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  1. #4911
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    Quote Originally Posted by Reinheart View Post
    OP asked it's possible to make changes to package sale for retainer bazaar.
    Thank god... I tried buying 1 stuffed cabbage the other day and accidentally bought 1 stack for 800k... Was kicking myself that night. ; ;
    (0)
    - Kurokikaze
    This is how I feel when I read posts on these boards:

  2. #4912
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    Reinheart's Avatar
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    I probably wont be able to start till after kids go to sleep orz... work ended up being hell today.

    Stanislaw got a summary up for the interviews here : http://forum.square-enix.com/ffxiv/t...nt-JP-Articles
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  3. #4913
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    Reinheart's Avatar
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    I'll just post as I'm half way on the first half of magazine article from game watch. Game watch one normally has the most info so doing that one first.

    If you don't see me typing on the doc... I'm probably passed out lol sorry. 00:41AM... monster energy drink + coffee + dubstep music effect fading out little by little orz

    https://docs.google.com/document/d/1...OwYQPn_2M/edit

    might have lots of grammar mistakes as usual, didn't proof read or anything just translating as I am reading through the JP text.
    (7)

  4. #4914
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    Munba's Avatar
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    Munba Lunru
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    Thanks for your efforts Reiny, really.
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  5. #4915
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    Evangelus's Avatar
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    Evangelus Seed
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    thanks Reinheart =)
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    Rédacteur sur JeuxOnline FFXIV : http://ffxiv.jeuxonline.info/
    Twitter : https://twitter.com/JOL_FFXIV

  6. #4916
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    Reinheart's Avatar
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    FFXIV Interview - 10/11/2012 - Game Watch - 1st half of interview

    Source: http://game.watch.impress.co.jp/docs...11_565356.html

    As usual my translation might have errors in them so don't take everything word for word if it's confusin
    g post in the forums with your concerns and hopefully the Reps can clarify

    -----------------------------------

    Game Watch /
    YoshiP / Minagawa

    This time around we’re going to ask mainly about the PS3 version.
    This is the first time you released the screenshot. Could you please give your thoughts about this announcement?
    Y: For those waiting for a long time, there are those waiting for 3 years and I think the best word for this is “at last”. At last we took the first step towards the promise.

    From the time the current version FFXIV was announced the PS3 version existed and I believe the PS3 version from that time and current is different in many ways but what changed the most?
    Y: Well the engine itself is different so can say it’s different but probably the user interface. I mentioned this before but we have separated the game pad mode and mouse/keyboard mode completely and spending cost on both to create so I believe this is the change which is larger than the graphics.
    As for the engine as I mentioned in the past, we have made it more flexible so instead of making extreme changes aside from the changes which I mentioned before such as texture size and mipmap size changes other assets are left pretty much the same. From there you can make changes through graphics option, this is probably the other major difference.

    When looking at the PS3 version SS I felt a deja vu, and after thinking what it was and looking through past SS the image shot shown last year October looks exactly alike the game pad mode menu. So I was surprised at that point the PS3 version was pretty much made.
    M: When we released that image I’ve shown the design with the layout we call cross hotbar to Yoshida and we mentioned about this idea. From that time it hasn’t changed much. At that time we needed to make a firm ground for the PC version and we built the mouse and keyboard UI and once the foundation was complete we went into pad UI construction. And now we can finally show it.
    Y: At that time the current version FFXIV had really bad impression to foreign players especially regarding the mouse and keyboard UI so if at that timing we released the cross hot bar we probably would of been told “They are doing something weird again” so the truth is that we didn’t release back then on purpose.

    When I first saw the new SS with the UI from Gamescom I was thinking the original ARR design got abolished but when I saw the new one this time I was relieved that it was UI design for the PS3. For the PS3 first I want to question starting with the graphics. Currently what percent of the PS3 version is complete?
    Y: It’s about 80%, we came to a point where we need to optimize so I think it’s about 20% remaining to go.

    Could you explain the difference in graphics between the PC version and PS3 version?
    Y: I would have to say the resolution is the major difference.

    Is the resolution at 720 pixels ?
    Y: Right now the length is 544 pixels.
    M: Length resolution is 544 pixel, width resolution is 1280 pixels.

    I see so you are stretching the 544 to 720 right?
    M: In 3D screen the drawing buffer is 544. So we stretch that image to render as 1280x720. And on top of that we have the UI layer drawn over.
    Y: Basically if you render at 544 pixels resolution you will get a blur so for the UI we have it drawn separately in the end.

    So for the PS3 version will go with this resolution?
    M: We are making adjustments on the resolution with Yoshida and techincal director Hashimoto while moving the screen but basically by increasing the resolution the horizontal line will look better but instead the vertical side side starts standing out on the trees so there is a tradeoff. We were troubled by which to go till the end but we decided first to release with this resolution.
    Y: By sticking to the height resolution the impression as a whole gives a better effect. Specially for the PS3 you will see gaps between stairs or side of the furnitures to avoid much of that it’s better to hold the height resolution. However in a MMORPG you will move left/right a lot so for that reason it’s better for players if the width resolution was higher to control. I’m a gamer so right now I’m taking this side but after the optimizing and increasing the performance I am uncertain which one to take yet.

    The background feels a bit sleepy, is this probably due to touching the resolution?
    M: Yes. I believe the resolution has strong impact on it. Other than that the character and backgrounds texture resolution as well.
    Y: When the texture resolution drops it will end up this way. But it depends on people’s taste.There may be some that like it this way.

    Will it apply to normal map’s process?
    Y: Of course.
    M: This image has normal and specular applied and for the shader it will be same as the PC version.

    In the screenshot released at the 25th anniversary event depth of field simulation was applied and i was surprised it did this much. For the PS3 version what will happen to these type of post effect?
    M: For the depth of field is applied to event cutscenes. With event scenes we have option of applying depth of field or vector blur. Radial blur types are applied to glares and explosions that follow an effect but cut the depth of field in regular gaming.

    I see, so it’s not limited to PC version but limited to event scenes only
    M: Yes, Depth of field and camera blur are cut when not in event scene for both PC and PS3 version. We have limited this to direct and make the event scenes more effective.
    Y: If it was blurred all the time you will get tired and can’t continue (laugh)


    What will happen to lighting or shadowing? will it be same as the PC version?
    Y: It depends on what line you base on the PC version, as I repeated earlier the drawing engine is very flexible.

    So, in PS3 version you will be as flexible and able to customize the graphic option?
    Y: No, for PS3 version is fixed, however with PC version it’s possible to change settings for the drawing and the range is very wide so when being asked if it will be same as a PC in a way it can but that is meaning making the PC display same as PS3.

    So maybe it’s better to ask how much of PC version would be easier to answer
    Y: Yes, basically it will be around PC versions medium settings.

    Is the PS3 version frame rate controllable?
    Y: It is possible, I have been talking to the development team the maximum to be 30 FPS and for lower it can go as low as possible.

    You made it clear that the 30 FPS is maximum
    Y: This is an MMO so even if you can move at 60 FPS it’s not racing game or fighting game so there isn’t nothing really where you need to fight over that 1 frame so instead it’s more important to be able to see more characters. So I have been talking about keeping the frame rate at max 30. For goal to be able to get 30FPS with 3 party (24 PC players), 4 mid size monsters and after when the number of character display increase to drop the frame rate. However this is pointing that the 3 partie members gear all have different gear, pointing to where there is no way of reusing the memory. It’s bit hard to explain.

    Will it be possible in future to have the PS3 version with full HD display?
    Y: Most likely not, memory is one issue but as an MMORPG it won’t get enough performance.
    M: Honestly it will be hard, even if you can make it full HD you won’t be able to enjoy the ARR FFXIV’s gaming and will make player play in unfriendly settings. For now it is best to develop concentrating on what’s the most optimal settings.
    Y: Of course I believe it’s possible to do it but it will become to a point where no characters will be displayed. With this you have to ask yourself if that is an FF MMO and I believe that’s not it. I am not particular with getting full HD out.

    Also the ARR FFXIV graphics hasn’t reached the original image shot but is that still the goal or did the goal change so it won’t reach that original goal? which is it?
    Y: When looking just at the current “forest” it’s not reached yet (laugh)

    Did the direction change?
    Y: It’s same with directional light we applied this time but the individual features to make it photo realistic depends on environmental parameters so you can look at it at any way. When you look at the first concept screenshot we have made it dramatic but when comparing it to the current “forest” it won't match the image.
    M: When we released that image, it was when the ARR drawing engines features weren't finished so it’s closer to old versions engine or shading features. Most of the characteristics are due to the taken at the dusk hours so even with the new engine when when the plain field is going through a sunset the horizon will look goldish and will appear as special magic hour. The drawing will have lighting and post effect applied and even with the same model it will look totally different.

    My favorite part of that image shot is the sky, this sky has natural gradation and smooth clouds which you can’t see much in an MMORPG.

    M: In ARR FFXIV this type of sky and cloud is possible. The image shot is a still image but in the main system there are hourly effect so for Gridania there are times in noon hours where the sunlight comes in and makes it really beautiful. It’s completely different aspect from when looking at a still image. To make the screen have a meaning by moving we started huge adjustments. When changing the scenery to a mountain with different hours it will have a different mood compared to forest of Gridania.

    Y: Yes. When you look at the mountain region at sunset timing it may not look much different from that image shot.

    M: Yes, by setting the environmental settings, it is possible to make it similar.

    Y: Anyways with ARR FFXIV’s engine with one environmental parameter the entire image changes. For the sky visuality’s burnt color we have the lighting applied so for Gridania we have blue and green stand out but for mountain reason I think will make it more black so it’s possible to make that type of image. Right now the background team is making changes to settings for each areas individually using the time of hour in-game so depending on the area and time the mood will change greatly.

    M: (while looking at the SS) For this character it’s taking lots of light from outside and the parts where the lights not hitting it still looks bright. Even with the same character it will greatly vary when you look at it from indoors and outdoors. Like the shadow dropping around the chest area or if you look at the gradation when receiving the light from top the engine is made to apply surrounding environment. As I mentioned earlier the drawing engine is different but it’s possible to make similar image as the image shot and by optimizing the settings for that scene it’s possible to get it to exact like that image. I think it’s possible to even produce even beautiful image.

    So it will be possible to produce an image that won’t fall behind but surpass the original image shot.
    Y: I believe so


    That is something to look forward to.
    M: With old engine used in current version when working on the visuals for fall of Eorzea we were able to bring out quality images we couldn’t image at the beginning. Just like that with with the new engine when it’s used more I believe it will be possible to produce an surprising image.

    Next could you please explain about the PS3 version’s original interface the game pad mode.
    M: We are making it so the controls won’t be much different to those playing in PC version, meaning keyboard and mouse. With this cross hotbar when comparing to keyboard/mouse player it will be possible to select and execute actions at same speed.

    Keyboard is digital control but for gamepad it’s analog control but you’re saying it’s possible for both to control at exact same speed?
    M: For keyboard, it’s possible to assign 1 action per multiple keys. With this pad UI you can control with similar image. Basically it’s shift control where you press the hold the L, R key and pressing the direction key or the 4 buttons to select and execute at same time.
    Y: For pads you get into a habit so like for example with old NES game Wizardy just like how you remembered how many steps to take and cast spells we made it so by using it over time you can customize to match your needs.
    M: With current FFXIV the process was to first select the target and execute the focus goes to hotbar and from there you use the directional key to choose the action you want and select..

    FFXI’s pad control was exactly that same process.
    M: Yes, for this reason to select a action you have to move the cursor and select which made it disadvantage compared to keyboard/mouse control so we changed that. This time the target remains same and later say you wanted to use the action on right most of the screen for that you just press while holding R2.

    Oh so you can do it with 2 actions!
    M: The action on the left side of the screen is auto attack on/off but for selecting this you just hold the L2 and press the square button and that’s it. In general you choose the target on field using the left/right direction keys then once you confirm the target you can use the action by holding L2 (R2) key to execute actions. This will be the basic control.

    That is very easy to understand, for those that were playing FFXI they will get used to it right away.
    M: Yes, you don’t have to think about getting use to it to execute actions.
    Y: Apologize it’s from another company but say for Monster Hunter when you select a item you hold the R button and... they have these type of controls. It’s close to that thinking where you use “holding shift”

    So in that sense it’s close to follow the current Japanese standard
    Y: Yes, what I told Minagawa was you definitely need to have an way to target “who” for example using up/down key for friendly and for enemy use the left/right key. Told him to please don’t change this. And later once you select the target to just select the command instead of having to go through which command to use. I really don’t want that so asked not do that.

    I see with FFXI pad controls there are times where setting macro left and right and positioning it correctly or depending on jobs you had to go through macro pallets up/down.
    M: This time if we made it so you can set the macro in the cross hotbar and you will also be able to set emotes or items as well. For example you write a text command macro to target the target the enemy closest to you and attacking you and have that registered in the hotbar. By doing that when you get hit by pressing that action on hotbar you can target and execute actions right away. It’s possible to do stuff like that.

    That is a good one. There are 4 sets of 4 slots in each pallet. with total of 16 slots but it’s possible to change around and use it?
    Y: The image that you have 8 slots x 2. One holding L2 with arrow keys and buttons = 8 and another is holding R2 and arrow keys and buttons for 8 slots. You will always have 16 slots. We didn’t put anything in the center 4x2 block on purpose this time since this was the first time we are showing PS3 version screenshot and talked about not filling up all 16 slots since if we do that people will get confused.
    M: Told them to please don’t go happy crazy and show off you can fill this much! (laugh)


    But at Gamescom PC version screenshot the main goal was showing many action icons.
    Y: That was because it was for PC version. PC players are type of people who will think that it has to be that way as to PS3 players it’s first time so we didn’t want them to feel “what the hell is this, I don’t get it, it’s too messy I don’t want to play this game”

    But once you start playing the 16 slots will be filled up right away with actions no?
    Y: Not sure, it should be no problem being empty up till around level 15.
    M: We are currently test playing the alpha version but we haven’t filled up the first pallet. Well it’s not cross hotbar and on PC version but it’s possible to play regularly without filling the first 12 slots.

    Could you please explain how to control the 16 pallets or switching between pallets?
    M: We are calling the 8 slots of left/right side as “action set” when explaining in more details when you hold the L2 button the L2 side’s 8 slots will glow while it’s in that ste by pressing the direction key or circle, X, square, triangle button you can execute 8 actions. When you let go of the L2 button the glow will go away and now when you press the R2 the right side 8 slots will glow.
    When you hold both L2 and R2 the center number mark will glow and you can switch action sets. By holding the L2 and R2 together by pressing the direction key or 4 buttons it will switch between 1 to 8 action sets. with 16 slots per action set you will also have 8 sets of these with total of 128 actions per class and this is per class.


    That should be enough to not get any complaints.
    Y: Might be too many (laugh)
    M: We talked about making it less as having too much might make it feel hard.....
    Y: You can set the emotes you normally use such as /wave or /bow in slot but even with that it’s about 8 or 10 emote actions . Say for example for all class pallet #4 being for emotes only so even when you change class/job so I feel that it should be enough with just having 4 pallets but we are currently talking about bringing it up to as much as memory can handle so it’s set this way. Also you can set the macro in the slot so for example by putting “switch to set 2” in square button and in set 2 have same button switch to “set 3” and on you can make it where you can try and control the game pad with just one hand and use only 3 buttons only to attack while switching through pallets. Depending on how you set it up you will be able to play in many different way.

    For the UI I was told we can talk to FFXII’s director Minagawa-san so I was looking forward to it as I really enjoyed FFXII. You have talked a lot already but could you please explain the idea behind the structure for ARR FFXIV UI design?
    M: For the main plan ideas for the PC version was to have a control which is MMO global standard for the mouse and keyboard, this was the main priority. And the other was to have a UI which you can play without any speed loss using the gamepad. It was these two. For the first half of development was to make the foundation. If there are too much different in control between gamepad and mouse/keyboard it will end up to a point where we have to adjust the balance the game to match the system to the UI which is weaker. When thinking about long term operation, service such as an long term MMO this will become a critical problem so making sure there won’t be any difference between the two control device when going through battle.

    Yoshida-san what was your order for the gamepad mode?
    Y: I was mainly thinking about when doing dungeon or contents. For example with current version the popular primal battles. compared to FFXI it requires positioning and some action and that part is also the part is popular so when controlling this with the pad it’s not good if there was another step for the PS3 players, don’t want to make a situation where you don’t want to invite PS3 players in party. And for that reason to make a UI which doesn’t have create any handicap.


    For gamepad mode you have a working example from FFXI, was there time where you got influenced by it or also felt annoyed by it?
    Y: Not really, I heard from other players how the macro’s were being used in FFXI as it was preceding title and stuff at same time when first FFXIV started the development team were being thrown around with what was in FFXI at launch and needed.
    There are many parts FFXI and FFXIV being similar but it’s a different game. with ARR UI we started from scratch. First to think of a system which allows both PC version and PS3 to control at same speed and then include popular FFXI features into it, but for the main design it did not interfere. Also through current operation of current FFXIV we have received many good feedbacks so we are taking those into consideration.

    I believe there are many players playing FFXI with gamepad would it be possible to key assigned to that FFXI default?
    M: It’s not possible. Honestly there will be parts that will contradict if we say it ‘might’ be possible that’s irresponsible so at current state “it’s not possible” is the answer. You may set up to something similar but there are those people who have been playing FFXI for long time and because of that using FFXI’s default in FFXIV it won’t make everyone happy. I said it before but it looks similar but it is a different game.
    Y: When FFXI was first sold MMORPG was still not major in PC gaming genre so to make it easier to understand I believe they took that game console UI for FFXI. It was a new invention and the challenge and result was beautiful but with current generation console MMO is still not major while PC game MMO genre is now more popular.
    So when you look at the current world market to see which one has more players, the number of PC gamers and players who played MMO through PC is overwhelming. If you want to acquire as much players you would have to consider the standard mouse/keyboard. So logically thinking we need to apply the global standard UI for the PC ARR FFXIV Mouse+Keyboard. And for the PS3 version’s gamepad mode to make sure you can play without any disadvantages. If you try and force to make it like FFXI it will create disadvantage when you’re in FFXI mode.

    That part is indeed hard.
    Y: Yes, but I think doing so will break the idea

    Also it’s said that you can use the gamepad mode in PC version as well but how do you switch?
    M: When you first create the character at the very beginning you will choose which control you want. At that time you choose gamepad control mode or mouse+keyboard control mode.

    I see, can you switch midway?
    M: Of course you can.

    Could you explain the tutorials for gamepad mode in detail?
    M: For mouse+keyboard it went pretty far and we have everything in where you clear through the first town. For the pad we are currently adjusting the controls so we will start making the tutorials and I believe it will follow through the same steps.
    Y: For gamepad mode tutorial it’s the tutorial widgets text and reference screen changes only so it won’t be much different from the mouse+keyboard. Nakamura-san (interviewer) what kind of thing did you expect?

    Since the UI is totally different I was thinking of how to put the macro’s or action in the hotbar or for say PC version you can just drag the icons with the mouse but for PS3 version that isn’t the care right?
    Y: Oh for me I am saying that we don’t need tutorials for macro’s or drag & drop. I think that’s explaining too much and like even think if you can drag & drop into the hotbar is only something a PC game or people used to gaming so to get tutorials for all in-game I believe will make people feel it’s too much to learn. Also there will be a problem on when to give that tutorial since you can use from the beginning. But if we give that explanation at the opening for console players it will confuse them and go “What does that mean?” and if you put that out later on in game they will be like “I know that already!” so for my answer I say “Don’t release it!” (the tutorial) For players who already know they will know from beginning, and if you try it out you will find out right away. For those that don’t know about it can learn from friends or linkshell or free company staff. Development team bring the tutorial list with it listed but I keep on telling them “We don’t need it!” (laugh)




    Continued to 2nd half... which talks about gambit system and all that... but I have to get some sleep sorry >< 2:30AM need to wake up in 3.5hr ~

    EDIT 2nd half finished on next post.

    response - tag so this post shows up on my sublimen tracker
    (35)
    Last edited by Reinheart; 10-13-2012 at 07:52 AM.

  7. #4917
    Player
    Reinheart's Avatar
    Join Date
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    Character
    Reinheart Valentine
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    Main Class
    Warrior Lv 86

    FFXIV Interview - 10/11/2012 - Game Watch - 2nd half of interview

    Source : http://game.watch.impress.co.jp/docs...12_565505.html

    OK we would like to ask for more details on PS3 versions UI design. Minakawa-san you have experience from FFXII as a director but are there anything from FFXII that was put in?
    M: At first I did too much and got scolded “That’s too much” (laugh). Basically it’s the gambit but if you make a gambit system like FFXII but was told “If it goes that much it will become a BOT!”


    When talking about FFXII the main thing that stands out is the gambit, what did you have plan for that gambit system in FFXIV?
    M: For example gambit system for targeting. Make a gambit system where it targets the target you want first then have several patterns and registering that into a macro. Iit was possible to do stuff like this (laugh)

    So like say if mob pops in that location to pull it right away?
    M: Yes, but if we do that we don’t even need players (laugh) for FFXII the gambit system was basically like players thinking phase and where they plan/setup the gambit system and was designed where it was OK to just watch the battle but for online game this shouldn’t be allowed.
    Y: If this was allowed it would make RMT’s happy, and if there was one good gambit they could just copy (laugh)

    It’s dangerous to put in a gambit system for online game (laugh) however gambit itself isn’t a crime. So the gambit system isn’t being used?
    M: Gambit system is used in another part of the system.
    Y: We are controlling the enemy AI with gambit, so the development side is using it (laugh)


    I see that’s reverse idea, so the development team is using and not the users.
    Y: Yes, it has been refined and easy to understand and it’s real easy to make easy AI. There are lots of programmers from FFXII staff also. We are talking about later for battle contents involving chocobo where you build a AI gambit for chocobo you grow and make it fight between players. It’s probably something in far future.


    I would like to ask regarding individual new UI for the PS3 version but first starting off with the main command, what is this?
    M: For the PC version this was the icon list that was shown on the bottom right. For console it had too much load on display and for customers who don’t have much MMO experience that type of display would cause them to think that this game has too many controls and we didn’t want them to feel that way.
    For that reason the main command was built where it’s easy to see what you can do in this game, it was designed so this main command acts as an entrance to all information. We made the system that the parent category is built with less than 8 category types.



    Are the features exactly like the PC version?
    M: Yes it is, the major difference between the PC version is when you have the main command open it will close all other open widgets and be able to concentrate on controlling only this display.
    Y: I ordered to have everything closed other than character control and camera control.


    So all other UI will be turned off but even in this state you will be able walk and stuff right?
    M: Yes, you will be able to walk and control the camera but all other UI will close temporarily.


    That is convenient.
    Y: Yes you can use it as cancel control as well.
    M: We have designed it so the main command is easy to understand, cross hotbar being simple and by using it can be specialized to match that individual players style.


    For the control can we imagine is similar to PS3’s cross media bar where you move horizontal/vertical?
    M: Yes, you can choose the category with the direction keys, select the subcategory and press the circle button to confirm. (US is probably going to be X button, JP games confirm button = circle)


    Are there any features which would only exist in PS3 versions main command?
    M: No, all the features in the PC versions round icons are in here at same time there are no other commands that only exists in the main command.


    Next what is the bar on the bottom left?
    M: That is the chat window.


    So when many people talk or system message pops up that will grow upwards?
    M: yes.


    What does it mean here where it says GENERAL and BATTLE?
    M: This is for different log, first off the GENERAL is the standard chat log so it will display conversation between players or system announcements. We received order from Yoshida to please don’t make the game where you need to look at the log. For example BATTLE is a log that displays the battle but for regular battles you can fight without looking at this. It was designed as a log where later on you can go back to breakdown the damage you dealt and such. It is made so you just need to view the game screen, the 3D screen to see the damages, how much exp you took in and other information directly.


    What else are there aside from GENERAL and BATTLE?
    M: We have a feature where you can press the plus button to increase the tab to create a window where you just want to see conversation with company members and stuff like that. You can customize what text to display and make your own chat window.


    On right side of the screen it displays the current quests the users took, is this one of the widgets Yoshida-san was talking from before?
    Y: Yes, this is “objective list” stuff you need to do right now, and aside from this there is another one where we are calling it “recommendations” for this one it will display those contents which you have or don’t have but stuff that you can try out now.


    For the PS3 version where will the “recommendation” widget be displayed?
    Y: It will replace the “objective list.” For the PC version it can have multiple window and is more flexible and the display resolution is higher so you can place it anywhere but for the PS3 version UI it takes up lots of screen so we have it set where it is displayed on one side and switch between the two.


    Are there any other peculiar UI for the PS3?
    M: Regarding the cross hotbar for the PS3 this can be displayed on the PC when selecting the gamepad control mode. The main part that is different is the part which displays the inventory. The white box with number shows number of items inside the 4 bags.
    Y: Looking at this SS it shows first bag with 10 items, bag 2 with 5 items, bag 3 with 0 items, and bag 4 with 22 items.
    M: On the PC versions we display this with dots.
    Y: On the PC versions we have it color displayed to show the item, gear, materials but for the PS3 versions it can’t handle that much memory so for the PS3 version it will display the number of items with number display.


    I see, that is interesting. What lead to this idea?
    Y: It’s tiresome to open the bag every time to see how many items are inside (laugh)
    M: I’m not good with keeping things tidy/in order and even while playing MMO i get overflowed with items. By the time I noticed the inventory is full and I feel like... you could of told me that earlier... something like that.


    I see, that is interesting.
    M: For the PS3 version it will require extra step to check but it doesn’t affect the strategy so for the PS3 version we made the display simple.


    For the PS3 version can you relocate the UI position or size?
    M: It is possible to change the display position. We are currently making adjustments to see how much we can do for the size but we are thinking to make this possible as well.


    How will you change it?
    M: There is a special mode called HUD layout mode, from there you can change each individual menu size or position.


    Right after the FFXI Xbox 360 version release it was the first HD generation console machine and the users complained the font size being too small but in ARR FFXIV can you change the font size?
    M: First off for the chat we will definitely put in a feature to change the font size. For other text by changing the window size the font size will also increase. Unlike the PC we are working hard to make adjustments so you can see the text for TV’s in living rooms.


    So as an RPG you are aware about this.
    M: Yes, we are first making adjustments so it’s playable with standard 20-30 inch monitor size with about gamepad cable distance from TV.


    The font is fixed font?

    M: For the PS3 version the font is fixed. PC version you can use device fonts but for the PS3 version it’s fixed.
    Y: There are many players using different fonts on the PC version but that’s because it’s the PC. If you try to do this with the PS3 we have to prepare multiple fonts to make it possible.


    Are there any special features or service only for the PS3 versions?
    Y: The main theme is to not make any difference so there isn’t anything... maybe the PS3 version you can play while sleeping on the sofa? (laugh)
    M: You can do that with PC version in gamepad mode also
    Y: oh yeah that’s right (laugh). So I guess there isn’t anything different. If you want to bring out the difference in UI maybe where you set up the cross hotbar to play with one hand.


    OK we’re anxious about the servers, for the PS3 version will there be PS3 exclusive servers or new servers when the PS3 version is launched?
    Y: Regarding the worlds for the new customers we are planning to add lots of new worlds however we are not thinking as PS3 exclusive.


    So the idea is for both PC and PS3 version players to play together
    Y: We would like as much people to play so if we make it PS3 only it might be good at beginning but when thinking long term we should leave as much options available and would also end up with worlds with population not balanced, so I would like to be able for them to play together.


    It’s a bit early but regarding PS3 version beta test. We’re not into PC version alpha test but what kind of thing are you planning for the PS3 version beta test?
    Y: Basically it will be just like the PC version. However we are making the PC version players go first because the PS3 customers will probably think of alpha/beta as some demo version. So if we get them in when the first beta is release it will probably have small bugs and it might make it hard for the PS3 version customers. I would like to start the PS3 version beta once we alleviate those problems and when the server is stable. If not they might say something like “It’s a demo and it has lots of bugs!” so we want to make it close to the actual product version.


    Just confirming but for the beta test PC will go in first then later PS3 right? To shift it a little?
    Y: Yes, PC version will start little bit earlier. PS3 version depends on the speed of beta version bug fix and from there opening the PS3 version, something like that.


    So if small it may be 1 week apart or if there are many it will take some more?
    Y: If there are many critical bugs after the PC version the start timing for PS3 may be 1 month apart. Either way both PC and PS3 versions will connect to the same server and only difference is the client so if we take out the bugs on the server side only thing remaining are client side bugs. So for PS3 specific bugs will depend on PS3 inspection so I’m expecting there won't be any extreme gap in timing.


    Also for the PS3 version, will it be playable on all models? for FFXI the 20GB model wasn’t enough so was taken out but how about in FFXIV?
    Y: Basically it will work on all but in the end it will depend on how much we can compress but we are looking at the least amount as goal. We can’t promise but we are going to try and stick to this. Our business is done through installation bse so we don’t want to lose business opportunity due to the environment. I have been telling the development team to keep the 10GB for the ARR start but recently been hearing cries “Yoshida-san we can’t change from 10GB?” (laugh) With FFXIV graphics set along with quality movies that number is really tight for sure.


    For PS3 marketing plan for example aside from package there are download market and thinking there are other approaches for package such as PS3 exclusive but how will you market the PS3 version?
    Y: With both PS3 and PC for the package we will have the ARR FFXIV out. Of course we are thinking about ARR FFXIV specials for early reservations or collectors edition but for those with current collectors edition it will be possible to upgrade to ARR collectors edition though online update. We are currenting making adjustments.


    PC and PS3 release date will be same?
    Y: It will be the same for the base


    Say current PC player want to play on the PS3 version would they need to buy the client again?
    Y: For those thinking of playing on the PS3 version and currently having PC accounts I apologize for the trouble but you will need to buy the PS3 version. However you can use the same account on both PC and PS3 version.


    On NA Amazon it’s showing PS3 version to release in December (laugh)
    Y: For Amazon heard they put 12/18 as release date for those that don’t have a set selling date (laugh) If there isn’t any sale date they can’t make reservations and it’s said for the Christmas season the week of 12/18 is the last. After for NA most products well out and goes into long break so to sell the most aiming Christmas is this timing. So basically Amazon just listed it as that without getting any announcement.


    I see, so there is no way it can be released within this year?
    Y: No, can't be (laugh) when we released the roadmap we stated the service will be post 2013 January. If we could release it within this year I would of already announced it
    M: If it was released within this year everyone in development team would die (laugh)


    Aside from the PS3 version SS there are couple image illustrations but what is the meaning behind it?
    Y: First off the primals along with the ones that were already announced we wanted to show them once again. Reason behind this is for the PS3 customers this is the first time so instead of showing the difference from current version it’s better PR to show summons which many are familiar with. That is the reason why we also showed Ifrit again.


    I see, so it’s information for those players looking forward to the PS3 version.
    Y: Well we did put in some information for current version players that will make them think “Oh?”


    Yes, like this human shape character is first time. Who is this?
    Y: That is Amon. Amon which many are familiar with from FFIII.


    Will it be released as a primal?
    Y: No this is boss for one of the contents. When you look up Amon or FFIII you should be able to get some info. Reason why we didn’t put anything is because we want people to imagine while in game.


    What are the plans for primals that hasn’t been released yet?
    Y: Titan will come out with ARR FFXIV. For Titan the model is already finished in current version and the cut scene was already made too.


    I see, so you were waiting for the release timing?
    Y: We also had Leviathan also completed but because we had the major disaster (Japan Earhquake 3/11/11) so we changed the plan


    Next the Chocobo illustration, this is the one that was shown with President Wada at the producer live right?
    Y: Yes, for the attacker one it will be first time. At the live we also shown the Behemoth cosplay Chocobo gear.


    How many costumes are there?
    Y: There are quite few. First you got the 4 types, there are different color ones, also the current version ones so maybe 8 or 9, maybe more. Will start with about around 10 (says reaching around two digit)


    For this new attacker chocobo it’s equipped with armor.
    Y: Yes the design of the armor is to image the physical attack type. For us Dragoon is attacker type so the design is made to make you imagine a Dragoon.


    Can it do big jumps?
    Y: No no, not that far. We aren’t going after Dragoon so (laugh)


    For Chocobo’s the stats won't change by changing equipment but will have it’s own skill or magic abilities right?
    Y: Basically we want people to equip different gear so instead of the equipment the status or skill will depend on how you raise it. But I think if you try to raise all balance it will end up as a incomplete pet.


    I see, so in that case what will happen to the gear?
    Y: We aren’t going to make the equipment requirements too tight, probably limit to Chocobo’s level. I believe there may be gear which you can’t equip until you reach certain parameter requirements but we’re talking it’s better to be able to allow dress up in many ways as possible.


    So if you raise chocobo a lot in the end you will be able to equip any gear? Or will something be specialized?
    Y: We’ll have as much freedom as possible but we would like to add some specialized as well. For that have it where you raise different from players method.


    For Chocobo's will you prepare enough variations to match amount of player character jobs?
    Y: We will add more but when thinking as a type where you raise first we will have 4 - tank, attacker, healer, and caster. For tank and attacker’s different it will depend on how much we put in. However instead of increasing the types I would like to increase more gears to dress up.


    So by dress up you mean like the behemoth gear you shown previously?
    Y: Yes, where you can cosplay.


    Also how can you obtain the behemoth gear?
    Y: That one still a secret (laugh) it will be available at ARR FFXIV launch.


    So for hardcore players they should be able to obtain it right away and equip?
    Y: I can’t say it yet.


    Just confirmation but for the Chocobo raising system, this will be available from the launch of ARR FFXIV correct?
    Y: Development team is working hard. I’ve been scolded that the “Cost is too high!” (laugh)


    How much effort do you need to put into to grow it.
    Y: We will have something like a level, we would like to make the raising somewhat challenging.


    So are these gear for level 50?
    Y: Can’t say it’s exactly for 50 but it’s pretty high also for Chocobo in current version it will change everything with one set but in ARR FFXIV it’s possible to equip the head, body, feet separately.

    So you would need to obtain each part individually?
    Y: Yes there are three parts and that is head, body, and feet.


    For example are there any gimmicks say like additional ability when you equip set gear?
    Y: For set effect if you make it strong it will end up with only one option and if the the effect is weak there is no meaning to it so I don’t have anything particular about gear set feature.


    So you’re saying it’s OK to go by taste and equip different gear?
    Y: Yes, MMO has a lot of freedom and to have a gear set means to go against that idea so I think it’s not right. Although if there was a system where can keep the parameters but change the graphics to anything you like then it will be whole new story.


    There are new structure illustrations but what is this?
    Y: This is a new dungeon.


    Doesn’t look that way, how will you go to this dungeon?
    Y: There is a boat to go there and once you meet the requirements you will be able to get on the boat to get to the bottom of the dungeon and from there you will climb/go up to fight the boss.


    What is the name of this dungeon?
    Y: Umm what was it level 40 dungeon.... we are calling this dungeon Wanderer’s Palace.
    M: It’s dungeon targeting level 40-45.


    Is this something completely new or is some existing area change and become this?
    Y: This is new. In current version there isn’t much dungeon, there are couple that are blocked but it’s hard to make dungeons using natural terrain. In ARR with the map changes there will be lots of these type of structure or ruin type dungeons.


    I see, what kind of gimmick exists in this dungeon?
    Y: This dungeon has couple mechanical devices and stuff.

    Doesn’t look that way, looks like old castle that turned into a ruin.
    Y: Inside the dungeon the walls are broken and inside the wall you will see gears... that kind of atmosphere.


    What kind of enemy will be inside this place?
    Y: For these type of dungeon or contents we will show screenshots and movies so please wait for that one.


    Can you go here at the launch of ARR FFXIV?
    Y: Yes, this is one of the leveling dungeons.


    I see, this is for leveling, so it will be public where anyone can go in?
    Y: No it’s instanced dungeon. In ARR FFXIV the dungeons for leveling are basically all instanced. There aren’t any public dungeons where many can go in at once. For public there are forts which everyone can go through but for dungeons they are all instanced. We have something new prepared for public.


    What is the reason behind why you released this illustration this timing?
    Y: Current FFXIV have enough dungeons with these type of gimmick. There isn’t much where you go inside and get excited to a point it will make you want to think how to clear it. So this time we are preparing many leveling dungeons with this in mind. First start with your imagination and we will follow up with movie release. I believe we can show other ones later as well.


    In which area does this exist?
    Y: This is ocean so Limsa Lominsa or say ocean region. This is what we mentioned in the first producer live letter towards the end where we explained the map will change this much. When we were designing new fields at that time we came up with this idea.


    Going into summary, this time you released the PS3 version SS. When will the live demo start?
    Y: It will depend on when the performance reaches that line where we can agree on.


    So currently it’s not at that point yet?
    Y: For optimization when talking extremely if you have enough time you can keep on doing and for all the core gamers they looking online constantly so for the PS3 version we don’t think we need to release it in a hurry.
    Currently in Japan’s entertainment industry there are too many interests so say even if we bring up excitement 4 month before sale it can be forgotten really fast. So instead of rushing I think it’s better to show it at the time where I can agree on. But for the PS3 version I would like to show actual machine around end of November. PC version alpha test will start towards end of October also.


    OK could you please give your final comment regarding PS3 version.
    M: I’m repeating again but we have a system which is easy to use at same time which is customisable and hoping this gamepad mode will be standard for those playing with gamepad. For those playing on PC version would also like for you to be curious and try it out.
    Y: For those of you been waiting from beginning of PS3 version it’s been 3 years, sorry fo the long wait. We were able to build something with all the strength square-enix has. For the graphics compared to PC version which has no limit to specs it wont be equal however to be able to play an MMORPG with this much quality on a PS3 console is a result of combination of Square-Enix and ARR FFXIV so would like you to look forward to that. If you can try it out I am sure it will satisfy you.
    In future information release we will introduce what “ARR FFXIV is” which started from zero. We were finally able to release the screenshot so next will be the actual moving one, the planning to show one where I’m moving it live. Same with the PC version we started with the screenshot, then a movie, then live demo from stage, we would like to do the same for the PS3 version. So would like you to please look forward to that as well.

    Thank you very much.


    response - tag so this post shows up on my sublimen tracker
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    Last edited by Reinheart; 10-13-2012 at 07:52 AM.

  8. #4918
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    alexhatesmil's Avatar
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    Thanks for the hard work, Rein. お疲れさま。
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  9. #4919
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    great job ! thanks a lot and good night
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    Rédacteur sur JeuxOnline FFXIV : http://ffxiv.jeuxonline.info/
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  10. #4920
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    thank you very much for your hard work Rein!
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