AcePiNa escribió:GTX560TI y sigue viendose mejor el WKC (en la versión de WKC 2).... Esto es pa' matarlos..... xD
Y ahora diréis, si lo pones al máximo no.... ya, pero como está optimizado.... de puta pena, a 1080p más allá de medio..... es imposible ponerlo. Por cierto,..... las peores texturahierba que ví en mi vida......
Currently the "Job" names that finalized are: Paladin, Monk, White Mage, Black Mage, Dragon Knight, Bard.
** Maybe the axe and bow class are just not finalized, don't be afraid!
** There is no any evidence that bow class will get a job as Bard.
ポエムの中に出てきた"7の月"のキーワードは、7月に大規模な改修がある事を想定していたものではない。たまたま、震災の影響で6月中に予定したものがズレ込んでしまった。
The "7th moon" in producer Yoshida's poem does not mean July, actually all of these patches should happen around June but delayed due to 3.11 earthquake. So it's basically coincidence.
プロデューサーレターで"夏まで"という部分の具体的な時期は、おおよそ9月末までを予定している。
The 10th producer's letter says "until summer 2011", which actually means "until the end of Sep.2011".
パッチ1.18のボリュームは大きく、プロデューサーレターだけでは、説明がフォーローしきれないので、実装されるシステムの変更ポイントは、パッチまで週1のペースで分けて発表する。
Patch 1.18 has very large volume that cannot be explained all in one producer's letter. So they plan to post the one new feature per week until patch goes live.
UIについて、サーバーとクライアント通信部も含んだシステムの根幹からの再設計をやっていて、これが済めば多くのプレイヤーが感じている「なぜ、できないの?」という所の改修ができるようになってくる。
About the user interface, they are re-designing the basical system including client-server protocol. After the overhaul is done, most of issues that make you feel "why can't they do this?" will be addressed.
パッチ1.19でマテリアルクラフトシステムを実装する。これも大規模なパッチになっていて、製作レシピについては全入れ替えし、製作物自体のステータス見直す予定。
Materia crafting will go live on patch 1.19, which is also a major patch. The crafting recipe will be totally changed, and the status (abilities) of crafted items will be reconsidered (means: renewed).
パッチ1.18ではオートアタックに加え、敵視のアルゴリズムもすべて変更する。FF11の敵対心のような"揮発型"ではなく、"加算型"の敵視システムになる。具体的には、モンスターを占有してからバトル終了まで敵視は積み上げられていく事になる。
Available from patch 1.18: in addition to auto attack, the enmity algorithm will be totally changed. The new algirithm will accumulate all hostile action into hate list until the end of battle, which is different from FFXI (in FFXI some kind of enmity will wear out by time).
パッチ1.18では魔法の範囲と単体の切り替えをスムーズにする事を目的に、ケアルに調整いれ、ケアルガなどを追加する。
Available from patch 1.18: the Cure will devided to single-targeted cure and AoE CureGA. For the sake of smooth playing.
パッチ1.18で敵視の度合いが確認できるメータ?などを表示する。
Available from patch 1.18: The enmity will be visualized by something like "a meter".
蛮神イフリートバトル(仮称)はパッチ1.19で実装予定。
Implementation of Ifrit battle quest goes live on 1.19.
マテリアルクラフトシステムでは、最強装備を目指せる味付けをしている(する予定)最終装備を目指したいのであれば、モンスターが落とす希少なドロップ品よりも、クラフターが作ったアイテムにマテリアルクラフトを実行したほうが、最終的に性能が伸びるようバランスを調整している。
Materia craft are planned to be the route to the most "uber" gears. Which means the planners will let [materia buffed gear] > [NM dropped gear].
パッチ1.19以降で、作れる品物をパラメーター別にプレイヤー側で選べるようにする。たとえば同じ防具を着る時でも、剣術士と幻術士では有効なパラメーターが異なります。そこで、見た目や適正は同じに、性能だけを違う装備にする事が、同レシピでできるようになる。
From patch 1.19, the crafted gears can have different "active" parameter per user's class.
(I'm not quite sure if I am right).
ジョブシステムで実装予定しているジョブは、決定しているものが、ナイト、モンク、白魔導士、黒魔導士、竜騎士、吟遊詩人(ジョブ名はすべて仮称)※たぶん、戦士を言い忘れたと思われ
Currently the "Job" names that finalized are: Paladin, Monk, White Mage, Black Mage, Dragon Knight, Bard.
** Maybe the axe and bow class are just not finalized, don't be afraid!
** There is no any evidence that bow class will get a job as Bard.
時期については明言できないが、特定の二つのクラスを一定ランクまであげると取得できる、複合ジョブも用意する。たとえば、幻術士と呪術士を両方育てると赤魔導士といった展開もあり得る。
Although the time is unknown, they are planning to have "combined job" which is obtained by two specified class over specified rank. For example, CON + THM = Red Mage.
将来的にジョブだけなく、"クラス"自体も増やす予定でいる。
In the future, not only jobs but also classes will be expanded.
簡易施設は、冒険者の休息所として、既存のパブリックフィールドに目を向けてもらうための仕掛けとして用意している。簡易施設にクエスト関連の要素を配置したり、その場所自体がクエストの発信所になったりが考えられる。あまりに便利すぎて、冒険者が自国に戻らなくなるを少し心配している。
The new encampments introduced in producer's letter IX, is designed to let adventurers to spend more time on the field. It will have simple crafting tool's support and quest-related things. Also serve as quest hubs. It is so convenient that the devs afraid that people will not go back to town.
レイドダンジョンについて、クリアのルートは複数ある。攻略に要した時間によって、ドロップ品が変わったり、選択したルートによっても報酬の種類が変わる。
About raid dungeon, there will be multiple routes to clear. The loot item will change based on the time spended, and the route choosed.
チョコボを含めた、マウントシステムはまだ検討段階だが、システムの根幹に関する問題が解決すれば実装に向けた準備ができる。
The mount system, including chocobo, will be implemented after the base system overhauled.
イラストで発表した"イービル装備"などは、ジョブ固有のアーティスファクト的な位置づけになる。
The "Evil Armour" introduced in producer's letter IV, will be one of the artifacts of those jobs.
アチーブメントシステムとは?
The Loadstoneの冒険者が達成した要素を記録として残した"ヒストリー”をさらに発展させたものである、達成状況によって"リワード(報酬)"も用意している。具体的には、モンスター討伐数などにより称号がもらえたり、さらに上の討伐数を達成すると報酬となるアイテムが獲得できるといったもの。
The "achievements" system is the expansion from Lodestone's personal history. It will give some rewards (such as titles or some items) to adventurers who unlocked the achievement.
吉田氏からは、ForumでのRepには"頼むから定型文にはするなよ"と言っている。
忙しい時は"検討しています"となりがちかもしれないけど、”人間らしさ”を出すようにと、"機械的に処理してる印象をもたれない様に気をつけてもらっている。
Producer Yoshida has requested the community repersentatives "don't use copy-pasted reply, please".
Although the answer will not different from "we are looking into it" in this busy period.
面白い季節イベントを"夏"に予定している。
They are preparing interesting summer event.
FFXIVというMMOの展望について
FFXIVはグローバルに戦っていきたい、そこで多くのプレイヤーを取り入れるべく、今後はランク上げをゲームの主軸から外す予定である。ランク自体をなくすつもりはないが、育成はサクサク進められるようにしていく。この方針に従えば修練値ロストの概念も入れるつもりはない。
About the prospect of FFXIV:
They hopes FFXIV can be widely accepted world-wide.
From now on, the leveling will no longer be the primary contents, so they will not implement exp loss as death penalty, nor make leveling more harder.
初心者向けのチュートリアル的整備の要素のひとつとして、ランク10~ランク18ぐらいまでの、冒険者向けの新ダンジョンを検討中している。
They are planning to add tutorial dungeon for rank 10~18.
PS3版の発売こそが起死回生の"最終タイミング"だと思っている。
そこに向けて想像を超えるぐらいガラッと変えようと準備しているものがある。
They treat the relaunch of PS3 version as the "final chance".
They are prepaing to deliver huge changes over our expection.
AcePiNa escribió:A ver, la gráfica va perfecta, porque he jugado otros muchos y van de fábula al máximo y los 01080p..... Simplemente está tan mal optimizado que es así. Y alomejor le meto todo en high y va fino, y todo en high excepto una cosa en medio va mal... ya digo, de pena xD.
Lo de WKC era casi un decir, pero sinceramente en jardines de Balandor, justo al empezar no me diréis que no se ve genial incluso con efectos atmosféricos... para mí es mejor acabado que por ejemplo FFXIV en las afueras de Limsa-Lominsa.
i5 2500, 8 de ram, 560TI, ese es mi PC.
Kyoukotsu escribió:Hay dos entrevistas este finde.
La de famitsu es curiosa.Currently the "Job" names that finalized are: Paladin, Monk, White Mage, Black Mage, Dragon Knight, Bard.
** Maybe the axe and bow class are just not finalized, don't be afraid!
** There is no any evidence that bow class will get a job as Bard.
Aqui pongo la entrevista completa.
ポエムの中に出てきた"7の月"のキーワードは、7月に大規模な改修がある事を想定していたものではない。たまたま、震災の影響で6月中に予定したものがズレ込んでしまった。
The "7th moon" in producer Yoshida's poem does not mean July, actually all of these patches should happen around June but delayed due to 3.11 earthquake. So it's basically coincidence.
プロデューサーレターで"夏まで"という部分の具体的な時期は、おおよそ9月末までを予定している。
The 10th producer's letter says "until summer 2011", which actually means "until the end of Sep.2011".
パッチ1.18のボリュームは大きく、プロデューサーレターだけでは、説明がフォーローしきれないので、実装されるシステムの変更ポイントは、パッチまで週1のペースで分けて発表する。
Patch 1.18 has very large volume that cannot be explained all in one producer's letter. So they plan to post the one new feature per week until patch goes live.
UIについて、サーバーとクライアント通信部も含んだシステムの根幹からの再設計をやっていて、これが済めば多くのプレイヤーが感じている「なぜ、できないの?」という所の改修ができるようになってくる。
About the user interface, they are re-designing the basical system including client-server protocol. After the overhaul is done, most of issues that make you feel "why can't they do this?" will be addressed.
パッチ1.19でマテリアルクラフトシステムを実装する。これも大規模なパッチになっていて、製作レシピについては全入れ替えし、製作物自体のステータス見直す予定。
Materia crafting will go live on patch 1.19, which is also a major patch. The crafting recipe will be totally changed, and the status (abilities) of crafted items will be reconsidered (means: renewed).
パッチ1.18ではオートアタックに加え、敵視のアルゴリズムもすべて変更する。FF11の敵対心のような"揮発型"ではなく、"加算型"の敵視システムになる。具体的には、モンスターを占有してからバトル終了まで敵視は積み上げられていく事になる。
Available from patch 1.18: in addition to auto attack, the enmity algorithm will be totally changed. The new algirithm will accumulate all hostile action into hate list until the end of battle, which is different from FFXI (in FFXI some kind of enmity will wear out by time).
パッチ1.18では魔法の範囲と単体の切り替えをスムーズにする事を目的に、ケアルに調整いれ、ケアルガなどを追加する。
Available from patch 1.18: the Cure will devided to single-targeted cure and AoE CureGA. For the sake of smooth playing.
パッチ1.18で敵視の度合いが確認できるメータ?などを表示する。
Available from patch 1.18: The enmity will be visualized by something like "a meter".
蛮神イフリートバトル(仮称)はパッチ1.19で実装予定。
Implementation of Ifrit battle quest goes live on 1.19.
マテリアルクラフトシステムでは、最強装備を目指せる味付けをしている(する予定)最終装備を目指したいのであれば、モンスターが落とす希少なドロップ品よりも、クラフターが作ったアイテムにマテリアルクラフトを実行したほうが、最終的に性能が伸びるようバランスを調整している。
Materia craft are planned to be the route to the most "uber" gears. Which means the planners will let [materia buffed gear] > [NM dropped gear].
パッチ1.19以降で、作れる品物をパラメーター別にプレイヤー側で選べるようにする。たとえば同じ防具を着る時でも、剣術士と幻術士では有効なパラメーターが異なります。そこで、見た目や適正は同じに、性能だけを違う装備にする事が、同レシピでできるようになる。
From patch 1.19, the crafted gears can have different "active" parameter per user's class.
(I'm not quite sure if I am right).
ジョブシステムで実装予定しているジョブは、決定しているものが、ナイト、モンク、白魔導士、黒魔導士、竜騎士、吟遊詩人(ジョブ名はすべて仮称)※たぶん、戦士を言い忘れたと思われ
Currently the "Job" names that finalized are: Paladin, Monk, White Mage, Black Mage, Dragon Knight, Bard.
** Maybe the axe and bow class are just not finalized, don't be afraid!
** There is no any evidence that bow class will get a job as Bard.
時期については明言できないが、特定の二つのクラスを一定ランクまであげると取得できる、複合ジョブも用意する。たとえば、幻術士と呪術士を両方育てると赤魔導士といった展開もあり得る。
Although the time is unknown, they are planning to have "combined job" which is obtained by two specified class over specified rank. For example, CON + THM = Red Mage.
将来的にジョブだけなく、"クラス"自体も増やす予定でいる。
In the future, not only jobs but also classes will be expanded.
簡易施設は、冒険者の休息所として、既存のパブリックフィールドに目を向けてもらうための仕掛けとして用意している。簡易施設にクエスト関連の要素を配置したり、その場所自体がクエストの発信所になったりが考えられる。あまりに便利すぎて、冒険者が自国に戻らなくなるを少し心配している。
The new encampments introduced in producer's letter IX, is designed to let adventurers to spend more time on the field. It will have simple crafting tool's support and quest-related things. Also serve as quest hubs. It is so convenient that the devs afraid that people will not go back to town.
レイドダンジョンについて、クリアのルートは複数ある。攻略に要した時間によって、ドロップ品が変わったり、選択したルートによっても報酬の種類が変わる。
About raid dungeon, there will be multiple routes to clear. The loot item will change based on the time spended, and the route choosed.
チョコボを含めた、マウントシステムはまだ検討段階だが、システムの根幹に関する問題が解決すれば実装に向けた準備ができる。
The mount system, including chocobo, will be implemented after the base system overhauled.
イラストで発表した"イービル装備"などは、ジョブ固有のアーティスファクト的な位置づけになる。
The "Evil Armour" introduced in producer's letter IV, will be one of the artifacts of those jobs.
アチーブメントシステムとは?
The Loadstoneの冒険者が達成した要素を記録として残した"ヒストリー”をさらに発展させたものである、達成状況によって"リワード(報酬)"も用意している。具体的には、モンスター討伐数などにより称号がもらえたり、さらに上の討伐数を達成すると報酬となるアイテムが獲得できるといったもの。
The "achievements" system is the expansion from Lodestone's personal history. It will give some rewards (such as titles or some items) to adventurers who unlocked the achievement.
吉田氏からは、ForumでのRepには"頼むから定型文にはするなよ"と言っている。
忙しい時は"検討しています"となりがちかもしれないけど、”人間らしさ”を出すようにと、"機械的に処理してる印象をもたれない様に気をつけてもらっている。
Producer Yoshida has requested the community repersentatives "don't use copy-pasted reply, please".
Although the answer will not different from "we are looking into it" in this busy period.
面白い季節イベントを"夏"に予定している。
They are preparing interesting summer event.
FFXIVというMMOの展望について
FFXIVはグローバルに戦っていきたい、そこで多くのプレイヤーを取り入れるべく、今後はランク上げをゲームの主軸から外す予定である。ランク自体をなくすつもりはないが、育成はサクサク進められるようにしていく。この方針に従えば修練値ロストの概念も入れるつもりはない。
About the prospect of FFXIV:
They hopes FFXIV can be widely accepted world-wide.
From now on, the leveling will no longer be the primary contents, so they will not implement exp loss as death penalty, nor make leveling more harder.
初心者向けのチュートリアル的整備の要素のひとつとして、ランク10~ランク18ぐらいまでの、冒険者向けの新ダンジョンを検討中している。
They are planning to add tutorial dungeon for rank 10~18.
PS3版の発売こそが起死回生の"最終タイミング"だと思っている。
そこに向けて想像を超えるぐらいガラッと変えようと準備しているものがある。
They treat the relaunch of PS3 version as the "final chance".
They are prepaing to deliver huge changes over our expection.
osfoel escribió:Podrias dar el link de la noticia??
Gracias.
Edit: Vale ya la tengo. Y creo que tiene mas cosas.
http://www.ffxivcore.com/topic/31150-ne ... om-4gamer/
Muchas gracias por la info
Kyoukotsu escribió:osfoel escribió:Podrias dar el link de la noticia??
Gracias.
Edit: Vale ya la tengo. Y creo que tiene mas cosas.
http://www.ffxivcore.com/topic/31150-ne ... om-4gamer/
Muchas gracias por la info
La que yo he pegado es de Famitsu Connect On.
http://forum.square-enix.com/ffxiv/thre ... e-Aug.2011
ジョブシステムで実装予定しているジョブは、決定しているものが、ナイト、モンク、白魔導士、黒魔導士、竜騎士、吟遊詩人(ジョブ名はすべて仮称)※たぶん、戦士を言い忘れたと思われ
Currently the "Job" names that finalized are: Paladin, Monk, White Mage, Black Mage, Dragon Knight, Bard.
** Maybe the axe and bow class are just not finalized, don't be afraid!
** There is no any evidence that bow class will get a job as Bard.
mimeh escribió:ジョブシステムで実装予定しているジョブは、決定しているものが、ナイト、モンク、白魔導士、黒魔導士、竜騎士、吟遊詩人(ジョブ名はすべて仮称)※たぶん、戦士を言い忘れたと思われ
Currently the "Job" names that finalized are: Paladin, Monk, White Mage, Black Mage, Dragon Knight, Bard.
** Maybe the axe and bow class are just not finalized, don't be afraid!
** There is no any evidence that bow class will get a job as Bard.
Más les vale poner Warrior o van a rodar cabezas en SE! *afila el hacha*
256k escribió:AcePiNa escribió:A ver, la gráfica va perfecta, porque he jugado otros muchos y van de fábula al máximo y los 01080p..... Simplemente está tan mal optimizado que es así. Y alomejor le meto todo en high y va fino, y todo en high excepto una cosa en medio va mal... ya digo, de pena xD.
Lo de WKC era casi un decir, pero sinceramente en jardines de Balandor, justo al empezar no me diréis que no se ve genial incluso con efectos atmosféricos... para mí es mejor acabado que por ejemplo FFXIV en las afueras de Limsa-Lominsa.
i5 2500, 8 de ram, 560TI, ese es mi PC.
Ya se que te ha pasado a ti para que te vaya tan mal, hazme un favor, ponlo TODO AL MAXIMO pero no actives Ambient occlusion y Deep of Field
Hello again, all fans of FINAL FANTASY XIV!
Information on 1.18 has recently started popping up on Topics, and today I’ll touch on some details about this patch as well as talk about our balance reform plans. In particular, I’ll be casting the spotlight on guildleves. Now, to give you due warning, this letter is going to be a wall of text. This isn’t without good reason, though—the content can only be described as pivotal, and I ask you to bear with me to the last word.
FINAL FANTASY XIV Balance Reforms
In order to keep up with the times and cater to changing lifestyles, large-scale MMORPGs such as FINAL FANTASY XIV need to offer a more casual playing experience than before. Mind you, that’s not to say that the entire game should be casual. Rather, there should be elements that can be enjoyed in a lighthearted way, for example, after coming home tired from work or school, with mobile phone or refreshing beverage in hand. To elaborate, content that can be enjoyed with little fuss, that doesn’t demand large time investments—up to an hour, say—or require a party to be formed.
But come weekend, players have the choice of undertaking more elaborate adventuring, forming parties with linkshell members and/or likeminded adventurers to accomplish mutual goals. Light parties can exploit the versatility offered by classes to conduct forays into beast tribe settlements, something that a lone adventurer would find grueling. Full parties, on the other hand, can immerse themselves in fine-tuning job configuration in preparation for their bid to obtain rare items in advanced battle content. Disciples of the Hand can outfit the battle-inclined with equipment boasting the requested attributes. And last but not least, Disciples of the Land can set about gathering ingredients based on current class and materia crafting demands.
We still have some ways to go, but FINAL FANTASY XIV will gradually shift from being a grind-centric game to one that offers enjoyment for all playing styles and circumstances with its ever-expanding variety of content.
Patch 1.18
As part of the reforms based on the above direction, 1.18 will see the introduction of instanced raids along with the first stages of the battle system reform. In addition to these two areas, which have been discussed in some detail in previous letters, we’ll also be carrying out major revisions to guildleves.
Guildleve Reforms
When FINAL FANTASY XIV was launched last September, it was stated via official channels that guildleves will form the heart of the game. Today, I’d like to officially retract that statement.
Guildleves will no longer be central to FINAL FANTASY XIV.
In my mind, central content isn’t a static thing. Rather, it’s new content that we continually develop for our fans’ enjoyment, with no one item indefinitely bathing in the spotlight.
Guildleve Repositioning
We will reposition guildleves as content catering to solo adventurers, which can be enjoyed repeatedly and with minimal time investment and fuss.
Large volumes of quests are being added—now and in future patches—which require adventurers to interact with an NPC. Until you do so, you won’t be able to gauge the quest’s difficulty level. In contrast, Guildleves can be initiated simply by visiting guild counters and aetherytes. Bone-tired after a hard day’s work? Got only a bit of time to spare? Then guildleves are just what the doctor ordered. Being able to get started without delay is without a doubt the biggest selling point of guildleves.
Having said that, we want to avoid boring players to tears with monotony. We recognize the need to add a pinch of spice to the mix, such as a system in which special levequests can be triggered, that borrow inspiration from guildleves.
Based on my rationale above, 1.18 will see the following changes made to guildleves. This marks only the beginning, mind you. Further revisions are in store for future patches, all driven by the same overarching goal.
Imbuing Rewards with Regional Identity
Guildleves won’t simply offer fuss-free adventuring. We also intend to make it so that through guildleves, adventurers will be able to experience the richness and diversity of the world of Eorzea. To achieve this, we will accentuate the uniqueness of rewards for each region. For instance, if it’s metal armor or Blacksmiths’ Guild marks you’re after, you’ll want to make a beeline for Limsa Lominsa.
Levequests yielding guild marks will be limited to city-states hosting the corresponding guild only. In compensation, we will make it easier for players to amass the guild marks they desire.
Skill Points: Introduction and Balancing
In light of guildleves’ repositioning as solo-oriented content, leve link bonuses will be reduced. To make up for this reduction, skill points will be added as a new reward for the benefit of solo adventurers.
At the same time, the objectives of certain guildleves will be adjusted in order to accommodate a system in which difficulty and completion time influence your reward. For example, completing a high-difficulty levequest in a short amount of time will yield greater rewards. Through this we hope to encourage skillful adventuring.
In addition to guildleves, sidequests will also be made to yield skill points upon completion, thus providing players with more avenues for advancement.
Regional Levequest Battle Rebalancing
Given the tremendous amount of work required for instanced raids and battle reforms in 1.18, we weren’t able to allocate sufficient time to review balance for regional levequest battles. Rather than do a cursory job of rebalancing and risk making a mess of things, we decided to put it off for a later patch.
A handful of levequests with peculiar demands, however, such as those that would send adventurers scrambling long distances, will be revised on a case-by-case basis. At the same time, we’ll implement a system that allows the same levequest to assign different routes, which should help to even out adventurer distribution.
Regional Levequest Usability Tweaks
Automatic updating of minimap marker position.
Pegging of enemy rank variance based on guildleve difficulty.
Revised menu position when cancelling within guildleve issuance window.
We’ve finally gotten around to making the adjustments above, and a bunch of others besides. Adjustments like these will continue well beyond 1.18, with changes great and small to be implemented as required to improve user-friendliness.
On a related subject, failing guildleve objectives due to disconnection is a major issue that many players have raised, and we’re looking at ways to tackle it. We’d been deferring work in this area due to concerns that the ability to resume a guildleve after disconnection may be exploited to unfairly obtain large amounts of skill points. But with rewards now undergoing adjustment, we feel this is a suitable time to put together a plan of action to address the issue.
1.18 and Beyond
Phew, that pretty much sums up all the guildleve changes planned for 1.18.
Although guildleves are just one aspect of FINAL FANTASY XIV, they play a significant role in the overall scheme of changes. And so in deciding to carry out guildleve reforms, I made a pivotal decision that will have a profound impact on the game. I wrote this letter while fighting sleep, and hope I managed to underscore the importance of the adjustments.
Though I’ve already buried you in a mountain of text, there’s actually still a lot more that I wanted to write about, and many more tasks that we have to complete. Here’s some of them, in a flurry:
Reforms to behest are still outstanding, and more new content is in the pipes. We’re doing what we can to reorganize the opening stages of the game, but progress is being made. A complete reworking of recipes is planned for 1.19, with the goal of granting Disciples of the Hand and the Land more power to invigorate the game economy. Likewise for the materia crafting system. Disciples of the Land will benefit from the addition of a stealth skill to their arsenal, and we’re prepared to invest as much resource as needed to improve the map.
The team will keep soldiering on, working intently towards clearly defined goals, and we ask that all adventurers keep doing what they do best: adventure!
1.18 has proven to be a time-consuming patch, but there’s a good reason for this. 1.18 is the momentous first bold step towards the ideal game that we’ve envisioned, and we hope our fans will be able to feel and appreciate the passion that went into its creation. We ask for your patience for just a little while longer.
This letter ended up taking on quite a formal tone, didn’t it? I suppose it’s only natural, though, considering the weightiness of the content. Anyway, thanks for sticking with me and reading to the very end!
See you next time and/or on the forums!
Kyoukotsu escribió:LA interview de 4gamer completamente traducida.
http://ffxiv.gamerescape.com/2011/06/27 ... june-2011/
Zhorknet escribió:Una pregunta, que alternativas tengo para reparar un ítem?
Saludos,
Zhorknet.
Siont escribió:Algun cambio significativo después del Maintenance ?
Saludos ,
Heiimdall
osfoel escribió:Si pero han hablado de nuevos Jobs, no de nuevas classes.
Que segun lo que he entendido son cosas totalmente diferentes.
El invocador va a tardar mucho. Porque incluso el bucaneer y el arcanist que ya estan en el juego. Y no tenemos noticias nuevas.
Dono escribió:osfoel escribió:Si pero han hablado de nuevos Jobs, no de nuevas classes.
Que segun lo que he entendido son cosas totalmente diferentes.
El invocador va a tardar mucho. Porque incluso el bucaneer y el arcanist que ya estan en el juego. Y no tenemos noticias nuevas.
Osfo macho, ¿todavía sigues en el juego? ¿Qué te da?
Un saludo
Dono escribió:osfoel escribió:Si pero han hablado de nuevos Jobs, no de nuevas classes.
Que segun lo que he entendido son cosas totalmente diferentes.
El invocador va a tardar mucho. Porque incluso el bucaneer y el arcanist que ya estan en el juego. Y no tenemos noticias nuevas.
Osfo macho, ¿todavía sigues en el juego? ¿Qué te da?
Dono escribió:Al rift... mira que hay juegos y pruebas el rift... xDDDD
@mimeh Reunión de camioneros ¿eh mimeh?
Dirigiendo el reparto como buen macho peloenpecho.
pd: Ahí falta tekan A ver si le compramos una ps3, que quiero jugar con vosotros al próximo Demons, panda de nubis.
osfoel escribió:Dono escribió:Al rift... mira que hay juegos y pruebas el rift... xDDDD
@mimeh Reunión de camioneros ¿eh mimeh?
Dirigiendo el reparto como buen macho peloenpecho.
pd: Ahí falta tekan A ver si le compramos una ps3, que quiero jugar con vosotros al próximo Demons, panda de nubis.
Dejate de tonterias y entra al FFXIV que hago party contigo
mimeh escribió:Sí, el juego es fácil, pusieron que se ganara una burrada de experiencia con las leves y otra burrada con las behest, así que nadie quiere hacer party. Entras y en 1 hora haciendo 3 leves ganas 50k de experiencia... y mañana será otro día. Para el que solamente quiere/puede jugar un ratito al día viene perfecto pero para los que queremos algo más que hacer... pues se nos queda corto. Los NM son fáciles y popean relativamente rápido, no tienes que estar 12 horas (o más) campeando como en el FFXI por ejemplo, así que puedes hacer un evento de NM en menos de 2 horas (el último que hicimos no duró ni 40 minutos: entrar al juego, invites a party, teleport, matar, drop, fin xD).
No sé si se habían puesto aquí las fotos estas de "sitios curiosos" de Eorzea así que os las dejo (en spoiler porque son muchas):
mimeh escribió:Sí, el juego es fácil, pusieron que se ganara una burrada de experiencia con las leves y otra burrada con las behest, así que nadie quiere hacer party. Entras y en 1 hora haciendo 3 leves ganas 50k de experiencia... y mañana será otro día. Para el que solamente quiere/puede jugar un ratito al día viene perfecto pero para los que queremos algo más que hacer... pues se nos queda corto. Los NM son fáciles y popean relativamente rápido, no tienes que estar 12 horas (o más) campeando como en el FFXI por ejemplo, así que puedes hacer un evento de NM en menos de 2 horas (el último que hicimos no duró ni 40 minutos: entrar al juego, invites a party, teleport, matar, drop, fin xD).
No sé si se habían puesto aquí las fotos estas de "sitios curiosos" de Eorzea así que os las dejo (en spoiler porque son muchas):
osfoel escribió:mimeh escribió:Sí, el juego es fácil, pusieron que se ganara una burrada de experiencia con las leves y otra burrada con las behest, así que nadie quiere hacer party. Entras y en 1 hora haciendo 3 leves ganas 50k de experiencia... y mañana será otro día. Para el que solamente quiere/puede jugar un ratito al día viene perfecto pero para los que queremos algo más que hacer... pues se nos queda corto. Los NM son fáciles y popean relativamente rápido, no tienes que estar 12 horas (o más) campeando como en el FFXI por ejemplo, así que puedes hacer un evento de NM en menos de 2 horas (el último que hicimos no duró ni 40 minutos: entrar al juego, invites a party, teleport, matar, drop, fin xD).
No sé si se habían puesto aquí las fotos estas de "sitios curiosos" de Eorzea así que os las dejo (en spoiler porque son muchas):
Son geniales esas capturas.
Cuando las veo, noto el mismo airecillo que el FFXI respecto al misterio de las zonas. En fin habra que confiar en Yoshi-P
Drughi, no solo se puede subir a base de leves y behest. Si sabes donde ir a matar bichos puedes grindear y se sube bastante bien. Un compañero y yo hemos subido a nivel 3x a base de grindear bichos. Luego esta claro que a 33 empezamos con las leves de BW.
Pero el dia que no tenemos, nos vamos a grindear bichos y sabemos que en 1h no ganaremos 50k, pero 30 seguro.
Kyoukotsu escribió:Ayer volvio a aparecer el NPC GM.
mimeh escribió:
Y ahora se dedica a matar gente???!!!
Hey everyone, this is producer/director Yoshida.
I seem to recall there being a discussion about what each class will become job-wise in a previous thread. While it's still a bit too early to talk about the specifics, I will let you know a bit about the plan. Once it becomes possible to publicize the specs, I plan on making a post in battle mechanics section, but since job implementation will be taking place post-class balance adjustments, it is going to take some time. (Planning for post patch 1.20.)
Matsui, Gondai, and myself, are creating this plan, and the early jobs are based on "party balance."
In other words, here is the basic premise:
Tank
Attacker
Damage Dealer (Nuker)
Healer/Crowd Controller
Buffer/Crowd Controller
The above are just the foundation, and of course it doesn't mean that these are the limit of what types of roles we'll feature. I hope that this gives you something to discuss and speculate about.
Agon escribió:Buenas, ayer compré el juego en zavvi y estoy a la espera de que me llegue...¿Sabéis de algún F.A.Q. o guía para novatos (En inglés o en español, pero prefiero en español) que pueda leerme?
Decir que tampoco he jugado al FFXI así que no sé nada.
Agon escribió:Buenas, ayer compré el juego en zavvi y estoy a la espera de que me llegue...¿Sabéis de algún F.A.Q. o guía para novatos (En inglés o en español, pero prefiero en español) que pueda leerme?
Decir que tampoco he jugado al FFXI así que no sé nada.
Guildleves Reborn
Up until now, guildleves have been positioned as the heart of gameplay in FINAL FANTASY XIV. Going forward, however, guildleves will be reborn as solo-oriented content that can be enjoyed with minimal time and fuss. The changes will take place beginning with 1.18, and are scheduled to continue in future patches.
Regional Levequests
The skill point bonus will be abolished for battlecraft leves. The amount of skill points awarded for slaying individual enemies will be reduced, but this will be offset by the inclusion of skill points as a reward for leve completion. To accommodate this change, factors such as recommended/actual rank disparity, completion time, and partial participation will be made to influence the amount of points yielded. In addition, leve linking and sharing bonuses will be reduced, while the maximum number of linkable leves will be raised.
Certain regional leves and faction leves will receive revisions to areas such as enemy numbers, spawn condition, and target item drop rate. Enemy rank variance as determined by leve difficulty will also be adjusted.
Leves that send adventurers scrambling unreasonably long distances will be revamped. A system will also be implemented which enables leves to assign different routes when undertaken by multiple groups simultaneously.
Local Levequests
Bonus skill points granted during synthesis will be abolished. Instead, skill points will appear as a reward for completing leve objectives.
Rewards
The gil and guild marks awarded for completing regional/local levequests will be adjusted. We will also revise the selection of items that may be earned as rewards, introducing those that better reflect the characteristics of each city-state. In addition, levequests yielding guild marks will be limited to city-states hosting the corresponding guild only. For example, Blacksmiths’ Guild marks can only be earned in Limsa Lominsa, while Conjurers’ Guild marks will be exclusive to Gridania. In compensation, adventurers will find that guild marks earned in the above fashion will be yielded at a higher rate.
* The skill point reward for local levequests will be issued to those of the corresponding class only. Similarly, completing a regional levequest as any class other than those recommended will yield no skill points.
Other Adjustments
The following adjustments will be made to improve guildleve usability.
Selecting cancel in the guildleve selection window will return you to the previous menu.
Levequest commencement and completion messages will be adjusted.
Minimap marker position will be made to update automatically.
mimeh escribió:Update de Lodestone sobre el cambio a las leves:Guildleves Reborn
Up until now, guildleves have been positioned as the heart of gameplay in FINAL FANTASY XIV. Going forward, however, guildleves will be reborn as solo-oriented content that can be enjoyed with minimal time and fuss. The changes will take place beginning with 1.18, and are scheduled to continue in future patches.
Regional Levequests
The skill point bonus will be abolished for battlecraft leves. The amount of skill points awarded for slaying individual enemies will be reduced, but this will be offset by the inclusion of skill points as a reward for leve completion. To accommodate this change, factors such as recommended/actual rank disparity, completion time, and partial participation will be made to influence the amount of points yielded. In addition, leve linking and sharing bonuses will be reduced, while the maximum number of linkable leves will be raised.
Certain regional leves and faction leves will receive revisions to areas such as enemy numbers, spawn condition, and target item drop rate. Enemy rank variance as determined by leve difficulty will also be adjusted.
Leves that send adventurers scrambling unreasonably long distances will be revamped. A system will also be implemented which enables leves to assign different routes when undertaken by multiple groups simultaneously.
Local Levequests
Bonus skill points granted during synthesis will be abolished. Instead, skill points will appear as a reward for completing leve objectives.
Rewards
The gil and guild marks awarded for completing regional/local levequests will be adjusted. We will also revise the selection of items that may be earned as rewards, introducing those that better reflect the characteristics of each city-state. In addition, levequests yielding guild marks will be limited to city-states hosting the corresponding guild only. For example, Blacksmiths’ Guild marks can only be earned in Limsa Lominsa, while Conjurers’ Guild marks will be exclusive to Gridania. In compensation, adventurers will find that guild marks earned in the above fashion will be yielded at a higher rate.
* The skill point reward for local levequests will be issued to those of the corresponding class only. Similarly, completing a regional levequest as any class other than those recommended will yield no skill points.
Other Adjustments
The following adjustments will be made to improve guildleve usability.
Selecting cancel in the guildleve selection window will return you to the previous menu.
Levequest commencement and completion messages will be adjusted.
Minimap marker position will be made to update automatically.
Opiniones?