Hi everyone. I'll be attending FanFest in Frankfurt this year. Do you have any questions for the team? If so put them here and I'll see how many I can get them to answer.
Will you ever consider adjusting the level sync for older content like the Crystal Tower raids? Many bosses in Labyrinth of the Ancients and Syrcus Tower die so fast now that most parties never see any of their unique mechanics, like Glasysa Labolas's platform jumping sequence, which makes fighting them disappointing.
On a related note, would it be possible to let us sync ourselves down to any level of our choosing or some preset values above minimum level? For example, Thordan Extreme is fairly easy at current item levels, but extremely difficult at minimum level. It would be nice to be able to experience what that fight was like closer to the maximum item level when it was released, which isn't possible now without getting all 8 people to find and equip older gear.
Are there any plans for armour akin to the relic weapons where you can upgrade a job specific set as a gradual process? This would create a new avenue to gear up that would also help players gear multiple jobs which is such a heavily loved feature of the game.
Have they considered changing the tomestone allowance to be a rolling cap rather than a hard reset? In theory, allowing a player that took week 1+2 off to then catch up in week 3 and beyond by putting more time in. Nothing is as disappointing as missing out on that body piece by 10 tomes because you had a bad connection the night before reset or you were on vacation. The current system almost feels like you're being penalised for not logging in everyday which goes against Yoshi-P's belief that players should take a break to enjoy other games and hobbies to avoid getting burnt out.
I for one love the aspect of being able to switch jobs according to my mood, I just feel somewhat sour about being forced to choose a main to clear relevant content due to the limited availability of gear.
How will Eureka change obtaining the 4.0 relic process?
Major diadem changes: any specifics?
Combat changes for 4.0: what exactly is changing? And how much will it change compared to 2.0?
Heavensward followed the very familiar (and sometimes stagnant) content formula set in A Realm Reborn: Will Stormblood break that trend or do you think going against the forumla will damage FFXIV?
FFXIV is one of the few MMOs that does very little to teach it's casual and new user base basic rotations and how their class works - which causes a lot of community tension: Will 4.0 be doing anything to rectify this?
What major changes to classes are you worried about the community reacting to? eg the reaction of 3.0 Casting BRD compared to 2.0 BRD.
With the 4th anniversary of the re-launched FFXIV - How are you planning to keep FFXIV a relevant MMO in an environment that releases consistent new titles?
How restricted are you with FFXIV as a Final Fantasy brand? Are there things you simply can't do?
Why no new race with Stormblood?
Will there finally be a Free Company listing helping new or returning players to find FCs?
With new housing coming up - Will there be a way to sell your house in-game to other players?
Without relying only on Mentor roulette, what else are you doing to make sure players in 2.0 and 3.0 content are able to get into it without forcing veteran players to constantly play old content?
Sadly everything i want to know,i already know the answer.
Will they ever scrap the Item Level design and instance type/circular ring, Boss battles?
I guess there is another question,will they ever allow or open up the class structure to bring back the old school Redmage/Ninja feel?Shadows and Gravity spells and Sleep ,kiting etc etc,those days were incredibly versatile where as FFXIV feels like handcuffed combat.
Never forget 3 mile Island and never trust a government official or company spokesman.
Are u guys going to make crafting fun anytime soon? or are u going to keep that crappy convoluted system forever? , hell even FFXI crafting was more fun , too bad farming mats was a pain.
Details on the XIV and XV collab event? Since Yoshida said he wanted to give time till after XV was out.
Can you do away with ranged physical cast times? Maybe make the buff similar to how AA's Deadeye ability works for archery (WoW has a similar talent for MM spec but forgot the name) where if you stand still you get a buff after 1 second and lose it if you move?
Can you implement XI's job specific emotes into XIV? (Like how ninja stands on a frog and monk gets a SSJ aura for a few seconds).
Hi everyone. I'll be attending FanFest in Frankfurt this year. Do you have any questions for the team? If so put them here and I'll see how many I can get them to answer.
Yep ask them when they are going to make housing available to everyone, (Not apartments) actual housing...
And ask them when they are going to fix it so there is a wardrobe system for storing cosmetic skins on characters, rather than Glamour Shards, which have to be used even with Cash Shop Items?
Really bad and lazy development it was between giving Final Fantasy another try or ESO, and I went to ESO because of these two issues they haven't fixed over the years, so find out for us when they are going to fix it.
After all everyone pays the same subscription why should a user be denied housing they want, simply because there is never any open, and people are hoarding them and selling or giving to only who they want. Perhaps subscription increase depending on housing being held.
Try to be excellent to everyone you meet. You never know what someone else has seen or endured.
Just had to say,i noticed this in Bill's post,so very true,very good words to live by
Also noticed Bill mentioned "combat rework" i seriously doubt that is possible in a good way.My assumption on that direction would be to dumb down or create a way to lockdown players ability/stat formula's so they can fit in a couple new classes that perhaps would be too o/p with their ideas.
IMO they failed FFXI once the game went past level 75,that is when all this I-level stuff started.Toss in giant numbers but by time they went through the formula's 250 dex would be more like 5 dex.I do admit that it is really tough to continue to find ways to keep players coming back,you have to find gimmicks to give them the illusion they are advancing even though 5-5 is the same as 555-555 if you know what i mean.
Never forget 3 mile Island and never trust a government official or company spokesman.
Try to be excellent to everyone you meet. You never know what someone else has seen or endured.
Just had to say,i noticed this in Bill's post,so very true,very good words to live by
Also noticed Bill mentioned "combat rework" i seriously doubt that is possible in a good way.My assumption on that direction would be to dumb down or create a way to lockdown players ability/stat formula's so they can fit in a couple new classes that perhaps would be too o/p with their ideas.
IMO they failed FFXI once the game went past level 75,that is when all this I-level stuff started.Toss in giant numbers but by time they went through the formula's 250 dex would be more like 5 dex.I do admit that it is really tough to continue to find ways to keep players coming back,you have to find gimmicks to give them the illusion they are advancing even though 5-5 is the same as 555-555 if you know what i mean.
Some of the combat rework ideas being toss around include. Cross class skills become role dependent, i.e. tank/healer/m dps/r dps. Basically, they want to make rolling secondary classes less convoluted, especially since you pretty much always need to level a lancer for feint.
Other things talked about are the removal/change of accuracy and maybe even parry. Accuracy is a 100% needed stat til hit cap, and then it's 100% useless above cap, which can make gearing super convoluted. Got a new piece of gear, sorry can't use it, you'll fall below accuracy cap. Parry is 100% useless to anyone who isn't a tank, and then even OT only needs it some of the time.
My question would be. Aside from jump potions, do they have plans at adjusting the need to complete the entire main story quests in order to even play the expansion pack content? As a returning player, it's extremely daunting to have content effectively locked behind dungeons/trials. Have they maybe thought of making a solo version of these story quests to help new/returning players catch up? Considering they have scaling technology, this seems like a better option than flat out selling jump potions to bypass the story.
FL premades will now be automatically qued in freelancer mode to prevent super alliances all from one GC queing together and steamrolling everyone haha
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On a related note, would it be possible to let us sync ourselves down to any level of our choosing or some preset values above minimum level? For example, Thordan Extreme is fairly easy at current item levels, but extremely difficult at minimum level. It would be nice to be able to experience what that fight was like closer to the maximum item level when it was released, which isn't possible now without getting all 8 people to find and equip older gear.
Have they considered changing the tomestone allowance to be a rolling cap rather than a hard reset? In theory, allowing a player that took week 1+2 off to then catch up in week 3 and beyond by putting more time in. Nothing is as disappointing as missing out on that body piece by 10 tomes because you had a bad connection the night before reset or you were on vacation. The current system almost feels like you're being penalised for not logging in everyday which goes against Yoshi-P's belief that players should take a break to enjoy other games and hobbies to avoid getting burnt out.
I for one love the aspect of being able to switch jobs according to my mood, I just feel somewhat sour about being forced to choose a main to clear relevant content due to the limited availability of gear.
Will they ever scrap the Item Level design and instance type/circular ring, Boss battles?
I guess there is another question,will they ever allow or open up the class structure to bring back the old school Redmage/Ninja feel?Shadows and Gravity spells and Sleep ,kiting etc etc,those days were incredibly versatile where as FFXIV feels like handcuffed combat.
Never forget 3 mile Island and never trust a government official or company spokesman.
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i just need to know if spanish language is planned for this expansion _
Can you do away with ranged physical cast times? Maybe make the buff similar to how AA's Deadeye ability works for archery (WoW has a similar talent for MM spec but forgot the name) where if you stand still you get a buff after 1 second and lose it if you move?
Can you implement XI's job specific emotes into XIV? (Like how ninja stands on a frog and monk gets a SSJ aura for a few seconds).
And ask them when they are going to fix it so there is a wardrobe system for storing cosmetic skins on characters, rather than Glamour Shards, which have to be used even with Cash Shop Items?
Really bad and lazy development it was between giving Final Fantasy another try or ESO, and I went to ESO because of these two issues they haven't fixed over the years, so find out for us when they are going to fix it.
After all everyone pays the same subscription why should a user be denied housing they want, simply because there is never any open, and people are hoarding them and selling or giving to only who they want. Perhaps subscription increase depending on housing being held.
Just had to say,i noticed this in Bill's post,so very true,very good words to live by
Also noticed Bill mentioned "combat rework" i seriously doubt that is possible in a good way.My assumption on that direction would be to dumb down or create a way to lockdown players ability/stat formula's so they can fit in a couple new classes that perhaps would be too o/p with their ideas.
IMO they failed FFXI once the game went past level 75,that is when all this I-level stuff started.Toss in giant numbers but by time they went through the formula's 250 dex would be more like 5 dex.I do admit that it is really tough to continue to find ways to keep players coming back,you have to find gimmicks to give them the illusion they are advancing even though 5-5 is the same as 555-555 if you know what i mean.
Never forget 3 mile Island and never trust a government official or company spokesman.
Other things talked about are the removal/change of accuracy and maybe even parry. Accuracy is a 100% needed stat til hit cap, and then it's 100% useless above cap, which can make gearing super convoluted. Got a new piece of gear, sorry can't use it, you'll fall below accuracy cap. Parry is 100% useless to anyone who isn't a tank, and then even OT only needs it some of the time.
@Grakulen
My question would be. Aside from jump potions, do they have plans at adjusting the need to complete the entire main story quests in order to even play the expansion pack content? As a returning player, it's extremely daunting to have content effectively locked behind dungeons/trials. Have they maybe thought of making a solo version of these story quests to help new/returning players catch up? Considering they have scaling technology, this seems like a better option than flat out selling jump potions to bypass the story.