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電撃Playstation: Developer Interview (Feb. ‘09)

Interviews by: Elmer the Pointy

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Lots of developers, lots of text. I’m just going to jump right in on this one. Click “Read more” to check it out.

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小川公一: Ogawa Kouichi , Wings of the Goddess Director, Director of scenarios to be released starting this spring

松井聡彦: Matsui Akihiko , Battle Director , Battle design , job adjustments, mainly manages elements of the game pertaining to battle

権代光俊: Gondai Mitsutoshi , Battle design, merit points, WoG jobs, manages elements of the game pertaining to jobs

藤戸洋司: Fujito Youji , Moblin Maze Mongers Developer , manages synthesis, fishing, Chocobo raising and Chocobo racing

伊藤泉貴: Itou Mizuki , Salvage and Einherjar Manager , Campaign Developer

武田謙三: Takeda Kenzou , Developer for Moblin Maze Mongers as part of the Battle Team , set rules for Maze Voucher01 among other duties

Special Interview #1 – FFXI After the December Update

A new way to solo and level up jobs! Fields of Valor

The response from the players over Fields of Valor has been huge. This was created for beginners and low-level players, am I right?

Matsui: There’s no reason it should be limited to just solo and low-level play. First and foremost, it was intended to add something new to the original areas of the game. Most players, high-level ones especially, are focused over in Aht Urghan, so we wanted to do something with these empty starter areas. In addition, it’s not limited to soloing, and we made it so you could grab a party and fight together towards specific goals while gaining XP. We wanted it to have a lasting impression. It also gives you a chance to fight against a wide variety of monsters, many of which you wouldn’t normally encounter in the course of leveling up.

After Fields of Valor was implemented, there has been a stronger tendency amongst players to chain through much weaker monsters in order to level. Was this intended?

Kendai: Yes, that’s right. Up until now, many say that soloing especially has been a high-risk/low-return way to go, so in a previous Version Update we increased the amount of XP that one receives from “Easy Prey” monsters. Now, we’ve also added Fields of Valor, and the efficiency of chaining through weak monsters has greatly improved.

Currently, Qufim Island appears especially popular, but are you planning to expand this content to other areas?

Matsui: We are planning to expand it to other areas from here on. Also, to make things even easier for the players, we are looking to fix up Field Manuals that are tough to access or have training regimens that need adjusting. Still, we wish to cultivate monsters from all over field areas, so as part of a training regimen it may be necessary to travel all over the place. We’re look to promote a deeper knowledge of these areas and help people to find new hunting grounds.

Itou: However, re-pop times being what they are, there are no dungeons on the list of areas we are currently planning to expand into.

Treasure Caskets are another new elements that was added. Are you planning to add them to more areas, or perhaps more rewards to the list?

Itou: These go well with Fields of Valor, so if possible, we’d like to expand them into other areas together. Also, if we’re going to increase the rewards, we’d like to try something a little different than the current ones. As for Treasure Caskets themselves, as an incentive for treasure-seeking players, we’re thinking it might be good to add some special rewards to spice up certain areas that don’t see a lot of activity. (laughs)

Treasure Caskets can drop from monsters that are too weak to produce XP, but do you think it’s good that high-level players will be able to just constantly kill them for treasure>

Itou: Basically, this won’t be something that high-level players can really profit from. These will be rewards that are suited to players of certain levels. The idea is that Temporary Items you find help keep you fighting strong, and the occasional rare treasure is your reward.

By the way, does Treasure Hunter have an effect on Treasure Caskets?

Itou: Sorry, but it doesn’t. However, Thieves can utilize their Thief Tools to gain a hint for opening a chest.

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Wings of the Goddess moves right along

Regarding Campaign, what kind of additions or adjustments are planned for the future?

Itou: As for additions to Campaign, we’re planning to add more high-level elements. Of course, we will continue adjustments for the benefit of all levels participating.

Which means, you’ll be opening up the Northern areas, right?

Ogawa: Yes. We’ll be adding a new front for battle, as long as presenting a new story to go with it. By the way, players can rest easy knowing that they can fight in these new areas regardless of their progression in the story line.

Itou: However, be forewarned that this is high-level content, and these monsters are much tougher than the Beastmen you’re used to. (laughs) Although, simply making it super difficult for no reason would cause people to stop going, so we’re planning some good stuff to balance out the difficulty. Also, while nothing on the level of “Splitting Heirs,” we are close to adding some lighter battle content that opens up based on certain conditions – for example, if you have control of Jugner Forest(S), something will be available there. It will be different than just Campaign Ops.

By the way, what percent of the Wings of the Goddess story line is currently implemented?

Ogawa: Counting what was added in the December update, I’d say we’re about halfway through? We’ve finally seen the appearance of Jeuno, and things will only get more intense from here on. The side-stories will continue as well, and both quests and missions will progress together.

Regarding quests, has the ever-popular line of quests surrounding the 5 Serpent Generals now come to an end?

Ogawa: We apologize for making you wait for so long, but yes, with the addition of Gadalar’s quest in the previous update, we have completed everything we planned for that quest-line. However, the Serpent General quests have been hugely popular amongst players, and there are many demands for more. Those in charge of the quests are also fairly attached to them, so if the chance arises, a new episode may be added. Personally, I’d like to see more involving Fari-Wari. (laughs)

In some quests released after Wings of the Goddess, there has been Trainee equipment obtainable as rewards. Will there be equipment corresponding to every different craft implemented?

Ogawa: Yes, there will. We plan to steadily add in gear for each of the crafts.

Was it intended to have the effect of the item be limited to those with crafting levels of 40 or below?

Ogawa: First and foremost, we intended to give those raising a craft to 40 some assistance. Secondly, it was also a countermeasure against HQ goods. If anyone of any skill gets the boost, it could make it too easy to make HQ versions of certain items and have a negative effect on the market. Especially with Veteran level synths, we thought being able to produce HQ items with too high frequency would be a problem and cause disastrous results. Limiting the effect to a skill level of 40 and below made it a non-issue.

For players with skill levels above 40 it’s really nothing more than a collection piece. I think they’d be glad if you made it NPC-storable like event items…

Ogawa: There are no plans for that right now, but we have accepted one player demand. Players want storage space, and we’re looking to go forward with various improvements.

Is it possible to make a storage system akin to Moblin Maze Mongers?

Fujito: Moblin Maze Monger parts and Automaton attachments were new systems set up for those specific purposes. To create a whole new system like those is possible, but… With the existing storage system already in place, it would be quite difficult.

With the storage fee cut in half, the storage NPC has become even easier to use. However, will we get to see more set equipment, such as Nyzul sets, added to his list of storable armor?

Takeda: Not only Nyzul equipment, but we’re looking to add more stuff that players have been clamoring for. While everyone has different sets they need stored, we’ve tried to judge what sets are the most important and add them accordingly.

Matsui: However, more importantly than what you can carry, we want people to consider what they need and what they can’t do with out. This is an online game after all, so we would rather see equipment up on the Auction House, rather than rotting in storage.

Nyzul Isle has seen a lot more activity after the addition of job-specific Weapon Skills. How do you plan to address congestion issues facing popular content, such as Moblin Maze Mongers?

Fujito: Nyzul Isle faces congestion problems at different times on different worlds, but according to information received through Customer Support, Japanese prime-time is especially tough no matter where you play. We’re working to improve the situation, but the issue at its core has no quick fix. Currently, we’re trying out a number of ideas.

As for Moblin Maze Mongers, we honestly weren’t expecting this. We did think about how content allowing small parties and consecutive attempts could get congested easily, but… Right now, it’s relatively calm during non-peak hours, but we are thinking of adding new elements that will make it a little more flexible and relieve the stress on the system.

The two strongest monsters in the game, Absolute Virtue and Pandemonium Warden, continue to reign over players as insurmountable challenges. Do you have plans for any adjustments?

Itou: There are no plans to simply weaken them or lower their difficulty. However, we think there may be adjustments to the circumstances surrounding the fight, in line with the recent two hour time cap that was added. Still, we plan to add more powerful monsters like those that are designed to really test your limits. Really, we want to increase the number of these types of bosses, and adjust them together.

So, are you saying there’s a possibility that a powerful enemy like Absolute Virtue or Pandemonium Warden will appear in a Wings of the Goddess area?

Itou: Yes, there is.

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Special Interview #2: Moblin Maze Mongers

The possibilities are endless

First, tell us about the development of MMM.

Fujito: The design for MMM was already in place during last year’s Fan Festival (2007). That was where Producer Tanaka Hiromichi announced it as a “private dungeon.” It was planned to be a large feature of Wings of the Goddess, and I got to work on it right after wrapping up Chocobo-related content. The original plan was to have something completely new to Vana’diel, that the player could shape to their whim. We wanted to provide players a dungeon they could build how they wanted, and invite whomever they wished to play it with them. It took about a year after the initial announcement to get it in, but it’s finally here.

There’s currently some missing numbers among Vouchers and Runes, so what percent of the original plan would you say is in place?

Fujito: Considering the number of individual parts involved, it’s hard to say, but after the next Version Update, we estimate the system itself will be about 90% complete.

Will Vouchers and Runes also be added?

Fujito: Yes, they will be added. Looking at the current Vouchers, 01(Sanitization), 04(Materialization) and 07(Liquidation), the criteria of the missing numbers 02 and 03 have already been decided upon. As for Runes, there are still many that are yet to be implemented. We allowed for 3 digits on the item name for a reason. (laughs)

What’s an example of something you plan to add?

Takeda: I can’t say anything concrete quite yet, but for example – say, Voucher 02 and 03 – since 01 is “Sanitization Team Alpha,” then perhaps 02 will be Beta? Something like that. (laughs) It’s similar to the other Voucher’s task. As for other types of Vouchers, we’re still planning and testing. With all the parts that go into determining a Maze’s objective, and there always is an objective, we have to make sure that new parts aren’t going to result in overly complicated victory conditions.


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Right now, parties are the main way to go, but will you be considering combinations meant for solo play?

Fujito: We want people have have the feeling that solo play is an option. But like I mentioned earlier on, we need to figure out a solution to the congestion problem first. If the amount of players soloing MMM increases, we’ll only have more congestion. First we have to really tackle this issue, and allow people to enjoy the content stress-free.

It seems most players have the feeling that there are more Marbles and Runes than they know what to do with. Was this something that you expected to happen?

Fujito: That’s pretty much what we expected. After all, this kind of event is meant to allow people to enjoy it any way that they want. As it stands, one person can only use one Tabula once per day. We were unable to implement it in the December update, but we plan to add a new way to play, “Tabula Copy,” which we did feature at the previous FanFest. This will specific play-styles to be spread far and wide. We’re just about ready to go with this, and once we test it thoroughly, it will be added.

So will the current objectives on the current Vouchers, 01: gain Runes & Marbles + XP, 04: raise synthing skill, and 07: search for treasure, become the most common objectives?

Fujito: Currently we have those 4 objectives. Though without Runes, you can’t make specific adjustments to your maze, so really, the main objectives will always be collecting Marbles and Runes.

Speaking for the Lighting Brigade, we have a number of members who have a blast playing over and over, trying to collect Runes.

Fujito: Right now, there’s about 100 Runes, so getting them all is tough. We definitely like to see people strive for a complete set.

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A taste of how the mysterious system works

I think what players most want to know is what affects the chances of different rewards appearing in the Treasure Box?

Fujito: The Rune you obtain from the Treasure Box is random, but actually, the type you get is determined by the Voucher you use. For example, Takeda worked on Voucher 01, so the rewards were his own choice. However, if you install Lost and Found (094), all Runes have an equal chance of appearing. Also, to get the most popular equipment, you have to choose, as most have already guessed, Voucher 07.

Takeda: Just like the different rules you can apply, we want each Voucher to have its own features.

Maze Tabula have square with elemental properties, but can you tell us exactly what effect these areas have?

Fujito: If you place a Rune on one of these squares that has a matching elemental property, then the effects of the Rune will be strengthened. For example, you use Voucher 07 and place a Darkness-type Rune onto a Darkness-type square. The monsters’ resistances to Darkness will be raised even further. Basically, it boosts their abilities, but there are other effects as well. Of course, the same Runes can have different effects for different Vouchers, and the effects of matching up elements can change.

Is there a point to buffing the monsters like this?

Fujito: If you make them stronger, it increases your reward. If you make them too strong though, you might not be able to defeat them…

Speaking of Vouchers, it seems Voucher 01 is currently used as the best one best gaining Marbles. Was this how you planned for it to be used?

Takeda: Originally, we planned it to be for gaining experience points. It turns out that this Voucher is the only one that matches monster levels to the lowest member of your party. We hear many people use this as a way to rack up Marbles, when originally, we planned for it to be a place to Level Sync and gain XP. We thought it would be good for people who couldn’t get a complete party together; they could hop in a maze and gain some quick experience. Using low-level characters to gain Marbles was an unforeseen bit of ingenuity on the part of the players, and it doesn’t bother us.

When using Voucher 04 to synth items, is there any difference between synthing alone or with others?

Fujito: Synthing alone allows you to just focus on quickly pumping out items. There’s no need to gather everyone around the Fabricant Idol, so it’s good as a time-saver. On the other hand, synthing with others requires you organize everyone together, but the chance for success takes a nice leap upward. Not to mention, HQ rates go up as well. That’s why I’d recommend choosing to synth with others.

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Sometimes when you craft something, the graphical effect is different than usual. Is this for HQ?

Fujito: That’s right. It’s HQ. Making a HQ has its own merits, but we really wanted to differentiate it. We’ll make further adjustments to make this more clear.

I can’t check the crafting skills of the Lightning Brigade right now, but say they skill up. Will it appear in the log like usual?

Fujito: Yes. The same message as always will appear. Still, it can be difficult even now to raise one’s own skill, so we are thinking of making it easier in the future.

As was mentioned before, Voucher 07 is largely used for obtaining equipment, and you can really pump those monsters up.

Fujito: There is a limit, but yes, you can basically make it as powerful as you want.
Takeda: If you combine Thief (056), and Flurry of Blows (077), you can make something that will really kick your ass. (laughs) But anything you can make is within what we planned, so please feel free to test your mettle against strong monsters. That way, you’ll get bigger rewards.

Moving on, I want to ask about the individual Runes. Can you narrow down the types of monsters that appear with Runes like Tiny Warrior (014) ?

Takeda: It’s an issue of chance, so no, you cannot completely control what appears in the maze that way.
Fujito: Feel free to try out all the monster family runes (001-012) along with Great Warrior (013), Tiny Warrior, Motion (015), Stillness (016), and other types.

What effect do Job-related Runes (051-056) have along with Voucher 07?

Takeda: While they can’t use the 2-hour abilities, the monsters will behave like the chosen job type. Allowing them to use 2-hour abilities would have made them too strong.

Lastly, concerning Marbles, will there be more rewards added for trade?

Fujito: As for equipment, we’re looking to add some fashionable items. Currently, you can also trade for titles, and we’re looking to tack on some sort of bonus for having one.

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Special Interview #3: All About Jobs

A new direction for Jobs and Merit Points

In the Version Update on December 9th, Dancers and Scholars received their Group 2 Merits and Relic equipment, thus completing all 20 Jobs in the game. I’d like to hear what’s in store for the future in terms of Job changes to come.

Gondai: As for Job adjustments in general, we are looking to give jobs that are limited in their abilities more options and versatility. We think something like Samurai’s Hasso and Seigan, where play-style changes under the effect of one ability versus the other, would be a good route to take. That, and we are imagining ways that White Mages and other magic users can broaden their usage in a fight. This isn’t to say we want Jobs to break from their original design, but rather give them more options when faced with a variety of situations.

Regarding Merit Points, with the completion of Dancer and Scholar Group 2 Merits, we have finished implementing the entirety of our original plan for Merits. Still, we don’t intend to stop there, and we are currently discussing ways in which to add to the Merit Point system.

In it’s current form, Merits are like fresh, new abilities that you work long and hard to obtain. What about something you can spend points on but earn more easily?

Gondai: I think striving for big goals is good, but smaller, more focused goals might be nice as well. We want to provide another way for players with a surplus of points to spend merits.

Like a way to specialize their main job?

Gondai: We’re thinking we want to make something that isn’t particular to different jobs. Right now, the category caps on battle-related merits act like shackles on some players with several level 75 jobs. Rather than make Group 3 Job merits, we want to help out these characters.

Recently, new Weaponskills were added that were unique to each job. Please tell me more about this.

Gondai: Speaking about the Weapon Skills, the original plan was to make abilities that fit in well with the needs of each job. They would also be further differentiated with the possession of a Mythic Weapon. Using the Weapon Skill with a Mythic Weapon causes the Aftermath to go into effect. Relic Weapons were made to be strong weapons themselves, so Mythic Weapons were designed to have power that complemented each Job. This is why Mythic Weapons can influence Job Abilities and the like.
Matsui: When talking about Relic weapons, we wanted an after-effect and special Weapon Skills that definitely couldn’t be used with any other weapon. Mythic Weapons, on the other hand, had to be different than Relics, so besides just having the unique Weapon Skill, we also settled on differentiating them by Job.

When the appearance of Mythic Weapons, is there a possibility you will adjust Relic Weapons in the future?

Matsui: We aren’t going to simply power them up, but… I’m not saying we won’t take another look at them.
Gendai: It’s hard to just compare Relic Weapons and decide this one isn’t strong enough and adjust it. However, we can how they perform for people who have them and if one appears especially inferior, we think we could adjust it. But then if we fix one, people will be upset that they passed it up for another Relic, and so on…

It certainly seems like a tough problem…


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Job Adjustments: White Magic, Avatars, Beastmaster, and more!

At Vana Fest 2008 in Kourakuen, you announced new Bar-spells for White Magic plus new Avatars and such, but I’d like to here other new elements you have planned.

Kendai: Currently, the adjustment closest to being implemented, one that has been widely asked for, is concerning the radius of Blood Pacts – what determines if a pact fails to activate.

You have announced that a Blood Pact failure will no longer consume MP, but will you also make it so the recast timer doesn’t go off?

Kendai: We think it’s possible to make it so that both MP consumption and the recast penalty don’t happen in the case of a failure.
Matsui: Yes, that’s right. Now, if the Blood Pact is unable to activate upon being selected by the player, it’s easy enough to make it so it doesn’t consume MP. However, there are cases where the player selects the Blood Pact, but the enemy moves out of range and the pact ends in failure. We’re testing ways in which the lost MP can somehow be returned to the player in these cases.

How about other Pet Jobs besides Summoner, like Beastmaster pets growing and Puppetmaster Automatons with their magic priority issues?

Matsui: Regarding those issues, we’re looking at exactly what we can do. As for the pet growth element, there’s many Call Beast pets to work with, so I’ll have to get back to you about that. Currently, the guy in charge of monsters is drawing up the plans, and there’s nothing concrete I can say at this time, but the adjustments are intended to add more fun to the Job. We’re busy thinking of any way we can make the Job more interesting for all Beastmasters.
Gondai: As for new Avatars, if you ask us in a little bit, we may be able to tell you something.
Matsui: But right now, it’s totally off-limits. (laughs)

We’ve already discussed specific Job adjustments, but will there be any basic changes to how they function in battle?

Gondai: We aren’t looking to change the key concept behind each Job. Even if White Mage is able to fight up front, it’s not going to be able to put out the damage of a front-line Job.

So what you mean is the new Weapon Skill, Mystic Boon, is intended as a new way to fight?

Gondai: It would probably be better to say it’s for when a situation arises in which you can utilize it. Of course, if you’re fighting a strong NM, you’re going to want to stand back like always.

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Level Sync’d Equipment and Preventing Skill-ups

When Level Syncing, equipment changes to reflect your new level, but some traits, like Enmity, were added back. Will there be more added in the future?

Gondai: The possibility is there to increase the traits that stay, but it’s timely to go through each and every one. In my opinion, I’d like to see HP and MP equipment be implemented into the system.

The ones I most care about are Artifact Armor, with things like Ability boosts, battle and magic skill+, and each piece’s unique attributes. How about those?

Gondai: Ah, I see. Going through every single jobs and adjusting them for Level Sync would be quite the task, but by comparison, adding in skill+ traits might not be so difficult. However, the basic idea is still that high-level players and low-level players use Level Sync to play on common ground with equipment that doesn’t have vast differences.

So having comparable equipment after Level Syncing was the basis on which the developers made the scaling system?

Gondai: That’s right. High-level equipment would be too good in Level Sync, and that was contrary to our original plan.

Next, there’s the issue of people leveling through Level Sync and Campaign areas, yet being unable to raise their skills, which was the intended design of the system. Are you thinking of ways to counter this issue?

Matsui: For those lower players who level too fast and find themselves unable to cap their skills, we may make adjustments to the system itself. But also there are players in the 60s and 70s who could level with only Campaign and their skills won’t go up. I’m thinking their could be another way to handle this problem.
Gondai: Matsui and I aren’t in charge of quests, so this is something we’d have to ask for, but perhaps this is something that could be implemented into quests. Not a modification that allows for skill-ups during Level Sync, but I’m thinking of something you could do quickly with a pick-up group when you have the time. Maybe use the MMM system we have and let people go in for 30 minutes and just skill-up on a Job; that might be good. Also, I’ve been busy and may not be caught up on the recent trends, but people used to bring along people to Cure them from outside the party.

Shouts for power-levelers are still common even today.

Gondai: So we can take that idea and quest where it’s easy to skill up your magic, or a quest that helps out two-handed weapon users, who have long attack delays, to skill-up their weapons more easily.

Is there any chance that what you say could be added to the game as quests?

Gondai: I think that method has the best chance of making it in. We want to make raising skill easier on players, and more importantly, we want people who may only be able to login for an hour the ability to level up and keep their skills up as well.

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Aspirations for 2009 , How will FFXI change this year?!

Finally, I’d like each of you to tell me one of your aspirations for this year.

Takeda: This year, I look forward to continuing adjustments on MMM, so I can make it more enjoyable for the players.

Fujito: Ah, yes, everyone of the MMM staff is working so hard. Itou and the Battle Team are doing a lot of work for me too, so we really hope to make it better than ever.

Itou: In my case, last year most time was spent stabilizing Wings of the Goddess content, and I’ve still got some interesting plans left for that. This year I can bring those plans to fruition, and I think you will really like what I have in store. Look forward to it.

Matsui: With Fields of Valor as the beginning, I’m looking to increase the amount of casual gameplay users can enjoy, while also thinking of other activities for those who are already level 75. Before many people were asking for things to be easier, but now people seem to want more tough and challenging battles like they experienced long ago.

I thought so too, that more and more players are asking for that. Players are able to do so much more now, and each Job seems to have their own opinions.

Matsui: For the benefit of these players, we really have to prepare a place for them to demonstrate their power, so first we have to get a foothold on what the area will be. It’s not something I can do all by myself, but it’s a project I want to undertake this year.

Gondai: Starting with new Avatars, there’s a mountain of things I need to get done, but like Matsui said, we need to make a place where endgame players can really show what they’re made of, and I’m going to putting my energy into that project.

Ogawa: This year, I’ve got the add-on scenarios we announced last year, and like Itou said, many other interesting plans in the works. We don’t know exactly how many we’ll be able to get done, but we will continue to add new ways to enjoy Vana’diel, so we hope you stick with us.



※この記事はElmer the Pointyの提供でお送りしました。

Comments

Comment from Yellow Mage
Time February 1, 2009 at 9:09 am

Barspells. Barspells? BARSPELLS?!

Is this REALLY the sole update they have in mind for White Mages and Red Mages, just shove in a few more barspells? Because if so, I will pay you, Elmer the Pointy, personally, to march straight in to Square-Enix headquarters and strangle somebody.

I mean, there are a few good and practical things they could add in to the barspell line, but really. As a Red Mage I expected more than this after six years.

Reply to this / このレスへ返事

chloud-midgar Reply:

@Yellow Mage,
Quit your bickering… 1, Rdm are already over powered with their verisatility. Whm are meant to heal, that’s it. They recieve a new WS to regain their mp. Carry some wings around. Be strategic in what you do and don’t gimp it up. Have some common sense in the job you play. If you don’t like it then level something else. In other words if you’re complaining about it you either 1.) suck, or 2.) Level another job

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Comment from Teg
Time February 1, 2009 at 9:20 am

So basically nothing to look forward to for people who don’t want to level new jobs.

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Comment from Nique
Time February 1, 2009 at 11:11 am

I like how they ninja-dodged the PUP spell casting question.

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lolpuppetmaster Reply:

@Nique,

they hate pups like me! ;_;

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Comment from Daremo
Time February 1, 2009 at 1:49 pm

After Special Interview #3, the name Gendai starts to appear. Is that the fellow listed in the credits as Kendai Mitsutoshi?

Reply to this / このレスへ返事

Elmer the Pointy Reply:

@Daremo, Ah, oops! After staring at magazines and textbooks all day, I guess Kendai and Gondai morphed together in my brain. I’ll have to fix that when I get home.

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Comment from Rian
Time February 1, 2009 at 2:08 pm

If you look closely they always dodge pet questions. Unless they actually decide to answer a question on pet jobs, then they can demonstrate their complete lack of insight on the actual job. When it comes to pet jobs SE has no clue. It’s gotten to the point where it is almost ridiculous. It’s bad enough SMN and BST are almost dead jobs and PUP is the laughing stock of the community.

Reply to this / このレスへ返事

Yellow Mage Reply:

@Rian, it is blatantly obvious when you consider the fact that S-E is acting like these mysterious new avatars are going to magically fix Summoner and everything that is fundamentally wrong with it.

HAH!

Forget the “almost,” it *is* ridiculous. I’ll give S-E more credit when they start acting like they recognize what’s actually wrong with the job, and hint: it’s not lack of variety in summons.

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Comment from Cloudus
Time February 1, 2009 at 4:31 pm

instead of whining and ranting about how bad SE is why dont you try to give back more contructive critisizm or just stop playing FFXI. if you play the game and care about it enough to read this stuff why dont you give your opinion on how to make something better.

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Rian Reply:

@Cloudus, People have given countless suggestions in the past. People have sent in suggestions via the website as well. I’m just getting to the point where I’m getting exhausted because once again SE has ignored real issues in thinking that a quick fix will automatically save these jobs. I can’t begin to count how many times people have brought up Activate cooldown and Spell priority, but has SE done anything? No. There is no point in making more suggestions when SE is never willing to meet anyone half way or even attempt compromises.

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Nique Reply:

@Cloudus, I think many of us, particularly in the Allakhazam PUP forum, constantly discuss on ways to improve the job. I imagine the same can be said for the BST and SMN forums. But SE provides us with the same “mysterious” BS time and time again for pet jobs. “We’ll look into it” or “We have something up our sleeve.” Or just blatantly dodge it because they’re tired of talking about it.

We criticize because they ignore us and our solutions, even years after these jobs have been released. Furthermore, with no disrespect to Elmer’s fantastic site, I’d be very surprised if SE gave two cents about solutions found on a comment section of a translation site.

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Cloudius Reply:

@Cloudus, HAHA i remember u from my server and we have almost the same name XD

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Comment from Yumichan
Time February 1, 2009 at 11:08 pm

Im with Cloudus on this, and the plan to adjust the Bloodpact “failures” made my day!

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Pingback from KindredSouls of Odin » Great Interview w/ Dev Team re: Upcoming Changes
Time February 2, 2009 at 12:57 am

[...] Dev Team Interview [...]

Pingback from Forthcoming Job Adjustments (i.e. vauge developer details from JP button) – Final Fantasy XI :: Dreams in Vana’diel :: Community
Time February 2, 2009 at 2:13 am

[...] from JP button) First off, the link if you want to read the rest of the article from JP Button: JPButton 電撃Playstation: Developer Interview (Feb. ‘09) Thanks to Elmer the Pointy as always for the translation. tl:dr version: We’re planning to expand [...]

Comment from shameless
Time February 2, 2009 at 4:07 am

well it seems that s e has always jut done what it wants to and we continue to play no matter how disgruntled we become. s e is now promising us changes with a year or less left before rapture is released. why try to listen to us now? there are things we really want to see in this game as a community and they never mention those as changes or they just dodge them. i love the mechanics of this game and am proud to have played one of the hardest mmo’s in the world for over 4 years. but i think we deserve some straight answers and some changes we ask for. i plead with s e not to kill the game we love so much by being so arrogant.

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Comment from Lionix
Time February 2, 2009 at 11:18 pm

If monster didn’t gained TP just by being hit and Ethers were easier to have in large supplies, like the ability to stack them without the Medicated drawback (tanks hold too little and have a hurtful cooldown), jobs like White Mage would be allowed on the frontline without arguements… I think.

All in all, this was a much better interview than most, normally SE interviews are nothing but evasive answers and “we are looking into it”. You gotta admit there’s a few nice pieces of info here. Though I am pretty darn hurt they evaded the Puppetmaster issue.

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Comment from Philip
Time February 2, 2009 at 11:23 pm

I would like to get an detailed answer from SE about Treasure Hunter, the jobtrait and the items that give the bonus. This also ties in to how droprate is calculated.

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Lionix Reply:

@Philip, I am with Philip here, that’s something I’ve always expected to be asked. They’ve told us so far even WHEN it is activated, telling us how exactly it affects wouldn’t hurt us. Would keep us from “over thieving” in certain events, though…

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Comment from shameless
Time February 3, 2009 at 7:26 am

i do agree that they are actually answerring questions less evasively but are still dodging some issues. PUPs still need a little bit of help and BSTs still need versatility. WHMs need more to do and DRGs need un-nerfed. but besides all that why the sudden interest in what players want? never before have i seen so much mention of player opinion in an interview with dev. anyone have any opinions on why they’re starting to wonder what we think? there’s even a forum on alla ,i believe, for suggestions for ffxi that s e is supposed to be monitoring. after years of pleaing with s e with no response other than “we’ll look into it”, why the sudden 360? i love this game but i do not love s e, and maybe they are starting to see their product loyalty dwindle after years of being so stand-offish with the fans. i hope this is a sign of good things to come.

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Comment from Aciel
Time February 3, 2009 at 11:54 am

See, when you ask about bst and pup, their answer will be something about bst and summoner….
I H A T E S E ! ^^

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Comment from Fou
Time February 3, 2009 at 5:47 pm

Wow….i put my money in with the guy wanting you to go strangle them. >.> again not a even small hint to Avatars. Like the totally forgot about the pet jobs again. Not even going into Whm and Rdm getting a huge slap in the face. Major let down again.

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Comment from SamuraiCommentingGuy
Time February 6, 2009 at 9:42 am

Sick and tired of all the RDMs commenting that they aren’t getting enough boosts. If you’re such a 1337 power gamer who wants to solo everything, gb2wow.

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Comment from shameless
Time February 6, 2009 at 11:15 pm

i think the point with rdms is they are healers and refreshers mainly. they gt to solo nms but the fights take 3 hours to dot and if u make 1 mistake then its all over. some hnm ls let them tank but once again, 1 mistake and its all over. they do need something else to do. I’m not sayin make soloing a easier but up the damage a lil or reduce the enmity gained the closer they are to their target making it a necessity for them to be an up front healer, and while up there might as well attack. they have decent sword skill so let them use it. anyone ever farmed with a 75 rdm/nin? they can actually do dmg. not alot i grant you but they can do dmg. they put out more dps than a pup (not counting the automaton) or a dnc and we let them stand up front so why not rdm. honestly with the addition of sch we dont really need another back line healer. i find it encouraging rdms complain, it just tells me they wanna be more useful to the group.

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Comment from A
Time February 9, 2009 at 1:23 pm

That’s right Shameless. Red Mages are not asking for a “change to their concept”. Red Mages are only asking what they deserve. I have enough with the people that mention that RDM can solo so they don’t need anything, please shut up with that. Red Mages was always meant to be a fencer, and they deserve it, simply because it’s what that job is. They deserve a frontline-update, giving a frontline update to RDM’s is not changing the concept behind that job. So take it or leave it, RDM deserve this update, he has been reduced to refresh and haste because people saw that he can recover MP pretty easily especially after the addition of convert. But RDM was also meant to be able to move to the frontlines and be good with a sword. A RDM with enspells subbing NIN with Joyeuse/Justice and haste gears can do more DOT than any melee, only melee that will compete with RDM DOT is MNK or NIN. RDM “direct damage” suck yes thats true, his weaponskils dmg are not stronger than the DD’s, and that’s good because it’s not the concept behind Red Mage. But his damages over times are one of the best in this game if not the best, when he sub NIN with enspells. If RDM ever obtain Enspells tier II, watch out: Joyeuse/Justice and haste gears + enspells II, there is no DD in this game that will be able to compete with the damages over times of RDM, only mnk and nin come close. And that is the concept behind rdm: enfeebling. And damages over times is considered as enfeebling. So yes your direct damage as a DD is better than a RDM, but if we check his damages over time he can compete against many DD.
Red Mages deserve a frontline-update, take it or leave it, it’s how that job is designed, he’s a fighter-mage.

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Ravax Reply:

The silly thing about Rdms with this opinion is that they think the need to be updated to be effective at front-lining. The problem, however, is not with Square Enix’s design. You say yourself that you have the sword skill, you have enspells, and with them, you can deal respectable damage on the front lines. So what’s the complaint? You think Rdm needs to be buffed some more? Why? Red Mage already has everything it needs. Your real dissatisfaction comes from the fact that it’s not looked upon favorably by the community. There is absolutely no reason Rdm should be buffed to be more effective on the front lines. Rdm is NOT supposed to be stronger than ANY job whose role is to deal damage.

Here’s the thing. What you want is to be invited to a party and be asked to deal damage instead of play the support role mainly. If that is the role you want to play, you can’t expect people to invite you with that in mind while the trendy party setup using Rdm as the sole healer with a bard’s support works gloriously. That party design is very high on damage and low on healing while the healing is still adequate to keep the party going nonstop. If you want to work like a battle healer, then you have to change the party design yourself. Put together a party with two meleeing Rdms, for instance, and you’ll have at least enough DD from those two to make up for the missing melee while also increasing your healing power rather than losing healing power from being less able to rest. Scholar sub or Dancer sub would do WONDERS for a Rdm trying to do this, too.

This has been lengthy but my point is this. Square Enix doesn’t decide the trends. They give us the jobs and we decide how we want to use them. It may not be fashionable to play a certain way but if you want to do it, you have to gear accordingly, meet expectations and needs of the party, and spread the word. Set the trend yourself. Not only that, but for the trend to catch on, the gear required can’t be too fabulous. Because it has to be a possibility for people playing the job that aren’t as wealthy as the godly pimped.

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Comment from shameless
Time February 10, 2009 at 3:53 am

im just gonna say i have a war at 75 and several other jobs close. yet it urks me to see a rdm refreshing everybody who uses mp and have nothing to do when we also have a whm. yes they enfeeble and debuff but that takes about 10 secs of a 3 minute exp fight. they shoud be up there using those en spells and helpin meke this a 2 minute fight. but ppl complain that they should be in the back concentrating on back up healing, sub:ar nukes, or waitin on rerefresh to wear off. they have sword skill for a reason. and honestly if i had a rdm in my pt with a joytoy then i would be mad if tey didnt melee. so s e should give them a reason to be closer to the fight. lets get the red up front.

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Comment from A
Time February 10, 2009 at 2:16 pm

That is exactly right. This job have a decent sword skill, access to Joyeuse, and many other weapons. It isvery sad to see that job that was supposed to be a fighter-mage sticked to the backlines with haste, refresh, cure!. There is definatly something wrong there, and if someon come here complain that RDM don’t need an update, please then you probably don’t know how that job was designed. The way Scholar is kind evident: Square Enix is clearly saying by making Scholar that RDM is a frontline job!. That job is waiting for 6 years now, I think it’s about time to show people what that job was meant to be. And here is the RDM storyline: http://killingifrit.com/forums/index.php?showtopic=175502
It is kinda pretty obvious that this job was meant to be a fencer.

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Comment from A
Time February 10, 2009 at 2:19 pm

lol damn typo in my last message. I meant that: The way the job Scholar is designed, is a way fr Square Enix to tell the people that Red Mage was not meant to be a backline job.

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Comment from stupidrak
Time February 24, 2009 at 11:39 pm

I wanna firstly say fantastic site Elmer. I’ve always admired your PUP vids and love that you help bridge the gap between the JP and US/EU communities with your translationed articles. However, I feel SE’s stubborn attitude has finally pushed myself and likely many others past the limit. There is absolutely no reason a company shouldn’t answer ever single question a custumer has regarding gameplay info.

I think they would benefit greatly from just taking a few weeks to compile all the “hidden” info currently in the game. How much % do I have to parry with A+ skill at Lv 75? How does CHR effect jobs other than BRD, DNC, and BST? Why do all pet jobs have a lack of role focus? How does TH really work and to what % does it increase whatever it increases?

I honestly could go on forever with the questions. Most MMO and RPG games gladly give you an estimated stat relation from the basic UI via tooltip. I see no reason we shouldn’t be given better answers that we have been getting. At the very least I hope whatever new project comes from this team keeps these ideas in mind.

I onced loved this game above all other games, but now I simply listen to the soundtrack and think back on better days.

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Comment from Roar!
Time February 25, 2009 at 9:22 am

I want more armor x.x; thats easier to come by like kirin set, shura, etc. i remember back in the day that was godly, now with usukane, old school mnks sams an nins are “gimp” if they dont have the new stuff, sadly i dont have the time to run salvage every 3 days.

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