. As always, thank you for taking the time to read.
bar a little high for myself with my first letter. There was so much I
final, significant length. Afterwards, I noticed a number of posts
criticizing me for my light-hearted tone. I apologize. Sometimes my
personality gets the better of me. I hope you’ll be kind enough to allow
me a certain amount of tomfoolery in the future.
Lodestone and other community-based features. (I originally intended for
an...editing fail. Sorry!)
So without further ado, here is the updated and amended list of changes.
Category | Planned | Current Tasks | Future Tasks |
Quests | Tutorials for new players | Planning and implementation of tutorial quests | Introduction of additional quests |
Quests revolving around the danger facing Eorzea | Planning and implementation of quests | Introduction of additional quests |
Public company quests | Planning of public companies and related quests in Limsa Lominsa, Ul'dah, and Gridania | Introduction of additional quests |
User Interface (UI) | Improvements to the log | Changes to behavior of windows when moused over Removal of auto-log activation, addition of ablitity to target behind log | — |
Automated show/hide feature Log hidden after certain period of inactivity | — |
Revision of text colors by message type Brighter system messages for easier reading | Increased log tabs Increased color customization by type |
Improvement of dialog windows (ex. market area selection) | Changes to increase the amount of on-screen data to reduce the need for multiple pages | Revisions to page advancing Conversion to specialized windows |
Improvements to journal usability | Changes to consolidate all current quests and levequests on one screen | Ongoing changes Additional list entries |
Changes to speed up text scrolling, increased further for prolonged scrolling | Addition of a feature to change pages using a gamepad |
Adjustments to window size and scrolling position Consolidation of levequest details on one screen | — |
Character jump feature | Examination of the implementation of jumping | Implementation following completion of a favorable examination |
Increased visibility of combat damage display | Use of distinct colors for player and enemy damage | — |
Adjustments to prevent overlapping of combat text FINAL FANTASY-esque changes to number pop-up animations | — |
Increased usability of maps | Examination of increased refresh rates for more responsive maps | Implementation of chages Subsequent increase in the number of points and icons pictured on maps |
Improved minimap usability | Addition of PC field-of-view display on the minimap | Quest NPC directional indicator |
Improvements to camera usability | Changes to prevent random reset of camera distance settings | Changes to allow camera distance settings via gamepad |
Changes to notification windows | Changes to window placement Reduced intrusion of windows when engaged in combat | Changes to increase the specialization of windows |
Improvements to targeting mechanics | Changes to allow targeting by type (PC or NPC) when targeting with a gamepad | Examination of target indicator customization |
Guildleves | Improvements to guildleve-related information | Command-based display of time remaining until guildleve renewals | — |
Additional information when exchanging guildleves | — |
Revision and balancing of local leve issuing conditions | Ongoing revision and balacing |
Balancing of guildleve rewards | Changes to less popular guildleves in line with reward balances | Further release of new guildleves following balancing |
Items, Synthesis, and Gathering | Adjustments to item condition values | Adjustments to lower the rate at which item condition deteriorates | Ongoing balances in line with player feedback |
Higher visibility of the optimal rank of items | Changes to the color of item names to convey the disparity between optimal rank and a player's current rank Currently assessing costs of implementation | Color categorization of item names |
Reassessment of the gear affinities | Introduction of gear with rank requirements to create player-oriented goals | Further changes to gear affinities |
Revision of battle loot and quest rewards | Ability to obtain weapons and armor via battle loot and quest rewards | Implementation in line with quests |
Changes to item stack sizes | Examination of increased stack sizes from 12 to 99 | Implementation of increased item sizes after finalization |
Increased pace of gathering actions | Changes to the frame rates of action animations to speed up gathering | — |
Market Areas | Improvement of market area connectivity and stability | Reduction in the frequency of market area crashes | Ongoing improvements to market area stability |
Improved usability of the item search feature | Addition of prices displayed together with search results | Examination of ability to search by specific item names |
Examination of an auction house system | Final examination of retainer and auction house systems | Initial planning following final decision |
Battle System | Ability to toggle display of head gear | Ability to toggle head gear to allow display of character faces | - |
Revisions to party-based skill point acquisition in parties | Improvements to skill point acquisition for parties | — |
Changes to enmity calculations | Revisions to enmity algorithms | Ongoing revisions to enmity algorithms |
Revision of crowd control actions | Revision of crowd control actions for each class to improve party-based play | Implementation of changes after finalization |
Changes to enemy group dynamics | Introduction of enemy group variability, as well as enemy group highlighting to enhance combat visibility | — |
Changes to claiming/engaging enemies | Examination and implementation of changes to claiming and engaging enemies | Ongoing balancing of skill point acquisition following initial changes |
Balancing of enemy attributes | Changes to enemy attributes and drops | Ongoing balancing as necessary |
Addition of beast tribes | Release of beast tribe monsters as both roaming and quest-related enemies | Further implementation in line with new quests |
Revision of enemy sizes | Optimization of enemy size for ease of play | — |
Design and release of notorious monsters | Release of notorious monsters | Further implementation in line with new quests |
Conversion of roaming monsters to notorious monsters | Implementation after finalization |
Armoury System | Changes to actions for Disciplines of War & Magic classes | Further changes to enhance class uniqueness | Initial implementation of partial changes |
Changes to class names | Possible introduction of traditional names such as paladin, monk, white mage, etc. | Announcement of further changes as they arise |
Company System | Introduction of public companies | Introduction of public company leaders in each city-state | Announcement of further changes as they arise |
Introduction of public companies in Limsa Lominsa, Ul'dah, and Gridania to combat the threat to Eorzea | Announcement of further changes as they arise |
-NEW-The Lodestone | Official forums | Test launch of official forums in JP, EN, FR, and DE beginning in early March | Improvements to forums based on test period results Determination of final launch date |
Additional blog features | Addition of a "Like!" button to mark preferred posts | — |
Ability to add decorative text, HTML links to blog entries | — |
My Site automated notifications | Notifications of new blog entries, new followers, etc., posted at the top of My Site pages | — |
planned for patch 1.15a. Once the patch goes live, the list will be
updated, and we will continue to add even more changes. Many players
rather than a partial 30% list. I can only say I will personally be
have been carried out. So continue to keep an eye on the Lodestone for
poll on the subject. I would very like much to hear all of your opinions
again.