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    Letter from the Producer, V (03/03/2011)

    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

    Letter from the Producer, V (03/03/2011) Empty Letter from the Producer, V (03/03/2011)

    Post by Shu Thu Mar 03, 2011 10:49 am

    Letter from the Producer, V (03/03/2011)




    Well,
    my stint in London has drawn to a close, and I'm now making my way to
    L.A. At the London office, I had the chance to speak with a few people
    from FFXIV's French and German fan sites, and enjoyed what I felt were
    some very meaningful exchanges. Unfortunately, I couldn't meet up with
    representatives from one of the German sites due to some transportation
    trouble on their end. But I'll be back in Europe before long, so we'll
    have to get together then!

    Japan to England to America in the span of a
    week. It's all got me feeling a bit...off. Maybe it's because I'm not
    the type of person who sleeps much to begin with, but I'm not really
    feeling the jet lag, per se. I'm just worried that if I stop to take a
    break or slow down, it'll hit me all at once. If anyone out there knows a
    cure for this nonsense, let me know.

    As I mentioned before, I left the results and
    analysis of the second Players' Poll out of my last letter to try and
    keep it short, so that's seems as good a place as any to start.

    I'm writing this at 30,000 feet again, so I
    may not be calm, cool, and collected. But my interpretations of the poll
    data were all made while I still had two feet on the ground, so they
    should be solid. (Seriously, I really hate planes.)

    Poll responses numbered in the tens of
    thousands again, and I'd like to thank everyone who participated. Let's
    get right to it, shall we?


    1. What do you feel are currently the most significant issues with the battle system? (up to three answers)


    Letter from the Producer, V (03/03/2011) 620_0

    JP NA GB FR DE
    Spamming actions. 21.3% 16.3% 16.4% 21.4% 16.1%
    Lack of class uniqueness. 21.5% 22.6% 23.2% 21.0% 19.1%
    Lack of party-based battle tactics. 10.9% 19.3% 20.6% 13.5% 12.4%
    Insufficient effect from attributes. 16.9% 14.4% 13.7% 13.1% 21.4%
    Lackluster battle animations. 15.3% 13.4% 13.7% 15.4% 13.9%
    Cumbersome Battle Regimens. 14.1% 14.1% 12.5% 15.6% 17.1%


    For Question 1, we decided to list up several
    points of concern the dev team and I had, and allow you to select
    multiple responses. It looks like the end result is that you feel all of
    them are significant issues. We'll do our best to address them all. In
    particular, the lack of class uniqueness seems to be prevalent in all
    regions. As this relates closely to core elements such as battle
    strategy, party composition, and attributes, we will be giving it top
    priority. It is going to entail a huge overhaul, including balancing the
    distribution of actions across classes, but we'll be looking to see
    what we can do, and then doing it! The result will be less monotony of
    actions, and once those changes have been finished, we'll move onto
    reworking the Battle Regimen system.


    2. What type of class role would you like to use in combat?

    Letter from the Producer, V (03/03/2011) 620_1

    JP NA GB FR DE
    Tank (protect allies by holding enemy enmity) 17.3% 19.1% 16.5% 16.9% 14.3%
    Melee (attack enemies at close range) 39.8% 33.8% 32.9% 32.3% 37.0%
    Ranged (attack enemies at long range) 21.2% 20.9% 23.5% 25.1% 25.6%
    Healer (heal allies with restorative abilities) 11.5% 12.7% 13.8% 13.2% 12.8%
    Buffer (support allies with enhancing abilities) 10.2% 13.5% 13.3% 12.5% 10.3%


    You guys love your melee attackers, don't
    you? I guess it's to be expected, considering Matsui (the battle team
    leader) tells me that melee attackers have been the most popular classes
    in FFXI, too. Personally, when it comes to MMOs, I'm more of a ranged
    man myself. I've logged more than my fair share of play time online, and
    have played every kind of class, but whenever asked what my main is, I
    always say caster first. At any rate, we'll be taking the results from
    Question 2 into consideration when making system changes to help
    encourage party-based play.



    3. How frequently would you like to engage in party-based play?

    Letter from the Producer, V (03/03/2011) 620_2

    JP NA GB FR DE
    I'm a solo player. 20.7% 9.5% 9.6% 13.6% 6.4%
    Just on the weekends. (between 1–3 hours) 17.8% 8.9% 8.1% 6.1% 10.5%
    Just on the weekends. (more than 3 hours) 11.9% 9.9% 9.8% 7.1% 11.6%
    Weekends and weekdays. (between 1–3 hours) 39.5% 31.3% 35.5% 30.0% 43.1%
    Weekends and weekdays. (more than 3 hours) 10.0% 40.4% 37.0% 43.2% 28.4%



    At first glance, Question 3's results look to
    be an overwhelming desire for party-based play, but looking closely at
    the regional breakdown, Japan in particular has a strong showing of
    players who prefer rolling solo. I imagine for many people it might go
    something like this: real life obligations at school or work → can't
    play for prolonged periods of time → log into a game with mostly
    party-based content → spend time looking for a party → end up losing
    actual game time. I'm well aware of these issues, and promise not to let
    vicious cycles like this dominate FFXIV's gameplay. I'm on it. ☺

    Though we're revising the battle system with a
    focus on making it fun for parties, the solo/party orientation and
    recommended ranks of game content will be clearly defined, and future
    adjustments and additions will take all types of player lifestyles into
    account. To take guildleves as an example, there is a certain comfort in
    knowing that if I go to this aetheryte or that counter, there is
    something to do. I'm of the opinion that there is nothing better than
    the ability to pick up the game and play even when you only have a
    little bit of time to do so, and this will continue to be an important
    element in the future. Of course, to make party play as enjoyable as
    possible, we're going to be coming up with some new specs and begin
    implementing them when possible.



    4. What types of game content would you like to undertake while in a party? (up to three answers)


    Letter from the Producer, V (03/03/2011) 620_3

    JP NA GB FR DE
    Ranking up. 17.9% 21.5% 20.7% 15.1% 17.2%
    Farming/gathering. 5.7% 1.5% 1.4% 6.7% 1.7%
    Questing. 11.5% 16.6% 16.4% 14.7% 9.8%
    Guildleves. 6.6% 7.7% 7.8% 5.2% 10.9%
    Behests. 5.4% 6.4% 6.2% 6.8% 10.8%
    Small-scale player versus environment (PvE) content. 25.6% 20.1% 20.6% 28.5% 20.8%
    Large-scale player versus environment (PvE) content. 21.6% 20.2% 21.1% 19.2% 24.4%
    Player versus player (PvP) content. 5.7% 6.0% 5.8% 3.8% 4.4%


    5. What types of game content would you like to undertake while playing solo? (up to three answers)

    Letter from the Producer, V (03/03/2011) 620_4

    JP NA GB FR DE
    Ranking up. 20.8% 17.6% 16.1% 14.9% 10.6%
    Farming/gathering. 24.0% 20.0% 19.8% 21.6% 29.2%
    Questing. 17.1% 20.1% 20.5% 22.7% 15.4%
    Guildleves. 9.5% 9.5% 9.3% 9.0% 10.3%
    Behests. 1.8% 1.7% 1.9% 1.6% 1.8%
    Synthesis. 20.1% 17.4% 18.0% 20.4% 26.1%
    Small-scale player versus environment (PvE) content. 4.4% 8.9% 9.5% 5.4% 3.4%
    Player versus player (PvP) content. 2.4% 4.8% 4.9% 4.3% 3.2%


    Questions 4 and 5 were aimed at party and
    solo play, respectively. These tremendously informative results will go a
    long way towards serving as a barometer of sorts for future content
    balancing. We will draw heavily on this data when considering the
    necessity of forming parties, the presence of in-game features to aid in
    doing so, and other such differences between solo and party play. These
    differences seem to attribute in part for the strong showing of the solo PvE content option. Also, the solo play response for farming/gathering
    is extremely valuable feedback for the dev team, and I’m thinking that
    this is something we can tie into the in-game companies we have planned!


    6. In addition to
    enhancing class differentiation with essential attributes and distinct
    appearances, we are also looking into introducing class and rank
    requirements for equipping gear. How do you feel about the
    implementation of such a system?



    Letter from the Producer, V (03/03/2011) 620_5

    JP NA GB FR DE
    I am for it. 70.6% 68.3% 73.1% 85.1% 82.7%
    I am against it. 14.6% 10.7% 10.1% 9.1% 10.8%
    Either way is fine with me. 14.8% 21.0% 16.8% 5.8% 6.5%


    The overwhelming majority seems to be in
    favor of an item system with an emphasis on class uniqueness, much like
    the results from Question 1. As I mentioned last letter, this is
    something that we've already started on, and we'll be implementing the
    changes over time together with adjustments to item stats.



    7. The fatigue system
    currently in place aims to prevent excessive "grinding" of skill and
    experience points. Have you felt the effects of this system while
    playing?


    Letter from the Producer, V (03/03/2011) 620_6

    JP NA GB FR DE
    Yes. 72.1% 61.5% 63.4% 60.6% 65.2%
    No. 27.9% 38.5% 36.6% 39.4% 34.8%


    No doubt many players experienced this to a
    greater extent after the changes to skill and experience point
    calculations introduced in 1.15. I can't give any particulars about the
    timing, but once we rework the foundation, we'll be touching up this as
    well, so please bear with us.



    The bonus point
    allotment system was intended to be a means by which players could
    customize their character's individuality. The free distribution of
    attribute points has given rise to certain problems, however, such as
    compatibility issues with the Armoury system, and the lowered
    effectiveness of the attributes themselves. In particular, this lowered
    effectiveness of attributes also extends its influence to items, and is
    therefore something that we feel must be rectified. To do so, we are
    currently looking into the following two options:

    • Removal of the bonus point system, and the addition of automatic allotment of attribute points based on class.
    • Removal of physical levels, and the addition of class-specific allotment of attribute points for each class based on rank.


    8. Would you prefer option 1, option 2, or the current system?



    Letter from the Producer, V (03/03/2011) 620_7

    JP NA GB FR DE
    Option 1. 28.5% 27.9% 29.0% 35.1% 23.6%
    Option 2. 58.9% 54.6% 52.9% 46.4% 39.3%
    The current system. 12.6% 17.5% 18.1% 18.5% 37.1%


    To be honest, I'm genuinely surprised by the
    response to Question 8, as are Matsui and Gondai on the battle team. We
    certainly didn't think that over 50% of players would be for doing away
    with physical levels. This would entail some pretty big changes tied in
    with enhancing class uniqueness. But we're coming to realize now that
    most of you seem to be saying you're fine with radical changes as long
    as they make the game more fun. We'll definitely refer to this data when
    coming up with new specs, and will be implementing them when we can!


    9. If the current
    target claiming system were done away with, would you be in favor of a
    system that rewards skill, experience, and loot only to the party that
    first deals damage to an enemy? Or would you be in favor of skill,
    experience, and loot being distributed amongst all parties that
    contributed to an enemy's defeat?



    Letter from the Producer, V (03/03/2011) 620_8

    JP NA GB FR DE
    Skill, experience, and loot going to only the first party to deal damage to an enemy. 53.5% 40.0% 39.8% 39.6% 55.7%
    Skill, experience, and loot going to all parties taking part in an enemy's defeat. 46.5% 60.0% 60.2% 60.4% 44.3%


    Player opinions are pretty evenly split on
    this one, and the regional breakdowns are varied a bit as well. I'm
    kicking myself for not having put in a third option combining the other
    two: Skill and experience going to all parties, and loot going to only the first party to deal damage to an enemy.

    I personally think that this mixed option
    (skill/experience to all involved parties, loot to only the claiming
    party) makes sense. Well, the official FFXIV forums will be going live
    shortly, and I'd very much like to open this topic up for discussion
    there to hear your opinions. I'll be posting, too!


    10. If the current
    target claiming system were done away with, would you prefer for content
    such as dungeons and battle to be converted into instances as much as
    possible?
    * "Instances" refer to those events and areas that can only be
    occupied by a single party, or certain characters, at once. This serves
    to prevent players from competing with one another for the same enemies,
    for example.



    Letter from the Producer, V (03/03/2011) 620_9

    JP NA GB FR DE
    Yes. 80.1% 76.9% 75.9% 88.8% 87.5%
    No. 19.9% 23.1% 24.1% 11.2% 12.5%


    This data is somewhat representative of the
    response seen to Question 9 data. The people have spoken. As such, we'll
    be operating under the premise that new PvE content, such as dungeons
    containing sought-after loot, will be instanced. By instancing content
    in this way, we'll be able to reduce claim wars and counter-camping and
    all that. There's also the added merit of enabling the level design team
    to work with a clear theme in mind, and create much more engaging and
    challenging content.

    So, what did you think of the second Players'
    Poll results? I really can't thank you enough for all of the valuable
    opinions. The data has really helped us map out the direction in which
    to take the battle system from here. All that's left to do is to
    finalize the specs and start writing the code. But after-the-fact
    adjustments and reworkings being what they are, it simply isn't possibly
    to fit everything that needs to be done in a single monthly patch. And
    so we're planning to release every big change over the course of two
    smaller-size updates. You'll be able to start seeing the changes to the
    battle system come spring, so please be patient just a bit longer!

    My next letter will be sometime after the
    Game Developers Conference, when I'm back on Japanese soil. Patch 1.16
    will be live by then, and I'm planning on diving into the topic of
    in-game companies! All of the system-side preparations have been made,
    and it's almost time for Eorzea's radical transformation to begin!

    Well, I have to man up through two more
    flights (L.A. to San Fran, and San Fran to Tokyo). Keep me in your
    prayers, everyone! It's times like this a little FF Levitate spell would
    come in handy...

    See you next post! ☺

      Current date/time is Fri Nov 22, 2024 6:53 am