Noticed the other link with no translation so I did it via Google and AI
Q: What is the increased rewards we can expect for DT? (referring the 1.5x)
A: As for increasing the number of rewards and the number of items, it might give the teams a lot of work, but I think we can do it. We could take the easy solution, which is to just throw in some new, bland and uninteresting items to artificially increase the number of items, but that's not what people expect from Final Fantasy XIV, we expect to have polished designs, original things, things that people want to own. So obviously, to create items that have a certain personality, a certain cachet, it requires people, artists, people who are going to rack their brains, try, try again. That means if we want to increase the number of items, that means more artists, more staff, maybe more orders that we'll do externally if we're not able to keep up the pace ourselves internally and therefore have internal quality controls behind it. So yes, indeed, it means more work on our side.
What happened a bit during 6.X, the team really racked their brains to try to offer players some slightly new content, new types of content, variant dungeons, that kind of thing, but the rewards were perhaps not up to the cost in time and effort to get started on this content and so unfortunately real life often catches up with players, you have to choose what you invest your time in and so if the rewards are not attractive enough, we can see that players do not get started on content unless there is a carrot that is interesting enough for them.
So that's something we learned, that's a lesson we learned from the season, from the patches that have passed, it's precisely to create rewards that will interest players, that will push them to discover content that they've never tried before, to try their luck to get items that seem so interesting. And so, I announced, I think, one and a half times more rewards than what was planned and the teams are very very motivated to reach this objective.
I had a meeting the day before I left for France with my teams and so we talked a little bit about increasing these rewards and we think we'll gradually increase it between patches 7.1 and 7.3 to reach this famous figure of one and a half times, once we reach patch 7.3."
Q: What is the new exploration zone (Bozja/Eureka) gonna be like?
A: We took the time between the last part of Bozja and the next updates that are coming to take stock of these types of content, these new play areas, try to identify what were the best elements of Eureka, the best elements of Bozja and the things that didn't work as well. Then from there to give birth to a new play area that combines a little bit of the best of both worlds and to create interest, so to have content that is both interesting in terms of exploration, but which also requires a certain amount of collaboration from all the players to be able to achieve certain objectives.
To tell you the truth, we're pretty much done with the planning phase, so we've really laid the groundwork. We've determined what kind of content the new exploration area will be and what we can expect from it. Programming will start soon. So production is underway. It's really going to be a big project for us, a fairly significant project and one that I think fans of the Final Fantasy series in general.
And I'm going to stop there because otherwise my team might be a little annoyed that I've revealed so much to you.
And so, a little scoop is that this content will be, like the previous ones, content that will be updated as the different patches of the 7.X series come out and for now, we're planning the release of the first content for patch 7.2."
Q: Are FF14 players too rich? (Don't come after my gil Ishgardian Revenue Service)
A: Local currency in a game, especially in an MMO, the higher the value of the currency, the more opportunities it creates for this kind of business, even if it's hard to call them businesses, but profiteering to use time to recover this in-game currency, which is a real value and which will be exchanged for real value and which will penalize the most casual players who do not have the time to get involved as much in the game to accumulate money.
So the interest for us is precisely to prevent this kind of practice by keeping an internal currency in the game that is not a great value equivalent to real currency in life to precisely avoid this kind of practice that we consider harmful.
In a sense, I too am an MMO player and I understand a little the pride that players have in amassing money. When you are a crafter and you manage to sell your creations and suddenly you reach your first million gil, your first 100 million gil, there is a pride in having reached a certain level and saying to yourself "I did well". I understand and share this appetite. What is really important is how we can use this money because if we were to create expenses that are linked to power, let's say with the characteristics of a job, obviously it would create imbalances that we don't want to happen. Hence
this opportunity that we seized: we had a lot of players who told us that they had too much money that they didn't know what to do with it, that they didn't know how to use it. That's why we created these mounts at fairly high prices so that it would allow some players to spend their hard-earned money.
However, we were thinking about other ways to use this money that weren't mounts but that didn't have an influence on the gameplay. What could we offer to people who would be interested in spending large fortunes? For example, could we not offer them titles to become owners of the scorpion cartel and therefore have the title of owner of the scorpion cartel, that kind of thing that we think about.
Afterwards, we must be careful how we use our money, you know everything that happened to Teledi Adeleji, so let's be responsible."
Q: Why no market board in 2nd city?
A: "The first thing to know is that for each expansion there will be a main hub, a main city, the one that will welcome the greatest number of players. So for us it is important that this city is welcoming and that it allows the greatest number of people to be there since it is where the majority of people spent their time at the beginning.
The second design philosophy is that we also think about the players who will take the expansion along the way, who will arrive later. And the fact that if we only put the beginning things in the first city and we put all the higher level things in the second city, when players start later, they will arrive in the first city and say to themselves:
"The capital, Tulliyolal, it's the capital!", there are supposed to be lots of people and if there is no one since everyone has already left to do the raids at Solutions 9, so the city is deserted. That's also why we separate the different functions in each city, so that for example people who want to do raids that are on the memos go to Solutions 9, but the crafters, all the people who do crafting, stay in Tulliyolal where there are markets, which allows for a dynamic because it's an MMO, so we see the other players and so it's important to have cities that are filled so that they have life.
The biggest problem in truth is that there is this place called Limsa Lominsa which has such a unique charm, beautiful views, a particular arrangement and an attraction on the part of the players that means that no matter how much we develop new cities, every time we lose against Limsa Lominsa and it's infuriating (Limsa is a problem confirmed, burn it down)
Q: Why not be able to change servers in any city?
A: In truth, mmmh, this system seems simple on the usage side but behind it requires very complex and very heavy operations for our servers. And so that's why we limited it to three points. These three access points allow it to be possible, but traveling between worlds, traveling between data centers, it's a fairly complex operation and requires a lot of work, especially for our server engineers. And so if I have to tell them that from now on, all the big cities in the game must be able to have this point, I risk first a packet of resignation letters on my desk, so we'll avoid it.
But it's still something that we keep in mind, that we hope to perhaps develop in the future.
There's another thing that for me is important, is that I think that compared to other MMOs, the specificity of FF14 is that the starting cities remain important points and populated points, where in other MMOs, we will realize that the cities even before the first expansions end up being completely abandoned because in the end they are the starting points and then we no longer really have a reason to be there, whereas now there are still people in Uldah, there are still people in Limsa Lominsa, there are still people in Gridania. And it is also important for young shoots to see that there are still people. And the same for people who want to be mentors or who want to get involved with the community, to be able to find "Ah well you are new, come, come with us, we will show you things". And so this dynamic for me is very important, it is a bit specific to 14 and I do not want to break it." (Yea I expected it had to do with shitty netcode)
Q: What will happen after level 100?
A: This is a point that we are currently discussing with the teams.
It is a discussion that we are really having at the moment with the other members of the team, namely literally what are we doing to make people understand that there is an evolution in the jobs.
That is to say that increasing a figure of a level cap is one thing, but what interests people and what somehow brings people closer to their characters is this feeling that we have an evolution, a character who grows, who becomes more and more powerful. And so how do we make people feel that their character is becoming stronger? With the figures, it is a little difficult. Do we keep this idea of level cap? Would there also be the use of materials that allow the character to be strengthened?
So there we are really thinking about what we could do. Do we keep the level cap, or do we find another way to progress? On the contrary, do we continue to increase the levels but with other things on the side? We are exploring the different avenues a little at the moment.
The other point we are discussing at the moment is that we have indeed reached this rather significant stage of Level 100, but we have also reached a level of complexity of use of the jobs which is almost becoming a critical threshold where people no longer have enough keys or buttons to be able to use all the actions. So what do we do? Do we continue in this direction of complexity with always more new actions, always more new keys which make the use perhaps even more complex for some players? Or on the contrary, do we think about a new way of playing the jobs, another system of complexity which is not just an accumulation of more skills but another way of using them, another way of playing. So that's the kind of discussion we're having right now and the kind of thinking we're doing to try to find a solution that pleases everyone.
We also have to always keep in mind that Final Fantasy XIV is a game that wants to be quite universal, a game that wants to appeal to both people who play occasionally, as well as people who are going to play a lot every day and be very passionate about the game and the high level.
So there may also be people who are so involved that they will be very reluctant to change because obviously when you have spent time remembering your rotation, when you have been so involved in a job and mastered all its subtleties to precisely pass the most difficult content, I can understand that there is a certain reluctance to have in-depth changes but at the same time our goal is also to create excitement, to create motivation to discover something new, to always refresh the formula. Because staying on the same bases forever is not very healthy for the game and for the future of the game.
You always have to change things a little, bring something new, otherwise you risk stagnating. So our goal as creators is also to always challenge ourselves, always question ourselves and we hope that the different decisions we will make and the changes we will make will be to your taste and that you will be able, just like us, I think, to take advantage of these new features to discover the game in a new light.
And I will leave it there so as not to spoil the surprise too much either."
submitted by /u/Flares117
[link] [comments]
Continue reading...
Q: What is the increased rewards we can expect for DT? (referring the 1.5x)
A: As for increasing the number of rewards and the number of items, it might give the teams a lot of work, but I think we can do it. We could take the easy solution, which is to just throw in some new, bland and uninteresting items to artificially increase the number of items, but that's not what people expect from Final Fantasy XIV, we expect to have polished designs, original things, things that people want to own. So obviously, to create items that have a certain personality, a certain cachet, it requires people, artists, people who are going to rack their brains, try, try again. That means if we want to increase the number of items, that means more artists, more staff, maybe more orders that we'll do externally if we're not able to keep up the pace ourselves internally and therefore have internal quality controls behind it. So yes, indeed, it means more work on our side.
What happened a bit during 6.X, the team really racked their brains to try to offer players some slightly new content, new types of content, variant dungeons, that kind of thing, but the rewards were perhaps not up to the cost in time and effort to get started on this content and so unfortunately real life often catches up with players, you have to choose what you invest your time in and so if the rewards are not attractive enough, we can see that players do not get started on content unless there is a carrot that is interesting enough for them.
So that's something we learned, that's a lesson we learned from the season, from the patches that have passed, it's precisely to create rewards that will interest players, that will push them to discover content that they've never tried before, to try their luck to get items that seem so interesting. And so, I announced, I think, one and a half times more rewards than what was planned and the teams are very very motivated to reach this objective.
I had a meeting the day before I left for France with my teams and so we talked a little bit about increasing these rewards and we think we'll gradually increase it between patches 7.1 and 7.3 to reach this famous figure of one and a half times, once we reach patch 7.3."
Q: What is the new exploration zone (Bozja/Eureka) gonna be like?
A: We took the time between the last part of Bozja and the next updates that are coming to take stock of these types of content, these new play areas, try to identify what were the best elements of Eureka, the best elements of Bozja and the things that didn't work as well. Then from there to give birth to a new play area that combines a little bit of the best of both worlds and to create interest, so to have content that is both interesting in terms of exploration, but which also requires a certain amount of collaboration from all the players to be able to achieve certain objectives.
To tell you the truth, we're pretty much done with the planning phase, so we've really laid the groundwork. We've determined what kind of content the new exploration area will be and what we can expect from it. Programming will start soon. So production is underway. It's really going to be a big project for us, a fairly significant project and one that I think fans of the Final Fantasy series in general.
And I'm going to stop there because otherwise my team might be a little annoyed that I've revealed so much to you.
And so, a little scoop is that this content will be, like the previous ones, content that will be updated as the different patches of the 7.X series come out and for now, we're planning the release of the first content for patch 7.2."
Q: Are FF14 players too rich? (Don't come after my gil Ishgardian Revenue Service)
A: Local currency in a game, especially in an MMO, the higher the value of the currency, the more opportunities it creates for this kind of business, even if it's hard to call them businesses, but profiteering to use time to recover this in-game currency, which is a real value and which will be exchanged for real value and which will penalize the most casual players who do not have the time to get involved as much in the game to accumulate money.
So the interest for us is precisely to prevent this kind of practice by keeping an internal currency in the game that is not a great value equivalent to real currency in life to precisely avoid this kind of practice that we consider harmful.
In a sense, I too am an MMO player and I understand a little the pride that players have in amassing money. When you are a crafter and you manage to sell your creations and suddenly you reach your first million gil, your first 100 million gil, there is a pride in having reached a certain level and saying to yourself "I did well". I understand and share this appetite. What is really important is how we can use this money because if we were to create expenses that are linked to power, let's say with the characteristics of a job, obviously it would create imbalances that we don't want to happen. Hence
this opportunity that we seized: we had a lot of players who told us that they had too much money that they didn't know what to do with it, that they didn't know how to use it. That's why we created these mounts at fairly high prices so that it would allow some players to spend their hard-earned money.
However, we were thinking about other ways to use this money that weren't mounts but that didn't have an influence on the gameplay. What could we offer to people who would be interested in spending large fortunes? For example, could we not offer them titles to become owners of the scorpion cartel and therefore have the title of owner of the scorpion cartel, that kind of thing that we think about.
Afterwards, we must be careful how we use our money, you know everything that happened to Teledi Adeleji, so let's be responsible."
Q: Why no market board in 2nd city?
A: "The first thing to know is that for each expansion there will be a main hub, a main city, the one that will welcome the greatest number of players. So for us it is important that this city is welcoming and that it allows the greatest number of people to be there since it is where the majority of people spent their time at the beginning.
The second design philosophy is that we also think about the players who will take the expansion along the way, who will arrive later. And the fact that if we only put the beginning things in the first city and we put all the higher level things in the second city, when players start later, they will arrive in the first city and say to themselves:
"The capital, Tulliyolal, it's the capital!", there are supposed to be lots of people and if there is no one since everyone has already left to do the raids at Solutions 9, so the city is deserted. That's also why we separate the different functions in each city, so that for example people who want to do raids that are on the memos go to Solutions 9, but the crafters, all the people who do crafting, stay in Tulliyolal where there are markets, which allows for a dynamic because it's an MMO, so we see the other players and so it's important to have cities that are filled so that they have life.
The biggest problem in truth is that there is this place called Limsa Lominsa which has such a unique charm, beautiful views, a particular arrangement and an attraction on the part of the players that means that no matter how much we develop new cities, every time we lose against Limsa Lominsa and it's infuriating (Limsa is a problem confirmed, burn it down)
Q: Why not be able to change servers in any city?
A: In truth, mmmh, this system seems simple on the usage side but behind it requires very complex and very heavy operations for our servers. And so that's why we limited it to three points. These three access points allow it to be possible, but traveling between worlds, traveling between data centers, it's a fairly complex operation and requires a lot of work, especially for our server engineers. And so if I have to tell them that from now on, all the big cities in the game must be able to have this point, I risk first a packet of resignation letters on my desk, so we'll avoid it.
But it's still something that we keep in mind, that we hope to perhaps develop in the future.
There's another thing that for me is important, is that I think that compared to other MMOs, the specificity of FF14 is that the starting cities remain important points and populated points, where in other MMOs, we will realize that the cities even before the first expansions end up being completely abandoned because in the end they are the starting points and then we no longer really have a reason to be there, whereas now there are still people in Uldah, there are still people in Limsa Lominsa, there are still people in Gridania. And it is also important for young shoots to see that there are still people. And the same for people who want to be mentors or who want to get involved with the community, to be able to find "Ah well you are new, come, come with us, we will show you things". And so this dynamic for me is very important, it is a bit specific to 14 and I do not want to break it." (Yea I expected it had to do with shitty netcode)
Q: What will happen after level 100?
A: This is a point that we are currently discussing with the teams.
It is a discussion that we are really having at the moment with the other members of the team, namely literally what are we doing to make people understand that there is an evolution in the jobs.
That is to say that increasing a figure of a level cap is one thing, but what interests people and what somehow brings people closer to their characters is this feeling that we have an evolution, a character who grows, who becomes more and more powerful. And so how do we make people feel that their character is becoming stronger? With the figures, it is a little difficult. Do we keep this idea of level cap? Would there also be the use of materials that allow the character to be strengthened?
So there we are really thinking about what we could do. Do we keep the level cap, or do we find another way to progress? On the contrary, do we continue to increase the levels but with other things on the side? We are exploring the different avenues a little at the moment.
The other point we are discussing at the moment is that we have indeed reached this rather significant stage of Level 100, but we have also reached a level of complexity of use of the jobs which is almost becoming a critical threshold where people no longer have enough keys or buttons to be able to use all the actions. So what do we do? Do we continue in this direction of complexity with always more new actions, always more new keys which make the use perhaps even more complex for some players? Or on the contrary, do we think about a new way of playing the jobs, another system of complexity which is not just an accumulation of more skills but another way of using them, another way of playing. So that's the kind of discussion we're having right now and the kind of thinking we're doing to try to find a solution that pleases everyone.
We also have to always keep in mind that Final Fantasy XIV is a game that wants to be quite universal, a game that wants to appeal to both people who play occasionally, as well as people who are going to play a lot every day and be very passionate about the game and the high level.
So there may also be people who are so involved that they will be very reluctant to change because obviously when you have spent time remembering your rotation, when you have been so involved in a job and mastered all its subtleties to precisely pass the most difficult content, I can understand that there is a certain reluctance to have in-depth changes but at the same time our goal is also to create excitement, to create motivation to discover something new, to always refresh the formula. Because staying on the same bases forever is not very healthy for the game and for the future of the game.
You always have to change things a little, bring something new, otherwise you risk stagnating. So our goal as creators is also to always challenge ourselves, always question ourselves and we hope that the different decisions we will make and the changes we will make will be to your taste and that you will be able, just like us, I think, to take advantage of these new features to discover the game in a new light.
And I will leave it there so as not to spoil the surprise too much either."
submitted by /u/Flares117
[link] [comments]
Continue reading...