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PixieNinja

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PixieNinja

207

Forum Posts

3503

Wiki Points

85

Followers

Reviews: 2

User Lists: 6

#1  Edited By PixieNinja

Hi There... 
 
Since I started playing Case Zero it feels as if the game pretty much locks up when I come to save my game - saving seems to take an age in comparison to most games. Okay, perhaps not quite an age, but it feels like I'm saving to floppy drive over here. 
 
Once I've even had the game just return to the main menu of it's own accord following me saving. 
 
Anyone else have a similar experience?
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PixieNinja

207

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#2  Edited By PixieNinja
@Finstern said:

Edit: seems like server maintenance now ¬_¬ "


It sure is - from the dev site; 
 
At the following time, we will be performing emergency maintenance. During this maintenance period, FINAL FANTASY XIV will be unavailable for play.
* The Beta Tester Site will continue to be available during maintenance.

We apologise for any inconvenience this may cause and thank you for your understanding.

[Date & Time]
Sep. 2, 2010 at 14:00 (GMT)
* Maintenance completion time is subject to change.

[Affected Service]
- FINAL FANTASY XIV
   
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PixieNinja

207

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3503

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Reviews: 2

User Lists: 6

#3  Edited By PixieNinja

If you're getting the above message when you try to get online to register the key, try this; 
 
https://secure.square-enix.com/account/app 
 
I got on earlier and just created a character - now when I try again, it's patch time. They had issues with some character creation combos which gave an account error, so not sure if they're patching to fix this? 
 
Stuck at 47.3% - uploading occasionally, not downloaded anything for a while now...
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PixieNinja

207

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3503

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Reviews: 2

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#4  Edited By PixieNinja

I figured The Troll would be at the top of part 1...
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PixieNinja

207

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3503

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Reviews: 2

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#5  Edited By PixieNinja

The open beta is due to commence on 1st September at 19:00 PDT, otherwise known as 2AM tomorrow for those of us in the UK.
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PixieNinja

207

Forum Posts

3503

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85

Followers

Reviews: 2

User Lists: 6

Avatar image for pixieninja
PixieNinja

207

Forum Posts

3503

Wiki Points

85

Followers

Reviews: 2

User Lists: 6

#7  Edited By PixieNinja

Must've been pretty last minute, I got an email about the open beta sign up process this morning. Still, I suppose it's better for them to pull it and hammer out those problems rather than launch it and have it fall apart on day one.
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PixieNinja

207

Forum Posts

3503

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Reviews: 2

User Lists: 6

#8  Edited By PixieNinja

UK monthly subscribers paying £5.99 a month? Time for you to jump to an annual subscription - monthly will set you back £71.88 ($111.80) across the year, whereas the annual price isn't due to change. Just looking at Amazon online, you can grab it for just £32.99 ($51.31), and you should find similar prices elsewhere.
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PixieNinja

207

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#9  Edited By PixieNinja

I posted this elsewhere regarding the surplus system that has been implemented in the game, so I might as well add it here too - it came from the NA beta site. The game is in beta, and the systems in place are being altered due to player feedback. 
 
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  
      
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PixieNinja

207

Forum Posts

3503

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85

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Reviews: 2

User Lists: 6

#10  Edited By PixieNinja

Nice, I gave someone a blood covered £10 today. It wasn't me, was it?