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*OFFICIAL* Final Fantasy XIV Discussion Thread - Page 132

post #1311 of 1443
I retract my previous statements on this page. Game sucks, I gave them a fair chance but even the developers came out and said it is a HUGE dissappointment. And as far as I am concerned, they are not putting near enough effort to fix it. I canceled my sub a few days ago.
 
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post #1312 of 1443
I am in the same boat. I have been a die hard fan of this game since open beta, defending it and really giving the company the benefit of the doubt and they have completely crapped all over the community with this garbage.

If they put in a bunch of patches tomorrow would I come back to play? If they were worthwhile I absolutely would... the game has some serious potential to be amazing, however right now it's not and I feel violated that I cannot return this game. I feel as if SE knew this game was not finished but just rushed it out the door anyway.

I am done with SE, and it's truly sad because I have been following this game for over a year.
post #1313 of 1443
Oddly enough, I'm still having fun with the game. I'm only playing a few hours a night (average: 3), and working on only a handful of classes. I'm trying not to rush through the game because once you hit the top, there's nowhere to go.

There are a number of things I would like to see the developers explain, but knowing Square, explanations are unlikely. That said, they've done more explaining on the developer blog than they have with any other game they have released, so I might be wrong here!

Sure, it isn't the perfect game. However, it's an MMO I can enjoy without feeling the urge to play it during 100% of my free time. EQ, CoH, EQ2, and then WoW consumed my life.
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post #1314 of 1443
As someone whom played this game since alpha, I can now attest to the fact that they didn't follow ANY of our feedback.

They were handed lists and lists on how to make this game, what it should be...Current devs from EQ//WoW//AO etc were asked to play, GM's from those titles were brought in...They had the resources and the information to make this game, perfect but, they failed...Miserably.

SLI support was one of their biggest requests among other quest related ideas...I've yet to see them implement half of the original ideas given to them within the first week of closed beta.

It's unfortunate because this game really had potential but, they blew it.
post #1315 of 1443
I like many are hoping/waiting for the big November patch which is "suppose" to change allot of things. I do enjoy this game personally, it is very fun and very different from other MMO's.

I played FFXI for 4 years, and IMO this game has much potential. The class building system is amazing, battles are much more involving and not just hit a button and watch ur character do the work. The way you can use abilities cross class is just awesome. I disagree that they are not listening, but I do agree that they are taking allot of time to change/fix things.

They have many things missing or not working properly(SLI, easier partying mechanics, bazaar craziness, etc), but the game is still new and has not been out long enough to expect too much. They have made such major changes to the way you play that things are not quite right in ways, but I doubt they wont fix them in time.

I think to say the game has failed already is just pure impatience and over expectations. I believe once they get through the holiday seasons with there planned patches, and then the PS3 release, things will pick up.
Edited by Frost - 11/8/10 at 1:30pm
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post #1316 of 1443
Since I posted it on my forums, I'll just go ahead and post it entirely here.

http://lodestone.finalfantasyxiv.com...f018ec5fb504d2
  • Quests
    • November & December Version Updates
      • The addition of new guildleves
      • Adjustments to existing guildleves
        • The implementation of a feature allowing players to lower levequest difficulty after activating the leve
        • Adjustments to local levequest rewards
        • The Addition of a feature allowing players to abandon local levequests
        • The implementation of main map markers to indicate the locations of local levequest clients
      • Adjustments to existing behests
    • First 2011 Version Update
      • The addition of new guildleves
      • Adjustments to existing guildleves
      • The addition of new main scenario quests
      • The addition of new class quests
      • The addition of new tutorial quests
      • Adjustments to existing tutorials
  • Combat
    • November & December Version Updates
      • Adjustments to classes
      • Adjustments to combat balance
        • Adjustments to enmity rates
        • Adjustments to physical and magical accuracy rates
        • Adjustments to how skill points are awarded
      • Adjustments to monster population and territory
      • The implementation of notorious monsters
      • Improvements to the targeting feature
    • First 2011 Version Update
      • Further adjustments to classes
      • Further adjustments to combat balance
        • The further differentiation of actions to enhance class identities
        • Adjustments to the effect of various parameters
      • Adjustments to enemy population and territory
      • The addition of notorious monsters (NMs)
      • The addition of new battle content
        • The addition of notorious monster-related battle content
        • The addition of hamlet defense battles
        • The addition of item exchange quests
      • The addition of graphic displays to better clarify the effective ranges of actions
      • The addition of countdown timers on status icons
      • The addition of an "/assist" text command
  • Items / Synthesis / Gathering
    • November & December Version Updates
      • Adjustments to existing synthesis recipes
      • The addition of new synthesis recipes
      • Improvements to synthesis controls
        • The addition of a list that contains a player's eight most recently used recipes
        • A reduction in the amount of commands necessary to begin synthesis
      • Adjustments to gathering balance
      • Adjustments to stack totals on select items
      • The addition of a repair icon
      • The addition of an auto item sort function
      • Adjustments to item durability
      • An increase in player inventory capacity
    • First 2011 Version Update
      • Further adjustments to existing synthesis recipes
      • The addition of new synthesis recipes
        • Further improvements to synthesis controls
      • The addition of a reference list that contains all previously used recipes
        • Improvements to repair controls
      • A reduction of the number of commands necessary to begin repairs
      • The addition of a manual sort function for items
      • The addition of a gameplay feature that determines the quality of materials obtained
      • from battle and gathering
  • Markets / Retainers
    • November & December Version Updates
      • Changes to how players access the market wards
        • Adjustments to retainers
        • A feature allowing players to change their retainers' equipment
        • Changes to the retainer interface
        • The addition of a default display of prices next to each item in a retainer's bazaar
        • The implementation of icons for bazaar statuses (buying, selling, looking for repairs, etc.)
      • An increase in the number of employable retainers
      • The addition of an item search feature
    • First 2011 Version Update
      • Further adjustments to retainers
        • An increase in retainer inventory capacity
        • An increase in the number of items that can be placed in a retainer's bazaar
        • A fix assuring that retainers do not leave their bazaar locations after server maintenance
        • The addition of a sale/purchase history
        • Functionality changes to the "buying" feature
      • The addition of a delivery service
  • User Interface
    • November & December Version Updates
      • Improvements to the Main Menu
        • The splitting of Attributes & Gear into two separate menu options
        • The addition of a Loot option for easy access to the loot list
      • Changes to how statuses are displayed
      • Improvements to the Map
        • The addition of mouse scrolling functionality
        • The addition of a zoom feature
        • The addition of party member location markers
      • The addition of new customizable keyboard commands
      • Improvements to the action bar, allowing players to freely position the widget
      • Adjustments to macro functionality
    • First 2011 Version Update
      • Changes to main menu display format
      • Changes to inventory list display format
      • Improvements to various user-interface layouts
      • Improvements to the Interactions menu
      • The addition of a help text window
      • The reorganization of on-screen information
      • The reformatting of existing widgets, allowing for access of multiple windows at the same time
      • Improvements to Actions & Traits menu response time
      • Improvements to mouse and keyboard controls
        • Improvements to character controls
        • The addition of drag and drop functionality
        • The addition of mouseover popup help text
        • The addition of right-click menus
        • The addition of a feature that will allow the cutting and pasting of macro buttons from the macro palette
  • Communication
    • November & December Version Updates
      • The addition of a party invite feature to the friend list
      • Changes to linkshell display
      • Improvements to chat functionality
        • The addition of a chat mode toggle feature
        • The addition of multiple log window tabs and a feature allowing for multiple log windows
        • The addition of chat filters for synthesis and harvesting
        • The addition of a feature allowing the customization of chat mode font color
    • First 2011 Version Update
      • The addition of "companies" (player-run guilds)
        • The addition of company-owned ships
        • The addition of company-owned buildings
      • Improvements to existing linkshell features
      • The addition of an in-game/Lodestone mail feature
      • The addition of new search features
  • Others
    • November & December Version Updates
      • The further alleviation of server-load issues
      • The reduction of various anima costs and the introduction of a feature that allows players to set "favorite" teleportation destinations
    • First 2011 Version Update
      • The addition of player titles
  • The Lodestone
    • November & December Version Updates
      • The addition of a linkshell page
    • First 2011 Version Update
      • The addition of new linkshell page features
      • The addition of a company page
      • The addition of a linkshell and company search feature
      • An expansion of viewable character information

The development team will be focusing their efforts on the three points elaborated below.

<Working Towards Stress-Free Gameplay>
<Goal-Oriented Content & Comprehensive Tutorials>
<Establishment of in-Game Communities>


Gameplay Improvements

As part of the version update scheduled for November, areas within the game will be partitioned across several servers to mitigate load-balancing issues and increase response times. In addition, a general restructuring of user interface (UI) operations will lessen lag and sluggish response times.

The UI will also be undergoing several additions and adjustments aimed at creating more intuitive and user-friendly controls. Furthermore, a new UI geared towards users playing with a mouse and keyboard is currently being designed, and will hopefully be ready for implementation in a coming version update. The current in-game UI will remain available for those users who prefer to play via controller, while the newly designed UI will be available as an option for those who wish to use a mouse and keyboard.

User feedback will continue to play a major role as we further address issues and make ongoing improvements in these and future version updates

Goal-Oriented Content & Comprehensive Tutorials

Together with the aforementioned improvements to gameplay, the availability of "goal-oriented" content and items, and the need for comprehensive and clear tutorials are issues that will be immediately addressed.

In the hopes of providing players with opportunities to engage in such content as soon as possible, the November version update will see a reduction in the amount of skill points required to reach rank 20. By effectively reducing the amount of time necessary to reach rank 20, players will sooner be able to gain access to class quests and high-rank guildleves.

Further content scheduled to be released in the Decemeber version update:
  • Notorious monsters
  • Item search feature

We believe that these additions will go a long way towards fulfilling the need for goal-oriented content and improving general usability of in-game features.

Notorious monsters (NMs) are a special category of enemy that can be found throughout the various areas of Eorzea. Sometimes associated with levequest objectives, several of these formidable opponents, and a vast array of equippable items associated with them, will be coming with the December version update. This will be the first of many installments bringing NMs to Eorzea, with future updates promising to introduce even more NM-related content.

Implementation of a item search feature will serve to stimulate the in-game economy by helping prospective buyers and sellers to find one another. This will be accomplished by making it easier for users to discern what items are currently available, as well as simplifying the process of finding a specific item.

In addition to the above, the version updates will also feature adjustments to class balance, changes to enemy population and distribution, and the addition of all-new quests, items, and recipes. It is our hope that this will allow users to enjoy their time in Eorzea by providing them with a more concrete sense of purpose, no matter which class they choose. Additional tutorials are also slated for introduction in November and December, and will greatly simplify the learning process when using the game's various systems and engaging myriad content.

Establishment of In-Game Communities

The forthcoming November and December version updates will introduce what are known as "companies," a special type of linkshell with more group-oriented progression and goals.

Once estbalished, companies will be able to work towards acquiring their own communal assets, such as buildings that can serve as headquarters, or ships that can be used to access multiplayer content. The system will provide concrete benefits to players who align themselves with a company, as well as motivate already established companies to seek out new recruits. In essence, the focus will be on providing new, innovative content for all players to enjoy. The FINAL FANTASY XIV Lodestone will also offer a number of online services covering both companies and linkshells.

All of the additions and changes mentioned above are currently in the final stages of development, and we are optimistic that they will be implemented in the version updates of November, December, and early 2011. Beyond those listed here, there are still numerous other features being planned. More information on these will be released in the future as details become available.

While there is nothing we would like more than to address every individual issue raised by the community, the upcoming version updates will be centered on resolving the problems and shortcomings within the three categories outlined above. We apologize if there is an aspect of the game not mentioned here, and assure you that we will be working to make as many refinements and improvements as possible.
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post #1317 of 1443
Quote:
Originally Posted by EDARX9000 View Post
Since I posted it on my forums, I'll just go ahead and post it entirely here.

http://lodestone.finalfantasyxiv.com...f018ec5fb504d2
  • Quests
    • November & December Version Updates
      • The addition of new guildleves
      • Adjustments to existing guildleves
        • The implementation of a feature allowing players to lower levequest difficulty after activating the leve
        • Adjustments to local levequest rewards
        • The Addition of a feature allowing players to abandon local levequests
        • The implementation of main map markers to indicate the locations of local levequest clients
      • Adjustments to existing behests
    • First 2011 Version Update
      • The addition of new guildleves
      • Adjustments to existing guildleves
      • The addition of new main scenario quests
      • The addition of new class quests
      • The addition of new tutorial quests
      • Adjustments to existing tutorials
  • Combat
    • November & December Version Updates
      • Adjustments to classes
      • Adjustments to combat balance
        • Adjustments to enmity rates
        • Adjustments to physical and magical accuracy rates
        • Adjustments to how skill points are awarded
      • Adjustments to monster population and territory
      • The implementation of notorious monsters
      • Improvements to the targeting feature
    • First 2011 Version Update
      • Further adjustments to classes
      • Further adjustments to combat balance
        • The further differentiation of actions to enhance class identities
        • Adjustments to the effect of various parameters
      • Adjustments to enemy population and territory
      • The addition of notorious monsters (NMs)
      • The addition of new battle content
        • The addition of notorious monster-related battle content
        • The addition of hamlet defense battles
        • The addition of item exchange quests
      • The addition of graphic displays to better clarify the effective ranges of actions
      • The addition of countdown timers on status icons
      • The addition of an "/assist" text command
  • Items / Synthesis / Gathering
    • November & December Version Updates
      • Adjustments to existing synthesis recipes
      • The addition of new synthesis recipes
      • Improvements to synthesis controls
        • The addition of a list that contains a player's eight most recently used recipes
        • A reduction in the amount of commands necessary to begin synthesis
      • Adjustments to gathering balance
      • Adjustments to stack totals on select items
      • The addition of a repair icon
      • The addition of an auto item sort function
      • Adjustments to item durability
      • An increase in player inventory capacity
    • First 2011 Version Update
      • Further adjustments to existing synthesis recipes
      • The addition of new synthesis recipes
        • Further improvements to synthesis controls
      • The addition of a reference list that contains all previously used recipes
        • Improvements to repair controls
      • A reduction of the number of commands necessary to begin repairs
      • The addition of a manual sort function for items
      • The addition of a gameplay feature that determines the quality of materials obtained
      • from battle and gathering
  • Markets / Retainers
    • November & December Version Updates
      • Changes to how players access the market wards
        • Adjustments to retainers
        • A feature allowing players to change their retainers' equipment
        • Changes to the retainer interface
        • The addition of a default display of prices next to each item in a retainer's bazaar
        • The implementation of icons for bazaar statuses (buying, selling, looking for repairs, etc.)
      • An increase in the number of employable retainers
      • The addition of an item search feature
    • First 2011 Version Update
      • Further adjustments to retainers
        • An increase in retainer inventory capacity
        • An increase in the number of items that can be placed in a retainer's bazaar
        • A fix assuring that retainers do not leave their bazaar locations after server maintenance
        • The addition of a sale/purchase history
        • Functionality changes to the "buying" feature
      • The addition of a delivery service
  • User Interface
    • November & December Version Updates
      • Improvements to the Main Menu
        • The splitting of Attributes & Gear into two separate menu options
        • The addition of a Loot option for easy access to the loot list
      • Changes to how statuses are displayed
      • Improvements to the Map
        • The addition of mouse scrolling functionality
        • The addition of a zoom feature
        • The addition of party member location markers
      • The addition of new customizable keyboard commands
      • Improvements to the action bar, allowing players to freely position the widget
      • Adjustments to macro functionality
    • First 2011 Version Update
      • Changes to main menu display format
      • Changes to inventory list display format
      • Improvements to various user-interface layouts
      • Improvements to the Interactions menu
      • The addition of a help text window
      • The reorganization of on-screen information
      • The reformatting of existing widgets, allowing for access of multiple windows at the same time
      • Improvements to Actions & Traits menu response time
      • Improvements to mouse and keyboard controls
        • Improvements to character controls
        • The addition of drag and drop functionality
        • The addition of mouseover popup help text
        • The addition of right-click menus
        • The addition of a feature that will allow the cutting and pasting of macro buttons from the macro palette
  • Communication
    • November & December Version Updates
      • The addition of a party invite feature to the friend list
      • Changes to linkshell display
      • Improvements to chat functionality
        • The addition of a chat mode toggle feature
        • The addition of multiple log window tabs and a feature allowing for multiple log windows
        • The addition of chat filters for synthesis and harvesting
        • The addition of a feature allowing the customization of chat mode font color
    • First 2011 Version Update
      • The addition of "companies" (player-run guilds)
        • The addition of company-owned ships
        • The addition of company-owned buildings
      • Improvements to existing linkshell features
      • The addition of an in-game/Lodestone mail feature
      • The addition of new search features
  • Others
    • November & December Version Updates
      • The further alleviation of server-load issues
      • The reduction of various anima costs and the introduction of a feature that allows players to set "favorite" teleportation destinations
    • First 2011 Version Update
      • The addition of player titles
  • The Lodestone
    • November & December Version Updates
      • The addition of a linkshell page
    • First 2011 Version Update
      • The addition of new linkshell page features
      • The addition of a company page
      • The addition of a linkshell and company search feature
      • An expansion of viewable character information

The development team will be focusing their efforts on the three points elaborated below.

<Working Towards Stress-Free Gameplay>
<Goal-Oriented Content & Comprehensive Tutorials>
<Establishment of in-Game Communities>


Gameplay Improvements

As part of the version update scheduled for November, areas within the game will be partitioned across several servers to mitigate load-balancing issues and increase response times. In addition, a general restructuring of user interface (UI) operations will lessen lag and sluggish response times.

The UI will also be undergoing several additions and adjustments aimed at creating more intuitive and user-friendly controls. Furthermore, a new UI geared towards users playing with a mouse and keyboard is currently being designed, and will hopefully be ready for implementation in a coming version update. The current in-game UI will remain available for those users who prefer to play via controller, while the newly designed UI will be available as an option for those who wish to use a mouse and keyboard.

User feedback will continue to play a major role as we further address issues and make ongoing improvements in these and future version updates

Goal-Oriented Content & Comprehensive Tutorials

Together with the aforementioned improvements to gameplay, the availability of "goal-oriented" content and items, and the need for comprehensive and clear tutorials are issues that will be immediately addressed.

In the hopes of providing players with opportunities to engage in such content as soon as possible, the November version update will see a reduction in the amount of skill points required to reach rank 20. By effectively reducing the amount of time necessary to reach rank 20, players will sooner be able to gain access to class quests and high-rank guildleves.

Further content scheduled to be released in the Decemeber version update:
  • Notorious monsters
  • Item search feature

We believe that these additions will go a long way towards fulfilling the need for goal-oriented content and improving general usability of in-game features.

Notorious monsters (NMs) are a special category of enemy that can be found throughout the various areas of Eorzea. Sometimes associated with levequest objectives, several of these formidable opponents, and a vast array of equippable items associated with them, will be coming with the December version update. This will be the first of many installments bringing NMs to Eorzea, with future updates promising to introduce even more NM-related content.

Implementation of a item search feature will serve to stimulate the in-game economy by helping prospective buyers and sellers to find one another. This will be accomplished by making it easier for users to discern what items are currently available, as well as simplifying the process of finding a specific item.

In addition to the above, the version updates will also feature adjustments to class balance, changes to enemy population and distribution, and the addition of all-new quests, items, and recipes. It is our hope that this will allow users to enjoy their time in Eorzea by providing them with a more concrete sense of purpose, no matter which class they choose. Additional tutorials are also slated for introduction in November and December, and will greatly simplify the learning process when using the game's various systems and engaging myriad content.

Establishment of In-Game Communities

The forthcoming November and December version updates will introduce what are known as "companies," a special type of linkshell with more group-oriented progression and goals.

Once estbalished, companies will be able to work towards acquiring their own communal assets, such as buildings that can serve as headquarters, or ships that can be used to access multiplayer content. The system will provide concrete benefits to players who align themselves with a company, as well as motivate already established companies to seek out new recruits. In essence, the focus will be on providing new, innovative content for all players to enjoy. The FINAL FANTASY XIV Lodestone will also offer a number of online services covering both companies and linkshells.

All of the additions and changes mentioned above are currently in the final stages of development, and we are optimistic that they will be implemented in the version updates of November, December, and early 2011. Beyond those listed here, there are still numerous other features being planned. More information on these will be released in the future as details become available.

While there is nothing we would like more than to address every individual issue raised by the community, the upcoming version updates will be centered on resolving the problems and shortcomings within the three categories outlined above. We apologize if there is an aspect of the game not mentioned here, and assure you that we will be working to make as many refinements and improvements as possible.
So basically, they are remaking almost the entire game. Gotcha.

Maybe they should have done all of this crap before releasing it. This just shows that they released what was in actuality a game that was only at late alpha/early beta progress.

I've been a huge Square fan most of my life. FF1 was what really hooked me on video games when I was a kid. I had been waiting for this release since rumours first started to circulate years ago about project Rapture. I even have friends who work @ SE in Japan. I also wish I had never purchased the CE. Not only did I purchase it (for $108 AUD) but I purchased TWO of them, one for myself and one for my wife. What they did with the premature early release of this game was a disgrace. Even if they fix all of the problems that this game is plagued with, and make it the best MMO on earth, I don't know that I will play it again because of the ridiculous state it was released in. Disgusting.
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post #1318 of 1443
I just installed the game just waiting on another friend to give me his buddy pass info for when i get home. I know the game isnt finished but as they keep working at it, i know it will be worth it. I rather play now while it sucks and get my classes and crafts up so i can continue to take advantage of things as they come out. Im probly gonna be on the OCN server so ill Keep a look out for you guys

8yrs playing FFXI, ive never played any other FF game i could care less about the others.
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post #1319 of 1443
Quote:
Originally Posted by Cpyro View Post
I just installed the game just waiting on another friend to give me his buddy pass info for when i get home. I know the game isnt finished but as they keep working at it, i know it will be worth it. I rather play now while it sucks and get my classes and crafts up so i can continue to take advantage of things as they come out. Im probly gonna be on the OCN server so ill Keep a look out for you guys

8yrs playing FFXI, ive never played any other FF game i could care less about the others.
Ironically, the only FF games I've cared for so far have been VIII, X, X-2 (yes, I actually liked X-2), XI, and now XIV. Otherwise, and while I'll give XIII another try sometime next year, I've not cared for the FF series itself though I always give each new one a try.

In other news, for those interested: Square-Enix has approved of a 2nd Trial Extension for FFXIV...
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post #1320 of 1443
I cancelled my account...now my collectors edition is on my bookshelf collecting dust.
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