User Interface
Q. Exactly what type of adjustments or additions to the user interface are being planned?A. Since the game's official release, the development team hascontinued their efforts in designing various new features, as well asretooling and improving existing ones. Currently, we are focusing onaddressing the issues about which players have been most vocal, and arepleased to announce several key changes set to be implemented as soonas next month. The following is a partial list of what we have planned:
–Inventory Sort FeatureThe late-November version update will include the addition of a feature that will allow players to sort their inventories.
–Menu NavigationWe are currently working on methods to make navigating the game's menussimpler and more efficient. In the forthcoming version update, we willfocus on improving the Actions & Traits menu, starting byautomating the selection of main/off hand.
In addition to the aforementioned improvements, the following adjustments are also planned:
Map
Players will be able to scroll their maps via dragging the mouse
A player's current coordinates will now be displayed on the main map
A player's current coordinates will now be displayed on journal maps (as long as the player is in the same area)
Players will be able to relay their current coordinates to others using the text command
The area name will be added to journal maps
A journal map feature will be added to the main map
The log window will no longer be hidden when maps are displayed
Log Window and Chat
New tabs will be added to the log window
Players will be able to open multiple log windows
Controller functionality will be added to the log window
Players will be able to use Ctrl+R to send instant replies to
/tells
Players will be able to change chat modes via menu options
The Home and End keys will now function in the chat log
For players typing multi-byte characters, starting a new message with "/" will automatically switch the typeset to single byte
Players will be able to adjust the font color for various chat modes
Adjustments will be made to the transparency of the log window when unfocused
Menu
A Loot List icon will be added
A Loot List option will be added to the System Menu
The general layout of several menus will be adjusted
Previously completed quests will now appear in players' journals
Targeting
Adjustments will be made to target priority when using the Tab key to cycle through nearby targets
When targeting a party member, a target mark will now appear next to the target's name in the party member list
Players will be able to target party members via the party member list
Keyboard Settings
Several new functions will be added to the keyboard, such as a key used for targeting NPCs
Players will now be able to re-map all functions to any key (other than Esc)
Looking beyond the late-November versionupdate, the team is also working on introducing drag and dropfunctionality to the Equipment & Gear and Actions & Traitsmenus, map markers indicating the location of party members, a methodto initiate message input in the chat log without having to press thespace bar, and more.
Markets and Retainers
Q. Today's maintenance introduced several changes to the Markets. Are there further changes planned?A. The Markets have been a hot topic since the game's release,and today's maintenance was the first step in making this featurebetter suited to the needs of the players. With that step we saw theintroduction of a one-click targeting system, making it easier toaccess a retainer's list of wares. We also saw a renaming of the wardscombined with a reduced-tax system aimed to promote a more organizeddistribution of goods, therefore making it easier for players to findthe items they seek.
For our next step, we plan on introducingadditional features to make navigating the Markets even easier. Theseinclude the implementation of a search feature that will not only helpplayers locate items in a Market district, but then display an iconnext to the retainers who have those items, reducing the hassle ofhaving to look through the inventories of retainers who may not havewhat a player seeks.
Return and Teleport Cost
Q. Return andTeleport have made travel within Eorzea quick and easy, but it seemslike I am always running out of anima. Are there any adjustments beingplanned?A. Yes. The first adjustment, which increased the speed at whichanima regenerates, was implemented during a recent maintenance. Thesecond adjustment, planned for the late-November version update, willsee a significant reduction in the amount of anima required to teleportor return. To be specific, the cost for Returning will be reduced to 1,and halved for Teleportation to one of up to three "favorite" aetherytedestinations designated by the player.
Battle Balance
Q. What is the development team doing in the way of balancing battle?A. Without straying from our original stance to provide playerswith a feasible means to play solo, we are working on improvements tothe battle system that will make party play just as rewarding. One ofthe reasons players have little motivation to form a party is becausethere are currently few battles that require contriving a detailed planof attack. To rectify this, we are currently conducting adjustments toareas such as enmity distribution rates and Battle Regimen effects. Wewill also be introducing several powerful creatures that will be bettersuited for party-based battles.
Monster Placement
Q. Where are all the monsters?A. At the time of release, server load issues limited the numberof enemies that could appear in areas where large amounts of PCsgathered, such as aetheryte camps situated near city-states. Toalleviate this, we have increased the number of servers. This, combinedwith the fact that players are moving away from these areas and havebegun to spread out over the world, will now allow us to increase thenumber of enemies roaming the realm.
Guildleves
Q. What changes and additions are planned for guildleves?A. In the late-November update, we will be adding a new featurethat allows players to adjust levequest difficulty after activating theguildleve. Furthermore, we will also be adding a feature that willallow players to abandon local levequests after accepting them.
The mid-December version update willintroduce many new guildleves; among them special faction leves thatpit players against deadly notorious monsters.
Synthesis
Q. What kind of changes are planned for synthesis?A. The late-November patch will see adjustments to the requiredranks and difficulty levels of various existing recipes, ensuring thatplayers will have a better chance to successfully create items whenreaching the optimal skill level.
For the mid-December update, we will beadding several new recipes, including ones for crafting new gear. Inaddition, we will be introducing a new feature that will allow playersto select recipes from a list of recently crafted items and recipeslearned through levequests, and set all of the appropriate ingredientswith the touch of a single button, thus making repeated synthesis of asingle item a snap!
Server Load
Q. The lag in some areas is lowering UI and battle response times, making it difficult to play. Why is this happening?A. Even if a World server is not crowded, a large number ofplayers gathering in a single place would increase server load,adversely affecting gameplay. To alleviate this, we have pinpointedheavy-traffic areas and split up their processing duties over multipleservers, reducing the chances that a single server will becomeoverloaded.