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    Dengeki - Devs Talk Future Beta Plans

    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

    Dengeki - Devs Talk Future Beta Plans Empty Dengeki - Devs Talk Future Beta Plans

    Post by Shu Fri Apr 09, 2010 8:59 am

    Dengeki - Devs Talk Future Beta Plans 162630
    Dengeki magazine was lucky enough to get a shot at the alpha build
    for Final Fantasy XIV. They printed most of the information we saw
    yesterday in Famitsu, but also got some time to sit down with Producer
    Hiromichi Tanaka and Director Nobuaki Komoto! Together, they discussed
    details of the alpha and plans for the progression of beta testing.
    Check out the details below.
    Discuss this in the ZAM Forums!
    Dengeki - Devs Talk Future Beta Plans 162633
    - When Final Fantasy XI first started, it began with a beta
    test. Why did you decide to go back even further this time and start
    with an alpha?

    Komoto: At the beta stage, a game is relatively
    complete. In order to better take in user opinions and make more
    adjustments, we wanted users to see an earlier version and let their
    feedback affect the direction of the game itself.
    - So, does that mean there could be some dramatic changes
    after the alpha version?

    Komoto: Yes, there could. We're already wondering
    ourselves what shape the game will take after the alpha testing is
    complete. There are issues we have seen arise, and we want to think of
    how to best fix these and add in user suggestions at the same time.
    Tanaka: For the alpha test, we only have one World.
    The idea is we first test that World for stability and then in phase 1
    of the beta test, we begin to add more Worlds and collect as much data
    as we can.
    - Will the amount of playable cities increase in the beta
    phase?

    Tanaka: More than simply increasing the play area,
    we want to test and adjust the core mechanics of the game. For example,
    we want to see if leveling up works properly or if attaining a new
    skill rank works properly. Our number one priority is to monitor these
    things closely.
    Komoto: Just like how we set a limit to the levels,
    we want to place benchmarks and see if they can be reached without major
    issues. We expand the system a bit, and then sample data from within
    those constraints.
    Tanaka: We want to examine the speed at which people
    grow, as well as the core game mechanics, and see if we need to make
    any adjustments.
    - So, then it sounds like we won't really get the full game
    until the official release version.

    Komoto: We think the full scope of the game will
    come together sometime during the beta phase.
    Tanaka: The game system will be completed during the
    beta phase, but I would say you probably won't see the entirety of what
    the game world has to offer until the official release.

    Dengeki - Devs Talk Future Beta Plans 162632

    - I got to try out the Guildleve
    system, and it feels like a great way to manage your play time. You can
    complete a quest within 30 minutes and then start a new one right
    away. It feels like Assault in FFXI, where you can enjoy some casual
    challenges divided into easy to manage chunks. Forgive me if I'm wrong,
    but it feels like a system really designed around light, casual play.


    Komoto: That's true, but I
    wouldn't say it's just a system for light play. What we wanted to do
    is design something that casual players could enjoy. That entails
    making it simple and easy at first. However, while the rules are simple
    early on, future quests add more rules and more variations to Guildleve
    while at the same time putting players up against tougher monsters.
    That's the kind of system we're considering.

    - As for character growth, it
    appears there are Skill Ranks for each Class and Physical Levels for the
    avatar itself. Physical Levels are where you can freely spend points
    on different parameters, right?


    Komoto: In the alpha,
    there is a cap on Physical Levels, and you can't redistribute points
    already spent on parameters just yet. Later on, we want to allow
    players to reallocate points in case they focus too heavily on a certain
    attribute and want to adjust that. We also plan to make it so you
    cannot simply max out every attribute, so players will have to work to
    find a good balance. For example, you may raise a certain skill in
    order to play a Warrior-type class. If you later want to go as a
    Disciple of Magic, you can then reallocate those points into something
    more beneficial for a magic-user.

    - Regarding character
    customization, will there be any limitations on attaching skills from
    one Class onto another?


    Komoto: If we can, we want
    to allow players to use skills from other Classes on their current
    one. However, there are many things to test out regarding this, such as
    how the effects of skills will be weakened when used with other
    Classes. For example, maybe a certain combination of skills doesn't
    work well together, or perhaps another combination is too powerful -- we
    want to maintain game balance as we go forward. There will, of course,
    also be some skills that we simply won't allow to be attached to other
    Classes. At this stage, we are still looking to see how things work, so
    feel free to try out any combinations you wish.

    - With FFXI and Support Jobs, there
    was a limitation, and in general you wanted users to play Jobs a
    certain way, which made it easy for other players to pick up on what
    that Job's role was. If you can freely set abilities on different
    Classes and freely boost your parameters, will that make it difficult
    for players to define roles for Classes?


    Komoto: That's why we feel
    it is most important to have Classes defined by their main skills.
    Although there is wiggle room for adding other abilities, a Class that
    excels at tanking will usually be considered a tank first and foremost.
    From that starting point, you can begin to fine-tune your role based on
    the situation and see how your Class works with other Classes.

    - How are crafting skills coming
    along at this point in the alpha?


    Komoto: We've touched on
    them so far and let players get the basics of cultivating materials, but
    we're still seeing how the system will take shape. We plan to have
    players able to gather materials in field areas and are preparing
    Guildleves that involve cultivation and harvesting. However, we're
    still in the testing phase for these aspects of crafting. Also, we're
    going to make skills for harvesting and crafting and want to make the
    whole experience fun for players. Fighting battles is fun, but we hope
    to create a game where players can have just as much as crafters --
    raising skills, going on adventures, and even completing storylines.
    Guildleves should be very useful for making this happen.

    - How many different types of
    Guildleves are there in the alpha version?


    Komoto: Not so many. A
    little less than 20.

    - Will players be able to solo even
    some high-level Guildleves?


    Komoto: We hope to allow
    that by use of the selectable difficulty levels. That isn't to say
    there won't be any party-related Guildleves, but we want to allow solo
    players to enjoy Guildleve as much as possible.

    - Speaking of which, is 6 members
    the average party size?


    Komoto: This time, we've
    set the maximum for parties at 15 members -- almost the size of an
    alliance. However, they aren't divided into units. A party of 3 is
    fine, a party of 8 is fine, and we don't want to impose any standards
    from our end. Instead of forcing minimum party sizes on players, we
    want to allow them to freedom to put together any group they wish.

    - I was surprised to see that
    Teleport and Warp were available to every Class right from the start!


    Komoto: There will be
    costs attached to those abilities, but that hasn't been implemented yet
    in the alpha. We hope to make it so players with limited time can
    travel quickly, but also add elements that players with time to spare
    can enjoy if they decide to travel back on foot. We are looking to
    provide enough warp points to make these abilities a real help for
    players short on time. As for costs involved, we don't plan anything
    really restricting, and hope to keep it down to almost nothing.

    Dengeki - Devs Talk Future Beta Plans 162631

    - The range of motion for avatars
    was astounding. Lalafell are especially cute.


    Komoto: They're
    sickeningly cute, aren't they? (laughs) This time around, the amount of
    motions and equipment and everything has been expanded extensively.
    Then there's the facial improvements.

    - The facial expressions are
    amazing. Characters in cut scenes are so expressive and have voices,
    too. Compared with current MMOs, especially FFXI, the world of FFXIV
    just draws you in completely.


    Komoto: I had that same
    feeling when viewing the cut scenes myself.

    - The alpha only supports Windows,
    but will the beta phase add support for PS3?


    Tanaka: We may not make it
    in time for phase 1 of the beta, but around phase 2 of the beta we
    believe we will be able to support PS3.

    - How long do you plan to run the
    alpha and stage 1 and 2 of the beta? Are you just seeing how things go
    and playing it by ear?


    Tanaka: Things may change
    as the product we are making changes through testing. The alpha and
    phase 1 of the beta will be pretty similar. Phase 2 of the beta is
    where the game will begin to change based on the feedback collected from
    the alpha.

    - Will phase 1 of the beta add more
    Worlds than the alpha? Will any of the feedback from the alpha
    influence the initial beta stage?


    Tanaka: Between the alpha
    and phase 1 of the beta, we don't expect much to change at all. Phase 2
    of the beta and onward will see the game get updated and become vastly
    different.

    Komoto: More than a set
    length for each phase, I would say it's how many stages we need.

      Current date/time is Sat Sep 21, 2024 12:22 am