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Anakoinwthike pws to kainourio trailer gia thn E3 einai etoimo kai mas edwsan ena mikro asteio videaki me ton producer na prospathei na hxografisei to commentary xwris idiaiterh epityxia...
Artworks tou Akihiko Yoshida gia thn synergasia tou ARR me thn microsoft:
While Final Fantasy XIV: A Realm Reborn is not coming to the Xbox 360, Square Enix has partnered with Microsoft to promote the game, and the result is a website (in Japanese) on which players can share their thoughts on the game and on the Final Fantasy franchise to be immortalized on a series of text art panels that use as a base some beautiful character illustrations by the game’s character designer Akihiko Yoshida.
In addition to the initial warrior picture we got two new ones, featuring a lovely hyuran monk and a lalafell white mage. They definitely look beautiful, and you can check them out in the gallery at the bottom of this post.
If you want to see your own comment immortalized in one of the text art panels you can follow the instructions on our previous post about the initiative. Today’s question is “What place (town or area) do you want to visit in Final Fantasy?”
Held in duress for aeons within the lesser moon, Dalamud, the elder primal Bahamut broke free of his captivity when the celestial body was wrested from the heavens to descend upon the Battle of Carteneau. Once freed, the terrible being wrought fiery destruction across the length and breadth of Eorzea, his devastating rampage marking the beginning the Seventh Umbral Era. In the midst of the chaos, however, Bahamut was enveloped in a blinding white light and abruptly disappeared from the skies. None claim to have seen the primal in the five years since.
A fell knight clad all in black, Odin roams paths long forgotten beneath the canopy of the Black Shroud.
There are none now alive who know the truth of when or by whom this elder primal was first summoned into the world. Ever vigilant as he sits astride his mighty steed, Sleipnir, it is said that Odin is drivenly solely by the desire to do battle with worthy foes.
Originally Posted by Naoki_Yoshida
Before addressing feedback any further, I'd like to elaborate on development and design concepts for instanced dungeons created for leveling.
The dungeons in FFXIV: ARR can be categorized into one of the following tiers of dungeons:
Dungeons for leveling between level 15 and 45 (e.g. Haukke Manor)
Dungeons for players near the level cap (e.g. Dzemael Darkhold)
The series of primal battles (Bowl of Embers, etc.)
Type A raid dungeons (e.g. Crystal Tower)
Type B raid dungeons (e.g. The Great Labyrinth of Bahamut)
Keep in mind this is just to give you an idea of what will be available at launch. We'll definitely be adding more in the future, so just think of this as a rough outline.
As you progress further and further down this list, the difficulty of the content will increase significantly. In fact, until you've cleared a given tier's content, leveled, and geared accordingly, clearing the next tier of content will prove difficult, if not impossible.
However, as time goes on and we continue to develop new content, fewer and fewer people will be playing through old areas and dungeons. This is why at some point, we will add additional enhancing effects for parties in order to make sure these places can still be cleared.
To be a bit more specific, these leveling dungeons are designed to accomplish the following:
Allow the style of party gameplay that's expected in an MMORPG, where players can gain experience points.
Allow players to take on various roles in a group, and form strategies to clear content.
Allow players to better understand the roles of the classes and jobs they enjoy playing.
Allow players to obtain better gear appropriate for their level.
Allow players to grow accustomed to using the duty finder to form parties.
Once players have reached level 50, they should have a clear understanding of party dynamics and the capabilities of whatever class or job they prefer to use. Players will then be able to challenge the primals, the crystal tower, and the various raid dungeons we have planned for FFXIV: ARR. We also expect players will be joining free companies along the way as well. This design concept is referred to in the office as the "content hierarchy."
In short, the dungeons that are in the beta test now are all part of the hierarchy's lowest tier—dungeons for leveling.
The duty finder will also become an important tool in finding groups to explore these dungeons, and so we've done our best to be mindful of the following points:
Content can usually be completed on the first attempt, even with a party hastily formed together.
Content that marks a clear distinction between what a beginner or veteran may understand.
Content with routes that are not overly complicated.
Content that is not randomized, making it easier to understand.
Content that beginners cannot complete if they are not mindful of boss enemies (but can be repeated).
Without careful consideration of the above key points, it can lead to discrimination within the player community. Our goal is to create a game where all players can get along, have fun, and overcome obstacles together given they put forth the effort.
Having said that, players can expect to see more traps and puzzles in dungeons after Haukke Manor. This doesn't mean we're going to drastically ramp up the difficulty of dungeons, however, as we still want players to get a strong grasp of game mechanics and class roles while playing through the first tier of content. But to make sure the dungeons aren't a walk in the park, we'll be creating challenging boss fights.
We've received a great deal of feedback regarding the difficulty of dungeons, especially from players from the previous incarnation of FFXIV. The dungeons from Version 1.0 would be considered Type A or Type B dungeons in our new hierarchy, which is why the current leveling dungeons may not seem as challenging.
This is simply a part of our new design, so you can still expect to see content just as challenging, if not more so, than what was in Version 1.0.
We're still listening to your feedback, and as we continue making adjustments, we'll do what we can to incorporate your ideas into our new design as well. No need to fear, adventure is coming!
kai ena mynhmataki akomh:
Although we've yet to do any major advertising with online banners, I'm happy to say we've already received over 500,000 applications. With thousands of applications coming every day, I feel our steady efforts are slowly starting to garner the attention we've been hoping for.
As we batten down the hatches and prepare for the big battle known as Phase 3, we will continue to work fastidiously toward a successful launch.
I hope you all will continue supporting us with your invaluable feedback as we draw ever closer to the release of FFXIV: ARR.
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