hmmm... I saw someone's blog seems have some weird information:
http://lodestone.finalfantasyxiv.com...entry?e=412610
from google translate I can see some cellphone app...but not much new stuffs
hmmm... I saw someone's blog seems have some weird information:
http://lodestone.finalfantasyxiv.com...entry?e=412610
from google translate I can see some cellphone app...but not much new stuffs
Last edited by Deli; 08-29-2012 at 08:31 AM.
news in new famitsu ? http://andriasang.com/con2fm/ps3_ffxiv_details/
Rédacteur sur JeuxOnline FFXIV : http://ffxiv.jeuxonline.info/
Twitter : https://twitter.com/JOL_FFXIV
This gives some info in bullet point form;
http://gematsu.com/2012/08/final-fan...okyo-game-show
Not too much we weren't aware of.
It's time to mow the threads. While the posts may be greener in another thread please, and I can't believe I'm saying this, please keep all posts of Final Fantasy XIV's grass to the original thread. Thank you.
~GM Baudle
I bet it was changed for PvPi assume it was changed to help promote more diversity in party setup. Why? cus having to run around a primal in all directions was risky while a blackmage could stand back outa harms way and nuke away w/o worry, same goes for Archer. While i had no no problem comboing primals etc... Alot of groups/LSes just avioded bringing jobs that had to move around the target to be affective at all. Monk is such a mashup of previous FF jobs i hope its more streamlined now because alot of its mechanics where useless in harder battles no matter how well you where geared Featherfoot doesnt proc well against higher lvl monsters. And stun abilities have a low proc rate in the same. It would be nice if they removed some of the THF-like abilities from monk and gave it some more monkiness!
It's recap of the connect!on October edition.hmmm... I saw someone's blog seems have some weird information:
http://lodestone.finalfantasyxiv.com...entry?e=412610
from google translate I can see some cellphone app...but not much new stuffs
Some new info I didn't translate from other posts regarding this magazine:
開発中(最初に選べるコマンドは8種類で、階層を1つずつ降りていく仕組み)
・対象をターゲットすると、「FFXII」のように敵と冒険者がラインで結ばれるように出来ないかと苦闘中
・キャラクターが動くとカメラがデフォルトの位置に戻ろうとする動きをオフに出来るようになる(設定で変更できるように)
・新生SSの「森のエリア」黒衣森。木々が腐っていたり、もっとひどい状況になっている場所も存在する
・新生SSの「桜花狂咲」「ドラゴンダイブ」撮影者は吉P。エフェクトは他のプレイヤーにも見える
・セイレーンとデスクロー(イメージイラストに登場のモンスター)は何らかのコンテンツのボス的な存在として登場予定
・デリバリーモーグリの発送はモーグリのいる場所でしか出来ない。受け取りはどこでも可能
・アイテムの到着は携帯電話向けのアプリでリアルタイムに確認可能
・ワンタイムパスワードの機能もつく
・キャラクター情報、インベントリの中身、フレンドの装備状態、リテイナーの持ち物、フリーカンパニーのメンバーリストなどを確認可能
・デリバリーモーグリを介したアイテムの送受信やリテイナーの出品設定変更なども予定
・たとえばモグレターでとどいたメールをゲームにログインせずアプリから見る、などのことができる
・一部のアプリはLoadstoneと機能が重複
・バザーにゲーム外から直接出品できる機能はアプリだけになる予定
・造船所NPC居住区エリアはリムサ・ロミンサに納入する予定の軍艦が建造されている。ここからPvP用のコロセウムに向かう船が出る?(グリダニアやウルダハにも同様の施設が存在)
・都市国家の構造はフィールドほどには変わらない
・チョコボのジャンプはアニメーションチームがチョコボを飛んでいるように見せたいということであの動きになった
・いろいろな辺境に宿屋が設置されるため、ログアウトボーナスのためにいちいち都市まで戻る必要はなくなる。こうした集落には必ずデリバリーモーグリなどの拠点に相応しいサービスを提供するNPCがかならずいる
- Still under development but at first you have 8 commands to choose from and from there going down (guessing starting menu will be limited for new players and once they get used to the system you gradually get more menu commands.)
- Right now trying to see if it's possible to add a target line like the one used in FFXII which connects a line between the player and enemy.
- You can set the camera movement to off so it doesn't move back to default position when character moves. (can change in options)
- 2.0 Screenshot of the forest area is the Black Shroud. There are other areas which is in far worse condition.
- The person who took the screenshot of the DRG WS was YoshiP. Effect can be seen by other players.
- Siren and Death Claw is planned to come out as a boss type beings in a content.
- You can only deliver/send goods from where Delivery Moogle is at, but you can receive from anywhere.
- It's possible to check the item receive status with phone app at real time.
- Phone app will have one time password feature
- Phone app - Send/Receive item through delivery moogle, change settings for retainers items being sold is being planned.
- Phone app - can check mail received such as mog letter through app without logging
- Phone app - some feature are same as The Lodestone
- For feature to sell items directly on bazaar is planned for the app only.
- Shipyard area has warships being constructed which is being planned to be supplied to Limsa. From there you can get on a ship to go to the PvP specific Colosseum? (Similar area exists in Gridania, Uldah)
- The structure for main cities is pretty much same
- Regarding chocobo's jump - Animation team wanted to make chocobo look like it's flying and it was made that way.
- Inn will be in many area's for that reason you won't have to run back to city to get the logout bonus. In these type of areas will have delivery moogles and other NPC's with similar supporting services.
- Aside from the 9/1 talk show there may be more updated info at TGS
Surprisingly useful phone app.
I hope they support Android and WP7 a part from the obvious iOS.
Regarding NPC movements/motions to add lively feel to the game.
こんばんは。
Good evening,
NPCにも生活感が欲しいという件ですが、新生版ではマップ改修によりNPCの配置も変更されます。そのうえで現行版の各ギルドの調理したり、訓練に励んでいるNPCのような動きを街やフィールドにいるNPCにも加え、生活感を感じさせるようにしていきたいと考えています。新生においては街の一部、フィールドのすべてのマップの差し替えが行われることは承知していますが、それらに配置されるNPCの挙動はどのようなものになっていますでしょうか?
I understand some parts of town will change in 2.0 but how will the NPC's behave in those areas?
現在のFF14においてはすべての拠点、すべての街においてクエストNPCかそうで無いかを問わず、昼夜変わらず同じ場所でただじっと立っているだけ(アイドルモーションなどはありますけど)ですが、新生においてもこの部分は変わらずでしょうか?
Current FF14 in all areas, in every town, no matter if the NPC is for quest or not, they are just standing in same spot no matter what time of the day. (although they do have idle motion) will this remain in 2.0?
例えば、街や集落を定期的に守衛が巡回し警備していたりとか、子供たちが広場で遊んでいたりといったような、動きのある(生活パターンが設定されているような)NPCは存在するのでしょうか?
For example have a guard that patrols between town and settlement. Area where kids are playing, NPC's with actual movements? (Those with life style patterns)
Regarding wanting to have lively feel for the NPC's. In 2.0 along with map changes the NPC's locations will also change. With that like current versions guild there be NPC's are cooking, training, and similar movements within the city or field to bring out the lively feel.
ご提案にあるような定期的に巡回する守衛や、広場で遊ぶ子供といった生活感を感じさせるNPCについては、新生版サービスイン後に検討していきます。
Like the one which you suggested where NPC's patrol or kids playing in the field - for these we will look into them post 2.0 service in.
また何かありましたらフィードバックをお寄せください。
If there is anything else please leave a feedback, thanks.
Quest/Leve tracking UI in 2.0
こんばんは。
Good evening,
クエストの進行状況などを確認するために都度ジャーナルを開くのが手間だというのは、よくわかります。
I understand that it's troublesome to open the journal every time to check the current progress of quests.
新生版では、クエストやリーヴの進行状況をトラッキングする機能が追加されます。この機能で、クエストなどをトラッキングすることで、UI上の目的リストに表示され、2Dマップやマップにクエスト対象が表示されるようになります。
In 2.0 there will be a quest/leave tracking system. With this system by tracking a quest. A list will be displayed on top of the UI and will also reflect on the 2D map for that quest.
この機能により、ご投稿にあるようなジャーナルを開くのが手間だという点については、解消される見込みです。
With this feature it should eliminate the issue which you have posted where you need to open the journal every time.
Different variations of quests
こんばんは。
Good evening,
新生でも「!」を追う形の点と点をなぞるようなスタイルになるそうですが、このスタイルにとらわれないクエストも実装して欲しいです。
人探し系、物探し系のクエストなのにマップにはピンポイントで印がついているとかだと違和感があります。
探す系のクエはやはり探す要素が欲しいです。
In 2.0 the style is where you follow the ! point to point but would like quests that doesn't follow this style.
It's bit uncomfortable when it displays the NPC locations for those which you have to find someone or something.クエストについてのご意見・ご要望ありがとうございます。いろんなパターンが欲しいですよね。
他にも例えば
!マークの人としゃべる、アイテム持ってくる、クリア、とかワンパターンになってるのを
どこかで謎のアイテムを拾う、持っている状態で特定の場所に行くとクエスト発生、クリア、みたいに
いろんなパターンのクエストで飽きさせないようにして欲しいですね。
Would like different patterns as well. For other example aside from those one pattern style where you talk to someone with ! mark, bring item, clear.
Have it where you pick up a mysterious item and by having that item quest happens and you clear that. Would like many variations of quests which doesn't make it boring.
Thank you for the suggestions, comments regarding quests
新生版では、すでに存在するタイプのクエストに加え、通常フィールド上で定期的に発生するようなクエストの実装を検討しています。「謎のアイテムを拾って発生するクエスト」のようなものも検討中ですが実装時期については未定です。
In 2.0 aside from already existing quests we are looking implementing quests which occurs timely on regular field. We are also looking into quests where you pick up mysterious item. Release date is not set yet.
「!」の表示については、こちらでもコメントしましたが、対象を探して欲しいクエストの場合には、探究要素を残していく予定です。
Regarding the ! display, was already commented here (link to previous post) but for those we want you to search the target we are planning to leave feature where you need to research.
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