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    Default Final Fantasy XIV News and Updates

    http://www.dualshockers.com/2011/09/...su-connect-on/

    -Final-Fantasy-XIV-Famitsu-ConnectON-November-Cover.jpg

    Looks like It’s Final Fantasy XIV news day, as another unexpected, but extremely juicy tidbit has just come to my attention.

    One of the most awaited upcoming features between Final Fantasy XIV players is the new job system, that will be built on top of the current Armoury system and that will allow characters to be specialized in the classic Final Fantasy jobs that we all know and love.

    Not much is known about it so far, not even when it’ll be released exactly. Today, tough, we can finally get a sneak peek on how they will look, as shown by a beautiful (as usual) illustration by Akihiko Yoshida that will appear on the November issue of Famitsu Connect! On, the version of the Japanese gaming magazine dedicated to MMORPGs.

    The illustration shows a Paladin, a Dark Knight, A Black Mage, a White Mage, A Ranger, a Monk and what seems a Dragoon (or a Warrior, feel free to post your opinion in the comments on that, because I can’t decide). If you don’t get some strong Final Fantasy XI vibes from their looks, it’s just because you never played Final Fantasy XI.

    This also gives us a hint on when the new/classic jobs will be released. If they are on the cover of the November issue, the actual release won’t probably be too far from then. Dibs on Paladin!
    UPDATE: 10/14/11

    http://www.dualshockers.com/2011/10/...he-ps3-launch/

    Square Enix surprised everyone today by suddenly releasing a slew of information on the Future of Final Fantasy XIV. First of all the relatively bad news: the free to play period is coming to an end starting between late November and early December 2011.

    The good news is that development will move at full speed through 2012 and towards the beginning of 2013 when the version 2.0 of Final Fantasy XIV will be launched both on PC and PS3.

    Version 2.0, added to what will build up from the patches that will be implemented from today to 2013, is planned to be not just an update, but a full reboot of the game, with a new engine, a slew of new content, and the whole world of Eorzea completely overhauled. Just take a look at te concept screenshot of version 2.0 that Square Enix shared today. It’s hard not to be excited about it.


    Square Enix also shared a suite of four documents that detail fully the road to 2.0: a full roadmap, a list of features for 2.o, a lovely mini-artbook showing concept art for future updates, and a document detailing the major changes that includes the patch schedule for the next year.

    The upcoming features (prior to and for 2.0) are many and basically sound like the wet dream of every Final Fantasy XIV player (and of many Final Fantasy fans in general). Here are the most juicy ones:
    Completely redesigned world.
    Implementation of a new graphics engine.
    New server system designed for increased speed and performance.
    Fully renewed user interface.
    Implementation of the Job System
    Complete redesign of character creation.
    Addition of Male Mi’quote, Female Roegadyns and Female Highlander (at long last we’ll some tall and muscular ladies!).
    Release of a drag & drop “mannequin” system to change gear on the fly when changing classes.
    Complete redesign of the market wards in a system incorporating both retainers and Auction House systems.
    Primal summoning and monster taming ability available to certain classes (yay, summoners!).
    Release of a “companion” system for summoned and tamed pets that will develop over time.
    Introduction of legacy Final Fantasy items (Excalibur and Masamune anyone?), those items will have unique graphics and stats.
    New dungeons.
    Implementation of collaboration in dungeons between Disciples of War, Magic, Hand and Land.
    Implementation of a feature to replay cutscenes.
    Full voice acting for cutscenes in all four languages (Japanese, English, German and French)
    New Seventh Umbral Era storyline.
    Implementation of multi-party alliances.
    Addition of a Signature feature for crafted items.
    Release of player-driven communities known as Free Companies. They will allow access to personal estates and cooperative crafting.
    Implementation of Chocobo gear and armor, mounted combat (!), mounted content and shared chocobos.
    Implementation of other forms of transportation.
    Introduction of a mail an delivery system.
    Completely overhauled search function.
    Content finder to find groups to enjoy content and dungeons even across different servers.
    New achievement system, with the addition of 300 new achievements and the implementation of rewards like titles and items.
    But Final Fantasy XIV’s future won’t stop with version 2.0, as the following features are planned past the reboot:
    New Primal battles.
    Ability for free companies to summon a primal directly in order to fight him.
    Campaign of battles to defend Ishgard against an horde of dragons, with the participation of all four disciplines (wait a second as I wipe the drool off my mouth here…).
    Implementation of two PvP venues: The Coliseum and Frontlines. The first will be an arena-like system, the second an open world PvP area.
    Addition of two large-scale instanced raids named Crystal Tower and Vast Labyrinth, with further expansions planned afterwards.
    Implementation of the wandering Odin primal. He will grow in strength and drop better loot every time he’s defeated.

    It’s undeniable that one of the biggest changes coming with the reboot of Final Fantasy XIV is the new engine. While Final Fantasy XIV is undoubtedly one of the best loooking if not the best looking MMORPG on the market, but many find the implementation and art direction a bit cold, especially because of the lack of advanced effects and dynamic shadows.

    Looking at the concept screenshots displayed above, it’s easy to notice that Square Enix is aiming to change that by making the engine much stronger on the implementation of effects and lighting, creating a much more visually pleasing atmosphere.

    While some may question why they would focus on improving something that’s already good with all the work that lays on the road to 2.0, it’s obvious that the rest of the MMORPG market won’t stop evolving in the next year, and Square Enix wants FFXIV to hold the leading role for visuals despite the releasing of new games.

    It’s undeniable that re-enablling subscriptions at this point is a very bold move by Square Enix, but the work done so far and what has been shown for the future deem to justify it. If half of what has been promised for 2.0 will prove as good as it sounds, Final Fantasy XIV has the potential to achieve not only the first successful full reboot of the history of the genre, but also to become one of the best MMORPGs of 2013. It remains to be seen if the community swill stand behind it despite the monthly fees. Personally, I hope it will, as I rarely saw a development team putting so much hard work and passion in amending a botched launch.

    While the decision to launch Final Fantasy XIV in an extremely unfinished state deserves all the criticism it received, in a market where MMORPGs that launch in a less than stellar way are more often than not abandoned to rot and/or closed, the dedication of Naoki Yoshida and his 250-men team deserves support and praise.
    http://psp.rpgsite.net/news/1314-fin...-launch-window

    Also some info about the planned beta.

    UPDATE: 21/10/11

    http://www.rpgsite.net/interviews/32...-naoki-yoshida

    It’s no secret that FINAL FANTASY XIV was met with a rocky launch and recieved a poor reception from both fans and critics alike. After essentially ditching the directorial staff, openingly calling the game "damaging" to the brand and dropping subscription fees, Square Enix finally feels confident enough in the game to talk about charging again and that much-delayed PlayStation 3 version.

    Much of the change in attitude can be attributed to the replacement Producer & Director Naoki Yoshida, who has led the XIV team to conduct extensive title updates, community outreach and actively take on fan opinion in an attempt to fix and better the game - almost out of character for Square Enix's Japanese Development teams.

    Coming out of this interview with Yoshida-san it's hard not to be optimistic about Final Fantasy XIV with the enthusiasm, dedication and plans for the future he has. To open the interview, Yoshida-san wanted to share a statement with us:
    Yoshida: So as you know, it’s been a little bit more than a year, since the official launch of September, 2010. The biggest thing is that we have fixed a lot of problems since that launch, but even so, for the past year we’ve had the support of the community—they continued playing the game, they continued to support us. It’s been that support that’s helped drive us this past year making all the changes that we have to move towards a new FINAL FANTASY XIV.

    We recently made the announcement of the road map to 2.0, but it wasn’t necessarily for new players. This is more for the players that we have now, to basically show them that there is a bright future on the horizon, that we’ve made the changes, and that if you continue to play, you’ll be able to experience all of this great content over the next year leading up to 2.0. We appreciate your continued patronage, but also that you continue to support and play our game.


    RPGSite: Obviously FINAL FANTASY XIV shares a lot of design elements with FINAL FANTASY XI. Some people argue that MMOs today have moved away from the turn-based, less-dynamic gameplay that prevailed when XI was launched. How do you plan to make that more appealing in 2011?
    Yoshida: Back right around patch 1.18, when we were getting ready to bring in the auto-attack system, a lot saw that and thought, “Oh, it’s going to be XI-2!” When they got in and actually played with the auto-attack, they realized that it was really different from FFXI, even though it looked the same. They found that it was more action-oriented, a lot faster. Now in 1.19, we’ve added the Ifrit battle—you’re not just standing in a static position, you’re going to have to move around depending on the mode that the main boss is in, depending on the attacks that the main boss does.

    Also, at one point - in our next large patch - we’re going to be adding what is called “self-combos” where players are going to be able to put together their own combinations of different attacks, and be able to create a more action-based, speedy type of battle system. While it is auto-attack, it is different from XI. We’re not saying that XI is a bad system, we’re just saying that both of these have their benefits.

    RPGSite: Obviously, you’ve been very open with the fans since taking over, how and how much do you feel that this has helped FINAL FANTASY XIV?
    Yoshida: When I came onto the project back in December of last year there were a lot of problems with it. The players felt the same thing. Basically, but communicating with the players, and saying, “Okay, we think this is wrong with the game,” the players tend to agree with us. Getting on the same level, and showing that what the players are thinking is exactly what we’re thinking. By expressing that, and keeping that crystal clear to the players, then they begin to trust us. By saying we’re on the same page, and we promise we’re going to fix it, that they’ll hopefully believe us and continue playing.

    Because of the rocky launch there’s a lot of people who said at that time, “What was Square Enix thinking when they decided to do this?” and they lost that trust that they were supposed to deliver a certain product and weren’t able to. We gave them this promise, and we didn’t follow through on this promise, so there is that damage that we received from that. But to repair that damage, to repair the damage of a broken promise, we have to show them by keeping new promises. We made these promises in our announcements, and then we follow-up by keeping those promises to slowly rebuild that trust. The biggest part of that is continuing communication. I love to communicate with the players, and I know they love communicating with me, and we want to continue that.

    RPGSite: Such as the recent YouTube video you did, right.

    RPGSite: Keeping with that subject, do you think developers of the single player games such as FINAL FANTASY XIII-2 and FINAL FANTASY Versus XIII might benefit from the same level of openness?
    Yoshida: This is a personal opinion, but a game publisher and a game producer should be giving a player something beyond they expect. That’s what makes the experience that much better, but at the same time, there’s things like user interface, game length, level design, things that players have their opinions on, things that they expect. Not listening to those opinions can be damaging, and so it’s always good to get opinions on things like that.

    However, it’s not like Square Enix is doing nothing, as maybe you know, on the same day we released the announcement for 2.0, in Japan they selected a bunch of players to come in and test out FINAL FANTASY XIII-2 to come in and play and give their opinions. They’ll then take those opinions and then incorporate them into the game. So the company is moving in the direction of opening up communication lines—talking with the players more, getting their opinions.

    RPGSite: Such as the Fan Meeting before TGS, right?
    Yoshida: Yes.

    RPGSite: Before FINAL FANTASY XIV launched, Tanaka-san was very forthcoming in saying that he would have liked XIV to be on the Xbox 360, but Microsoft policies have obviously prevented that from happening—he said you would continue to look into it. With the current state of the game, has that idea fallen off the list of priorities? Or are any other platforms in consideration for the project?
    Yoshida: Like I mentioned before, the one thing to regain that damaged player trust is to keep those promises, and one of the promises was to release a PlayStation 3 version - we made that promise long, long ago, and we still haven’t kept it. We made that promise not only to the players, but to Sony as well. The first thing that we need to do, to regain that trust, is to fulfill those promises of bringing the PS3 version. Our priority right now is getting that version finished.

    Currently, as stated in the road map, we’re designing a new graphics engine to replace the one that we have. This new engine will allow for play on broader environments. So [we’re] currently on high-spec machines only, but with this new engine, it will allow us to run the game on lower spec ones.

    Of course, because the game is developed on the PC, moving it to the Xbox 360 platform wouldn’t be that difficult, but as we said before, the thing we have to get done first is getting that PS3 version done. Once that’s done, we can take the next step from there. We are continuing our talks with Microsoft, but then you think, maybe next year Microsoft might be announcing their next hardware, and so our decision is do we wait for that next hardware? So we’re going to wait and see what’s happening after we delivered what we’ve promised.

    RPGSite: With the new graphics engine, by chance will it be using the Luminous Studio engine?
    Yoshida: As you know, it was recently announced, but the Luminous Engine is being more designed for console games, where the emphasis is more on passive types of games with high quality graphics. Because it’s a one player game, it’s about showing what’s there, but for an MMO, it’s different, it’s more about having lots of things—characters on the screen at the same time. You’re in a community with many, many people. The [Luminous] Engine is more developed for a console type of system. To get something that would be more suited for an MMORPG, what we did was we borrowed some of the engineers that are working on the Luminous system, and had them help us rebuild an engine that would be able to display high quality graphics, but is more tweaked to displaying many of those rather than just a passive type of image. That’s what we’ve been doing.

    RPGSite: Similar to how FF Versus XIII is taking the lighting portion of that engine and using it in their game?
    Yoshida: It’s different in the sense that it’s not a part of the existing Luminous Engine, because if we were to wait until that engine was completed, we wouldn’t be able to get the game out in time. What we are doing is taking people who are working on Luminous, and having them use their knowledge—some of those things that will be used in Luminous as well, to make a completely new engine. You mentioned the lighting—yes, probably the lighting we’ll end up using will be similar to what will be used in Luminous, but it’s not like we’re waiting for Luminous to be completed.

    RPGSite: With the PS3 version of the game, what will you be doing to attract PS3 customers once the game comes out? 2013 seems like a long time from now, especially since, as you know, it was originally announced in 2009. Also, Sony might be announcing their new console as well next year, so what will you do to make it worthwhile for those players who have been waiting, and waiting for this game?
    Yoshida: Graphic-wise, usually MMOs won’t put a strain on the graphical capabilities of a system. It’s more about getting the base onto the system. We’re not very worried about this next technology coming out being able to display what we have now. The biggest thing comes down to, that yes, maybe in the near future, a new system will be released, but when it is, the market will be small. The market on the PS3 is still going to be large at that time.

    By releasing on the PS3, even if a new system is close, you’re going to get that big market of people who already have the PS3. By releasing on the PS4 instead, you’re going to lose those numbers, because only a small amount of people have it. Also, we’ve made people wait so long, so we want to offer this at a low cost. By offering it to the PS3, we’re able to keep those costs down to ensure that the maximum number of players that want to play it can play the game. That’s what’s important.

    It doesn’t mean we’re sitting around doing nothing. We have our plans, and there will be a time when we can talk about those as well. It’s not like we’re ignoring the stuff that’s coming in the future.

    RPGSite: Have you considered bringing FINAL FANTASY XIV to the PlayStation Vita?
    Yoshida: Yes, currently this is all post-2.0, but because we’re doing a reconstruction of our server system, in those plans, we’re going to make sure that the servers can be accessed by outside devices such as smart phones. Not just the Vita, but also smart phones, so that kind of access will be allowed. What that will open the door to is things like applications that people can used to check their inventory, or check the market and purchase things from the auctions. Those are the things we are laying for in our server foundation, so we can be ready to implement those after 2.0.

    For example, beyond that, maybe an application that lets you raise your chocobo, and then transfer it back into the game.

    RPGSite: With the new server systems, will the major game breaking issues such as animation lock, server lag latency, positioning imprecision, and interface lag be greatly reduced?
    Yoshida: Yes, all of these things will be fixed.
    RPGSite: Are you also fixing the issue on the PC version where for some people still when you ALT+TAB out, it crashes the game?
    Yoshida: Yes. That’s something that should have never been an issue.

    RPGSite: Will the newly introduced graphics engine support Direct X 10/11? Or will it still be limited to DX 9.0c?
    Yoshida: With the development of the new engine, the first phase—the first thing that we are prioritizing, is to have a graphics engine that will support high-end users, low-end PCs and the PlayStation 3. The quality of graphics will be the same across all three, but depending on your system, it’ll be about how many characters can you display… how many effects can you display, draw distance.

    You won’t have to have a high-end PC to have great graphics; the high-end PC people will be able to see more stuff, and for the low-end, we’ll be able to limit that so those people can still play it, and so PS3 users can also run the game. That is our first phase. Once we have gotten that ready for 2.0, the next step is getting that ready for Direct X 11. That might take between 6-8 months, but it’s on our schedule. We are pushing it back because if we had put that together, then it would mean delaying the release 6-8 months, so first thing’s first.

    RPGSite: Not to mention, not everyone has a DX11 system.
    Yoshida: It’s a very long schedule, and if you have too much stuff that you want to get in, then it just delays that release. We thought we could make that a step—release [2.0] first, and then go from there.

    RPGSite: You’ve probably been asked this a lot… why start charging now? What part of the game that exists now makes you feel that it’s worth charging a monthly fee for? Do you feel most of the current user base will be retained once you put subscription fees back up?
    Yoshida: With the release of all that information, and the announcement of the billing system, it kind of came as a shock, and a lot of people were saying, “Why now? Why are you starting now?” It’s not that we’re starting right now, I want to make it clear that it’s still 2 months in the future—after the release of the 1.20 patch. Players still have a 2 month period to play all of the updates we had in 1.19, and they’ll also have a chance to play 1.20 before deciding whether or not to pay to play.

    To give you an example, back at the YouTube Producer Letter Live, we received a lot of different questions from around the world. One of those questions was, “I just stopped playing FFXIV, but I’m thinking about coming back because you put in all this new stuff. Why should I play this game?” And at that time, I answered, “Well, I still believe the game is about 50% complete.”

    Why was that 50% number given? At the time of 1.19, we were able to release the chocobos as mounts—not just a background item, you’re actually able to ride them and call them at any time. We were also able to release airships, also the Ifrit battle—things that finally made it feel like a FINAL FANTASY game; things that were lacking from XIV, things that give it a FINAL FANTASY feel. On top of that, we had finally set up a foundation where we could continue on that. In the future, we’ll be releasing moogles… a moogle-based battle, and also the Garuda battle. The things that were lacking in XIV to give that FF feel, we think we’ve gotten the game up to what we can have confidence in.

    If we finally have this FF type of feel into it, why did I still say 50% at that time? That’s because, at the time of 1.19, there was still a few things that we consider staples of MMOs that were still missing. Those two things are a very strong player search system, and the other thing being a market search system. At least something similar to what FFXI has with their auction house. Because these two are missing, we still can’t say that we’re beyond 50%, but as I said before, in 1.20, we will be releasing both of these features. By releasing both of these features, we feel that number is going to be bumped up, because we’re finally getting these major things in that we were lacking. This will move us up in that percentage. This is why we decided, after 1.20, when [players] see those changes, to ask for payment.

    Releasing the announcement for billing at the same time as all of this new stuff for 2.0 was done because a lot of people would be paying attention to things like the screenshots, artwork, etc. To get the attention that we had lost, people who had played it, but then had left… by making the announcement here, we hope that people who played before might say, “Maybe I should try it again.” They’ll have a chance to play over the next two months, the stuff in 1.19, the new stuff in 1.20, knowing that certain things will be coming in 2.0, and decided that maybe, yes, a lot has changed… maybe I should start playing.

    Of course there will be some people who say, “Well, I like what they did here, but I don’t want to start paying yet because I still don’t see what is there in 2.0. So maybe I won’t play.” While others might decide to start playing in 1.21 when we release the new job system. Looking at each individual, and what they want to do in Eorzea, and giving them the opportunity to let them play what we have now, see what we have in the future, and make their decision when they want to come back, and when they want to pay.

    To get to the final part about how many people do we want to retain… we’re not really worried about the numbers now, because we’ve made, and we’ve promised to our players that we’re going to be doing this. Even if numbers drop off, we still have those promises to keep, so we’re going to continue following that plan. Hopefully, even if it does drop off, the players will know that this is our roadmap. We’re not going to drop off, even if we’re not able to retain 100% of the numbers.

    RPGSite: I’m sure once you release the PS3 version it will do well—I do know a lot of people are actually waiting for it—in Japan especially, that’s probably the case.
    Yoshida: The one thing that we can do, no matter how many people decide to pay or not to pay—we have to continue showing how serious we are about keeping the promises we broke. Getting back the trust, showing them we’re serious, and that means some will come back for the PC version, and the PS3 launch. Perhaps if they see we’re working hard on it, maybe they’ll want to try it before the PS3 launch. We’re not going to change anything based on the numbers, we’re going to do what we’ve promised.

    RPGSite: I know this was mentioned a long time ago, but will there still be cross-platform play between the PC and PS3 versions?
    Yoshida: Yes, that has not changed. The thing is, we will be adding new world servers at the time of the PS3 release.

    RPGSite: Can you explain what you’re doing with the story component of FINAL FANTASY XIV? When the game launched, it just seemed like those elements were missing—how do you plan on making the story more engaging for players?
    Yoshida: Probably the biggest problem with the main story is that you get that opening scene, but before you can get to the next quest, you have to advance in level so far, that by the time you get to that next quest, you pretty much have forgotten what’s happened in the beginning.

    It’s definitely one of the things that we’re looking to change, one of the big things being, filling in the gaps that exist right now between each quest. By filling in quests that players will be able to play before they get to the next point, it will help them learn more about the world, learn more about the NPC characters, more about side stories to lead them up to that next part that is currently empty. We hope to have that in by post-2.0.

    The main scenario quests have very high quality cutscenes, which take a lot of manpower to produce. We felt that currently, we need to bring players a lot of content in other ways as well. If we concentrated on that, then too much focus would be taken away from other things. Right now, we’re concentrating on making more side story quests, as well as the 7th Umbral era content—all of this new story that is happening in the lead up to the world change in 2.0. Seeing that story that’s leading up to those changes—we believe that right now, that’s our main focus. We want players to play this event as something they’ll only be able to experience now. Once that is finished, we’ll go back to those old quests and fill them out, making sure they become more important.

    RPGSite: Last question… what core mechanics—if any—are being drawn from western MMO developers? Such as the option to do things like swimming and jumping?
    Yoshida: I’m a very hardcore gamer, and one of the first things when I got onto FFXIV was that I wanted to add a jump feature. When I threw that out to the community, what surprised me was that a lot of players were against that idea. Their complaint was that you shouldn’t be able to jump in a FINAL FANTASY game!
    Just because it’s in all the other MMOs, does it fit with the image of FINAL FANTASY? For example, people didn’t want to see Lalafells jumping all around.
    Personally, I don’t like the fact that my character is bound to the ground, so I definitely want to add a jump feature.

    RPGSite: That’s interesting because they added a jump option to XIII-2, and I haven’t seen much negative reaction to that.
    Yoshida: Everyone probably wouldn’t mind if their character could jump, but maybe there’s a lot of people who just don’t want to see everyone else jumping!
    A lot of the Japanese players of XIV that only know about that game as well as FFXI, so they’re used to having a character that can’t jump. They don’t realize that you can jump in every other MMO in the world, so they have that aversion to it.

    It’s not only Japan though. If you look at our forums, there are a lot of people, even in North America, who don’t want the jumping feature.

    As for swimming, it would to be something that wasn’t just swimming. If we were going to put this in the game, we would want to make it a part of the game. For example, swimming to certain dungeons to do things, battles in water, etc. While this isn’t something we could put in for 2.0, it might be something we consider for the next expansion pack. We’d make sure that it would have something worthwhile.
    We do have the swim suits, so they have to be good for something, right?

    RPGSite: Thank you very much!

    Letter from the Producer LIVE Part II

    It is our pleasure to inform you that the second installment of the FINAL FANTASY XIV Letter from the Producer LIVE is scheduled to air on November 3, 2011 at 12:00 a.m. (PDT)! During the broadcast, Producer & Director Naoki Yoshida will be answering various questions, especially with regards to the future of FINAL FANTASY XIV as announced on October 14, 2011. Be sure not to miss this opportunity to hear the latest information straight from the chocobo's beak!

    Date and Time

    November 3, 2011, from 12:00 a.m. (PDT)

    How to Submit Questions

    Please follow the official FFXIV Twitter account (@FF_XIV_EN) and send tweets containing the “#XIVLive” hashtag during the live broadcast, or submit questions ahead of time regarding the future of FINAL FANTASY XIV.

    Themes

    Patch 1.19 content
    Patch 1.20 and beyond/the future of FINAL FANTASY XIV

    (It's not been stated whether or not what media format the Letter from the Producer II will take place in at the moment.)

    Final Fantasy XIV Interview with Producer/Director Naoki Yoshida - Round 2

    Final Fantasy XIV Version 2.0 Will have a Free Post-Launch Trial

    FFXIV Letter from the Producer Live II: English Subs



    Troubled MMO FFXIV 'Will Always Be FFXIV And Nothing Else,' Says Producer Exclusive

    60 Second TV Commercial



    An Interview With FINAL FANTASY XIV's Producer (Part 1)
    Last edited by Squirrel Emperor; 11-30-2011 at 07:28 AM.

    Credit to the sig creator!

    "Nice job you genetically perfect, cerberus, cheerleader bosh' tet! Keelah Selai!" ~Tali Zorah Vas Normandy

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    Default Re: Final Fantasy XIV Famitsu ConnectON Cover Shows New Job Classes

    I know Jobs for XIV were announced quite some time ago, but it's nice to finally see some artwork. I don't understand how Jobs will work with the armoury system, though.

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    Default Re: Final Fantasy XIV Famitsu ConnectON Cover Shows New Job Classes

    Turns out that FFXIV will be getting transformable weapons:

    The cover image featured on Connect-On consists of job concept art. The weapons each job is wielding are things we are planning to implement into the game. In regards to which job is what and what they equip, we’ll leave that up to you and your imaginations for the time being.

    It seems like the weapon that drew the most attention was the bow… I can tell you that it is in fact a bow that transforms.
    Source: http://www.dualshockers.com/2011/09/...formable-bows/

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    Default Re: Final Fantasy XIV Famitsu ConnectON Cover Shows New Job Classes

    Wait... wait... Are you guys saying the game did not have those jobs from the beginnin? Wow... And transformable weapons? I sense FF13 influence.

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    Default Re: Final Fantasy XIV Famitsu ConnectON Cover Shows New Job Classes

    Quote Originally Posted by ALL-ICE View Post
    Wait... wait... Are you guys saying the game did not have those jobs from the beginnin? Wow... And transformable weapons? I sense FF13 influence.
    That's right. At the moment FFXIV has an "Armoury" system, which means you can change your "Class" depending on which item you equip. Here's a bit of info from wikipedia:

    Classes in the game are divided between Disciples of War, Disciples of Magic, Disciples of the Land, and Disciples of the Hand. Disciples of War focus on physical combat, with specific specializations. Gladiator is Final Fantasy XIV's Tank role. The other Disciples of War professions focus on a DPS role, these professions are Lancer, Pugilist, Archer, and lastly Marauder. Disciples of Magic focus on magical combat and healing, both Thaumaturge, and Conjurer have dual roles in the game of magical DPS, and Healing. Disciples of the Hand focus on the creation of materials, armor, and weapons. Often taking resources obtained by the Disciples of the Land class. Disciples of the Land focus on gathering resources usually to sell, or turn into items with their Disciples of the Hand class. The player will be able to change into that job if the specific required items are equipped; for instance, if the character equips a saw, he or she will become a carpenter
    SE are making some changes though and making Jobs. I just don't understand how it will work in conjunction with the armoury system...

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    Default Re: Final Fantasy XIV Famitsu ConnectON Cover Shows New Job Classes

    You wont have to wait till Oct. 5th to sample some of Final Fantasy XIV's music. The latest patch version 1.19 includes 14 songs. You can check out Masayoshi Soken's latest post on Square-Enix's Music Blog for the digest version.

    Andriasag

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    Last edited by Setzer007; 10-03-2011 at 09:01 AM.

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    Default Re: Final Fantasy XIV Famitsu ConnectON Cover Shows New Job Classes

    Quote Originally Posted by Setzer007 View Post
    [I]You wont have to wait till Oct. 5th to sample some of Final Fantasy XIV's music. The latest patch version 1.19 includes 14 songs. You can check out Masayoshi Soken's latest post on Square-Enix's Music Blog for the digest version.
    I was going to post this Most of the tracks in there sound really good!

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    Default Final Fantasy XIV News and Updates

    http://www.dualshockers.com/2011/10/...he-ps3-launch/

    Square Enix surprised everyone today by suddenly releasing a slew of information on the Future of Final Fantasy XIV. First of all the relatively bad news: the free to play period is coming to an end starting between late November and early December 2011.

    The good news is that development will move at full speed through 2012 and towards the beginning of 2013 when the version 2.0 of Final Fantasy XIV will be launched both on PC and PS3.

    Version 2.0, added to what will build up from the patches that will be implemented from today to 2013, is planned to be not just an update, but a full reboot of the game, with a new engine, a slew of new content, and the whole world of Eorzea completely overhauled. Just take a look at te concept screenshot of version 2.0 that Square Enix shared today. It’s hard not to be excited about it.


    Square Enix also shared a suite of four documents that detail fully the road to 2.0: a full roadmap, a list of features for 2.o, a lovely mini-artbook showing concept art for future updates, and a document detailing the major changes that includes the patch schedule for the next year.

    The upcoming features (prior to and for 2.0) are many and basically sound like the wet dream of every Final Fantasy XIV player (and of many Final Fantasy fans in general). Here are the most juicy ones:
    Completely redesigned world.
    Implementation of a new graphics engine.
    New server system designed for increased speed and performance.
    Fully renewed user interface.
    Implementation of the Job System
    Complete redesign of character creation.
    Addition of Male Mi’quote, Female Roegadyns and Female Highlander (at long last we’ll some tall and muscular ladies!).
    Release of a drag & drop “mannequin” system to change gear on the fly when changing classes.
    Complete redesign of the market wards in a system incorporating both retainers and Auction House systems.
    Primal summoning and monster taming ability available to certain classes (yay, summoners!).
    Release of a “companion” system for summoned and tamed pets that will develop over time.
    Introduction of legacy Final Fantasy items (Excalibur and Masamune anyone?), those items will have unique graphics and stats.
    New dungeons.
    Implementation of collaboration in dungeons between Disciples of War, Magic, Hand and Land.
    Implementation of a feature to replay cutscenes.
    Full voice acting for cutscenes in all four languages (Japanese, English, German and French)
    New Seventh Umbral Era storyline.
    Implementation of multi-party alliances.
    Addition of a Signature feature for crafted items.
    Release of player-driven communities known as Free Companies. They will allow access to personal estates and cooperative crafting.
    Implementation of Chocobo gear and armor, mounted combat (!), mounted content and shared chocobos.
    Implementation of other forms of transportation.
    Introduction of a mail an delivery system.
    Completely overhauled search function.
    Content finder to find groups to enjoy content and dungeons even across different servers.
    New achievement system, with the addition of 300 new achievements and the implementation of rewards like titles and items.
    But Final Fantasy XIV’s future won’t stop with version 2.0, as the following features are planned past the reboot:
    New Primal battles.
    Ability for free companies to summon a primal directly in order to fight him.
    Campaign of battles to defend Ishgard against an horde of dragons, with the participation of all four disciplines (wait a second as I wipe the drool off my mouth here…).
    Implementation of two PvP venues: The Coliseum and Frontlines. The first will be an arena-like system, the second an open world PvP area.
    Addition of two large-scale instanced raids named Crystal Tower and Vast Labyrinth, with further expansions planned afterwards.
    Implementation of the wandering Odin primal. He will grow in strength and drop better loot every time he’s defeated.

    It’s undeniable that one of the biggest changes coming with the reboot of Final Fantasy XIV is the new engine. While Final Fantasy XIV is undoubtedly one of the best loooking if not the best looking MMORPG on the market, but many find the implementation and art direction a bit cold, especially because of the lack of advanced effects and dynamic shadows.

    Looking at the concept screenshots displayed above, it’s easy to notice that Square Enix is aiming to change that by making the engine much stronger on the implementation of effects and lighting, creating a much more visually pleasing atmosphere.

    While some may question why they would focus on improving something that’s already good with all the work that lays on the road to 2.0, it’s obvious that the rest of the MMORPG market won’t stop evolving in the next year, and Square Enix wants FFXIV to hold the leading role for visuals despite the releasing of new games.

    It’s undeniable that re-enablling subscriptions at this point is a very bold move by Square Enix, but the work done so far and what has been shown for the future deem to justify it. If half of what has been promised for 2.0 will prove as good as it sounds, Final Fantasy XIV has the potential to achieve not only the first successful full reboot of the history of the genre, but also to become one of the best MMORPGs of 2013. It remains to be seen if the community swill stand behind it despite the monthly fees. Personally, I hope it will, as I rarely saw a development team putting so much hard work and passion in amending a botched launch.

    While the decision to launch Final Fantasy XIV in an extremely unfinished state deserves all the criticism it received, in a market where MMORPGs that launch in a less than stellar way are more often than not abandoned to rot and/or closed, the dedication of Naoki Yoshida and his 250-men team deserves support and praise.
    http://psp.rpgsite.net/news/1314-fin...-launch-window

    Also some info about the planned beta.
    Last edited by Levis.seraph; 10-14-2011 at 03:34 PM.

    Credit to the sig creator!

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    SOLDIER 1st Class Site Staff Fox's Avatar
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    Default Re: Final Fantasy XIV Update PC Version 2.0 and PS3 release.

    Patched the game today. Thought I'd try out the changes they've made in the last year that might bring me back before the subs kick in. Server was down! I'll try it later
    -


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    Default Re: Final Fantasy XIV Update PC Version 2.0 and PS3 release.

    It sounds to me like they want to charge people for the whole year to play the beta of the game... Good luck, SE!

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    Default Re: Final Fantasy XIV Update PC Version 2.0 and PS3 release.

    Dunno if that's fair, it's been free for the first year cause of all the problems. They need to charge for it at some point!!
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    Default Re: Final Fantasy XIV Update PC Version 2.0 and PS3 release.

    ^ Not really. Most of the MMO's today are free. I'd understand charging for this when they would release that 2.0, but right now FFXIV is an incomplete game. They will just kill the game since it already lost a lot of players. They would be better off waiting, improving the game, getting people hooked on new better features, and hope that they spread the word of the game being fixed.

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    SOLDIER 1st Class Site Staff Fox's Avatar
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    Default Re: Final Fantasy XIV Update PC Version 2.0 and PS3 release.

    Hmm, perhaps in the interim a microtransaction model would have worked better.

    Edit: Just checked that concept screen on the original link. Holy hell that's a big change!! Looks cool but I do worry it'll play a bit too...WoW-y
    -


    "Save your valediction! We'll live to see another day!"
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    Default Re: Final Fantasy XIV Update PC Version 2.0 and PS3 release.

    Sighhhhhhhhhhhh. October / December 2012 is a long way away for the PS3 version of the game! At least I know when I get my hands on the game it will be the "full" FFXIV experience.

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    Default Re: Final Fantasy XIV Update PC Version 2.0 and PS3 release.

    Late 2012 for Beta. Early 2013 to actually release the game.

    It wouldn't surprise me if a Wii U version is under consideration. When you think about it. Wii U launches sometime between April 2012 and December 2012. Relaunching the game at the launch of a new console may in fact be a good idea. Fresh start. Not to mention complementing Dragon Quest X as well.
    Last edited by Squirrel Emperor; 10-14-2011 at 09:22 PM.

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