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Well, usually I just post in existing threads, but this time there's a lot of new information that we've translated from Dengeki (Japanese Magazine / site)
We translated a 3 pages long interview:
http://www.ffxivcore.com/index.php?/topic/909-dengeki-interview-with-tanaka-and-sundi/
We got translation straight from the magazine that one of the FFXIVCore.com staff bought in Japan and scanned:
http://www.ffxivcore.com/index.php?/topic/903-from-dengeki-playstation-08282009/
# Unlike in FFXI, the 4 different versions are being developed simulataneously to prep for worldwide launch of the game.
# Auto attack is removed.
# Even if a skill gap is present among party members, kiling a monster will still grant combat skill increase.
# Skill caps are equivalent to level caps.
# Short guild leves are developed for those who do not have much time.
# There are specific combat skill Guild Leves - uses sword as an example.
# Different nations will have different guild leves.
# Aetheryte system developed for convenience and focus on content outside of cities. Reduce travel time for groups meeting up and make the entire system more efficient.
# Aside from just items and money, NM(Notorious monsters) may present rare item drops in Guild leves.
# HNM guild leaves are being developed for large groups and are being considered to be implemented in the game at launch. (HNMs confirmed?!?!)
# There won't be any overlap between players killing monsters for guild leves since they are all instanced for the guild leve recipients.
# There is non fighting content for crafting classes, but for advanced dungeons fighting will be necessary.
# Weapons now have durability, working with a crafter or leveling a crafting job yourself will be crucial to progression.
# Economy will still be trade among players driven with an auction house possibility. Other options are still being considered.
# SE is attemping to create an economy and trading system that people who do not play often can use as well.
Enjoy!
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Comments
Ohh thanks for the new info!
Change all the Leves to Levels and it sounds good.
I wonder if the skill gap, still get experience in a party scenario is fairly huge.. Or is there a cut-off?
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But the leves have nothing to do with "levels" - they are instanced quests. Unless, of course, you are joking.
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Sorry, but I don't see how this sounds good: " There won't be any overlap between players killing monsters for guild leves since they are all instanced for the guild leve recipients."
Yes, it'll be nice to not have to camp for NM/HNM, but everything instanced... I really don't like the idea. Its starting to sound like SW:ToR minus the "you can solo almost everything".
Instanced doungeon, I can live with that, but instancing being at the core of the game... makes me throw up a little.
Hehe, they're called "leves". It's instanced quests.
By the way,
We just added a word by word translation of the Dengeki interview with Tanaka and Sundi. It's long, but a good read!
www.ffxivcore.com/index.php
FFXIVCore.com - Final Fantasy XIV Fansite.
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Tanaka: That won’t happen. guild Leve is the content only for those who receive it.
Sundi: Players can’t fight against the attacking target that other party received, and the monster won’t attack them either.
That makes it sound like it's actually 'instanced' on an open field, so you're not actually alone while doing it but everything regarding the leve can only be interacted by you and your group? There wouldn't be a need to wait for repop times for example, I think it'll make it more enjoyable especially if the starting areas are very crowded at the start of the game and you'd normally have to compete to fight the leve monsters.
I agree Hyanmen. This is souding better more and more. I knew FF14 would have to be a better MMO then FF11.
WOOT
www.eorzeapedia.com
(Great FF14 source)
that sounds more like it Hyanmen.
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Someone should really ask them about crafting... if they're planning to make it as important as combat, I'd like to know what they have in mind to make it feel less like a minigame and more like a full feature. If a player can truly get to the level cap only by crafting or gathering resources, there's gotta be some unique twist to it so that it won't feel boring after a while.
If it sounds exciting enough I might actually become a crafter/gatherer main and experience the world that way.. but if it's like in XI I doubt it'll be enough to keep my interest over normal battles.
Crafting is a big deal to me - that was a good feature in Vanguard, especially going through beta and testing the heck out of the thing. The idea that crafting was its own sphere was wonderful. I enjoyed it immensely. I do hope FFXIV has it in this manner (mind you do not want it to be the same as Vanguard in many ways - just its separate entity and just as huge/important). I also don't want it overally expensive like it was in FFXI. I could not get into it in FFXI because of the monetary demand just to level it up! Too much!
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Final Fantasy XIV Core - Final Fantasy XIV Fansite
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Tanaka: That won’t happen. guild Leve is the content only for those who receive it.
Sundi: Players can’t fight against the attacking target that other party received, and the monster won’t attack them either.
That makes it sound like it's actually 'instanced' on an open field, so you're not actually alone while doing it but everything regarding the leve can only be interacted by you and your group? There wouldn't be a need to wait for repop times for example, I think it'll make it more enjoyable especially if the starting areas are very crowded at the start of the game and you'd normally have to compete to fight the leve monsters.
I'm glad you explained it better. I was getting pissed thinking it was a instanced zone like in Age of Conan o man how I hated that. But if its just quest related that will be good, don't have to camp a quest mob spawn point. I was also thinking like zones that kirin, the other sky gods, and dynamis will probably be instanced as well since they are popped mobs instead of spawn which will be good and LS don't have to schedule raids around other LS's schedule. As for crafting I hope its like XI but a lil bit easier to find high end material, getting 90 to 100 was as bad as 1 to 90.
I don't think I quite understand this "instanced in an open field" concept. Does that mean that there will be mobs standing around that will only attack those players that have a guild leve for it? That can't be what they mean.... but the only other option seems like just being warped to your own bcnm and back for your 15min quest. I must be missing something...
I'm thinking of it more like a leve is a quest and when you and/or your group goes out they spawn the mobs sort of how some things are spawned specifically by players in games like WoW and EQ2. It's actually a good thing I think because it'll make questing or leveing a little easier and take away a BIG part of gil farmers method to make money money and fuck the economy. takes away the boring mindless farmiing aspect it seems to me.
@ another post about Vanguard: The only thing I really applaud Vanguard for is their Diplomatic system (whatever it was called) I liked how you could gain levels and advance just by playing and influencing people. It was really a HUGE breath of fresh air from Crafting and Grinding/Questing/Quest Grinding... If FFXIV had such a system I would probably explode with joy.. which could get messy.
Uhmm anyway this sounds pretty good. Looks like they are really trying to include casuals this time around which is good. I know Hardcores and Elitists don't like casuals but they have every right to play as anyone else. I myself am casual sometimes and hardcore others so I know it sucks when you want to play a certain game but can't because you don't have the time. I also understand that in games like WoW (which is trying to completely cater to casuals and not providing much for hardcores) it gets frustrating when you want/need more challenge. But people just need to understand not everyone is willing to devote their entire life to a video game and let it consume them, but they do have a right to play it if they want to pay for it.
I personally Solo some.. but I play with my wife a lot too so I hope there's going to be a bit of solo/duo content mixed in with the party play. Havent yet figured out why most games think there's only two group sizes 1 or 5/6. Sometimes you just wanna play with one person or maybe two why is it always solo or full group? All or none mentality I guess.