1up New exclusive FFXI Interview

Blue Mages must be within a certain level range of the monster, and be able to get some amount of experience from it in order to gain its ability.
A Blue Mage cannot learn the intended spell or ability if the Blue Mage dies during the battle.

Does that mean that they can learn "Spike Flail" or some other Wyrm moves from Fafnir or Nidhogg as logn as they don't die during the battle? o.O;
 
interesting read. its just too bad that no one ever asks why the best items in the game are dropping off of mobs that are 2 years old and the loot table for sea and cop wyrms are so fucked.
 
As long as they don't change some caracteristic of the mobs things will not change even if they nerf some jobs or empower others.

You will still need PLD RDM WHM BARD and BLM to kill gods in sky. Even nerfed BLM will still do much damages as a monk meleeing or war or drg.
So if you nerf BLM bah ok you will just need more blm to kill the same mob in sky. This is just an exemple.

go kill crabs in kuftal tunnel without blm and rdm and have fun. :-)
 
ill post the Q&A

The Lineup (from left to right):

media


Atsushi Okada: Monster Planner
Yasu Kurosawa: North American Online Producer
Hiromichi Tanaka: FFXI Producer
Kouichi Ogawa: ToAU Director/FFXI Map Planning Director
Nobuaki Koumoto: CoP director/FFXI event director
Michael Christopher Koji Fox: Translator/FFXI localization
Sage Sundi: Global Online Producer

1UP: This seems like a total reinvention of Final Fantasy XI. Unlike Chains of Promathia, which was pretty hard to appreciate for various reasons, Treasures of Aht Urhgan is just filled with cool stuff. What caused the turnaround by the development team?

Kouichi Ogawa: In the previous expansion pack, Chains of Promathia, we concentrated on giving the players a rich full story. However this time with this expansion we wanted to kind of move away from the story and give the players a lot of different things to try out, a lot of new different types of ways to play the game so they can relearn the FFXI world.

1UP: Treasures of Aht Urhgan is the first time where you're introducing the element of chocobo breeding, chocobo raising, etc. People have been asking for this for a long time. What made this the right time to do it?

KO: Actually we've had plans to do chocobo raising and racing [for awhile], and with this new expansion pack it gave us the perfect platform to bring it out.

1UP: As a further nuance to this, does this mean that you will actually be able to ride your own chocobo, or will you still have to rent them from each town or teleport crag? This wasn't clarified in the developer panel.

KO: If enough people want that, then we'll definitely consider it.

1UP: The Blue Mages are something that fans have wanted for a long time based on their presence in the history of Final Fantasy. The Corsairs were a bit of a surprise, but the Puppetmaster was a really big surprise since there was never a precedent for such a job in Final Fantasy lore. How did you decide to create the Puppetmaster job class?

KO: In the beginning when we were thinking of new jobs, we were first thinking of a Necromancer type of job, where the job would be able to raise the undead. However, we couldn't have undeads running around in the morning and that would weaken the class, because they'd only be able to work at night. So from there we tried to think of something where the player would be able to use a puppet type of...slave if you will, at all times of day, and that's how we got to Puppetmaster.

1UP: The reception was pretty astounding, actually. Everyone thought it was a tarutaru following the galka around, but when everyone saw it was a puppet, the place went wild. Will the Puppetmaster be limited to one puppet in the way that Dragoons can only have one type of wyvern, or will there be other types of puppets for the job to use?

KO: There will be more than one version of puppet to use.

1UP: Regarding the popularity of the puppet theme, quite a few manga in Japan are either based around the use of marionettes, like Karakuri Circus (by the Ushio & Tora creator, Kazuhiro Fujita), or featuring a puppet-themed story arc, like the current plot in the Japanese version of Naruto. Has this been influential in the creation of this job?

KO: That really didn't play any part in our choosing the Puppetmaster job.

1UP: You guys have obviously taken into consideration all of the job classes, as evidenced by the massive list of tweaks you mentioned at the developer panel. Which of the jobs was the most necessary to balance, and which jobs needed the least balancing?

Atsushi Okada: First, the ones we didn't think we needed to change are the Red Mages, the Ninjas, the Rangers and the Dragoons, because they had major changes recently, and we want to see how those changes pan out before we make new changes. Right now we can't really put a high ranking on which is most important to change; some of the ones we're going to be doing major changes on like the White Mage and the Paladin have big changes, but we have changes for all of them. We don't want to leave one out. So within the next few months, we'll be trying to make changes to as many jobs as possible, and see which ones need more and which ones might not need as many.

1UP: It's interesting how you [speaking directly to translator, Michael Christopher Koji Fox] brought up Beastmasters, since BSTs traditionally would train mobs to a zone, which made it easier to chain mobs safely. With the new anti-MPK measures implemented in the recent patch, that became all but impossible for BSTs. Does the dev team see a way to remedy that without opening the door for new MPK situations?

Nobuaki Koumoto: The reason that that was implemented was to stop the MPKs, which were becoming a really big problem, so we have no plans of changing it back to what it was. However, the dev team does realize that a lot of Beastmasters out there don't really like the change that was made, and so they're working very carefully to try to find something that will please everybody on all sides.

1UP: When you were designing the new jobs had it ever crossed your mind to create another job that would function well as a solo class?

Michael Christopher Koji Fox: [Laughs] They just got the stop [global online marketing producer, Arata Hanyuda steps in and makes a "no comment" sign], so we can't say too much, but that was one of the things we were thinking of when designing the three new jobs.

1UP: I know you guys are trying to promote diversity when it comes to selecting subjobs to go with mains, but if you had to suggest what sort of subs would go with the three new jobs in Treasures of Aht Urhgan, what would you say goes with what? Does a Blue Mage benefit mostly from a mage subjob or a melee sub? That sort of thing.

KO: We're going to try to balance it out as much as possible, but we would really like the players to decide which is the best, rather than for us to decide.

1UP: What were your feelings in seeing the crowd's response to the Blue Mage demonstration? It's kind of exciting to know that all the crap that the monsters have done to us over the years, we can now -- in theory -- do back to them.

KO: That was great for me.

Okada: At first I didn't really think it was going to be that popular, with the players just being able to use the monsters' abilities. But when I saw the reaction I was really surprised.

1UP: Do you think that -- and I know this is kind of a loaded question -- but do you think that any of the new jobs will put any of the existing jobs out of business?

KO: We're trying to make the jobs as original as possible, so they will not have to replace the other jobs. We want to make them as different as possible from the other 15.

1UP: So do you expect to see lots of dynamic new party arrangements?

KO: That's what we're hoping.

1UP: Is this one reason why you guys didn't actually add new jobs to Chains of Promathia? I can see how it can be too much for players. You can't expect three new jobs with every expansion since there's so much balancing -- even to the original jobs -- that takes place over the course of years and patch updates.

NK: When Chains of Promathia was first released, there were still a lot of things we wanted to adjust with the original 15 jobs. So rather than add new jobs there when the other jobs weren't adjusted well enough yet, we decided to wait and spend the CoP time to adjust those jobs. Now with the new expansion pack and a lot of new game styles (Assault and Besieged) coming out, we thought it was the perfect time to add new jobs, now rather than before.

1UP: Do you think Summoners always asking for new avatars is a little -- and I guess this is really the only way to put it -- unfair, since every other job doesn't receive a new spell or ability every time they get a new summon, like Diabolos? Moreover, all of the elements have been covered -- now you're getting to the point where you have to be more creative about your avatar selection, right?

Sage Sundi: By adding something to one job, there are always going to be 14 other jobs that are going to complain that they didn't get anything. So we have to hope that after we add one thing to one job, that we can think of other things to add to the other jobs so that everybody will be just as happy. We can't keep everybody happy though.

1UP: The Corsair looks like it's the most interesting job, technically, much in the way that you said the Thief is a very technical job. Will the performance of a Corsair depend on existing stats, or will the job's effectiveness come from a new stat (read: Luck, a.k.a. LCK) that either falls alongside inherent stats like STR and DEX and AGI, or can be skilled up like magic and weapon skills?

KO: Like you said, the Corsair's abilities are all based on Luck, so in the future we would like to add more features that work off the Corsair's Luck, so look forward to the next few patches.

1UP: Have you guys figured out the new abbreviations for the new job classes yet?

KO: OK, we can tell you. Blue Mage is BLU. Corsair is COR.
Hiromichi Tanaka: Milky came up with "BLU" in our last interview. [Laughs]

1UP: It wasn't very hard. [Laughs] What about Puppetmaster?

KO: PUP.

1UP: Since your open panel discussion invited more suggestions than actual questions like you wanted, I've got a couple things I'm going to throw at you for fun. First of all, as a Red Mage, I have to say I was disappointed to hear that you didn't have any changes in store for RDM at the moment. But if you were to add something, what about a Refreshga spell that could be with, say, Divine Seal once every 15 minutes, like the White Mage Divine Veil status removal ability? This way an RDM could, with a specific sub, Refresh the group, which would alleviate spending a good chunk of our time casting Refresh in MP-heavy parties?

NK: This is an interesting suggestion. We'll be taking this suggestion home with us.

1UP: Another thing I was wondering is if Rangers could have their particular bow displayed on their character model, much in the way Semih Lafihna is shown in Windurst Rank Mission cut-scenes. She's always wearing her bow on her back; she looks so cool. I know there are probably memory restrictions, but it would be great to see.

KO: It's probably going to be really difficult to achieve this.

1UP: This is sort of a minor request, but would it be possible for a Linkshell holder/creator to sack his own mules or alternative characters? Since there's no "guild roster" like there is in World of Warcraft, where you can manage your roster whether or not your members are online, I can't actually promote my mules or alts, making me the least powerful members in my linkshell if I'm not on my main character.

HT: The main concept behind the pearls is you have to hand it to someone. One of the problems is that the linkshell system was one of the first things that was designed, so it's very hard to adjust it right now. But with a lot of doors opening recently, we're going to take it back and consider doing something that would make it easier for players to do something like this.

1UP: Besieged adds a whole new Lord of the Rings-style element to FFXI. Traditionally the game has revolved around a number of players (on average, six) fighting a single monster. But in Besieged you have players fighting tons of monsters at one time. Does this present any interesting balance issues?

KO: This is one of the biggest problems we're facing right now, in trying to get it as balanced as possible. We don't want to make it too difficult because there will be low-level players, and we don't want to make it too easy, because players won't have any fun. So that's what we're working on the hardest now, is trying to get the balance perfect before the release.

1UP: Was Garrison the first attempt at something like this, and if it was, was user feedback of the mind that it wasn't nearly as invasive enough, resulting in Besieged?

KO: Actually Garrison wasn't really a step. Before we wanted to do something new with the Conquest and that's what we came up with. But a lot of players wanted a feature where the monsters would come to the towns, and with the new expansion pack it gave us a place to do that. Because we can't bring the Conquest to the new continent, because it's not part of the existing continents, we had to think of something totally new, and that's how we came up with Besieged.

1UP: Yesterday you warned people not to log out in Mhaura, even though that seems to be the gateway to the new expansion areas. Some people took that to mean that the prerequisites lie in other areas, but the way I read it was that it seems like it might actually be dangerous to be in Mhaura after the expansion goes live. On top of that, the recent CoP patch introduced a bunch of new quests, like the Green Sentinel Badge quests, which have you talking to 16 people all over the place, but seemingly go nowhere at the moment. Are there quests that people can do now that they'll need in order to access certain things in Treasures of Aht Urhgan?

[The development team laughs it up]

KO: OK, all we can tell you now is that even if you log in Mhaura, you won't immediately be able to get on the boat to Aht Urhgan. You'll have to do something, and that's all we can tell you. We can't tell you what it is, so you'll just have to wait and see. Just don't log out in Mhaura, and you'll be safe. Regarding existing quests, we'll leave that up to you guys. If you think you need to do them, then maybe you should probably do them.

1UP: There better be a good reason for me to go run around and talk to 16 people in every nation.

KO: It was 20, not 16. [Laughs]

1UP: Even worse! Anyway, thanks for your time, guys. Good to see you all again and thanks for putting so much into what looks like a kick-ass expansion to Final Fantasy XI. See you at E3!
 
Anyone who was at the Fan Fest, can you explain this to me please. I was reading the interview, but I didn't get the part about not logging out in Mhaura. Now I get the part that's saying Mhaura will be where the boat to Aht Urhgan takes off from, but what exactly did they say about logging out there? Are they talking about for the expansion? Or right now? I don't get it.

I'm sort of taking this as there will be monsters, pirates, Aht Urhgan merc, etc here now that will attack. But that would be really dangerous for the noobs coming from Selbina to Mhaura. Now my head's going to be coming up with a ton of theories. :P
 
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Swishiee said:
Anyone who was at the Fan Fest, can you explain this to me please. I was reading the interview, but I didn't get the part about not logging out in Mhaura. Now I get the part that's saying Mhaura will be where the boat to Aht Urhgan takes off from, but what exactly did they say about logging out there? Are they talking about for the expansion? Or right now? I don't get it.

I'm sort of taking this as there will be monsters, pirates, Aht Urhgan merc, etc here now that will attack. But that would be really dangerous for the noobs coming from Selbina to Mhaura. Now my head's going to be coming up with a ton of theories. :P

Well, reading it I don't really get it as it will be "dangerous" to logout there. More like, you won't be able to go straight to Aht Uhrgan as you technically didn't start the mission yet.

I assume it's like with CoP where the mission started in Delkfutt Tower. I assume the Aht Uhrgan mission starts somewhere else, and you need to get the mission before you can take the boat to Aht Uhrgan.

Possibly Aldo in Tenshodo as they said old NPC's will be involved in the missions (and considering Aldo have been involved in every expansion thus far, I assume he's involved in the new one too).
 
Swishiee said:
Anyone who was at the Fan Fest, can you explain this to me please. I was reading the interview, but I didn't get the part about not logging out in Mhaura. Now I get the part that's saying Mhaura will be where the boat to Aht Urhgan takes off from, but what exactly did they say about logging out there? Are they talking about for the expansion? Or right now? I don't get it.

Maybe they'll be changing the map layout to accomodate a new dock, and if you log out in old Mhaura, your character may have problems logging in? I'm thinking about something on the lines of getting stuck in a wall or something. Imagine the amount of GM calls if that happened to all those eager to go to Aht Urghan immediately. ^^
 
The part about BSTs left me confuzzled. Only the question though, not the answer. The person conducting the interview obviously never leveled the job far enough along to understand how zoos worked.
 
He means that you will not be able to get on the ship immediatly when you log in. You have to do stuff thats not in Mhaura so logging there the day of the maint wont help you.
 
Neyla said:
The part about BSTs left me confuzzled. Only the question though, not the answer. The person conducting the interview obviously never leveled the job far enough along to understand how zoos worked.

I agree. He seemed to think we trained mobs to zones to level, when in fact we were merely taking a mob from one area and fighting a mob in another (in most cases). The zone factored little into the decision, since if you're going to be soloing you might as well be good enough to survive without having to zone.
 
Lecan said:
I agree. He seemed to think we trained mobs to zones to level, when in fact we were merely taking a mob from one area and fighting a mob in another (in most cases). The zone factored little into the decision, since if you're going to be soloing you might as well be good enough to survive without having to zone.

pfft n00bs are BSTs clearly as you can see >.>

meh I'm only jk -_-; But yea that guy who was doing the interview seemed not to know about some of the stuff he was saying... and IMO chocobo breeding~> OMFG YES, :) that is all
 
Hmmm, new expansion stuff accessed from Mhaura. Is it me, or is something wrong with the other crags? Living at Mea is like living in Manhattan, whereas all the other crags might as well be Wyoming.

This Chocobo raising thing, to me, is a waste of time unless it grants me a chicken I can get on and off of anywhere I please. It kinda sucks to be on a bird headed just about anywhere and come across the corpse of some poor bastard who died in a really fucked place. Personally, I'd really like to be able to stop, hop off the bird, toss a raise, then get back on and go about my business.

I saw somewhere in there that if enough people want Wyvern Armor they'd do it. /masturbate That would rule!!! Also, with this besieged dealie, I wonder will this finally give rise to DRG's strolling around towns with their Wyverns? I'm doubting very highly that Jeuno will ever be besieged. It's never festive for the holiday events. I guess my dream of 25 dead Daikions will have to continue being a dream.
 
1UP: The Blue Mages are something that fans have wanted for a long time based on their presence in the history of Final Fantasy. The Corsairs were a bit of a surprise, but the Puppetmaster was a really big surprise since there was never a precedent for such a job in Final Fantasy lore. How did you decide to create the Puppetmaster job class?

KO: In the beginning when we were thinking of new jobs, we were first thinking of a Necromancer type of job, where the job would be able to raise the undead. However, we couldn't have undeads running around in the morning and that would weaken the class, because they'd only be able to work at night. So from there we tried to think of something where the player would be able to use a puppet type of...slave if you will, at all times of day, and that's how we got to Puppetmaster.

Just think how close Necromancer was so close to being implimented.....thank god it wasnt.
 
1UP: Have you guys figured out the new abbreviations for the new job classes yet?

KO: OK, we can tell you. Blue Mage is BLU. Corsair is COR.
Hiromichi Tanaka: Milky came up with "BLU" in our last interview. [Laughs]

1UP: It wasn't very hard. [Laughs] What about Puppetmaster?

KO: PUP.

The debate is over, if you want a BUM go level SMN and wear full JSE, thank you and goodnight! *dances happily*
 
Hmm this looks very interesting. I like the organized official feel compared to what could very well have been the rambelings of a madman.

The BLM nerf has a diffrent feel to it when reading this but, then again they tried and make the RNG nerf seem a positive thing. We all know how that ended up... Rngs on the ground bleeding from every hole in their body.
 
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Vondoom said:
This Chocobo raising thing, to me, is a waste of time unless it grants me a chicken I can get on and off of anywhere I please. It kinda sucks to be on a bird headed just about anywhere and come across the corpse of some poor bastard who died in a really fucked place. Personally, I'd really like to be able to stop, hop off the bird, toss a raise, then get back on and go about my business.

Actually, you want be able to ride your choco that you raise according to SE. The only time you'll be able to ride it is in the races. They did say though that if enough ppl wanted it then it could be possible to impliment.
 
Uzor said:
Blue Mages must be within a certain level range of the monster, and be able to get some amount of experience from it in order to gain its ability.
A Blue Mage cannot learn the intended spell or ability if the Blue Mage dies during the battle.

Does that mean that they can learn "Spike Flail" or some other Wyrm moves from Fafnir or Nidhogg as logn as they don't die during the battle? o.O;

If SE programs those abilities for BLU's to learn, but given how powerful they are, doubt SE would do that. It isn't going to be just random abilities, SE still has to decide what abilities BLU will and will not get.
 
Uzor said:
Blue Mages must be within a certain level range of the monster, and be able to get some amount of experience from it in order to gain its ability.

Does that mean that they can learn "Spike Flail" or some other Wyrm moves from Fafnir or Nidhogg as logn as they don't die during the battle? o.O;

Fafnir is level 88-90, Nidhogg 90, Tiamat 95, etc.. Doubt they'll give it more than a couple levels range for learning.

I'm guessing BLUs and BSTs will be best friends.
 
And on the topic of Spike Flail... It's not nearly as strong as people thing. Only reason it's absolute rape is because, as Onions points out, Wyrms are so much higher level than us. Same as how Kirin's Deadly Hold does oodles more damage than a Desert Manticore's.

If an Even Match Wyrm existed, you'd see that Spike Flail isn't all it's cracked up to be. Same with a lot of the famous deadly moves, it's only because you're getting hit by something that's got 10+ levels on you.

I'd love to see BLU get Spike Flail, and it turn out to be a really weak move except against TW. >.>/
 
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