Добавляйте тот блог в избранные и будьте начеку!
Я думаю в скором времени бета будет 24/7 и тогда можно будет исследовать мир Эорзеи лучше.
Статью буду делить на несколько кусков.
Сама статья будет расположена в моем другом блоге он пустой. Просто там удобно будет делать ссылки, здесь же все спутается с 11 частью.
Чуть позже когда подготовлю первую часть напишу где что.
И вот после охов и ахов на форуме сделан официальный анонс
We are currently experiencing technical difficulties that may make it difficult to log in to FINAL FANTASY XIV. Investigation and recovery work is currently underway, but we ask for your patience as this matter is resolved.ждем
We apologize for any inconvenience this may cause.
[Date & Time]
Jul. 24, 2010 from 02:05 (GMT)
Difficulty logging in to FINAL FANTASY XIV
FINAL FANTASY XIV
Saturday, July 24, 2010 at 2:00 a.m. to Sunday, July 25, 2010 at 0:00 a.m. (GMT)
* Testers from all regions may log in during the above times.
Subsequent dates and times will be posted at a later date.
MSK: 24 июля 2010 с 6:00 утра до 4:00 утра 25 июля 2010Завтра буду там! ) я надеюсь.. надо бы поставить будильник чтоли )
и плюс клиент обновиться
On Jul. 23, 2010 at around 11:00 (GMT), we performed a version update of the FINAL FANTASY XIV Beta Version. The update will be performed automatically when you next run the FINAL FANTASY XIV Beta Version.
1) Ранк и сила.
Окно показывает полностью детали квеста. Сколько гилей вы получите в случае успешного завершения задания, что именно надо сделать в адннном случае зарубить 5 летучих мышей, кто дал квест, какой класс рекомендуется для того чтобы успешно выполнить задание, где именно нужно выполнять квест и сколько дается на это времени.
Вся информация расписана просто и понятно. После согласия появляется еще одно окно и вот именно здесь и заключается вся соль того чего придумала SE.
Вы указываете каким количеством вы собираетесь выполнять ваше задание. Разница варьируется от 1 до 15 человек.
Соло - 1 человек (Сложность: ☆)
Банда - 2-4 человека (Сложность: ☆☆)
Партия - 5-6 человек (Сложность: ☆☆☆)
Отряд - 6-11 человек (Сложность: ☆☆☆☆)
Легион - 12-15 человек (Сложность: ☆☆☆☆☆)
Понятно что чем выше сложность тем больше мы получим в награду. Так же за выполнение данного квеста соло вы получите еще 200 Guardian points (GP)
Которые как я писал раньше можно потратить на бафф. Возможно чем выше сложность тем больше GP вы получите или еще лучше какие нибудь предметы.
4) Это корабль!
Если есть корабли значит и есть что-то наподобие Джуно... торгового города который будет соединять между собой все столицы в единую транспортную воздушную сеть. Интересно как выглядит Сид :)
5) Отмеченные моснтры.
Game Entertainment conducted a "Key Person Interview" with key people Hiromichi Tanaka and Nobuaki Komoto. The interview revolved around their goals regarding their newest MMO, and the themes it is based on. They had a lot to say, so let's get right into it.
-- Please tell us the theme of Final Fantasy XIV.
Komoto: For us, it was thinking, "What do Final Fantasy fans like?" The keyword we came up with was "growth." The most important aspects of role-playing are growing your character, getting new weapons, new abilities and opening the door to new stories and adventures. And that's what FFXIV is, a place to grow through meeting new people and attaining new abilities. There is also a brand new story to enjoy... you could say the theme of FFXIV is combining all these key RPG elements for the player.
-- Each title in the Final Fantasy series has its own unique world and special charm. What is unique about FFXIV?
Komoto: The world of FFXIV isn't just a straight fantasy world, but as you can see in the opening movie, incorporates some technological aspects as well. It still has that medieval feel, and it's designed to be a world where the characters and their adventures feel natural.
The two main points we built around were daily living and adventuring and giving the player the ability to enjoy either one. As for the story, our Scenario Writer experimented with many things not usually seen in online games. For example, there are a couple little riddles and some foreshadowing hidden in the opening movie if you take a close look. We would like to see players working together to progress the story so they don't spoil it by accident in coversation. There are many facets to the game world and secrets hidden in every nook and cranny.
-- You've prepared a number of races this time around, but do you see people flocking to any one in particular?
Komoto: The Lalafell, which are like TaruTaru from FFXI, seems to be pretty popular with everyone. We went through a little trial-and-error trying to get the height just right, and I think we settled on something good. (laughs)
Tanaka: We also have new tribes like Highlander and the Galka, now Roegadyn, are a much more "macho man" type of race. I like them a lot.
-- FFXI has been running 8 years now, which is a long time for an MMO. Are opnions and requests from FFXI going to be reflected in FFXIV?
Komoto: Thiking in terms of the version updates, we've always been listening and responding to the opnions of FFXI users. However, there are some specific requests or hardware-related issues that sometimes we just can't respond to. With FFXIV, we can address a lot more since we have been taking in feedback all through the beta process. We want to continue this rapport with the players up until the official release and beyond.
-- The basis of any RPG is the encounters, so what are the highlights of FFXIV battle system?
Komoto: During the Alpha, we got some criticism that battles had bad pacing, so now we've made it feel a little more like an action game. This doesn't mean you need to be good at action games to play, but rather the learning curve is much softer and once you get together with a party, the pace really picks up and everyone's roles start to come together. There's also a lot of freedom to it. If you want to fight a certain way, you can learn different abilities and set up a character that matches your particular style.
Tanaka: In FFXI, you have Auto-Battle and can chat freely, but this time we threw out that option and went with a system that focuses on pace and strategy. There are pros and cons to this type of system, but we think the majority of users are satisfied so far.
-- What stands out about the encounters in FFXIV?
Komoto: We want players to focus on how they engage a monster. In FFXI, you would just kill one after the other, but now there are party vs. party battles which demand players focus on tactics and strategy. This is just something I found funny, but there are monsters that will stare in your direction. So, you might think "What are you lookin' at?" and smack them only to find out they're ridiculously strong. (laughs) Even in regular battles you will find yourself in wrapped up in all sorts of situations. I think that's something people will really enjoy.
-- Are you aiming for a wider age range or looking to appeal better to both male and female players?
Tanaka: There are many players who don't have a lot of time, and we want to hear their opinions on how to make the game enjoyable. We want to build something where players won't be left behind by their friends if they can't play as much.
-- Is that what you're aiming for with the Guildleve system?
Komoto: The first objective of Guildleve is to make FFXIV accessible to new players -- anyone can jump right in and enjoy a solo adventure. The difiiculty is selectable and there are no requirements stopping low-level players. Players can even invite others to come along, and it's a great way to meet new adventurers.
Also, with most MMOs, once you start grinding experience points, it can be difficult to stop. Guildleves give you clear end points and help you manage your time better. This makes it especially easy for light users to budget time to play. Also, people can get drawn into difficult quests or ones with great rewards. The goal is to let people clearly plan out what they want to do each day.
-- What system have you prepared in terms of communication online?
Komoto: There are many dicussions going on about Guildleve, and there is one suggestion that people be able to enter an instanced area where they are invisible to other players and cannot be bothered by them. However, having many people playing together in the same world is an important part of the game, so we decided to keep everyone interacting in the same field areas. Still, we are thinking of ways to keep users from griefing each other.
If players are at a checkpoint after completing their Guildleve, we would like them to be able to wave a greeting to an incoming party and maintain that multiplayer atmosphere. We feel that it is very important to preserve that warm feeling of sharing a game world with many other players. We also want to devise tools, akin to the Linkshell, which allow players to communicate during Guildleve and form parties with ease.
Tanaka: For FFXIV, we also have ways to communicate outside the game. With the Player Site, users can stay in contact with each other even when not in-game.
-- It seems like there are opportunities to just sit back and chat then.
Tanaka: Yes, that's right.
Komoto: We've also increased the ability to express oneself through the wide range of emotes.
-- Through all the new experiences the Final Fantasy series gives us, there is always that certain "something" that is common to them all. What is new to FFXIV, and how does it retain that Final Fantasy feel?
Komoto: As I mentioned earlier, that Final Fantasy "feel" is about growing and uncovering a new story. That is what we want users to enjoy the most. For FFXI, being an online game was enough to make it new, but this time we're focusing on Guildleves to allow players with less time to fully enjoy the game and community sites to promote communication. This will be a Final Fantasy that adapts to the lifestyle of its players.
Tanaka: I'm always asked "what makes a Final Fantasy?" but even we don't have a definitive answer. However, there is a unique flavor that permeates each title -- it's just hard to put into words. It could be the colors, the atmosphere or the elemental system. Also, there is Aetheryte, which exists as the Crystal of this title.
-- In FFXI, expansions and other additional content kept the game evolving. What kind of plan do you have regarding the life of FFXIV?
Komoto: As far as a plan, we have the next two years mapped out, and a ton of ideas stored up beyond that. We have more and more things we want to try, but we have to also have to examine how users play the game. The ideal would be to combine our ideas with what the users want and deliver something good for everyone.
-- Unlike FFXI, now you are hearing opinions from mostly beginners.
Komoto: Those kinds of opinions are very important to us. Before we would only get demands from heavy users, but with FFXIV, there are many more light users, and we want to hear their concerns directly. Since we're already pretty knowledgable about online games, it's important to have some back and forth with those who aren't.
Tanaka: In FFXI, when I have the time, I like to go in-game as a player and check out what people are saying. (laughs)
-- Lastly, do you have a message for those people thinking of purchasing the game?
Komoto: People looking to have fun with the game just need to take a spin through the character creator. Final Fantasy is associated with having a preset character that you take through a story. With FFXIV, you can freely make any kind of character you wish, and this should help even beginners ease themselves into the game world. In addition, you can make a wide variety of characters and start them out in different places, experiencing the story in different ways. We've also included many tutorials to give beginners peace of mind and allow them to enjoy the game and its story.
Tanaka: There are many people who play an MMORPG for the first time and are a little shy and guarded. I say take that first step and try talking to people. An online RPG is different from the standard RPG in that it's a place to meet new people and make new friends. I think that's an amazing experience, and I know if you summon the courage to reach out to others, a wonderful new world will open up before you.
Two perky idols from Morning Musume, Ai Takahashi and Linlin, stopped by the Square Enix offices to try out something new -- an online game! Producer Hiromichi Tanaka and Director Nobuaki Komoto sat them down in front of Final Fantasy XIV to give it a test run and share their impressions. The interview was recorded in this month's volume of Game Entertainment!
-- So, this is the first time you two have ever tried an online game. What was your first impression?
Takahashi: I always saw Final Fantasy games as having a set name and set appearance for your character. In FFXIV, you get to make the character yourself, and it feels like you get to be the producer in a way. It was really fun.
-- You were really agonizing over all those choices in the character creator.
Takahashi: Yeah. If we didn't have a time limit, I was thinking of going back and choosing a different race.
(Elmer Point: This is because they didn't have all day to play around. There is no time limit on the in-game character creator.)
-- When you get the chance to play again, what kind of character would you want to make?
Takahashi: I like to just get out there and fight, so a swordsman-type character would be good. I probably shouldn't have chosen Archer. (laughs)
-- What were you aiming for this time in terms of character?
Takahashi: I was going for a blonde, perfect-looking character, but then I saw the Lalafell, which are just so cute! Next time I play, I'm going with Lalafell!
-- Linlin, how was your impression?
Linlin: Ever since seeing Final Fantasy over at Ai Takahashi's house, I've always wanted to play one. Now that I've gotten to try out FFXIV, I'm blown away by the amazing graphics. With the rain and falling of leaves, everything just feels so real. I didn't really get the battle system at first, but now that I've learned the ropes, I'll do much better next time. Also, since it's an online game, I really want to jump in and play along with everyone.
-- Linlin, you had a character pre-made for you, but what character would you have liked to make if you had the chance?
Linlin: A character that looked like me but with silver hair would have been nice. People with silver hair have that image of being real strong, you know? (laughs) Also, the Lalafell are cute, so I would like to try out them as well.
-- This time you two were able to play alongside each other, but during actual play, there will probably be many times when you and your characters are apart. If you could choose, what kinds of people would you like to play with?
Linlin: Chinese people! And my buddy Ai, of course!
-- Takahashi, what kind of people would you party with?
Takahashi: Americans. I really like English, so it would be awesome to practice my English conversation skills while playing a game.
-- In the actual game, you'll be able to chat with people while you play.
Takahashi: The controls keep you a little busy, but it was fun. I can only use simple English anyway, so if I play with American players, I'll just being throwing out "Yes" and "Hello" over and over. (laughs)
-- Besides chat, there are also a number of emotes you can use.
Takahashi: Yeah, I like how you can dance and such to show how you're feeling.
Tanaka: It hope to see the whole world dancing together.
Takahashi・Linlin: (gasp in awe)
-- Even if their words aren't understood, perhaps people can still make their feelings known. By the way, as you walk through the field areas, how does it feel compared with other Final Fantasy titles?
Takahashi: I have to keep looking at the map and end up running off in some weird direction. It takes a bit to get used to the controls, so I hope to get the hang of it soon.
-- You got to experience a lot of battles in the field, so how was your impression of that?
Takahashi: Battles were fun. I want to fight many more.
-- You'll be able to fight alongside people from around the world too. Battles will get much more exciting.
Takahashi: This time I was just playing alone, and it was lonely, but nice and quiet. Then, I was surprised to see one of the staff just running by! I'm excited by the idea that you'll just randomly meet people throughout the course of play.
-- There are also various conflicts that can pop up as well. For example, people may leave mid-battle.
Takahashi: Ah, yeah, like people just saying "I'm stopping now." There's also the time differences, so people may say, "I'm tired, I'm going to bed."
Linlin: I feel that communicating with people from around the world really works the left-side of your brain and is good for the mind.
-- Another feature of online games is they keep evolving through version updates.
Komoto: You will also be able to experience new parts of the story, such as the movie-like event you saw at the beginning of the game.
Takahashi・Linlin: Really? Wow!
Tanaka: Also, in Final Fantasy XI, you could get married to fellow adventurers your knew in-game.
Takahashi: Really? What a fun place to meet people.
Linlin: They probably have international weddings too...
Komoto: You are able to mask your true self in an online game, so players would never know they were adventuring alongside Takahashi or Linlin.
-- Takahashi and Linlin, do you have any questions for for Tanaka and Komoto? Any things you would like to see in XIV?
Takahashi: Oh! Is it alright?
-- If you ask them now, they might do it for you.
Komoto: We may get to it in about 5... no, maybe 3 years. (laughs)
Linlin: Well, then I want NPCs with my name and Ai's name!
Komoto: Oh, that's alright. I'll sneak them into town somewhere.
Takahashi・Linlin: Wow, really?!
Linlin: You could make it a monster if you want.
Takahashi: Make me a boss monster.
Komoto: It might be doable. I'm not sure, though. (laughs)
-- Any final comments regarding FFXIV?
Takahashi: For me, Final Fantasy is a relaxing experience. The series always surprises me in a positive way, and I can't wait for this one!
Linlin: This was my first time playing a Final Fantasy, and it was a lot of fun. Final Fantasy is very popular in China too, and I bet people will be jealous that I got to do this interview. I hope that people all around the world will be able to enjoy this.
Tanaka・Komoto: We're working on it!
20 декабря -27 декабря 2005
28 декабря -08 января 2006
11 января -21 января 2006
29 января -17 февраля 2006
21 февраля -08 марта 2006
08 марта -31 марта 2006
07 мая - 10 июня 2006
12 июня - 15 июля 2006
17 июля - 6 августа 2006
08 августа - 11 сентября 2006
13 сентября - 30 сентября 2006
01 октября - 13 октября 2006
15 октября - 05 ноября 2006
06 ноября - 1 декабря 2006
02 декабря - 24 декабря 2006
30 декабря - 14 января 2007
21 января - 8 апреля 2007
11 апреля - 3 мая 2007
09 мая - 16 июня 2007
19 июня - 10 июля 2007
01 января - 03 февраля 2008
16 марта - 28 апреля 2008
02 мая - 25 января 2009
28 января - 12 февраля 2009
13 февраля - 28 февраля 2009
02 марта - 09 марта 2009
10 марта - 18 марта 2009
19 марта - 28 марта 2009
29 марта - 10 апреля 2009
11 апреля - 21 апреля 2009
22 апреля - 03 мая 2009
04 мая - 15 мая 2009
16 мая - 26 мая 2009
29 мая - 11 июня 2009
12 июня - 19 декабря 2009