Bueno, el tiempo dirá qué va a pasar con esto. De aquí a un año las cosas serán bastante diferentes. A ver qué cambios y mejoras meten, pero está claro que por ahora, cosas como estas, los users que vayan a empezar en septiembre, se las comen.
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We'd like to thank all the beta testers for their cooperation during the closed beta test. We have received your valuable opinions and feedback and will do our best to incorporate them into the open beta and official release versions of the game.
Now, we have received a lot of questions and opinions from everyone today, and we would like to give you some answers regarding character growth balance in beta phase 3.
First, the concept was to achieve a balance which would allow those with little time to enjoy FFXIV to get more out of their play time, and above that, create a game that does not force you to spend long hours playing it. To that end, we implemented Guardian's Favor, which adds a bonus to Guildleve, and makes it easier to level in shorter amounts of time.
To balance this out, we came up with a hypothesis regarding what amount of skill points and experience one was likely to earn in an hour. Think of this as a rate at which a player can fight battles, do Guildleves or skill-up.
Then, using that supposed amount, we made it so you can earn 8 hours worth of skill points and experience at 100% of this rate. The subsequent 7 hours' worth will gradually see the attainable skill points and experience points fall to 0.
The limitation on thee amount of points you can attain is set on a weekly timer. Once it passes a week since you first began leveling a particular skill, the limitation resets to zero. After it resets, it will come into effect again once you begin work on that skill once more.
Even if you are hit with this limitation during a one-week period, its detrimental effects decrease if you do not level that particular class. You can even recover back to the full 100% rate of point acquisition, so you do not always have to wait the full week for the limitations to go away.
The skill points you do not gain are instead saved as Surplus Points. Each class has its own amount surplus points, so you can try out a new class if surplus points begin appearing in your log window.
However, each class does not have its own amount of experience, so playing a different class will not mitigate the declining experience point rate.
This is the system as currently implemented.
In truth, this system was not just put in during phase 3 of the beta, but has been implemented from the start. However, we have received many opinions saying the system explained above is not what actually appears in phase 3 of the beta. There are several reasons for this.
Around the time of beta phase 3, it became possible to play for longer periods of time, thus increasing the amount one could play in a single week.
In beta phase 3, Guildleves received a boost in skill points and experience points awarded to encourage party play.
The skill points and experience gained from defeating enemy parties as well as weaker single enemies was lowered, though due to a bug, did not take affect initially in beta phase 3. This was fixed during beta phase 3.
The number biggest culprit behind this issue was that last bug, which allowed players to gain more skill points and experience than we expected, causing the limitations to come into effect much quicker. Of course, not adjusting the limitations in accordance with the boost to Guildleve was a problem as well.
The lack of explanation regarding these adjustments was a mistake on our part for which we sincerely apologize.
The numbers behind these limitations are all still under development, and we plan to adjust them according to player feedback in an effort to make them less severe. In particular, we are considering making the decline in points less drastic and are already hard at work on it. Also, as the limit on experience carries over through class changes, we plan to lessen its effect compared with the limit on skill points.
At the very least, we promise players will not be hitting the limit as quickly as they did at the start of beta phase 3.
Also, I would like to address one other thing below:
The reduction in what you acquire from gathering is based on the actions of that particular class and is unrelated to limitations on leveling. We are also in the process of adjusting this and plan to make changes based on player feedback.
Surplus points currently have no use. However, there are opinions saying preparing some kind of reward would be good, but that's just giving people something else to strive for, which misses the whole point of this system. We want to take our time and thoroughly investigate this issue.
Now, the open beta test will include more than just the above adjustments. As we stated before, awarding more skill points for party play is also an important topic we plan to address, so we hope you enjoy testing out what we come up with.
Lastly, as director of this title, I wish to deeply apologize for the lateness of my comments due to my absence while attending Gamescom. In addition, articles written during my trip contained much speculation, outdated information and mistranslations which only invited more confusion. In the future, I will do my best to make direct, official statements in a timely manner. I humbly ask for your understanding regarding this matter.
See you in the open beta!
Final Fantasy XIV Director
Nobuaki Komoto
It's not an 8 hour time limit, but 8 hours worth of a standard hourly rate calculated by SE.
It's not a personal average either, but applies to all players.
Skill points are not shared between classes, so changing classes lets you work without penalty, while the previous class penalty "recovers" or "cools down."
Experience points are not based on class, and so the limitations stay. Due to this, they are looking at making penalties on experience less severe to compensate.
Once you are over the threshold (or 8 hours worth of points) any further work leveling that class produces less skill points until a hard cap 7 hours worth later.
You can decrease these limitations by using another class and letting it cool down. Also, every week the slate is wiped clean, so you'll never be overwhelmed with penalties.
Once again, we would like to thank you all for your participation and support during the Closed Beta. We will continue to take your valuable feedback into consideration as we develop the game during Open Beta and even beyond the official release.
Now I would like to take a moment to respond to the many questions and opinions regarding the manner in and rates at which experience and skill points are obtained in Beta 3.
Firstly, the concept for FINAL FANTASY XIV was to design a system of character progression that offers meaningful advancement for those with limited time to dedicate to playing. We did not want to create a game that forced people to play for hours on end to see their efforts rewarded. To that end, in addition to the Guardian's Aspect and guildleve systems, we introduced a means of apportioning swifter advancement to shorter periods of play.
In order to achieve this balance, we calculated a value for the amount of skill or experience points that could be earned in a one-hour period. This theoretical value represents an hour spent engaged solely in combat, levequests, or any other activities that earn skill or experience points, and sets a threshold delimiting how many of these points can be earned in a period of play.
Based on this, we have implemented a “threshold value” concept. These thresholds are regulated by a one-week timer that begins counting down the instant you earn skill/experience points. After a week has passed, the thresholds will reset, and the moment skill/experience points are earned again, the timer begins counting down anew.
For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.
It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.
Any skill points earned in excess of the threshold maximum—that is, at a rate of zero—will be stored as "bonus skill points." These are specific to each class, so players limited to earning bonus skill points still have the freedom to change classes and begin earning skill points again at the maximum rate, allowing their reduced skill rates to recover in the meantime.
The experience point threshold, however, is unrelated to class, and switching classes will have no effect on the decreasing rate of earnable experience.
This is how the progression system currently works.
This system was not introduced in Beta 3, but has been in place since the beginning of beta testing. There are several reasons why many people believe that these features were only recently implemented:
- Leading into Beta 3, operation hours were extended, making it possible to play more often during the span of a week.
- To encourage players to form guidleve parties in Beta 3, skill and experience point rewards for guildleves were significantly increased.
- The process that reduced the amount of skill/experience points awarded for weak enemies attacking in groups was unintentionally removed at the start of Beta 3. (This issue has been addressed.)
That last reason in particular was the biggest cause for players running up against the threshold penalty, with characters earning far more skill/experience points than we anticipated. We also faced an issue where we were simultaneously unable to adjust the amount earned for guildleves as well as the effects of crossing each threshold.
We sincerely apologize for the lack of explanation and our failure to make the necessary adjustments in the game.
The threshold values are being reexamined, and we plan to further adjust the different rates of earnable points based on feedback from our testers. One of the top issues we are looking at right now is fixing the excessively rapid drop after crossing the eighth threshold. We also plan to improve experience point reduction rates, even more so than for skill points, considering the threshold is unaffected when changing class.
At the very least, we can promise that players won't be running into the threshold penalty in the same short time span as they did in the beginning of Beta 3.
We would like to take this opportunity to also explain the following issues.
The diminishing results experienced during gathering are a function related to that class alone, and have no connection to this progression system. We are in the process of adjusting this system, and plan to make changes based on tester feedback.
We are currently in the process of considering the means in which bonus skill points can be used. There have been suggestions for various types of incentives, but as encouraging people to play with that in mind defeats the purpose of this threshold system, we will be examining this issue very carefully.
These are not the only adjustments we have planned for Open Beta. As mentioned previously, we are looking into increasing the amount of skill points earned when fighting in a party, and we look forward to seeing your input on these changes.
Last of all, I would like to apologize for the delay in releasing a developer's comment due to my recent attendance to Gamescom. The article based on my interview during that trip, coupled with conjecture, outdated information, and some misunderstandings on overseas websites, only added to the confusion. In the future, I hope to avoid similar problems by responding directly through official developer's comments as often as possible. Thank you for your understanding.
See you in the Open Beta Testing!
FINAL FANTASY XIV Director
Nobuaki Komoto
This week’s issue of Famitsu revealed the singer of the opening theme, one Suzan Calloway. The piece is, naturally, composed by Uematsu.
It stated that this song can be heard in the opening scene, so they are presumably referring to the vocals heard while on the boat. It also provided details regarding the openings for Ul’dah and Gridania. In other news, Dengeki featured an interview with director Komoto, concepter Iwao and planner Sato regarding the design and scenery of the two new areas.
-Based around the themes of wealth, power and excess, Ul’dah has had a coliseum, casino, etc. planned for it since the start of development.
-It won’t be ready in time for official release, but they want to make such facilities usable by players.
-Ul’dah is known for its glass handiwork, and you’ll see stained glass around the city akin to that adorning guildleves.
-Among the three nations, Gridania has the strongest influence over magic.
-Moogles this time around will make their appearance as mysterious denizens of the woods.
-Battle music differs depending on the area and nation.
-Climate affects monsters’ ecosystems.
-Moon phase has an impact on various things.
-Guild Tokens can be attained via Class Quests in addition to Guildleves.
*Famitsu’s article doesn’t seem any different from the other things we’ve seen about the new areas. Maybe a couple new things:
-Ul’dah opens with a parade sequence in which a wild goobbue runs rampant. It occasionally uses an ability called Beatdown.
-The Gladiator guild is fittingly located in the Coliseum. Ul’dah is also home to the Mining guild.
-Moles use an ability called Breakout, during which they dig underground and burst up underneath you.
-If you head north out of Ul’dah, you’ll find yourself in an expansive desert region known as Central Thanalan.
-Gridania’s collection of guilds includes Lancers, Archers as well as Conjurers, etc.
-Funguars and Morbols will make an appearance.
-A new guildleve pits players against a swarm of beastmen of varying classes. Overcoming this challenge rewards players with a chest undoubtedly full of enticing spoils and bounty.
-Gridania is surrounded by a dense forest that can prove to be rather labyrinthine.
Más que Gabranth, creo que va a ser el Shadow Lord de FF XIV xD.Darkgryphus escribió:¿Por que sale Gabranth al final del trailer?
Sí, aunque aún no se ha especificado nada de cómo será para bajarla, etc. Supongo que de la misma forma que los de la Beta Cerrada.Death_Note escribió:Eso de Beta Abierta quiere decir que cualquiera que quiera, puede jugar? :D :D
¿Por que sale Gabranth al final del trailer?
To participate in the open beta test, you will need to register a registration code. To do so, please follow the steps outlined below.
1. Access the following URL.
http://entry.ffxiv.com/
* The page will become accessible starting at 2:00 on Sep. 1, 2010 (GMT).
2. Log in with your Square Enix account and have a registration code issued.
* Depending on the access status, we may temporarily suspend the issuance of registration code. If you cannot have registration code issued, we ask that you please wait a little while before trying again.
3. Register the registration code you received by e-mail on the Square Enix Account Management System.
Click "Select Service" from "Services and Options" on the left menu. Select "FINAL FANTASY XIV" from the services available and then "Add a service account." Enter the registration code you've been issued and proceed to the end of registration.
The Square Enix Account Management System: https://secure.square-enix.com/account/
As stated above, Open Beta Test requires a dedicated registration code and the login to Beta Test Site will become unavailable starting at 7:00 on Aug. 31, 2010 (GMT).
* Once the registration code is registered, you will be able to log in to Beta Test Site once again.
FINAL FANTASY XIV Open Beta Test Postponed
FINAL FANTASY XIV Open Beta Test, which is scheduled to begin at 02:00 (GMT) on Sept. 1, 2010, will be postponed due to a confirmation of critical bugs. New schedule will be released at a later date.
Along with the postponement of FINAL FANTASY XIV Open Beta Test, the issuing of registration code for FINAL FANTASY XIV Open Beta Test will be postponed as well. With the download of client software's installer, it will be suspended at 02:00 (GMT) on Sept. 1, 2010.
We apologise for any inconvenience this may cause.
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