Camate's last line seems somewhat contradictory to the rest of his post. He says mythics are job specific so it's no problem adding a new weapon that makes sense, but then goes on to say that they were using the terms 'mythic' 'relic' and 'empyrean' loosely to denote similar gear that is under development in the new expansion areas.
At this point I'm unsure if the new jobs get any of the old endgame equipment or not (probably SE is unsure as well). I did think the line about old equipment being made with the existing jobs in mind was funny though. There's no way anyone was considering BLM or SMN when they created Claustrum.
I still want a boat ride where something tragic happens and you wash up onshore.
People gather at port, talk to the NPC, boat is permanently docked... every 2-3 minutes a boat departs, or whenever the queue fills up (say six people), a boat departs via cutscene...
Few minutes of typical boat ride stuff, cutscene... chaotic ***happens... epic familiar music starts...
5 minute timed BC on the boat w/ all passengers, but pretty much it's an autofail... against this guy...
Ship gets destroyed, you wash up on the shore somewhere... major villains of the expansion are identified as Cagnazzo, Scarmiglione, Barbariccia and Mf-cking Rubicante.
You'd all cream and you know it.
Requoting this extraordinarily epic idea because some people don't backread!
That would be absolutely *** amazing haha. Best FF ever.
Ahhh so they actually ARE NOT getting "mythics" as we know it. Just job specific weaponry that rivals the level of mythics. Interesting choice of words they originally used then -_-. I hope these new weapons aren't stupid difficult to attain.
Mizuki Ito- Well, one of the most memorable things for me recently is the announcement of Hiromichi Tanaka’s retirement. While I was saddened by that fact that he is retiring, I feel very proud and fortunate to be a developer at the same company with a person who retired while being loved by many of the fans.
lol
You know what? I don't have words to express my contempt for you and people like you. Despite that I'll try and fail anyway.
Your view, and all of you "BARANSU!!" *** have a level of ignorance I find detestable. You're not funny. The people who think you're funny are just as ignorant and detestable as you are.
Hiromichi Tanaka is a man I deeply respect, a regard I don't suspect I'll ever have of you. Along with Sakaguchi he was one of the 3 founders of Final Fantasy, and to a large degree Square LTD as a company. And not just a financier; he was at ground zero for developing this entire series. He helped build a company, a legacy, that while it does not exist anymore, remains in my memories as one of the greatest experiences of my childhood era.
I don't give one flying *** about your qualms with this or any MMO, and your lack of insight that these things are inherently designed to be timesinks, inherently designed to dissatisfy the masses with status quo such that they keep playing, and inherently invite the most unskilled and uneducated gamers I have ever had the displeasure of meeting.
The man is an icon for a generation of gamers who grew up with his games. Show some *** respect.
The bottom line is that regardless of Tanaka's success in the realm of offline RPGs where he enjoyed very little criticism from gamers when it came to online games he stuck around far too long for his own good and he had his hand in causing FFXI and FFXIV to stray so far from the desires of his potential customer base.
Tanaka had one job and that was to make FFXI a successful MMO. We can debate the fine details of if this game qualifies as a success but it is irrelevant as much of why this game suffered was due to self-inflicted wounds caused by leadership. No, I wouldn't blame Tanaka for everything but as a senior-level member of the development team his hands were not clean of the incompetence that plagued FFXI for a very, very long time.
His players on both sides of the Pacific cried out for simple, basic and elementary changes to this game and under the leadership of Tanaka the game was run in a fashion that boiled down to "It's my way or the highway." and though he may be a legend in the realm of gaming that does not excuse shitty customer service and response. Changes like a simple Moogle in Selbina/Mhaura took YEARS to implement and why was this? The mentality of SE that the players were idiots, the dev team knew best and if you thought otherwise you could take your money elsewhere. What arrogance!
Why else do you think so many people view Tanaka in such a negative light? Just for the hell of it? It is because he stuck to the shadows, throwing around nonsense about balance or whatever excuses could be designed to shut the base up rather than getting ahead of the "rumors" and communicating with his base. Recall how long it took to simply get some feedback on turning kings from something that had become a three-ring circus of illegal bots that cost upwards of $2000 into an event that would better represent the team-oriented vision for FFXI. Where was Tanaka? Where was leadership? Where was the legend of gaming? Burying his head in the sand while the game went to hell in a handbasket.
Tanaka failed to paint a picture of himself and thus the community painted a picture of a man completely out of touch with his customers. None of us may know what Tanaka was truly trying to accomplish but based on his actions (in FFXI) he was clearly failing in the PR department.
I hope the mythic weapons for the new jobs don't take three months to complete. It's bugging me that progressing with personal goals requires mules or being on one of like three servers that have enough of an intelligent player base to have started running events like Neo-Nyzul or Legion the day after implementation.
The farm idea looks really cool, but unless they reinvent all the crafts (or develop the new crafts 100% before release) it won't do anything to remedy a failing economic system where the majority of armor comes from Voidwatch or level 80 Synergy which uses Voidwatch exclusive ingredients. With how much emphasis was put into developing Emperyean armor, I seriously doubt we'll go back to a time where non-exclusive HQ armor was crafted, bought, & resold. This being said, unless the farm brings in useful perishables, it won't matter how interactive it'll be because it'll be worthless for the majority of us who would instead farm Dynamis.
Exploring is interesting, and ToAU was entertaining for a few weeks, but the idea of exploring a new continent will probably fail. To explore there have to be hidden spots off the map that change with time. It'd be cool if they created an interactive environment where caves formed and broke based on which free-roaming HNM stepped where, but I doubt that will be the case. Most players will arrive in a new zone and immediately start spamming their /l, /p, or /sh chat lines with "HELP WHERE DO I GO TO GET GEO", taking the adventure feel out of it.
I'm trying to figure out why making a boat ride is such a massive drain on resources compared to creating an entire new continent and several new game/battle systems to go with it.
I wanted to a pic of AI at his press conference with the caption saying "We talking bout a boat ride"
Id hope that with the whole "rune" expansion concept they would have a rune teleport system somehow...
I think ima have to retake the wg boat ride yall made it sound like heaven and im not a storyline boat ride hater but given the 2 options id rather have a unique cs the 1st time there. Then have a very much shorten cs there after... kinda like the cs you get when you change nations ...
After some slight thought of the teleporting to adoulin, I've decided to welcome this approach. Hoping it's some crappy teleport there that lands you somewhere way out of the way but after your OP is built, you can access an OP warp that if very useful. This will bring back some homepointing in home nations again.
Edit: then again, after clicking submit, I thought about how many people are going to set their homepoint IN adoulin.
I wanted to a pic of AI at his press conference with the caption saying "We talking bout a boat ride"
Id hope that with the whole "rune" expansion concept they would have a rune teleport system somehow...
I think ima have to retake the wg boat ride yall made it sound like heaven and im not a storyline boat ride hater but given the 2 options id rather have a unique cs the 1st time there. Then have a very much shorten cs there after... kinda like the cs you get when you change nations ...
They make a "rune" stargate styled warp and all is forgiven!
That means the final updates will come aug - oct 2014!
@.@
they took about 4 years to finish wing of the goddess, little by little by putting patches,(2008-2011). But seekers of adoulin may take shorter time since most of the content are just reskins/the use of elements that already exists on the game.
The bottom line is that regardless of Tanaka's success in the realm of offline RPGs where he enjoyed very little criticism from gamers when it came to online games he stuck around far too long for his own good and he had his hand in causing FFXI and FFXIV to stray so far from the desires of his potential customer base.
Tanaka had one job and that was to make FFXI a successful MMO. We can debate the fine details of if this game qualifies as a success but it is irrelevant as much of why this game suffered was due to self-inflicted wounds caused by leadership. No, I wouldn't blame Tanaka for everything but as a senior-level member of the development team his hands were not clean of the incompetence that plagued FFXI for a very, very long time.
His players on both sides of the Pacific cried out for simple, basic and elementary changes to this game and under the leadership of Tanaka the game was run in a fashion that boiled down to "It's my way or the highway." and though he may be a legend in the realm of gaming that does not excuse shitty customer service and response. Changes like a simple Moogle in Selbina/Mhaura took YEARS to implement and why was this? The mentality of SE that the players were idiots, the dev team knew best and if you thought otherwise you could take your money elsewhere. What arrogance!
Why else do you think so many people view Tanaka in such a negative light? Just for the hell of it? It is because he stuck to the shadows, throwing around nonsense about balance or whatever excuses could be designed to shut the base up rather than getting ahead of the "rumors" and communicating with his base. Recall how long it took to simply get some feedback on turning kings from something that had become a three-ring circus of illegal bots that cost upwards of $2000 into an event that would better represent the team-oriented vision for FFXI. Where was Tanaka? Where was leadership? Where was the legend of gaming? Burying his head in the sand while the game went to hell in a handbasket.
Tanaka failed to paint a picture of himself and thus the community painted a picture of a man completely out of touch with his customers. None of us may know what Tanaka was truly trying to accomplish but based on his actions (in FFXI) he was clearly failing in the PR department.
Not to mention when Tanaka stepped away from FFXI momentarily to monumentally screw up FF14, the dev team did everything they could to make up for all the *** we had to put up with in the old days. From uncapping CoP fights to all of Abyssea, the Dev team finally started catering to the playerbase in a way that some players complained like they were doing too much to make the game too easy.
Then Tanaka came back and we got Voidwatch and its shitty loot system that came with it, and 1500 HMP Empyrean upgrades, and Glowing Relics that are nearly impossible to complete not to mention absolutely pointless....
oh and Neo-Nyzul, where if you arent using cheats, you're gonna lose 99% of the time. Combined with your comment about the old HNM system its like Tanaka actually wanted us to cheat.
The bottom line is that regardless of Tanaka's success in the realm of offline RPGs where he enjoyed very little criticism from gamers when it came to online games he stuck around far too long for his own good and he had his hand in causing FFXI and FFXIV to stray so far from the desires of his potential customer base.
Tanaka had one job and that was to make FFXI a successful MMO. We can debate the fine details of if this game qualifies as a success but it is irrelevant as much of why this game suffered was due to self-inflicted wounds caused by leadership. No, I wouldn't blame Tanaka for everything but as a senior-level member of the development team his hands were not clean of the incompetence that plagued FFXI for a very, very long time.
His players on both sides of the Pacific cried out for simple, basic and elementary changes to this game and under the leadership of Tanaka the game was run in a fashion that boiled down to "It's my way or the highway." and though he may be a legend in the realm of gaming that does not excuse shitty customer service and response. Changes like a simple Moogle in Selbina/Mhaura took YEARS to implement and why was this? The mentality of SE that the players were idiots, the dev team knew best and if you thought otherwise you could take your money elsewhere. What arrogance!
Why else do you think so many people view Tanaka in such a negative light? Just for the hell of it? It is because he stuck to the shadows, throwing around nonsense about balance or whatever excuses could be designed to shut the base up rather than getting ahead of the "rumors" and communicating with his base. Recall how long it took to simply get some feedback on turning kings from something that had become a three-ring circus of illegal bots that cost upwards of $2000 into an event that would better represent the team-oriented vision for FFXI. Where was Tanaka? Where was leadership? Where was the legend of gaming? Burying his head in the sand while the game went to hell in a handbasket.
Tanaka failed to paint a picture of himself and thus the community painted a picture of a man completely out of touch with his customers. None of us may know what Tanaka was truly trying to accomplish but based on his actions (in FFXI) he was clearly failing in the PR department.
I'm typing this with the expectation that I was topicbanned last night, and I would have topicbanned myself, so I would only be met with surprise if that is not the case. I suppose this is a very odd preface.
I don't think anyone here wants a history lesson, but this response if anything would indicate it is oh so desperately called for.
The success of FFXI for the company is unparalleled, and unquestionable. Of the games it has released and potentially might ever release, it has been far more lucrative than any of them combined. That's right. FFXI has generated more revenue than FF7 or the most brilliant FF7 remake you could ever possibly imagine. Combined.
Did Tanaka create a successful MMO? Yes. There is no way of looking at this that I can answer that question differently, and I am a very open minded individual.
What could or couldn't be expected of this MMO or any is, and I'm reiterating, the fact that at some point, for some amount of people, the illusion of the timesink is going to clear and it will be an unpleasant sight, for those of us who enjoy the game, and those of us who don't.
Quote:
Why else do you think so many people view Tanaka in such a negative light?
As I stated, ignorance. I've been listening to the JP playerbase complain about Tanaka since about 2004. You know when the NA/EU playerbase tuned into this entire perspective? When Ukonvasara was nerfed.
Wow. What took you guys so long? How many of you even knew this guy directed this project, and I mean entirely?
And yes, most certainly, it was not all his fault. FFXI was such a successful and lucrative entry into the series that, despite the lack of moogles in Selbina, he was asked to direct FFXIV.
There were staff changes to entertain a potentially even more lucrative and successful entry in the series. He was delegated to another project, and for approximately 3 years could not even be said to have had a major hand in most of the FFXI problems people complain about.
FFXIV was not, like its sibling, an unparalleled success, but an unparalleled failure. There are competing and not necessarily mutually exclusive reasons for this, among them that despite outsourcing the entire project to an unknown studio in China, the leader of the project, Tanaka, failed to step in, to have the foresight that this ***was not going to fly, and to convince Wada that the game was by no means ready for public consumption. A warning that Wada failed to heed.
Despite this, as his predecessor Sakaguchi did before him, he resigned honorably and willingly from the project, and later the company itself.
There are certain things I cannot and will not attribute to Tanaka, the main one being the era from post-Aht Urghan to the conclusion of Abyssea. As you so accurately put, the man "stuck" to the shadows because the man was simply not there at all. It was delegated to an entirely new team. If someone wanted to reach SE for Interview, they're not going to care very much about the views and responses of Joe Nakano who does the field design. They're going to go for the head up, and that was Tanaka even after he had entrusted the project to other members.
When he says "such and such was done because we had to consider balance", what he meant was "I'm not really on this project anymore, but since you're asking me, what I can assure you is that the development team is doing what they feel will make the game continue to be profitable, despite our resources being dedicated to FFXIV, to keep players from becoming too powerful, preventing those who quit after being subsequently disillusioned, and preventing those who quit after being upset that one specific jog and weapon combination seems to outclass any other possible combination in the entire game."
And that's all I have to say about that. People want someone to blame, and Tanaka is an easy target. I just find it both unfortunate and ironic that the moment the NA/EU playerbase calls him out, he wasn't even part of the team anymore. The layman for this, and FFXIV, is Yoichi Wada. The JPs have switched from Tanaka to Wada over the past 3 years, so I guess if the past is any indication it will take another 2-3 years before the NA/EUs catch the drift. In the mean time I'll just grin while gritting my teeth.
A month ago, Square Enix rocked the Gigas Socks off players during VanaFest 2012 by introducing “Seekers of Adoulin” the fifth expansion for Final Fantasy XI which is celebrating ten years of service. New jobs, new continent, new UI… even with all the information released at the event, people still wanted to know more! We had a chance to get some of our questions answered straight from the source.
Read on for our interview!
GE- It’s great to see that a new expansion is on the way! It’s been quite awhile since Wings of the Goddess came out. Why was there such a long period of time between expansions? When did development begin on Seekers of Adoulin?
SE- While we were planning the release of Wings of the Goddess, we realized that there wouldn’t be enough room in the future to create the amount of additional maps needed for a full disc expansion. With that in mind, we decided to do what we could by using existing areas for add-on scenarios and the addition of a few areas for the Abyssea battle area add-ons. During that time, we continued researching and revamping the system to allow us to increase the number of maps that we could implement, something that was previously impossible. With the revamp completed it became possible for us to increase the map capacity around the middle of 2011 and then we started planning for Seekers of Adoulin.
GE- In North America Seekers of Adoulin will not be available for the PlayStation 2. Can you tell us what lead to this decision? It seems a bit odd to increase HDD capacity for the game on the console then only release the expansion in one territory. Why not release the expansion digitally?
SE (Answered by Square Enix, Inc.)- In evaluating the North American release of the expansion across all platforms, we needed to consider multiple factors, including the number of players exclusively on the system, and the costs associated with publishing or developing a stand-alone download. Regrettably, these two factors greatly determined our final decision to support the PC and Xbox platforms exclusively. However, we remain committed to supporting FINAL FANTASY XI on the PlayStation 2 platform for the foreseeable future.
GE-How will players first arrive in Adoulin? Where will they depart from and what kind of prerequisite will need to be met before travel to Ulbuka is possible?
SE- For Seekers of Adoulin, we didn’t create a map for an ocean route, so we’re planning to make the main mode of transportation a teleport-like warp. We are planning to make this extremely convenient, and as players progress further with pioneering, the number of areas that they’ll be able to warp to will increase. We can’t say too much, but yes, there will be a quest requirement similar to the one to use the boat to travel to Aht Urhgan.
GE- How many types of Runes and Luopons will there be? Will they be a consumable item that players will have to carry around with them? Or will they be a spell or ability?
SE- Runes will be activated through the use of abilities. As mentioned at VanaFest, there are both offensive and defensive types of runes. Offensive runes will mainly be used against enemies dealing elemental damage and such, while defensive runes will mainly be used on yourself and party members to reduce elemental damage.
Rune fencers will also be able to utilize enhancing magic, so like paladins they will also utilize and consume MP.
GE- How will the new jobs play into current relic, mythic and empyrean weapons? Is it safe to assume that they’ll have relic and empyrean armor as well?
SE- Rune fencers and geomancers will have Artifact equipment, Artifact weapons, Relic Equipment, Empyrean equipment, and Mythic weapons.
GE- With Seekers of Adoulin, players will receive private islands that they can use like a farm. How similar will these be to the Mog House? Can other players visit your island? Will you be able to furnish any parts of the island?
SE- As there will be rental houses for players within the town of Adoulin, the islands will not be too similar to Mog Houses. Imagine the island as a specialized area for procuring materials. From a system perspective it is difficult to invite other players to your island, but that’s not to say that we have completely given up on it. Since you won’t be able to alter the layout of this area like you can inside of a Mog House, it won’t really be possible to decorate it. However, there will be visual variations that can be made, such as farmland expansions, in order to increase the amount of materials that you can procure.
GE- At VanaFest you said that you’re looking into changing some of the core coding for the game to deal with issues such as the limit on recast timers. Are there any other things that the coding will make possible that you can tell us about?
SE- We’re not actually changing the code itself but expanding on the character-related data. This update will enable the addition of new jobs, as well as the expansion of various other facets of the game, but we have not yet fully planned out exactly what we will be doing with this. To start out we will first be expanding job-related aspects, such as new jobs and recast timers.
GE- It’s been mentioned that plug-ins might be supported with the new PC user interface. Can you tell us more about what tools will be made available to the community, what type of plug-ins will be allowed or forbidden, and if there will be some type of approval process?
Using a tool we’re internally calling “Schemer,” we will be making it possible to freely customize and arrange existing functions with the graphics of your liking. We are currently looking into the overall approval process.
GE- Final Fantasy XIV has been picking up some steam lately while heading towards the launch of 2.0. Now, Final Fantasy XI has a new expansion pack coming out next year. Have you thought about a permanent discount or a bundled subscription to both games so that players don’t have to pick one over the other?
SE- This is currently undecided.
GE- This year marks the 10th anniversary of Final Fantasy XI. What are some of your favorite memories since the project began? Is there anything you would have done differently?
Mizuki Ito- Well, one of the most memorable things for me recently is the announcement of Hiromichi Tanaka’s retirement. While I was saddened by that fact that he is retiring, I feel very proud and fortunate to be a developer at the same company with a person who retired while being loved by many of the fans.
Yoji Fujito- When I think about memorable things in the history of the game, I would have to say the earthquake on March 11, 2011 and how its influence reached FFXI had a major impact on me. There hasn’t been an example in the past where service had to be halted for a long time and when I think about the fact that there were players who were affected by the disaster, I feel that this was a major event for both us and players alike.