:
Yo lo he dicho más que nada por la frase de "You could say the two engines are siblings", porque como tampoco estoy mirando mucho ni imágenes ni vídeos, pues no tenía referencias para comparar.
Zaguer escribió:Nunca entendere las ganas que teneis de hacer cosas aburridas. Para que premiar lo aburrido? premiando lo aburrido supone tener que hacer lo aburrido, premiar lo divertido supone eliminar lo aburrido de las opciones, solo queda diversion!