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    Final Fantasy XIV Online: A Realm Reborn

    Game » consists of 21 releases. Released Sep 22, 2010

    The second MMO in the Final Fantasy series, famous for its tumultuous launch and subsequent rebirth by a new development team.

    Job System and Final Fantasy XI Returning to Final Fantasy XIV

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    KaosAngel

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    #1  Edited By KaosAngel

    What up my awesome bitches (and mother fucking whores),


    I am drinking some shots of everlcear right now and I am ballin' in a feast of cookies as I watch a documentary about fat people on Netflix.  I got an email from Sqeenix saying that I should come back to Final Fantasy XIV (that's 14 for those not familiar with spartan numbers), and that they have many changes coming over the summer.  I for one do not care, as I will be at BMT for the entire second half of summer, and thus this is moot to me.  HOWEVER!  

    I have many of friends who still play in Vana'diel and they were kind enough to hit me up with the changes the ORIGINAL Vana'diel team has planned.  This shit off the hook.

    They are adding back the classic jobs and the systems similar to Final Fantasy XI.  Now, I played my share of Final Fantasy XI...I was a REFRESH WHORE!  AKA, Red Mage, subbing the mother fucking Black Mage!  Pimp as shit, had a fencing hat and all.  Bitchin' pimp, that was my code name.  Kaos, the bitchin' pimp, refresh whore!  

    Also adding back some chocobos, better system, new areas...redoing of maps and lots of other stuff.  

    I'm not optimistic about this game, nor are the hardcore FFXI fans.  Nor are the 100 or so players of FFXIV, but Square has put the original Van'diel team on board!  SO IT IS WORTH A SHOT!  

    FOR THE REPUBLIC OF BASTOK!

    CategoryPlannedCurrent TasksFuture Tasks
    Quests -NEW-
    Opening tutorial adjustments
    -NEW-
    Planning of simplified opening tutorials and assessment of implementation costs
    -NEW-
    Implementation of simplified opening tutorials for the three city-states
    Quests revolving around the danger facing EorzeaPlanning and implementation of questsIntroduction of additional quests
    Storylines and world questsDevelopment and release of supplemental storylines and world questsIntroduction of additional quests
    -NEW-
    Grand Companies quests
    -NEW-
    Development of the Grand Companies for the three city-states and design of accompanying quests
    Introduction of additional quests
    -NEW-
    Seasonal events
    -NEW-
    Implementation of new seasonal events for summer
    -NEW-
    Ongoing development of seasonal events
    -NEW-
    Job quests
    -NEW-
    Design of quests to accompany the job system
    -NEW-
    Implementation of job quests
    Quest-related system changes Addition of icons to make quest NPCs easily recognizable (complete as of 1.17)Addition of several icons to distinguish between quest types
    Addition of quest NPC locations to maps (complete as of 1.17)Division of map data for various quest types
    Addition of confirmation windows for accepting/refusing quests (complete as of 1.17)Opt from among several rewards upon quest completion
    Ability to abandon accepted quests (complete as of 1.16a)-
    User Interface
    (UI)
    Improvements to the logExamination of new log config settings (moved from Future Tasks)
    Ability to set length of inactivity before log is hidden
    -
    Revision of text colors by message type (complete as of 1.16)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 (complete for market area selection screens as of 1.15a)Reexamination of page-scrolling mechanics
    Conversion to specialized query windows
    Improvements to journal usability (complete as of 1.16a) Changes to consolidate all current quests and levequests on one screen (complete as of 1.16a) Ongoing changes
    Additional list entries (complete as of 1.16)
    Increased speed for text scrolling in general, and further speed increase for continuous scrolling
    Addition of page-scrolling control for gamepads (complete as of 1.16a)
    -
    Addition of entries to journal list (complete as of 1.16a)-
    Character jump feature-Examination of the implementation of jumping (moved from Current Tasks as lower priority)
    *Implementation dependent upon risk analysis
    Rank/Level up fanfare (complete as of 1.16) Examination of dramatic effects when a new rank or level is attained (complete as of 1.16) Further rank/level up fanfare enhancements (complete as of 1.16)
    Increased usability of maps (complete as of 1.17)- Subsequent increase in the number of points and icons pictured on maps (complete as of 1.17)
    Improved minimap usability (complete as of 1.17)- Quest NPC directional indicator (complete as of 1.17)
    Improvements to camera usability Changes to allow camera distance settings via gamepad (complete as of 1.16)-
    -NEW-
    Implementation of initial camera position retention
    -
    Changes to notification windows Changes to window placement (complete as of 1.16)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 (complete as of 1.16)Examination of target indicator customization
    Addition of an "attacking enemies only" type to targeting system
    Ability to target by clicking on character name displays (complete as of 1.16) Examination of additional information display on unit frames (complete as of 1.17)
    -NEW-
    Display targeting cursor above character
    -
    Emote usability improvements Display of text commands for each emote on the emote list (complete as of 1.16)Alphabetization of emote list
    Auto-translate dictionary update (complete as of 1.16) Update of auto-translate dictionary contents (complete as of 1.16)-
    -NEW-
    Introduction of pop-up help
    -NEW-
    Implementation of pop-up help messages
    -
    -NEW-
    Configuration menu improvements
    -NEW-
    Make settings done via text commands also available in the configuration menu
    -
    -NEW-
    Reorganize configuration menu layout
    -
    -NEW-
    UI revisions based on battle system reform
    -NEW-
    Action bar and other GUI revision based on the introduction of auto-attack
    -
    -NEW-
    Graphically display recast time on the action bar
    -
    -NEW-
    Addition of shortcuts to improve battle controls
    -
    -NEW-
    Management window for achievements
    -NEW-
    Examination of a window for achievements unlocked
    -NEW-
    Implementation of a window for managing achievements
    -NEW-
    Grand Companies
    -NEW-
    Cost analysis for creating command center UI for the three Grand Companies
    -NEW-
    Implementation of command center UI for the Grand Companies
    -NEW-
    Materia crafting system (name tentative)
    -NEW-
    Conduct UI implementation cost analysis based on system details
    -NEW-
    Implementation of Materia crafting window
    GuildlevesImprovements to guildleve-related informationAdditional information when exchanging guildleves-
    Revision and balancing of local leve issuing conditions (complete as of 1.16)Ongoing revision and balacing
    Balancing of guildleve rewardsChanges to less popular guildleves in line with reward balancesFurther release of new guildleves following balancing
    [NEW]
    Behest
    -NEW-
    Reward and balance adjustments for behest
    -NEW-
    Changes to less popular behests in line with reward balances
    -
    Items,
    Synthesis, and
    Gathering
    Adjustments to item condition values Adjustments to lower the rate at which item condition deteriorates (complete as of 1.16)Ongoing balances in line with player feedback
    Higher visibility of the optimal rank of itemsChanges 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 affinitiesIntroduction of gear with rank requirements to create player-oriented goalsFurther changes to gear affinities
    Reexamination of class-based requirements for gearAddition of class-specific gear to enhance class uniqueness and goal-oriented playReexamination of recommended class system for gear
    Revision of battle loot and quest rewards
    (spec revised, implementation ongoing)
    Ability to obtain weapons and armor via battle loot and quest rewards
    (spec revised, implementation ongoing)
    Implementation in line with quests
    (spec revised, implementation ongoing)
    -NEW-
    Equipment attribute revisions
    -NEW-
    Adjustments to the attributes of existing equipment
    -NEW-
    Resetting the attributes of existing equipment
    -NEW-
    Synthesis recipe revisions
    -NEW-
    Optimize ingredient and task requirements of recipes to be appropriate to rank
    -NEW-
    Develop optimized synthesis recipes for new equipment
    -NEW-
    Addition of optimized synthesis recipes for new equipment
    Expansion of synthesis recipe history (currently stores eight recipes) (complete as of 1.16a)Ongoing improvements to recipe history feature
    Adjustments to the item synthesis process (complete as of 1.16)-
    Increased pace of gathering actions (complete as of 1.16) Changes to the frame rates of action animations to speed up gathering (complete as of 1.16)-
    -NEW-
    Materia crafting system (name tentative)
    -NEW-
    Finalization of system details and implementation cost analysis
    -NEW-
    Implementation of Materia crafting system
    -NEW-
    Adjustment of equipment attributes for Materia upgrade
    -NEW-
    Implementation of equipment attributes for Materia upgrade
    -NEW-
    Development of Materia attributes
    -NEW-
    Adjustment and implementation of Materia obtainment rate
    -NEW-
    Devising a catalyst required in Materia crafting
    -NEW-
    Adjustment and implementation of obtainment rate for Materia catalyst
    -NEW-
    Establishment of Materia crafting success rate and conditions
    -NEW-
    Adjustment and implementation of Materia crafting success rate
    -NEW-
    Repair system improvements
    -NEW-
    Implementation of improvements to the repair system
    -
    Market AreasImprovement of market area connectivity and stability -NEW-
    Stage two of radical improvement measures
    Ongoing improvements to market area stability
    Retainer system improvements Ability to summon retainers currently operating a bazaar (complete as of 1.16) Ability to save retainer location (complete as of 1.17)
    Improved usability of the item search feature-Examination of ability to search by specific item names
    Examination of an auction house systemFinal examination of retainer and auction house systemsInitial planning following final decision
    Battle SystemAbility to toggle display of head gear-Addition of a menu option
    Party system changes (complete as of 1.17) Examination of maximum single party size (complete as of 1.17)
     Changes aimed at improving battle balance
    Reduction of "full" party size from 15 to 8 members (complete as of 1.17)
    Release of "small" parties made up of 4 members (complete as of 1.17)
    Redesign of UI elements in line with new party system (complete as of 1.17) Examination of a buffing system and party display for small and full parties (complete as of 1.17)
    Revisions to party-based skill point acquisition in parties
    Battle adjustments for new party system (complete as of 1.17)
    Adjustments to degrees of difficulty and bonuses for behests for full parties (8 members) (complete as of 1.17) Adjustments to period of time between behest resets (complete as of 1.17)
    Auto-attack system -NEW-
    Implementation of core mechanics for auto-attack
    -NEW-
    Adjustment of class-specific motions to accompany auto-attack
    Character collision detection (complete as of 1.16) Removal of character collision (complete as of 1.16)-
    Changes to enmity calculations -NEW-
    Revisions to enmity algorithms
    Ongoing revisions to enmity algorithms
    Adjustments to positioning algorithms of enemies in relation to PCsOngoing adjustments of algorithms as necessary
    Adjustments to ranged attack algorithms of enemiesOngoing adjustments of algorithms as necessary
    Revision of crowd control actionsRevision of crowd control actions for each class to improve party-based playImplementation of changes after finalization
    -NEW-
    Crowd control system revisions
    -NEW-
    Implementation of rules for when stacking crowd control actions
    -NEW-
    Ongoing adjustments
    Changes to enemy group dynamicsIntroduction of enemy group variability, as well as enemy group highlighting to enhance combat visibility-
    Changes to claiming/engaging enemiesExamination and implementation of changes to claiming and engaging enemiesOngoing balancing of skill point acquisition following initial changes
    -NEW-
    Reexamination of Return cost
    -NEW-
    Examination of reducing Return cost to 0 anima
    -NEW-
    Abolition of anima cost for Return
    -NEW-
    Reexamination of surplus values
    -NEW-
    Final examination for the abolition of surplus values
    -NEW-
    Abolition following balance adjustments
    Armoury System

    [NEW]
    Job System
    Changes to actions for Disciplines of War & Magic classesFurther changes to enhance class uniqueness
    -NEW-
    Adjustment of certain action effects in line with the introduction of dungeons
    Initial implementation of partial changes
    -NEW-
    Adjustment of range of effect for actions (single target or area)
    -
    -NEW-
    Adjustment of recast time and MP consumption for actions
    -
    -NEW-
    Development of unique motions and effects for certain weapon skills
    -
    Reexamination of stats Addition of an auto-MP regeneration feature (complete as of 1.16)Ongoing reeaxmination of attributes and stats
    -NEW-
    Abolition of physical levels
    -NEW-
    Abolish physical levels and experience points and shift character development to class rank
    -NEW-
    Implement simultaneously with physical bonus revisions (below)
    -NEW-
    Physical bonus revisions
    -NEW-
    Shift to automated character development based on class rank, with optional attribute point allotment
    -NEW-
    Implement simultaneously with abolition of physical levels (above)
    -NEW-
    Reexamination of requirements for setting actions
    -NEW-
    Implement the default setting of class-specific actions when playing as that class, and define conditions for setting the actions of other classes.
    -
    -NEW-
    Job system mechanics
    -NEW-
    Development of core mechanics for the job system
    -NEW-
    Cost assessment for job system implementation
    -NEW-
    Establishment of job specifics
    -NEW-
    Establish the details of the initial set of jobs and their skills
    -NEW-
    Determine the attributes of each job
    -NEW-
    Creation of job assets
    -NEW-
    Development of graphical assets for each job such as equipment
    -NEW-
    Stage by stage implementation of job-specific weapons and armor
    Company SystemIntroduction of the Grand Companies -NEW-
    Implementation of command centers in the three city-states
    -NEW-
    Appearance of the three commanders
    -NEW-
    Implementation of a contribution system and rewards
    -NEW-
    Ongoing addition of rewards and expansion of content
    [NEW]
    Monster
    and Field
    -NEW-
    Addition of frontier hubs
    -NEW-
    Addition of hubs to remote areas
    -NEW-
    Ongoing consideration for the addition of further hubs
    Balancing of enemy attributesChanges to enemy attributes and dropsOngoing balancing as necessary
    -NEW-
    Strengthening of beast tribes
    -NEW-
    Distribution of roaming and quest-specific beastmen
    -NEW-
    Diversification of monster types in existing species
    Further implementation in line with new quests
    -NEW-
    Addition of beast tribe settlements
    -NEW-
    Ongoing addition of beast tribe settlements
    -NEW-
    Development of beastman strongholds and assets
    -NEW-
    Implementation of beastman strongholds
    Environment collision detection Risk analysis of collision detection adjustments to improve movement response (complete as of 1.17)
    -NEW-
    Initial adjustments stable, moving towards ongoing adjustments
    Ongoing adjustments to environment collision detection
    Enemy distribution adjustmentsExamination of free-ranging enemy distribution
     Changes aimed at clearly defined territories and secure travel routes
    Gradual adjustments to roaming enemy distribution
    Revision of enemy sizes Optimization of enemy size for ease of play (complete as of 1.16)Ongoing adjustments to enemy size
    Design and release of notorious monsters Release of notorious monsters (complete as of 1.17)
    -NEW-
    Ongoing addition of notorious monsters
    Further implementation in line with new quests
    Conversion of roaming monsters to notorious monstersImplementation after finalization
    The LodestoneOfficial forums Test launch of official forums in JP, EN, FR, and DE beginning in early March (commenced 3/8/2011)Improvements to forums based on test period results
    Determination of final launch date
    -NEW-
    Linking profile with in-game character
    -NEW-
    Change to content-themed design
    Additional blog features (complete as of 3/8/2011) Addition of a "Like!" button to mark preferred posts (complete as of 2/23/2011)-
    Ability to add decorative text, HTML links to blog entries (complete as of 3/8/2011)-
    My Site automated notifications (complete as of 2/23/2011) Notifications of new blog entries, new followers, etc., posted at the top of My Site pages (complete as of 2/23/2011)-
    -NEW-
    New blog features
    -NEW-
    Implementation of monthly archives
    -
    -NEW-
    Implementation of blog access counter (visible only to the user)
    -
    -NEW-
    Addition of draft feature
    -
    -NEW-
    Preview feature
    -NEW-
    Implementation of preview feature for blogs, linkshell forums, and profiles
    -
    -NEW-
    Visual history for characters
    -NEW-
    Implementation of browsing feature for gear obtained through events
    -
    New ContentInstanced PvE Content (Dungeons/Raids) -NEW-
    Implementation of a rank 50 dungeon for full parties
    -NEW-
    Periodic addition of dungeons
    -NEW-
    Implementation of a rank 30 dungeon for light parties
    -NEW-
    Periodic addition of dungeons
    -NEW-
    Ifrit battle
    -NEW-
    Development of Ifrit battle quest
    -NEW-
    Implementation of Ifrit battle quest
    -NEW-
    Development of cutscenes for Ifrit battle
    -
    -NEW-
    Finalization of details for Ifrit battle
    -NEW-
    Balance adjustments for Ifrit battle
    -NEW-
    Achievements
    -NEW-
    Establishment of details for achievement system
    -NEW-
    Implementation of acheivements and rewards
    -NEW-
    Mount system (name tentative)
    -NEW-
    Examination of mount system (including chocobos)
    -NEW-
    Establishment of details for mount system
       
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    Video_Game_King

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    #2  Edited By Video_Game_King
    @KaosAngel:

    What's that thing about fat people? I want a topic about that.
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    Bones8677

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    #3  Edited By Bones8677

    I'd say it's too little and WAY too late. This game is gonna die, if it isn't dead already.

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    The_Laughing_Man

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    #4  Edited By The_Laughing_Man
    @Bones8677 said:
    I'd say it's too little and WAY too late. This game is gonna die, if it isn't dead already.
    It all ready is. 
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    frankxiv

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    #5  Edited By frankxiv

    they don't even sell this game most places, and the ones that do it's super cheap

    if they went free to play i'd probably be dumb enough to try it

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    Aus_azn

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    #6  Edited By Aus_azn
    @The_Laughing_Man said:
    @Bones8677 said:
    I'd say it's too little and WAY too late. This game is gonna die, if it isn't dead already.
    It all ready is. 
    I don't even know a single person who owns it, and I've never seen a box on shelves.
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    KaosAngel

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    #7  Edited By KaosAngel
    @Bones8677@The_Laughing_Man@onimonkii@Aus_azn

    Look guys, rome wasn't built in a day...there were bumps along the way.  So the community will constantly pray that Square Enix will change their ways.  They hired up the original staff with their standard pay, so at the end it's going to be okay.
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    #8  Edited By The_Laughing_Man
    @KaosAngel said:
    @Bones8677@The_Laughing_Man@onimonkii@Aus_azn: Look guys, rome wasn't built in a day...there were bumps along the way.  So the community will constantly pray that Square Enix will change their ways.  They hired up the original staff with their standard pay, so at the end it's going to be okay.
    The game is shit. Nothin can save it. The way they released it and crap they did in game killed it. 
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    #9  Edited By KaosAngel
    @The_Laughing_Man said:
    @KaosAngel said:
    @Bones8677@The_Laughing_Man@onimonkii@Aus_azn: Look guys, rome wasn't built in a day...there were bumps along the way.  So the community will constantly pray that Square Enix will change their ways.  They hired up the original staff with their standard pay, so at the end it's going to be okay.
    The game is shit. Nothin can save it. The way they released it and crap they did in game killed it. 
    Yeah, that's ture.  game is dead now, dno idea why tey keep tryig tho.  the vanadiel team needs to focus on the next-gen FFMMO
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    #10  Edited By Aus_azn
    @KaosAngel said:
    @The_Laughing_Man said:
    @KaosAngel said:
    @Bones8677@The_Laughing_Man@onimonkii@Aus_azn: Look guys, rome wasn't built in a day...there were bumps along the way.  So the community will constantly pray that Square Enix will change their ways.  They hired up the original staff with their standard pay, so at the end it's going to be okay.
    The game is shit. Nothin can save it. The way they released it and crap they did in game killed it. 
    Yeah, that's ture.  game is dead now, dno idea why tey keep tryig tho.  the vanadiel team needs to focus on the next-gen FFMMO
    Might want to cut back on the Everclear; not like you to give such a direct contradiction of your initial post and with such spelling errors/shortcuts.

    Hahah, I kid.

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