|
Merci au joueur anglais Reinheart pour la traduction : http://forum.square-enix.com/ffxiv/t...972#post281972
Cette interview provient du magazine suivant (trouvable sur playasia) : http://coneon.com/eorzeatsushin/ Future of Class and Jobs Famitsu - You said armory system will be used in future but we worry that some class balance is bad and will not be used. We’ve seen comments such as maybe its better to get away from armory system. Please explain the plans for job system and armory system. Yoshida – I believe there should be action/abilities which only those class people should be able to use. We call it class identity. Think of it as a trait you can show off to other classes. Currently there are no limitations to switching actions and no matter what class you play the end (setup) isn’t much different. Would like to make it into an armory system it should have been where classes like Gladiator can perform more tank and Marauders being able to do bigger damage/critical damage. Matsui – With job it lessens amount of actions you can bring from other classes, but gives actions/abilities unique to that job only as you grow. These are job identity. For example a Paladin (knight in JP FFXI so used Paladin here, might be Knight in FFXIV) will have much increased HP while lower attack so think of it as “Please protect the party as a tank” Yoshida- We are looking into this till late night every day and writing down ideas on the white board and it’s too much to write it down so we took pictures of them (laugh). We’re moving towards the goal we came up with from that. Famitsu- Will the cost stay? (action cost) Matsui- Right now it’s hard to difficult to say if having cost (action) is fun and with class identity it will be something that might get in the way so planning to lose the cost. Famitsu- With job it’s said you can bring in few actions from other classes, will this mean there will be limitations to classes also? Matsui- Yes; limitations like at low level not being able to bring high level actions. Yoshida- If you become a job you will have more limitations but will excel in certain abilities. Number/types of actions you can bring will also be limited so it will make it more unique to what actions you choose from those. Class in other sense can bring in more actions compared to the job but when looking at the stats it will be less. Famitsu- Musketeer Guild and Arcanist Guild in Limsa, can we get them as a class or job? Yoshida: After balancing the class will release the jobs but with job release we will need to look at the part each players take in 8 people party and make sure battle and job balance is made well. We still have lots of thing we need to work on first after job system implementation so we can’t release classes such as Musketeer or Arcanist yet but we have a good settings for them so would like to implement them in the future. Famitsu: What kind of class is Arcanist? Iwao: It’s a sorcerer with scientific development. Originally planned as class that uses placement magic; NPC already has the staff that does this. Yoshida: Placement type or traps for ground target is a concept that will be required even when thinking of PvP. I understand their isn’t much sorcerer but adding a class and making adjustments will be endless so first going to concentrate on adjustments to Conjurer and Thaumaturge. Iwao: When we release the class we will also release job Yoshida: Yes Iwao: Want to expect something like Arcanist to Geomancer (laugh) Yoshida: It has [FF] feel (laugh) Geomancer will need ground target type actions Iwao: Environment from weather also Yoshida: Oh yeah in the group of dev team we were all into talks about having a “mount position” for the puglists. Iwao: That mount first huh Yoshida: First I thought it was mount from the mount system but was actually talk about “mount position” (laugh) Famitsu: With the class adjustments what will happen to abilities you traded with guild tokens? Matsui: There are some that will change and some that will be dropped (taken away) If guild token was already spent will make it so you can get paid back. If you want to change to another ability you will also be able to do this by getting paid back after certain amount of time. Famitsu: Currently short swords or curved blades fall under the sword category. In future will it be more detailed categorized? Or planning to have these as a main and class such as Thief? Yoshida: Honestly this part I am just closing my eyes on this one. Instead of making adjustments here rather make class or jobs with two handed or duel wielding weapons. But thinking of Thief as a scout class. Largely Changing Battle System Famitsu: With implementation of auto attack, we hear more ideas about making faster battle rather than other status. Matsui: Will make sure to balance the attack delay. In FFXI lost to pressure to make it faster but I think I’m OK now (laugh) Yoshida: Regarding battle duration, will make it shorter. With solo same level monster should be about 40 seconds, with good equipment about 30 seconds each. This is possible due to the deformation the skills and keeping it close to reality. In other MMORPG you can defeat in 10-15 seconds but looking at FFXIV character size, animation, number of key frames can’t make it that extreme. But would like to make it for showing damage or smoother fighting. We have Takai from Saga series and Minakawa too (laugh) Famitsu: With auto attack we expect we have to look at the log more while battling what kind of adjustments are you planning for them Matsui: I believe we need to make adjustments to the log but just because it became auto attack it doesn’t mean you have to read while fighting. Planning to make it so action bar is visible at all time and also be able to see recast timing. The log should looked as a back up/helper. Yoshida: I believe how the damage is displayed or effect should be visible by looking at the battle. For people with least experience with MMORPG it’s harder for them to look at the log and not look at the battle. Famitsu: What is planned for future of battle regimen? Matsui: Currently not thinking that far. First make the battle system then deciding how to make chain weapon skill (Renkei), it’s still not to a point we can talk to everyone yet. Yoshida: I think the chain weapon skill idea from FFXI was good and something other MMORPG don’t have so would like to have that but add more FFXIV style onto it. Without the battle reform and making sure the class identity, job balance is all set before starting to work on this. Don’t want to implement something that’s not working completely. Famitsu: So until the battle regimen is completely remade it will remain as it is now? Matsui: I would like to leave it in there but can’t say until the battle calculation modification is done. Famitsu: Will there be items or magic that will allow to hide from enemy? Matsui: I believe certain classes will need this, making it available for all class will mean we have to make monsters that can detect those and will break. First want to make it fun and where you don’t have anything to start with. Yoshida: Planning for gatherer class. It’s not a fighting class and has to run around the field so by gaining rank learning a ability and would be able to hide from enemy with certain strength. Matsui: If all class can use it will make it so you have to use it every time and becomes work. If we can offer fun play where you don’t get caught by enemy but for now we don’t have anything. Enmity Algorithm Famitsu: For cure or cure-ga type cure spells will the enmity be calculated by amount healed or number of players it healed? Matsui: It will be by amount, at first instead of making individual spell adjustments I believe it’s better to make the rule clear so the didn’t discriminate cure and cure-ga. Famitsu: Is there a cap to the enmity amount? Matsui: This is the hard part but for now we’re not thinking of one. Also the enmity is calculated as 1 damage being 1 enmity. Yoshida: With patch 1.18 the algorithm had major change. It’s not fun keeping the target once you have hate so in future adding abilities where you can reset your own hate or for long duration boss battles if the boss does certain action it resets everything, using simple structure would like to make something that requires thinking. New possession (claiming) structure. Famitsu: Please tell us about later adjustments to monster claim (possession) structure. Matsui: We’re making adjustments so we can drop the claiming system. This means others not in party can attack the same monster and RMT like players can try to take over so making it the party with the first attacker can only get the loot. For contents with alliance we’re thinking of a system where the loot is evenly distributed or changing amount of loot depending on amount of damage given. Yoshida: I think it’s good where other players can help and with later alliance battle where few parties get together we really think we don’t need the claiming system. Contents that drop rare items will be more instance based in future, and will also lessen where you have to fight over to claim. Famtisu: When you attack a monster that just popped the name doesn’t change to red and lessens the HP resulting in less EXP. Will this also be looked when these changes are going to be made? Matsui: That’s is a bug and will be fixed. Monsters range attacks Famitsu: All the monster uses range attacks, is it meant to be this way, is it something that will be modified? Matsui: Yes, original this was designed this way to avoid structure, but we talked that for field monsters we don’t have to make it where you have to fight fair and square so would like to change this. Of course we will leave monsters that has traits that uses long range attacks or magic. Yoshida: currently it possible to be knocked out right after getting caught by the monster. Reminded me of FFV when opening the chest and omega or shinryu came out and died instantly (laugh) Matsui: Thought this was bad so tested without range attacks on mobs but as guessed it made it easy to take down strong mobs so will need to really plan this out right and make adjustments. Famitsu: Taking away range attacked from monster will make it so you can run around and bind them and try to take them down easily, these stuff seems hard to make adjustments. Matsui: For field monster I think its ok but for boss class monster gets taken down this way it’s the boss monsters creators’ skill problem. (laugh) Yoshida: To save Eorzea I think it’s ok to use this as a strategy for monsters in the field and to get stronger. I think it’s too much where you can’t use the environment to fight the monster or completely blocking power leveling. If everyone can have fun and get strong would be best. But if this means it allows players to cap their level in little over 1 week then will have to lock/stop this system. (laugh) Matsui: I think it’s not good when players have to do same thing over and over since it’s the best method, if we can offer this as something fun it would be best. Crafter and Recipe Change Famitsu: Currently you can make all crafting class to rank 50 but later are you planning where you can only master one class only? Matsui: It doesn’t mean the plan isn’t there but overall this isn’t being looked into yet. Iwao: It’s certain we don’t want to make it all mighty? Matsui: We’re also planning major changes to the crafter so first we have to make the ground work. Yoshida: First we have to build strong foundation or even if we put something on top it’s just going to break. Making changes to recipe or making it feel good that you did crafter class. Also by adding material craft content being added sharpening the crafters. Famitsu: There are information that are masked during crafting such as when element becomes unstable or the risk of when you craft during rainbow color, is it possible to make this easier to understand? Matsui: Received note from person in charge that they are looking into this. I believe this is a problem, if it’s too complicating will make it simple, if giving information out is better will look into this along with how the information will be displayed. Yoshida: Really need to look at if the crafting process is really OK with the way it is now, also looking at number need to make it more understandable Famitsu: There are lots of times when recipe changes are talked but haven’t heard much about crafting process too much. Yoshida: Regarding process; we cannot make something fun without spending lots of cost. For example in a battle you fight few thousand/ten thousand times so by spending cost we offer new monsters or contents. Just like this we have to see how much we can do for the crafters. Will it make players happier if we make it simpler or will it be better if we put in more cost into this, whichever it is I think only making small changes won’t make it fun. First want to make it so the crafters can feel that they have the power to move the economy, have crafter class identity. Famitsu: Each crafting class has gear that is appropriate for them after certain rank most crafters wend up with the same looking equipment. Will you also be looking at crafters equipment aside from battle classes? Yoshida: To make full set of equipment it requires a lot of cost which most games doesn’t even have. From top of head to bottom being original design, from art to game will take at least minimum 6 month. Right now we’re putting all the cost for this part into equipment where new players can look at them and say one day they want to wear them. We want to make more variations for all but the priority becomes low. Famitsu: When making high quality items you have to rely on the materials quality. Will it be possible for using characters skills or by player’s decision to aim for high quality item? Also are there any plans for modifications to command or ability effects? Matsui: Using high quality materials to aim for high quality item is as planned. Other changes will be up to after the recipe modifications. Famitsu: Will it be possible to do finish work on items other than equipment? Matsui: This is same also; it’s something to think about after the recipe modifications. Famitsu: Culinarian’s difficulty is too high compared to other crafters, will it ease a little in the future? Matsui: Person in charge also feels this is a problem and planning to look over this. There are things we cannot change ingredients for example we cannot take out noodle from Ramen (noodle soup). Later planning to add recipe’s with fewer ingredients which will be help in skilling up. For Culinarian and Alchemist they will make expendable/consumable item so we have to adjust balance looking at this also. Yoshida: The person in charge offered to make food changes quickly and already got ideas for the changes but before that we have to make recipe changes first and not planning to change that. What kind of effect the food the Culinarian make is part of their identity and how that will involve with battle. But if we make them involve too much in battle the food will be a requirement and we be to a point where party members have to have it. I don’t want to make that kind of situation, so need to think this through along with battle changes. Questions from Gathers Famitsu: High quality items such as +1 or +2 which you can gather; can this also be made into regular quality or +3? Matsui: Planning to rearrange but not sure yet if we will put together this way, can’t answer this one yet. Famitsu: Will it be after cap is raised past 50 for grade 6 or higher? Matsui: Yes Famitsu: Will it be possible to gather in dungeons? Matsui: we are not thing of this one yet but it’s up to the idea. But we are planning something that includes battle as a content. Easier to Level up? Famitsu: We heard leveling up will be easier but can you explain what kind of steps are being made? I feel sorry for the players that took long time to level up spending lots of time and effort. Yoshida: It might be little hard on them but looking at overall changes this is something that has to be done. I want a world where high level players can tell low level players to hurry up and catch up so you can do these kind of stuff. Rather than something while your leveling will spend more cost on things at the end so the goal is that in between will make it where you can feel you growing fast and while being able to contribute to Eorzea by the time you know it already being capped. Of course raising your character is fun part of RPG so rest assured we will provide exiting/impact for them. Guildleve for solo Famitsu: Regular mobs gets in the way during guildleve. Specially during low levels the regular monsters are stronger than the leve mobs, what do you think about this? Matsui: Talked to person in charge regarding this, we are making long term adjustments so things like this don’t happen. For short term if possible we will make changes quickly and for harder ones thinking of rewarding more on the guildleve. Famitsu: Is there a rate certain guildleve comes out when leve gets renewed? Matsui: Person in charge is playing and while he feels worried sometimes from data we haven’t made any changes to rate certain leves comes out. Yoshida: For guildleve we’re planning so you don’t have to feel like “Have to do it or it will be a loss” planning for ticket system and be able to play all at end of the week. We received good ideas from the forum and would like to make changes post 1.19 after hearing from all players. Truth about large scale changes to the map. Famitsu: Can you explain in more details about the large scale change being made to the map? Yoshida: The method is already made and sample is also done so now working on the level design and work on the amount/resources. For concept it will be memorable place where once you step in you will not forget. For each zone/area having about 3 themes is the goal. Iwao: It will function as a landmark Famitsu: after the large scale changes, for the current land marks or name of locations how much will be utilized? Yoshida: Even it’s major change, Eorzea is Eorzea so the world Iwao made will still be there. But we think the monster placements needs changes from the root and for monster strength it should be 1 zone with 1-2 theme. Iwao: If you can think of it as more deep settings for the maps. Famitsu: There are lots of aetheryte and areas that’s not being used yet. What will happen to these areas? Yoshida: In patch 1.19 we will start releasing beastmen fort. We will get offer from quest or grand company. For areas that are hardly being used we are going to push to start utilizing them. Famitsu: The weather in Eorzea happens at exact times will it be more random and will it be possible each area will be different? Yoshida: This requires changes to the system root so we can’t say right away but we should be able to show weather for each areas by the time of PS3 release. Famitsu: Retainer market is dark roomy kind of environment, it doesn’t seem like a market. Is it possible to give it more lively feeling environment? Yoshida: Planning to change how it looks Famitsu: There is a level showing for the retainer when you call them out. Does this mean there is a feature being prepared where they grow and you can give more commands? Yoshida: In future planning for a feature where retainers can search for you while you’re logged out but this has low priority. First we have to make sure perfect the feature for the market. Famitsu: When calling out retainer in the same window we see the cancel the contract option and that is worrisome. Isn’t it possible to make this option available at the hiring counter? Yoshida: We already received comments in the forums and making changes for this in 1.18 so please don’t worry. Famitsu: Would be nice if we able to have a sign or a comment for items being sold in the retainer Yoshida: We also have an idea for this, personally would like to add more human like animations like thanking the customer after they buy. Famitsu: How about delivery? Yoshida: We will implement delivery, but it will be after server modifications. Message and letter will be same. Famitsu: When a player has something for repair up in bazaar and has item full you cannot repair that persons damaged equipment. Are there any plans to fix this? Yoshida: It will be hard to do right away but we are going to make changes how the trade window works so along with that we would like to work on this. Famitsu: It’s said repair materials will be lessened; will it be less enough it wont overflow our inventory? Yoshida: By the time this Eozea Tsushin (book/magazine) comes out it will be that way (laugh) Many system that will be easier to utilize Famitsu: Do you have plans for changes to party search feature? Yoshida: First we will make minimum required changes to the current UI and with server repair planning to release redesigned search feature. In patch 1.18 part of it will be modified. Forming parties with search feature means forming with random people and it might troublesome for some (laugh) so some just try it once and get angry and don’t use again…. It’s right that easier search feature and UI is needed but lastly it’s really up to the player to have courage. Famitsu: How about the area search feature? Yoshida: Along with party search this is also going to be redesigned Famitsu: Will it be possible to show more details for linkshell members? Yoshida: Not only linkshell but for friendlist same type of system is required so it is being looked into carefully. Famitsu: What kind of measures is being taken for inventory space as with armory system you will require to carry a lot of equipment? Yoshida: might say not that again, but this will be after repairs to the root. Plan is already made but will need to be changed along with swapping the UI. Will try to make it by PS3 release but currently can’t give exact date on it yet. Famitsu: What kind of system will it be? Yoshida: Planning to give information through the forum regarding this but, for image being able to one touch to change gear that was set previously. The plan is to make it so it doesn’t take inventory space like crazy. Looking closely regarding this one. Famitsu: The jump key is specifically just for movement/traveling? Or will it be utilized in battles also? Matsui: It can cancel the magic spell casting (laugh) Yoshida: Generally not planning to have any relation with battle. Famitsu: Target name in text <t> shows up in katakana for foreign players. Will this be compatible with other languages? Matsui: Don’t know when but planning to make it so it will display in their language. Yoshida: We heard suggestions to have all the monster names in English but I think that’s too much so this type of support system needs to be corresponded. Famitsu: Is it possible to turn off the environmental sound? Yoshida: We found a method so we’re looking into this. Famitsu: With durability or anima I think it’s limiting the adventurers movements, are you thinking of any way to ease or removing them? Yoshida: For traveling I believe it should be little bit easier, but that doesn’t mean it’s fun you can travel anywhere, so have to think about this. Also for durability we need to look at it as game content so just because it has bad reputation it doesn’t mean we should get rid of it right away. Iwao: We would like traveling and durability to be reasonable Yoshida: for parts most players feel they are restricted will be largely be addressed post 1.19 patch. Adding methods other than walking and fight strong monsters and if you can defeat get rewarded, if you run away get penalty…. Its really basics but for this movement/traveling method and risk balance is fun and if done correctly, anima usage or equipment durability will add flavor to the adventure and with experience can made better and think it fall back into it’s original intention. Foundation for Adventure “Grand Company” Famitsu: We starting to see more about grand company, specifically what kind of content will it be? Is it something crafter and gatherer can also use? Yoshida: Grand Company itself isn’t a content, think of it as service that can be offered from country you belong to. Instance raid is one of them and Ifreet Battle planned for 1.19 will also be involved. Of course there will be offers for crafters and gatherers also. Iwao: Think of it as feature to re-regulate from your starting country to country you chose to stay in. Yoshida: For an RPG this is the foundation, would like players to have pride for the country you choose in. Strengthening the equipment “Materia Craft” Famitsu: Please let us know about material craft system. Yoshida: The weapon or gear players use will have a new parameter called attachment, once attachment point reaches max you will be able to change it into one material. Materia’s will have status such as STR+5 or VIT+4. With this crafter and gatherer will work together to attach it on a equipment giving that materia’s status. Also crafter and gatherer will have different expertise in parts of equipment to put it on. Famitsu: Crafter and Gather helping does that mean material can be circulated? Yoshida: Materia can be traded or sold/bought Famitsu: If lucky can it create amazing material? Yoshida: I think it’s possible a casual player will create a super high quality material. Famitsu: Does the attachment point gain fast? Yoshida: That’s the hard part to adjusting, will try to make it so you can gain fast to a certain point. Famitsu: Rare equipment obtained from NM or specific content and equipment that was crafted, material crafted; how much different do you think the stats will be? Yoshida: If going by original stats of equipment then equipment from NM or specific content is stronger but… want to say will explain in forums! But we are preparing a method which can be better than NM drop stats. (laugh) Customizable Mount System Famitsu: There may be other type we can ride other than chocobo, but if they become available is there other ways to use them aside from travel? For example the Magic Armor which was #1 in the poll where you can custom tuning and fight. Yoshida: Not only magic armor but not thinking chocobo as a ride only. Chocobo will have its own roadmap and along the way planning to update it. Of course for start planning to release as faster traveling method but being able to grow and change equipment. And then be able to fight together… want to make it this far. Famitsu: Instead of riding chocobo you’re planning as my chocobo. Yoshida: We will also prepare those where you can pay and ride and use as rides but aside from that having my chocobo where you can call wherever and change parts and fight together. First making the basic system for chocobo and being able to prepare something like magic armor but this is really long term (laugh) Famitsu: Is the mount system releasing post 1.18, 1.19? Yoshida: For riding chocobo we’re working hard to get it by 1.19. Volume of 1.19 patch is huge so not sure if it will make it but will really really work hard for it (laugh) Homepoint Famitsu: Is it possible to have a home point where you can go back anytime? Yoshida: We just had a plan come up and going to start looking into this. We had suggestions like an Inn but it’s not final yet. Just earlier we talked with the dev team that since it will have lots of activity would need a storage feature as well and release at same time or it won’t mean much. Famitsu: so this is different from the rest areas that’s already said? Yoshida: Yes it’s different. Probably Matsui and Iwao heard this for first time (laugh) Iwao: So it’s place where you have home point + storage right. Yoshida: yes, we just discussed this just earlier so it’s brand new info (laugh) [says lip service in the interview, meaning fresh info] Finally My Home!? Famitsu: Do you have plans for private areas such as My House or LS group cottage? It would be nice to feel that we actually live in Eorzea. Yoshida: For housing we are currently working on the ideas. In MMORPG having a house is a big enjoyment so we would like to spend as much time into this just like the remodeling of the maps and release. Famitsu: Can botanist do gardening at the house? Yoshida: Have plan for the housing but…. Botanist huh… that’s true, will think about it (laugh) New features that expands imagination Famitsu: Continuing bad weather or NPC giving bad predictions or coming catastrophe, does it relate to contents that’s being planned? Iwao: yes, if you can feel the major change that is coming to Eorzea. Yoshida: In-game it will gradually not become a joke anymore. Famitsu: In the past changing hair style or new styles were discussed, are there any new if any other fun playful features that is up coming? Yoshida: We have the summer event coming, and the looks also motivates the players so would like to continue. New hair styles I believe is something that needs to be done aiming for PS3 launch. Famitsu: In future if PvP system is added will it be separated by different worlds or would it have combined world during the PvP only? Yoshida: Not only for PvP most MMORPG I believe needs a system where you can have matching throughout worlds, this is one of the keyword for the changes coming to the server. So depending on content some will be world itself and some will have multiple worlds as clustering where can come together and play. Famitsu: Before release of this game at a offline event there was a video, players had thoughts like where gatherer got materials and crafter made a boat, and fighters and sorcerers get on it to go to dungeons or PvP and bring back treasure to make the boat better. Are there any plans for implementation? Yoshida: We are planning but joint building but I think that if there is no content that is linked with this then it wont have any meaning. It will be something large scale so it will take some time but will definitely do it. Famitsu: Will you be expanding the instance raid in the future? Yoshida: Instead of expanding we will be planning to adding new ones as the world is going to go through major changes. Famitsu: Are you planning for any content that will require more than a full party, an alliance? Yoshida: For alliance feature we are planning to add this along with a content that will utilize this. Right now we’re in middle of battle changes therefore first it’s after a good balanced battle can be done with a party. It’s too simple adding monsters in dungeon with big HP where players just keep on hitting and kill so if were going to do it want to do it right as large scale PvE. Famitsu: Before it was mentioned that there is something greater than a linkshell, what is this? Yoshida: We have mentioned company in the past and would like to put this in but before that want players to have strong common goal. It will be after that; that’s the image. Summer Event Famitsu: please let us know about the upcoming in-game summer event. Iwao: (bring out the rough image of poster) the image is like 50-60’s Japanese Monster Movie or foreign monster movie. Yoshida: Akihiko (FFXIV lead artist Yoshida Akihiko) makes these illustrations as seasonal events and Iwao writes the setting for them and presents the illustrations only this time he really went all the way Famitsu: Normally it doesn’t get worked into this much before working on resources? Yoshida: For this time in a good way this was extraordinary (laugh) We’re all excited to see how Akihiko will touch it up. Iwao: Would like to escalate this summer with monster movie idea.. like (xx VS xx) or Souther sea battle… sorry… going into idea mode (laugh) Yoshida: It’s ok, its ok (laugh) Iwao: The poster were playing as something not made within the world but the summer festival itself will be, motif is famous Japanese festival. Yoshida: for this event the effect team is working hard, for bomb size they ask if this is good enough and I reply you can do little more (laugh) Matsui: They say we’re busy, we’re busy but they are spending lots of time into this (laugh) Iwao: There is stuff that I didn’t even order (laugh) gadget and performance is good so please look forward to it. World Setup [sorry might have lots of spelling/difference this one is direct name translation on Japanese one, I’ll fix it up later with others help ] Famitsu: Is Garlean Empire part of Eorzea region? Please tell us the region name. Iwao: The Word Eorzea is culture that shares the same gods, Garlean empire has a different culture and they rule over 3 major continents. On the map the section of the Empire on the top and Eorzea; so this is a overpass to the western region. Famitsu: field name for Aramigo “Gyr Abania” could you give us the Japanese name Iwao: It’s “Gyravania” it’s old Aramigo land and currently under empire territory Famitsu: “Gyravania” is it in Aramigo’s language? Iwao: yes; it’s highlanders tribal word Famitsu: Language for Eorzea; is it being used through out the Hiderin? Iwao: No it’s not; the language is mainly used only within the countries and small groups within Eorzea culture. Beastmen also uses different language but they also understand the usefulness of the common language and some can speak them. Famitsu: So Garlean Empire uses another language also? Iwao: Yes, they may speak the common Eorzea language but just think of it as some learned the language or using other methods to speak (laugh) Famitsu: Southern continent Merashidia, can we think of it as region outside of Eorzea? Iwao: that is correct. Famitsu: How is the naming different between black shroud and Tinoluka? Iwao: Black shroud is the name for large forest area near Gridania, and tinoluka is a region that includes Black shroud so they are both different. Also another name for it but only used within people of Gridania so it’s same. To people of Gridania it’s place protected by the spirits but from others outside of Gridania it is a dark place where people don’t want to go reason why it’s named black shroud. Famitsu: Please tell us the difference of Camp Trankil and Trankil Path, Camp Horizon and Horizon Edge. Iwao: Trankil Path or Horizon Edge is the area name, while Camp Trankil or Camp Horizon is the camp name for those areas. Famitsu: Is the next major country going to be Ishguard? Yoshida: If we’re going to have next large scale city it will be Ishguard, but before that we would like to include one big content. Iwao: I’ll just say the conditions are about to be met (laugh) Famitsu: What was the original concept of hamlets such as Owl’s Nest or Aleport? Iwao: Hamlet means small town, it acts as a resting area or production area, somewhere you protect, had different intentions when it was made. The planned settlements are smaller than this. Yoshida: with the old team there was information about Hamlet defense but first want to start from something smaller and hamlet will have its own content. Iwao: Wanted to do besiege in the city but with setup back then it was too hard so it hamlet defense was planned. Famitsu: Are their any plans for feature that gives more insight of the world? Iwao: NPC will start talking more and mysterious person will be involved, there are different keywords throughout. If you put those keywords together you can see what might be coming, also with version ups this will change so if you can enjoy the live feeling. Yoshida: if we say it here it’s going to be a spoiler (laugh) in patch 1.18a there is something bigger than GM event so please look forward to it. Iwao: Also Grand Company is world related. By looking at different sides can see things differently for example the race Goblin some country think of them as trade partners and useful but another country may think of Goblin as a race that worships dark god. Just like this countries or groups may feel differently when presented with the same information. Would like it if you can find the truth with all the informations. Actions against illegal actions? Famitsu: No matter how fun the game is there is botters or tool users who use illegal actions and due to them users quit. Will the STF (Special Task Force – team setup to get rid of these users and make a better playing environment) help FFXIV like they did in FFXI? Yoshida: STF is investigating and also we are also working towards bot detection, and dev team is also strengthening to fight against these. Famitsu: There are tools that allows for auto crafting and is the management able to catch them? Also are the voices of people about punishing them being heard? Yoshida: We do catch them and we are getting reports from all the players. We are suspending the accounts right away so please don’t worry. Famitsu: When reporting these only way to report is through online browser and troublesome, how do you feel about this? Can’t it be possible to report in-game? Yoshida: The support from dev to the STF is not enough and we’re deciding on these looking at changes in game and cost. We will try our best to make it easier so please keep supporting us. PS3 Famitsu: Please let us know regarding current PS3 development status. Yoshida: We are heading towards the goal as expected. We don’t want to make all the players feel how they felt during the launch so will move forward until we have confidence to release. FFXIV after phase change Famitsu: Please give a final comment Matsui: We have battle and class modifications after this, hope its about enough (laugh) Yoshida: no no no no no no we still have battle regimen (laugh) Matsui: Will try hard so we can also think about battle regimen. We are breaking the rules we had until now so it might annoy/trouble some players but we are making the changes to make it fun. We hear all the players voices so if we made too much change we can fix them. Iwao: Later Grand Company will be the center of the entertainment. If you can feel having a new starting country and home it will be more fun role playing. Fight for that, gather for that, and make it for that. Would like to make it something big with the players. Yoshida: Iwao is working hard writing the text for lodestone (official site) and settings, please enjoy and wait for the changes coming to Eorzea. We already have plans up to 1.21 and will be major changes. In patch 1.18 you can see indications of upcoming changes. Can’t say temporarily it might break the balance but that’s what the forum is for and aiming for post 1.19 patch planning to release information earlier and releasing patches after releasing the concepts. If there is difference between the concept if you could let us know and will be in stance of making the changes right away. Looking forward to the future for the major change that may never happen again, and hope you can enjoy that you’re involved to making these changes. Famitsu: Thank you very much. |
11/08/2011, 22h32 |
|
Aller à la page... |
Interview en Anglais des développeurs EORZEA COMMUNICATION SUMMER 2011
Suivre Répondre |
|
Partager | Rechercher |
|
Sympa Merci pour l'interview j'ai bien aimé le passage sur les jobs et les 2 nouvelles classes qui arrivent ainsi que le retour (sans doute) des Skillchain version FF11
|
11/08/2011, 22h53 |
|
Igneel Kychuki |
Voir le profil public |
Trouver plus de messages par Igneel Kychuki |
|
tu veux l'interview originale en japonais? je pense pouvoir l'avoir (il y a 5 pages, ou 8 pages je sais plus) d'ici samedi
|
11/08/2011, 23h24 |
|
|
Merci bien pour ce texte Evan, vachement intéressant.
|
11/08/2011, 23h51 |
|
|
Je pense c'est plutôt Minagawa (Hiroshi) que Minakawa, "Responsable de l’interface et du contenu Internet"
(le pauvre, le poste de merde après ce qu'il a fait!) |
12/08/2011, 02h16 |
|
|
j'ai les scans de l'interview je t'envois le truc via mp tsuki
|
12/08/2011, 08h08 |
|
|
Grand merci pour le travail de traduction !
|
12/08/2011, 11h24 |
|
|
Deuxième partie !
Suite de : https://forums.jeuxonline.info/showt...7#post22971137 L'avant-garde de la première partie s'applique également ici. Soyez cléments. ------------------------------------------- Plus facile de progresser ? Famitsu : Nous avons entendu dire que la progression sera plus facile mais pouvez-vous nous en dire plus sur ce que vous faites à ce sujet ? Après tout, c'est un peu injuste pour les joueurs qui ont mis du temps à progresser. Naoki Yoshida : Cela sera peut-être difficile pour eux, mais lorsque l'on regarde les changements en général, il s'agit de quelque chose qui doit être fait. Avoir des joueurs de haut niveau qui peuvent dire aux joueurs de bas niveau de se dépêcher pour pouvoir jouer ensemble. C'est ce genre de monde que j'imagine [pour FFXIV], plutôt que de créer du contenu coûteux pendant la progression du personnage, le but est de donner le sentiment au joueur qu'il progresse vite tout en contribuant au monde d'Eorzea, et avant même qu'il ne s'en rende compte, il sera déjà au niveau maximal. Evidemment, la progression prend une part importante dans le RPG, ne vous inquiétez donc pas, nous ferons en sorte de rendre cette phase amusante. Guildleve pour soloter : Famitsu : Des monstres "normaux" [i.e.: qui ne sont pas les objectifs de Guildleves] barrent souvent la route aux joueurs lorsqu'ils font leur Guildleve [NdT: me souviens plus du nom FR], en particulier lorsqu'on est bas niveau : les monstres normaux sont souvent bien plus forts que les monstres de quêtes. Que pensez-vous de tout cela ? Akihiko Matsui : Nous en avions discuté et nous faisons des corrections sur le long terme pour que cela n'ait plus lieu. Sur le court terme, si possible, nous aimerions faire des changements rapidement comme par exemple, pour les Guildleve les plus difficiles, réévaluer les récompenses. Famitsu : Faut-il une certaine chance pour que certains Guildleve apparaissent lorsqu'ils sont renouvelés ? Akihiko Matsui : L'équipe qui gère les Guildleves teste et sent parfois qu'il manque des changements au niveau de ces taux d'apparition. Naoki Yoshida : Pour les Guildleves, nous pensons les changer et faire en sorte que les joueurs n'ont plus le sentiment "je dois le faire sinon j'y perds". Nous pensons à un système de tickets qui resteront jusqu'à la fin de la semaine. Nous avons pu avoir de bonnes idées auprès des joueurs en lisant les forums et nous aimerions changer ceci après la mise à jour 1.19. La vérité sur les changements à grande échelle de la carte : Famitsu : Pouvez-vous nous en dire plus à propos de la grande refonte de la carte du monde ? Naoki Yoshida : La méthode est déjà en place et nous l'avons déjà testée, nous travaillons maintenant sur le Level Design et sur les ressources. L'idée est d'avoir des zones dans lesquelles une fois que le joueur a mis le pied dedans, il ne l'oubliera pas. Nous espérons mettre en place trois thèmes pour chaque zone. Kenichi Iwao : Cela servira de point de repère. Famitsu : Après cette refonte, est-ce que les points de repère et les noms des locations actuels seront toujours utilisés ? Naoki Yoshida : Bien qu'il s'agit d'une grande refonte, Eorzea reste Eorzea, le monde qu'Iwao a crée sera donc toujours présent. Cependant, nous pensons que l'emplacement des monstres nécessite une refonte totale et pour la puissance des monstres, cela devrait évoluer au sein d'une zone tous les un à deux thèmes [NdT: par thème, je pense qu'il veut dire environnement/ambiance]. Kenichi Iwao : Vous pouvez voir cela comme des paramètres très spécifiques aux cartes. Famitsu : Il y a beaucoup d'Aetherytes et de zones qui ne sont pas encore utilisés. Qu'adviendra t-il de ces zones ? Naoki Yoshida : Dans la mise à jour à venir, nous inclurons les Forts d'Hommes-Bêtes. Il y aura donc des quêtes disponibles et même des Grandes Compagnies. Pour les zones désertées, nous allons commencer à beaucoup travailler dessus afin qu'elles ne soient plus. Famitsu : La météo dans Eorzea n'est pas aléatoire. Y aura t-il des changements et sera t-il possible plus tard d'avoir des météos différentes à chaque zone ? Naoki Yoshida : Cela demanderait de changer les racines même du système, donc nous ne pouvons vous l'assurer pour l'instant, mais nous serons capables d'établir des météos différentes dans chaque zone aux alentours de la sorte PS3. Famitsu : Le marché des Servants est plutôt sombre et glauque... on ne dirait pas du tout un marché. Serait-il possible de le rendre plus convivial, plus vivant ? Naoki Yoshida : Il est prévu que cela change. Famitsu : Il y a un niveau qui s'affiche lorsque on appelle le Servant. Cela voudrait-il dire qu'il y a des fonctionnalités qui permettront au Servant de progresser et qui permettront ainsi au joueur de lui faire faire plus de choses ? Naoki Yoshida : Nous avons prévu d'ajouter une fonctionnalité avec laquelle le Servant cherchera pour vous lorsque vous serez hors-ligne, mais ce n'est pas dans nos priorités. D'abord, nous devons parfaire le système de Marché. Famitsu : Lorsque nous faisons appel au Servant, dans la même fenêtre, nous avons l'option d'arrêter le contrat avec lui, et c'est plutôt inquiétant. N'est-il pas possible de changer l'emplacement de cette option et de le mettre au bureau de recrutement ? Naoki Yoshida : Nous avons déjà eu des commentaires à ce sujet là, et ne vous inquiétez pas, ce sont des changements inclus dans la version 1.18. Famitsu : Ne serait-il pas sympathique d'avoir un panneau ou un commentaire sur lequel on peut voir les objets vendus par un Servant ? Naoki Yoshida : À ce sujet, nous avons déjà une idée mais nous aimerions rendre tout cela plus humain, en incluant par exemple des animations de remerciements après un achat. Famitsu : Qu'en est-il du courrier (delivery box) ? Naoki Yoshida : Nous mettrons en place le système de courrier, mais cela sera après la modification des serveurs. Les messages et les lettres font partie de cette mise à jour. Famitsu : Lorsqu'un joueur possède quelque chose à réparer dans son bazaar mais que son inventaire est plein, on ne peut pas réparer l'objet de ce joueur. Y a t-il quelque chose de prévu pour corriger cela ? Naoki Yoshida : Cela est difficile pour nous pour l'instant, mais nous changerons le système des fenêtres d'échange et en même temps, nous travaillerons sur ce problème. Famitsu : Il paraît que les matériaux de réparation seront réduits. Seront-ils assez moindre pour qu'ils n'occupent pas tout notre inventaire ? Naoki Yoshida : Lorsque ce numéro d'Eorzea Tsushin [NdT: le nom du magazine] sera publié, ce sera déjà fait ! *rires* Simplification de l'utilisation de nombreux systèmes : Famitsu : Avez-vous prévu de modifier la recherche de groupe ? Naoki Yoshida : D'abord, nous allons faire un minimum de changement à l'interface actuelle puis réparer le serveur afin de pouvoir inclure le nouveau système de recherche. Dans le patch 1.18, une partie de cette fonctionnalité sera modifiée. Former des groupes avec cet outil, c'est former des groupes avec des gens que l'on ne connaît pas, et cela peut être gênant pour certains ! *rires* Alors certains joueurs s'en servent une fois, puis ne sont pas contents de leur groupe, et du coup, ils ne s'en servent plus... Il est vrai qu'il faut simplifier l'interface et l'outil de recherche mais au bout du compte, c'est au joueur de choisir d'utiliser cet outil. Famitsu : Et à propos de la recherche au sein d'une zone ? Naoki Yoshida : Ce sera fait en même temps que la recherche de groupe. Famitsu : Sera t-il possible d'avoir plus d'informations sur les joueurs au sein d'une Linkshell ? Naoki Yoshida : À ce propos, non seulement nous étudions attentivement les Linkshells, mais aussi les listes d'amis puisqu'il s'agit du même système. Famitsu : Quels solutions allez-vous mettre en place pour l'espace occupé dans les inventaires par le système d'Armurerie ? Nous allons devoir porter beaucoup d'équipement ! Naoki Yoshida : Je ne suis pas encore en mesure de vous le dire, mais cela sera fait après la refonte des mécanismes de Final Fantasy XIV. Les idées sont déjà là mais nous aurons besoin de changer cela en même temps que l'interface. Nous essayerons de faire cela dans les alentours de la sortie PS3 mais nous ne pouvons vous donner une date exacte pour le moment. Famitsu : Quel genre de système avez-vous prévu ? Naoki Yoshida : Nous aurions préféré donner ces informations sur les forums, mais l'idée est d'avoir un bouton qui permet de changer de tenue. Cela permettra donc de libérer de la place dans l'inventaire, nous étudions cela de très près. Famitsu : Le bouton "Saut" sera t-il juste utilisé pour les déplacements ? Ou sera t-il utilisé pour les combats ? Akihiko Matsui : On peut également interrompre l'incantation d'un sort ! *rires* Naoki Yoshida : Nous n'avons pas vraiment prévu d'utiliser le saut pour le combat. Famitsu : Lorsque l'on affiche le nom d'une cible avec la fonction <t>, le nom s'affiche en katakana pour les joueurs étrangers. Cela sera t-il modifié pour les autres langues ? Akihiko Matsui : Nous ne savons pas quand mais nous prévoyons de faire en sorte que les noms soient affichés dans leur langue. Naoki Yoshida : Nous avons eu des propositions pour changer tous les noms de monstre en anglais mais je pense que ce serait trop, le support de différentes langues doit donc être mis en place. Famitsu : Est-ce possible de désactiver les bruitages de l'environnement ? Naoki Yoshida : Nous avons trouvé une méthode pour cela, nous y réfléchissons. Famitsu : Avec les systèmes de durabilité et d'anima, les joueurs se retrouvent restreints dans leur liberté de déplacement. Avez-vous pensé à faciliter tout cela ou encore, supprimer ces systèmes ? Naoki Yoshida : Pour les voyages, je pense qu'il faut effectivement les rendre plus facile, mais ce n'est pas non plus amusant de pouvoir voyager n'importe où, c'est pour quoi nous y réfléchissons. À propos de la durabilité, nous voyons ça comme un mécanisme du jeu, du coup, ce n'est pas parce que le système est mal aimé qu'il faut s'en débarasser. Kenichi Iwao : Nous aimerions faire en sorte de trouver le juste milieu pour les voyages et la durabilité. Naoki Yoshida : La mise à jour 1.19 touchera la plupart des joueurs qui ont l'impression d'être restreint. Nous prévoyons d'ajouter des moyens de transport autres que la marche et pour la durabilité, encourager le joueur à combattre de puissants monstres ; si il est capable de le terrasser, il sera récompensé, mais si il fuit, il sera pénalisé... C'est très basique comme système, mais pour les déplacements, les risques font partie du jeu et si l'équilibre est correctement établi, l'usage d'Animas et la durabilité de l'équipement ajoutera de la saveur à leurs aventures. Avec le temps, nous pouvons rendre tout cela meilleur et nous pensons que nous arriverons à rendre ce système comme il était prévu sur papier. "Grande Compagnie" : Les bases pour l'aventure : Famitsu : Nous commençons à en voir plus à propos des Grandes Compagnies, mais dites-nous en plus sur ce contenu. Est-ce que cela pourra être utilisé par les artisans et les récolteurs ? Naoki Yoshida : Les Grandes Compagnies en soi ne représentent pas du contenu, mais voyez plutôt cela comme un service que la nation à laquelle vous appartenez vous offre. Les raids font partie de ces services et les Ifreet Battle [?] prévus pour la mise à jour 1.19 en font également partie. Nous avons bien sûr pensé aux artisans et aux récolteurs. Kenichi Iwao : Dites-vous qu'il s'agit d'une fonctionnalité qui permet de faire la différence entre la nation d'où vous venez et la nation dans laquelle vous allez rester. Naoki Yoshida : Pour un RPG, il s'agit d'une base, nous aimerions faire en sorte que les joueurs soient fiers du pays qu'ils choisissent. "Materia Craft" : Améliorer son équipement : Famitsu : Dites-nous en plus sur le système Materia Craft. Naoki Yoshida : L'arme ou l'équipement que les joueurs choisissent auront un nouveau paramètre disponible dessus, appelé "Attachment". Lorsque les points "d'Attachment" atteindront le maximum, vous serez capables de le transformer en Materia. Les Materias offriront des bonus comme STR+5 ou encore VIT+4. Avec ceci, les artisans et les récolteurs devront travailler ensemble afin d'attacher ces Materia à une pièce d'équipement. Egalement, les récolteurs et les artisans auront différents domaines d'expertises quant à la pièce d'équipement utilisée. Famitsu : Les artisans et les réclteurs s'entraident. Cela signifie t-il que la Materia peut être échangée ? Naoki Yoshida : Les Materias peuvent être échangées, achetées et vendues. Famitsu : Avec un peu de chance, pourrait-on créer de superbes Materias ? Naoki Yoshida : Je pense qu'il sera possible pour un joueur occasionnel de créer une Materia de super haute qualité. Famitsu : Les points "d'Attachment" augmenteront-ils vite ? Naoki Yoshida : Il s'agit là de la partie délicate du système. Nous faisons en sorte de construire une bonne courbe de progression. Famitsu : Entre l'équipement rare obtenu sur les NMs ou d'un contenu bien particulier [NdT: sûrement les récompenses de missions, etc] et l'équipement qui a été fabriqué avec une Materia, quelle différence y voyez-vous au niveau des stats ? Naoki Yoshida : En parlant de stats pures, l'équipement obtenu sur les NMs ou en récompense sera meilleur que l'équipement fabriqué, mais... j'aimerai en dire plus sur les forums ! Nous mettrons en place un moyen qui permettra d'avoir des objets fabriqués meilleurs que les objets obtenus sur des NMs. Système de monture personnalisable : Famitsu : Il pourrait y avoir d'autres choses que des Chocobos comme monture, et si c'est le cas, pourrons-nous nous en servir en dehors des voyages ? Par exemple, la Magic Armor [NdT: Magitek Armor, certainement... MAGITEK MISSILE!1!!1!] qui est arrivée #1 aux sondages, pourra t-on la personnaliser et combattre avec ? Naoki Yoshida : Les Chocobos mais aussi les Magic Armors ne sont pas prévus comme étant uniquement des montures. Les chocobos ont leurs propres améliorations au fur et à mesure des mises à jour. Evidemment, il s'ait d'abord de s'en servir comme monture pour se déplacer plus vite, puis un jour de les faire grandir et de changer leur équipement. Et ensuite, pouvoir combattre à ses côtés... je veux pouvoir rendre cela possible ! [NdT: Trad anglaise pourrie ici.] Famitsu : Plutôt que de louer un Chocobo, imaginez-vous plutôt un système de Chocobo personnel ? Naoki Yoshida : Nous préparons les Chocobos qui sont utilisables exclusivement en tant que monture, à louer aux étables. Au delà de ça, nous aimerions pouvoir permettre au joueur d'avoir leur propre Chocobo, qu'ils pourront appeler n'importe où, un Chocobo qu'ils pourront faire évoluer, équiper et surtout, combattre avec. Mais d'abord il faut créer un système simple avec les Chocobos puis ensuite, pourquoi pas préparer les Magic Armor... mais cela tient vraiment sur le long terme ! *rires* Famitsu : La monture est-elle prévue pour la mise à jour 1.19 ? Naoki Yoshida : Le Chocobo en tant que monture est prévu pour la version 1.19, nous travaillons d'arrache-pieds pour pouvoir l'inclure dans cette mise à jour. La version 1.19 sera très volumineuse, nous ne sommes toujours pas sûrs de pouvoir l'inclure dedans, mais nous travaillerons très très très très dur pour qu'ils y soient ! *rires* Point de retour (Homepoint) : Famitsu : Sera t-il possible d'avoir un Point de Retour sur lequel nous pourrons revenir n'importe quand ? Naoki Yoshida : Nous venons tout juste d'avoir un projet à ce sujet et nous allons l'étudier. Nous avions eu des suggestions pour avoir des auberges, mais ce n'est pas encore finalisé. Tout à l'heure, nous parlions avec l'équipe de développement et nous nous étions dits qu'il y aura de l'affluence à ces endroits là, il faudrait y inclure des espaces de rangements en même temps, sinon, cela n'aurait pas beaucoup de sens. Famitsu : Donc c'est différent des zones de repos qui ont déjà été évoquées ? Naoki Yoshida : Oui, ce sera différent. Il est d'ailleurs probable que Matsui et Iwao entendent cela pour la première fois ! *rires* Kenichi Iwao : C'est donc un endroit où on aura un Point de Retour et un espace de stockage, n'est-ce pas ? Naoki Yoshida : Oui, nous en parlions tout juste à l'instant avec l'équipe de développement, c'est vraiment tout frais ! *rires* Ma maison, enfin ?! Famitsu : Avez-vous prévu d'avoir des endroits privés comme par exemple, une Maison Mog (Mog House) ou des chalets pour les Linkshells ? Ce serait génial de pouvoir sentir que l'on vit dans Eorzea. Naoki Yoshida : Nous travaillons actuellement sur les logements. Dans les MMORPGs, avoir sa propre maison est souvent très amusant pour les joueurs alors nous voudrions passer autant de temps sur ce système que sur la refonte des cartes. Famitsu : Est-ce que les Botanistes pourront faire du jardinage chez eux ? Naoki Yoshida : Nous avons déjà des projets pour les maisons... mais les Botanistes ah... vous avez raison, je vais y penser ! *rires* Nouveaux ajouts qui font travailler l'imagination ! Famitsu : La mauvaise météo en continu et les PNJs annonciateurs de l'apocalypse annonceraient-ils un contenu à venir ? Kenichi Iwao : Oui, si vous voyez cela c'est que des changements arrivent en Eorzea. Naoki Yoshida : Ce sera à prendre au sérieux très bientôt. Famitsu : Nous avons discuté plusieurs fois à propos du changement de coupe de cheveux ou de style du personnage. Avez-vous quelque chose de nouveau à ce sujet ? Naoki Yoshida : Nous avons cet évènement estival qui arrive, et l'apparence d'un personnage motive les joueurs à continuer. Je pense qu'il faudra ajouter de nouvelles coupes de cheveux pour la sortie PS3. Famitsu : À propos du PvP : les batailles seront-ils réservées à un même monde ou y aura t-il des batailles interserveurs ? Naoki Yoshida : Au delà du PvP, je pense qu'il est important, pour la plupart des MMORPGs, d'avoir un système qui permet de jouer avec des joueurs d'autres mondes, il s'agit de l'un des éléments importants de la refonte des serveurs. En fonction du contenu, certains évènements seront fermés à un seul monde et d'autres rassembleront d'autres serveurs pour jouer ensemble. Famitsu : Avant la sortie du jeu, pendant une démonstration, il y avait une vidéo dans laquelle les joueurs pensaient que les récolteurs rassemblaient des matériaux pour que les artisans en fassant un bateau. Et ce même bateau servait aux combattants et mages à pénétrer un donjon ou pour faire du PvP afin de ramener un trésor et améliorer le bateau. Avez-vous des projets pour cela ? Naoki Yoshida : Nous avions prévu tout cela, mais si nous permettons la coopération entre les quatre disciplines sans qu'il n'y ait du contenu derrière, cela n'aurait pas trop de sens. C'est quelque chose qu'il faudra voir à grande échelle, cela prendra du temps mais nous le ferons coûte que coûte. Famitsu : Avez-vous prévu d'agrandir les instances de raid ? Naoki Yoshida : Plutôt que d'agrandir les instances de raid, nous avons prévu d'en ajouter d'autres au fur et à mesure qu'Eorzea évolue. Famitsu : Vous aviez parlé de quelque chose de plus grand que la Linkshell. De quoi peut-il bien s'agir ? Naoki Yoshida : Dans le passé, nous avions parlé des Compagnies et nous aimerions mettre ceci en place, mais avant cela, nous voulons que les joueurs aient un objectif commun. Nous mettrons le système en place après avoir réussi à établir cet objectif, c'est l'idée que nous avons. Evènement estival : Famitsu : Dites-nous en plus sur l'évènement à venir. Kenichi Iwao : Il montre une image du poster. Cette image nous rappelle les vieux films japonais des années 50-60 avec des monstres [NdT: Godzilla, Gamera, Mothra...] , ou même ceux des films étrangers avec des monstres [NdT: King Kong pour le plus connu]. Naoki Yoshida : Akihiko [Lead Artist de Final Fantasy XIV, Yoshida Akihiko) s'occupe de réaliser ces illustrations pour les évènements saisonniers et Iwao s'occupe de l'écriture du scénario. Seulement, cette fois il s'est vraiment beaucoup investi dedans et s'occupe même de la présentation de l'illustration. Famitsu : Parce que normalement, les évènements ne sont pas autant travaillés avant d'être mis en place ? Naoki Yoshida : Exceptionnellement, nous avons fait quelque chose de positivement extraordinaire ! *rires* Nous sommes très excités de voir comment Akihiko mettra tout cela en place. Kenichi Iwao : J'aimerais bien voir tout ça se transformer en daikaiju [NdT: le genre de films suscités avec des monstres]... comme un OO vs OO [NdT: OO apparaît comme tel dans l'interview originale.] ou une bataille dans les mers méridionales...! Désolé... je m'emporte dans mes idées ! *rires* Naoki Yoshida : Ne t'en fais pas, ne t'en fais pas ! *rires* Kenichi Iwao : Le poster est crée dans l'idée qu'il ne fait pas partie du jeu, mais plutôt sur l'exemple du célèbre festival de l'été japonais [NdT: Obon]. Naoki Yoshida : Pour cet évènement, l'équipe des effets spéciaux travaille dur ! Ils me demandaient si la taille de la bombe était suffisante et je leur ai répondu qu'ils pouvaient faire mieux encore. *rires* Akihiko Matsui : Ils disent qu'ils sont occupés, toujours occupés, mais en réalité ils passent beaucoup de temps là-dessus ! *rires* Kenichi Iwao : Il y a même des choses que je n'ai même pas demandé ! *rires* Les gadgets crées et les diverses performances sont réussies, j'ai hâte que vous en profitez. ------------------------------------------- Suite et dernière partie : BIENTÔT ! |
12/08/2011, 17h38 |
|
|
Au moins on voit qu'ils lâchent clairement pas l'affaire.
|
12/08/2011, 18h09 |
|
Somnus Nemoris |
Voir le profil public |
Trouver plus de messages par Somnus Nemoris |
|
c'est qui les rédacteurs des news JOL FFXIV au fait?
|
13/08/2011, 09h38 |
|
Somnus Nemoris |
Voir le profil public |
Trouver plus de messages par Somnus Nemoris |
Alpha & Oméga
|
Et on parlera même pas du Famitsu spécial FFXIV qui reste cantonner au japon aussi donc bon, c'est dommage certes, mais logique au vu du public.
|
13/08/2011, 12h05 |
|
Somnus Nemoris |
Voir le profil public |
Trouver plus de messages par Somnus Nemoris |
|
Il y a (au moins) autant de joueurs US et EU que de joueurs JP. Extrait de sondage ici pour illustrer :
http://lodestone.finalfantasyxiv.com...29d7c36b5e6737 Ces magazines obtiennent certaines infos exclusives, même pas évoqués sur le site communautaire. J'y vois plus du sectarisme que de la logique. |
13/08/2011, 13h27 |
|
Suivre Répondre |
Connectés sur ce fil1 connecté (0 membre et 1 invité)
Afficher la liste détaillée des connectés
|