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Final Fantasy XIV
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Anoikse shmera to site opou ws Legacy Member mporeis na grapseis to onoma kai to epwnymo sou gia na emfanizetai sta Credits tou paixnidiou ws "Survivor".
H yphresia tha einai anoixth mono gia 30 hmeres opote tha gelasoume me osous legacy members to katalavoun poly arga
Ta Credits tha me anaferoun ws Meleena Steelheart (klassika).
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Letter from the producer part VI
Merikes kainouries eikones apo gear:



Kai lol den exoun ton theo tous....
H Terra, o Biggs kai o Wedge panw se Magitech armors:


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Beta test Phase 2 ksekinaei Paraskevh 5 tou mhna stis 12 to prwi kai tha krathsei mexri tis 12 to prwi ths kyriakhs (mporei kai to vrady den exoun pei am h pm
)
Parolo pou eipan oti oi xarakthres ths Phase 1 ha svhstoun, telika apofasisane na tous krathsoun kai gia to Phase 2.
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New playable race confirmed!
Bangaa + Viera = Viangaa!
Here’s a rough translation:
Bangaa (More powerful than a Roegadyn) + Viera (More elegant than a Bangaa) = The beautiful, yet fierce Viangaa!
Physical Appearance
- Taller and more sophisticated than an Elezen but with a build sturdier than a Roegadyn
- Customizable ear length, snout length, skin color, and “package” size
Basic Characteristics
- Hail from the Farreach, leading many to take up residence in the city-state of Sharlayan.
- Have excellent negotiating skills (store prices are 10% lower)
- Movement speed is 1.2 times faster than other races
- They have an extremely musky odor which other animals detest
.............Chocobos and other living mounts will not allow Viangaa to ride them
.............All field monsters will aggro
- Skilled at both the bow and magic (starting bonuses to DEX and INT)
- Extremely conservative. Conversation with other races is strictly forbidden.
.............If chat window is used, a Viangaa assassin will be sent to stalk the player.


Kalo mhna
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Letter from the producer 44.
Apoti fenetai tha exoume akomh mia evdomada sto Phase 1 (23 Martiou stis 5 to prwi mexri 25 Martiou stis 11 to prwi):
Letter from the Producer, XLIV (03/19/2013)
Hello again to all of you eagerly awaiting FINAL FANTASY XIV: A Realm Reborn. I've been up to my neck in work preparing for phase 2 of the beta test, but I thought it was high time I sent out the forty-fourth Letter from the Producer!
The beta test is well underway, and the team is working hard to implement more features while addressing your feedback. All of you gamepad lovers better grab your favorite controller, because we're making final adjustments to the system so you can test it out in phase 2!
With 100,000 testers already playing the game, we've had severe server congestion every time we start up the servers, and I apologize for the trouble it's caused. One good thing that's come from this, however, is that we've been able to spot problems that didn't show up in the alpha test, and we've managed to fix them as quickly as possible. These issues wouldn't have been resolved without your help.
However, there's still room for improvement in stabilizing the servers. We've implemented measures to alleviate FATE-related performance issues, made adjustments to the frontend server, and addressed server load issues in the starting zones. Bear with us for another weekend of phase 1 testing.
As I mentioned earlier, gamepad functionality will be ready for testing in phase 2, which is scheduled to begin in early April. Right before that begins, I'll be making an appearance in another LIVE letter, so don't miss it! We'll also be adding testers to put more pressure on the servers, so if you're not a beta tester yet, you'll have a chance to join in the next phase.
Keep in mind that testing the gamepad is the focus of the second phase, so the available content will be mostly the same. In my last letter I briefly mentioned guildhests, which are based on behests from Version 1.0. After reading your feedback, we decided to adjust this system so that you can attempt them at a lower level. Guildhests are scheduled for phase 3, and I hope you'll be ready when they're finished!
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Όχι ρε φίλε, και το περίμενα πως και πως απόψε. Τέλος πάντων, με τις κότες ξύπνημα αύριο
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Ananewsh ths wras, oxi shmera to vrady stis 10, pali stis 5 to prwi tou Savvatou tha anoiksei, mhn ksenyxtyseis tsampa Deus Dope
Avrio to prwi me thn drosoula.
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Nai shmera 10 h wra to vrady theou thelontos, alla tis prwtes 2-3 wres mhn perimeneis omala pragmata, mexri na statheropoihsoun tous servers mporei na arghsoun ligo.
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Chillaxing inside the level 30 Dungeon, just before the Boss fight.

Merika logia apo thn omada pou ftiaxnei to UI tou paixnidiou:
Hello everyone, this is Minagawa from the UI team.
Thank you so much for all of your feedback, and I apologize again for not having time to implement all of your great ideas from the alpha test.
I realize a lot of you are worried that we're not going to incorporate your feedback before launching the game, so I've decided to write a post to inform you all of the UI team's current status.
Our Customers' Concerns- The chat window and parts of the UI are broken, and it's going to take too long to fix them.
- Common features in other MMO's won't be implemented if players don't say anything.
In short, players are worried that certain features will not be implemented unless they're demanded, or that the team is simply incapable of getting the job done—at least not in time for release.
To address the first point: We know things need fixing, and the chat log is a high priority. Rest assured that this and other major issues will definitely be addressed. In fact, we're working on the chat log right now, and we'll let everyone know when we've made further progress.
The second point is a little more complicated. Although we're members of the development team working under Yoshi-P, we're also gamers just like you, who understand your desire for essential game features.
You all must be thinking, "If you really were gamers, these features would already be in!" Believe me, I understand your skepticism. You want to know why issues haven't been resolved, features haven't been implemented, and feedback hasn't been addressed.
In the hope that your fears will be put to rest, I'd like to explain the UI team's development process from the alpha test up to now.
The Development Process: From Alpha to Now
Taking in all the feedback from the alpha test and our own internal testing, we had a long list of requests and problems numbering over 1,000 items. In order to effectively work through the list, we sorted it into the following categories:- Features that must be implemented or adjusted by release.
- Features that should be implemented in the future to improve accessibility.
- Features that should be implemented but may prove to be problematic.
We further filtered the list by priority and estimated production cost. Finally, we were all assigned tasks and began our work.
At this time, we are primarily working on features that must be implemented by release. Here are a few examples:- Expanding the UI and optimizing widget functions for the PS3 version.
(Changing window sizes, map transparency, etc.) - Changing the gear set system into the "armoury board" system based on all of the feedback we've received.
(Gear management) - Rebuilding the core system to optimize chat log related functions.
(Rebuilding the chat log and implementing text commands) - Additions and adjustments to keyboard configuration settings.
(Navigating menus using the keyboard) - Implementing feedback to improve camera controls.
In addition to the above, we're also working to resolve problems that prevented the use of certain features during the alpha test. To handle all of this work as efficiently as possible, we've temporarily divided work for the UI team into two development lines.
The first development line will be adding elements necessary for testing new content and features during phase 1 and 2 of the beta test. One of their bigger tasks at the moment is working on gamepad controls, and any functions necessary to fully test out the UI, especially in combat.
The second development line is responsible for redesigning existing elements to address the problems discovered during the alpha test. Furthermore, while the first line is prioritizing functionality in phase 1 and 2, this one is focused on creating the system that will be seen at launch. The responsibilities of this line include carrying over functions from the old system, adding new ones in preparation for launch, optimizing UI applications that were present in the alpha test, fixing bugs, and making adjustments. It should also noted that there are many system functions that can be found in both builds, but all newly designed features are placed in this second development line.
Many changes, fixes, and additions will be made, but because there are so many, there was only so much we could finish in time for the first phase of beta testing.
A Promise for the Future
As we continue working on the new system, we will make sure that it's stable and adaptable for the years to come. We will be thorough in our work to ensure the new system suits the needs of any and every player. But more importantly, we will complete the system in a timely manner, making sure our work does not hinder the release of FFXIV: ARR.
Reading through all of your posts on the forum, seeing all of your enthusiasm, it makes us eager to get all of the features you're asking for into the game as soon as possible. Creating a game so large and so fast, the steps we've taken thus far were necessary to make sure things were done quickly and efficiently. However, we were too hasty in creating the system used during the alpha test, and for that I sincerely apologize.
Our team is under a fair bit of pressure knowing UI problems have caused so much discontent, but once the new system is finished, the game will be that much more enjoyable. We're going to give it everything we've got, and I promise you the game will have a UI befitting a FINAL FANTASY title. Until then, keep leaving us your feedback and you won't be disappointed!
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Meta apo afto to Paraskevosavvatokyriako pou mas erxetai den kserw an tha synexisoun thn prwth fash.
An deis to Beta test roadmap, leei 2-4 evdomades sto Phase 1, opote mporei na exei, mporei kai oxi.
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