Found an interesting document

Much of the comments toward the NA release were taken in a negative way from some people's point of View. However the author has the same thought as I do about how NA release on a same server was not a good idea for not only JP comunity but for the NA comunity aswell. But that aside I will continue.

03/10/20
北米でWin版が発売。三国周辺は早速シャウトで乱れ、活性化する。
当初は国際交流に関しては積極的な意見も多々あったのではあるが、
その後「PLしろ」「ギルよこせ」「アイテムくれ」といった物乞いや、
セクハラ、PTメンバーを流動的に入れ替えて狩るスタイルなどに対して
違和感を覚え、否定的な意見ばかりが目立つようになる。
同時期に導入されたTabキー変換による自動翻訳で交わされる
「{助けて!!}{帽子}{コッファー}{ありがとう}」といったtellに
拒絶反応を示す人も多く、「JP ONLY」とサチコメに書く人が大多数。
今日までに至る根強い言語別鯖の設立の要望のあまりの高さを見ると、
大半のJPユーザーにとって、鯖混合は極めて不評だったと言える。
和田社長や開発者は「日米混合PTやTab変換が好評で嬉しい」と発言してるが、
どういう層から意見を採取したら、その様な妄言をできるの甚だ謎。

Release of NA version. On the three kingdoms the area is filled with shout and becomes heated. During the first time of international interaction, people had more positive opinions. However with the constant comments such as "PL me" "Give me Gil" "Give me item", the sexual harrasment comments, and the style of PT play where people comes in and out constantly the JP users starts to have difficulties in interating with each other, and negative opinions starts to show more. At the same time the tab translation system were implemented, personal tell such as " [Help me out] [Cap][Coffer][Thank you]" were rejected mostly and [JP ONLY] comments were added in the search comment. Till today, the amount of plead towards the need of different servers were so popular which could lead to a conclusion that merge itself were unpopular. Developers and even the President himself states "JP and NA PT and tab system were so popular that we are greatfull" (HUH!? WHA? WTF??? /dies). Such imagination who god knows where it came from are still a mystery.

[NA問題]
NA problem

FFXIの大きな欠点の一つ、と言える。
日本人は、概ね拒絶の意思が強いのは述べた通りであるが、
一方でNAにとっても今回の鯖混合は好ましくない様に思える。
既に合成市場は先行が駆け上がり終えた茨の道。
ギルもだいぶ流出し、物価が上がってアイテムも高騰している。
日本人によって慣習と文化が作られ、定められたレールの上を歩くが如く
新鮮感がない状態でのプレイを強制されている。
海外サイトの掲示板では「JP onRyはふざけてる」みたいな意見も多く、
概ね「共存できていない」という所では一致してるようである。
一部の高Lvプレーヤーの視点で見ると、NMの取り合い等に関しては、
Ping値が太い方が有利であり、NAプレーヤー達は明らかに劣勢である。
(中華が異様に挑発が早い傾向にあるから、一概にそうとも言えないが)
少なくとも、他所のMMOでローカライズ化が行われる場合、
サーバーの言語に関しては選択の余地がユーザーには与えられるらしく、
それを考えると、FFXIの全ユーザーに対する鯖多民族混合の強制は、
完全にユーザーの事を度外視した、ビジネス視点による物であろう。
日本人に大きく遅れをとっていった為に、そういう国民性だった事から、
NAはRMTに対して寛容的な姿勢をとり、引退する時は垢売りも普通で、
それゆえに中華を大きく呼び寄せてしまったとも言われる。
凡そ「ログインするピーク時間が違うから鯖が一緒でも問題がない」
といったビジネスライクに語られる所謂「ピークタイム理論」は、
ユーザーが被る事になる言語問題や、習慣・常識等の差異からくる摩擦を
総じて度外視しており、今日に至るまで論議が巻き起こっている。
「FF厨は外人排斥するから糞」「英語が話せないからJPonlyなんだろ?」
みたいな煽りも非常に多い。

JP has a strong feeling of rejection towards the NA as explained before, but at the same time for NA it was not a good idea eighther. The already built and controled market, Gil flowing, Rise of the items and price. From the hands of the JP, its culture and custom were formed. The NA people are forced to walk the trail which were made by the JP, without any sort of new discoveries, new stratergies etc.

On Foreign boards, comments such as "JP ONLY" is a racial discrimination, or absurd which already some reaches to the conclusion that we cannot mutualy play with each other which also what most JP believes. (FFXI based) From some High level's view, the people who has lower pings are obviously has the advantage, which in this case NAs are in the disadvantage. (although considering some Chinese 中華 do provoke relatively fast, its not very clear or sure)

The very least, other MMORPG has the freedome for the users to chose their language. Thinking on that fact, the Multi national server merge came from business point of view and completely ignoring the users opinions.

Due to the fact that JP people had the game for much longer, and to be able to compete with them or to work to their standards, such actions like RMT were a needed method, and it was normal to sell their account when they retire, it is believed that these actions might have lured the Chinese gillsellers towards the game.

About "There is no problem because the peak time is different even they are in the same server" is complete bogus since the clash comes the
from differences between the language problem. the custom and the common sense. Users will are still disreguarded and the discussion of this Merge is still talked today.

Such comment like "FFXI freaks are Foreigners boycotts so they suck" and "I can't speak englsih thats why its JP ONLY whats wrong with that?" are pretty oftenly used.

03/11
コルシュなどで意図的に自殺したり、初心者のNA大量参入によって、
獣人支配になる事が多いので、Lv5未満はコンクェに影響しなくなる。
しかし、クフィムやエルシモ、アラゴーニュは未だ獣人支配が続く。
ニンジン汁店売りで簡単にギルが稼げることが発覚する。
が、すぐにパッチのついでに修正される。

- Some regions had some intentional suicides (to lower that reagion's influence of given kingdome I believe), NA newbies entering the game it was often that the region were controled by beastmen. To counter this, up till level 5 the players won't be participating in the conquest. However, places such as Elsimo, Qufim and Alagon (Garliage region dunno the exact spelling) were usually conquered by beastmen.
- Crafters finds out that some crafted beastmen pet items were sold high in shops, of course gets patched soon after.

03/11
「横だまは想定外なので、修正するかも」という類のインタビューが載る。
「戦闘が単調なので廃止して欲しい」という意見がユーザーでも多かったが、
何故か修正後は「横だまがないと面倒臭い」という意見が相次ぐ。
因みに、フラッシュ追加でターゲット固定は相変わらず安易になった。

- "Yokodama" is an uxpected event so might fix it, which was commented in the interview. From users aswell, they stated that the battle was too simple so wanted to nerf it. However, after the nerf, people started to say "Without yokodama takes more effort" (I understand that you hate staring a male character's ass but come on... you guys asked for the nerf).
- Flash and Stun were implemented and maintaining hate became easier.

03/12
全鯖から移転者を募り、Asura鯖が作られる。

Including server migration, Asura server was built

03/12/16
延期された裏世界の導入を除いた大規模パッチがあてられる。
Lv75解禁で、新しい魔法や特性が登場する。
cap解除に伴う最終章と称された限界クエが導入されたが、
一部ジョブの高すぎる難易度等、肯定的や否定的な意見が各自飛び交う。
「Lv75で止めて遊びの幅を広げバランスを取る」といった理由で
cap解除を最後にしたと雑誌で物語れたその考え自体には賛同するのだが、
その後の裏世界やPvsPが満足に遊びの幅を広げたようには思えず、
ジョブバランスに至っては、この後はすっかり放置される事となり、
果たして打ち止めにする意義があったのか首を傾げざる得ない。
これに従い忍術参系や、暗黒のIII系魔法などは廃止されて消えうせる。
戦闘の中心だった横だまは廃止され、シルブレは弱体されたが、
スキル200以降の命中値は引き上げられて、詩人なしでも命中は補えた。
Lv3連携が中心となるようなWSの威力の調整、70以降の精霊魔法の高性能化、
主に後衛向けの魅力的な装備品、フラッシュ・スタン等の新魔法の追加、
精霊魔法の入手難易度の緩和、スキルの追加・引き上げ、2hアビの強化等、
全体として戦闘バランスに関しては極めて良い方向に向かった。
レジストアップの特性が強化されるが、とてとて相手にはあんま効果なし。
殆ど意味が無いアビだったサークルや、特性のキラー系に改変が入り、
敵が怯むようになる。従来はスロウやヘイストだったらしい。
配置変えがおこり、空やランペール、怨念洞が一躍人気の狩場と変わる。
ロメーヴも簡単に中に入れるようになり、人気の狩場の一つになった。
不遇の道を進んでいた暗黒騎士に少し光が指し、一方シーフは没落する。
大車輪が強化されたが、50程度もダメージは増えなかった。
新WS導入に関しては、潜在クエと呼ばれるクエストで習得する形となったが、
本来Lv70で習得できる筈だったWSや、スキルBでSPWSを持たないジョブ向けに
開放されたWS(性能は悪い)など、いまいちやり方には釈然としない。
修道窟等の獣人本拠地奥が調整されるが、配置が悪い上に、
奥以外の所は放置されてるので、狩場としては依然と死亡気味。
オークのHPが調整されて、回避策には狩られる様になった。
マンティやワイバーン等強すぎるモンスターに経験値ボーナスがつく。
その敵から貰える経験値が1.2~1.3倍されるという仕様で、
旨い敵と不味い敵の格差の解消、ひいてはLvが同じならHPもほぼ同じという
敵の没個性さも解決できうる物だったのだが、高Lv帯の一部のモンスターや
ヒポグリフにだけにしか導入されなかった。
免罪装備と共に、所謂空NMや3大レア(上位)といったHNMが実装される。
空NMは、トリガー形式を採用した事で(取り合い自体はあるが)、
比較的体に優しい形のHNMとして成功を収める事になり、多くの空LSが勃興。
HNMに縁も無かった人も週末活動だけでアイテムを取れるようになった。
一方、3大レアは、1日popのHNMの3日~9日間隔の抽選という対照的な仕様で、
中小LSでも勝つのは左程難しくはない程、歴代の最強HNM群と比べて弱く、
独占意欲の高いHNMLSは、毎日をHNMに費やす負担がかかった。
プロマシア以後も3大レアより戦利品が良いHNMはいまだに実装されてない。
一部で猛威を奮っていたグラビデがNM戦だと耐性をもたれる様になり、
マラソン(Kiting)の難易度がこれまでより上がる。
が、最強のHNMがスリプルで寝るのは意図的に認可したようである。
護衛クエストが実装される。
ガリスンが追加される。
長い事要望されていた「家具に意味をもたせろ」が遂に実現するが、
「アイテムを収納できる事でスペースは取らない」という消極的な物だった。
しかも、本国に帰らないと使用できない。
謎の樹木の挿木が追加され、属性杖がユニクロ製品になる。

- Dynamis were still un implemented but a large scale patch has been taken place
- Level cap has been lifted to 75, and new spells and abilities has been added.
- The level cap has been anounced and what it takes place. However for some jobs its difficulty were so severe (/point rdm), several discutions and flames were going on amoung the users.
- The cap being 75 and not planning to go any further was agreeable, however the implementation of Dynamis and PvP alone were not taken as an expantion of enjoyment, about job balancing issue has been completely forgotten and people question was there any necesity of holding the level?
- With this patch, the dreams of Drk getting 3 line of spell and Ninjas getting 3 line of ninjutu has been canceled.
- What we could say the core of the battle Yokodama has been nerfed, and Shield break has been nerfed at the same time. However the accuracy formula of skill 200+ has been revised and improved, which made possible for melees to have enough accuracy even without a bard.
- Level3 Skill chains power, the strength of 70+ black magics, addition of new usefull gears towards the mages, Flash and Stun addition, improvement in drops of Black magic scrolls, Skill and 2hour ability improvement, all in all towards the combat balance has been facing the right direction.
- Resist up traights has been improved, however towards ITs they were insignificant.
- Abilities which considered a waste, such as killers, and circles has been enhanced ant the mob now gets paralised from time to time. Previously these traights seemed to have a slow or haste effect.
- Some mobs has been swapped in its location and hunting ground such as KRT, Sky and rancor's den has become a popular hunting ground. Made easier access to Ro Mauve and it also became one of the popular place to hunt.
- Drk who were always in the darkest of paths, had a new light in becomming a strong attacker. However the thieves the thieves becomes unpopular.
- Wheeling thrust has been improved, but damage wise it didn't even risen over 50 damage.
- About the new WS, it was made for questing to remove those latent effect. But in reality it was planned to eighther aquire at level 70, or to give those jobs who have B trait in skill and not have an SPEX ws to have another fighting tool their way of implement were pretty suspicious, if not stupid.
- The Beastmen headquarter areas has been retouched. However it is located in such a bad place and only the interior has been modified, these places has remained dead and un populated.
- Orc's HP has been modified and retouched and it was used as an alternative hunting ground.
- Mobs such as Wyverns and Manticores has been added a bonus exp since they were stronger than usual mobs. By putting this 1.2 ~1.3 more exp than their level, they have tryed to avoid which mob is easier and gives more exp and such. However due to the fact that these were implemented in such a minority of the mobs that people simply ignored it.
- Abjuration and Sky NM, the Big three HNM (I have no clue what they are... not the 3 dragons.) has been added.
- Sky Nms are basically triggered NM although it sitll has competition, it became an easier type of HNM and due to many successes the amount of Sky LS has increased. Those who never hunted or had a chance to hunt an HNM, could manage to get something out of them by just playing on weekends.
- However, the Big Three NM are a lottery pop of an NM that pops once per day and has a spawn range of 3~9 days. Its strength itself was not high and it could be even to a medium scaled LS, however those item greed LS had to start camping the Placeholder HNM itself every day to have the chance of the Big three HNMs. (Could this be Nidhogg, adpi what ever and another one?) But even after promathia, there hasn't been any HNM that had a better drops than these HNMs.
- Gravity towards NM has been somehow nerfed that the effect of gravity now have half effect when it is applied for the second time. This has been adressed.
- BUT, somehow they allowed to keep the HNM to sleep (DOH! stupid stupid stupid -_-)
- Escort quest has went live
- Garisson has become live
- Many people begged to make the furnitures to have some meaning. They have added the new container type of furnitures, however it uses your space and also cannot be used unless you go back to your home town. (and since jeuno is hometown to most of the people now it is pretty pointless...)
- New recepie to make a crafting component needed for the elemental staffs were made and the Elemental staffs become a common items towards many users.

04/12
失敗に終わった巨大生物イベントが、敵をツリーにしただけで開催される。
ユーザーの参加意欲を極めて過大評価していたようで、
当初はどんなに削っても全然HPが減らず、修正すると共に
「ツリーを全て倒せなかった鯖はOPテレポを実装しない」と脅しをかける。
全鯖でツリーは倒され、OPテレポは非常に重宝されている。

The big christmass tree event which is the clone of the big toad event has been made. The day it was implemented the hp of this mob never decreased. (but people used it to skill up lol lol lol) After it was fixed, the company have threatened the users that if the tree is not killed, that server won't be allowed to use the OP teleports. Which the users kill and now happily using the teleport service.

04/01
裏世界デュナミスのテスターを募集しはじめる。
負荷テスト程度にしかならなかったようだが。

Started to gather dynamiss beta tester. Although it has been like a bandwith test than anything...

04/01
削除されたキャラクターの復活が可能になる。
ユーザー間で紛糾していたとある事件への間接的な対応という見方も。

Deleted characters are now able to regain their characters again. This was rumored that it has been implemented from one of the user incidents that happend beforehand.

*Note, this very incident happend in our very server Quetzalcoatl. It is known as Earth's Festival. To summerise, Earth has used the friend's account in real life since that very day that friend went to visit his house and used her account in Earth's house, left it logged in and told him to delete the user when you are done. What Earth did was to loot every valuable item from there, deleted Ibara's character. When Ibara logged in, she was with newbie gear and level1. Soon discovered that Earth's mule has sold all the valuable through AH. Won't go into more detail since it might end as a 1k essay post.

Have to pause here since I have an urgent matter to attend now. Bleh hate jumpy work schedules.
 
Sorry keep bumping my own thread but I want this finished by uh.. well don't know when but soon lol. Well here we go:

04/02/26
鳴り物入りで宣伝されていた裏世界が遂に実装される。
事前に公開テスト等で大体の内用は伝わっていた物の、あまりの負荷や、
低すぎるレリック(AF2)のDrop、つまらない戦闘展開、難がありすぎる仕様等、
当時は極めて不評を博した。一方で、楽しいという向きも一部にはあった。
結局、今日に至るまで裏自体は頻繁に毎週開催されてる物の、
そもそものシステム側の問題をユーザー側で解決するのも限界があり、
「他にやる事がないから」といった消極的な理由に因る側面が強い。
戦闘関係は殆ど放置される。
砂漠に暴走サボテンが追加された。
骨のブラッドセーバーが強化され、一気に物凄い量を吸収するように。
ウェポンやガーディアンなど魔法反応の敵が、
同族がかけた魔法に対しても反応していた不具合が修正される。
同時にウェポン同士の辻行為もこれ以降無くなった。
一方で、オバケにサイレスが簡単にはいるようになった。
サービス開始前から特別にマップも用意されていた世界各地の謎の装置が、
何の面白みのない仕様で導入される。
高性能な召喚獣であるフェンリルが、高難易度のBCで取れるように。
赤魔の限界5があまりに難易度が高すぎたということで、緩和される。
白いドレスが、高価な素材や、結婚式サービスでの景品として実装される。
最初は高価だったのでこれを機に結婚しようというカポーも多かったが、
筆者の身の周りで結婚サービスが実施されたという人は終ぞいなかった。
遠征軍が追加される。
アーティファクトクエを再度受けられるようになり、
これで心置きなく要らない部位を捨てられるようになった。

- Dynamiss now went live
- Even understanding the concepts of Dynamiss itself pre launch during the test phases the lag that produced, the poor AF2 drop rate, boring repetitive encounters, difficulties setted way too high for it standards made the users very disapointed of what was most seeked. Ofcourse there were some people who does enjoy. As a result, till today there are tours of Dynamiss opening every week. However the systematic problems that a game have has a limit that the player can control, and with countless runs people simply go there with the mind set of "there is nothing better to do".
- Battle system were also forgotten
- A high speed cactus NM has been added
- Skeletons blood saber now absorb ridiculous amount of hp (like 150 from each member usualy about 90~110s)
- Hard to explain this one... it seems that before the caster type weapons cause link to other magic detecting mob when they cast a buff toward other weapon.
- Silence is now easier to land on ghosts.
- Rune gear has been implemented from a quest of the mysterious devices that were located in several areas.
- Fenrir has been added
- Rdm Genkai 5 has become easier (doesn't use fire3, doesn't attack that fast)
- Wedding dress and its crafting material recepies has been added.
- Artifact quest can now be repeated.

04/03
「バランスももう少し見直してみよう。特に竜」等と、
既に殆ど放置状態に入ってるような不穏な発言がなされる。

- Lets think about balance, specially dragoon. Such topic were becomming hot in the boards.

04/03
北米でPS2版が発売する。北米でのHDDにはFFXIが同梱されているとか。
日本に限らず、PS2ユーザーにはお子様が多いらしく、
所謂「害人」はここで大量に参入してきたとかなんとか。

NA PS2 version of FFXI released. Not only in JP but in NA PS2 users has alot of kids, and they have named these wannabe kids "Gaijin" (with different word, meaning Plague people).

04/04/23
バリスタと呼ばれるPvsPが実装される。
競技形式のPvsPに対して、新鮮で肯定的な感情を抱く人が多かったが、
エントリー等仕様上の難や、バランスの悪さ、報酬の魅力の無さなどを抱え、
結局、バリスタ自体は徐々に寂れていき、一部の愛好者に好まれるのみに。
暫くは公式でスケジュール告知などで注目さされる。
間隔999のレリック武器で多段WSを撃つと100以上溜まってしまうからか、
遂に、多段系WSによるTPの異常な高速溜まり具合が修正される。
しかし、乱れ討ちによるTPの溜まりは修正されていない。
その代わり、モクシャ等の与TP減少特性も一部に追加されたが、
結果として、一部前衛やWSの存在意義を大きく下げてしまった。
属性WSでもTPが溜まるようになったが、最早復権することは無かった。
竜に念願の子竜HP回復アビリティや子竜の送還が追加されるが、
しかし、最低限の処置で、竜はこれ以後ネタとして扱われるジョブに。
シーフに射撃武器が与えられる。
ペットのマスターの名前が表示されるようになるが、バグ多数。
裏世界の続きとなるようなフィールド部分のエリアが実装され、
同時に解析により、存在意義不明であったレリック武器の最終段階や、
それを用いて使用可能になるWSの映像や画像がユーザーに知られるが、
FFXIには珍しいほどの極端なレア仕様に、極少数以外は強化を諦める。
実装済の都市部裏エリアに、ボス撃破後の大量popの追加があり、
ジュノ辺りは完全に負荷やバランスが無視された仕様となってしまう。
またAF2のDrop率が引き上げられるが、何故かこれは告知されなかった。
召喚獣の習得クエがLv20用に難易度が下げられて追加されるが、
既にフェンリルがないと召喚を上げるのは困難になっていた。
免罪符習得クエと噂されていた追加クエは、単なる召喚士専用のクエ。
開発情報等で長い事水面下で動いていた指定生産品クエが実装されるが、
結局ギル回収なだけで、合成の旬などは少しも感じられない仕様であった。
遂に合成品に自分の銘を入れる事が可能となった。
家具に対して収納以外の付与効果がつくが、自分のしたい合成に対して有利な
支援効果をとるのは、釣り以外は収納数と反目する仕様であった。
追加クエで、結婚式で貰える指輪と同じ物が作れるようになったが、
ヴァナ婚は各自ユーザー側でやれというメッセージなのだろうか。
Menthorシステムが実装。有志による初心者対応といった感じ。
/hurray追加。すぐに廃れる。

- Ballista has gone live. Many people were seeking this feature but due to the unbalancing feature, the difficulties of entry procedure, lack of prize items had made only a fraction of the people to participate in the PvP.
- Using the 999 delay weapon exploit, when used a multi hit ws they received 100+TP instantly. To adress this they have nerfed the TP system completely. But this never affected Barrage. As a result, some of the job's WS has become gimped (Dragoon pentathrust, guilotin and such) and lowered there presence in the party.
- Dragoons were gifted now with spirit link, the long awaited dragon curing ability. But at this stage dragoon has been treated nothing but a entertainment job.
- Thieves now have the shooting skill (射撃 I dunno how is displayed in english version)
- Pets now have the master's name, but with bugs.
- New fields which made us to believe its the followup of Dynamiss were added, the mistery of the existance of the relic weapon now they were shown they have their own WS when they were polished to the final form to the public. However the rarity of the money, the vast amount of gil needed and time sink made many users to simply give up.
- New parts were added in dynamiss that when ever you defeated the boss had a feature that loads of monsters spawn around them which made Dynamis Jeuno completely unstable, and unbalanced in difficulty.
- AF2 drops has been stealthly increased without any announcement.
- Summoners have now able to get their avatars at level 20, however it became difficult to level a summoner without having fenrir at your disposal.
- Mentor system was implemented.
- The quest which were thought the reward were an abjuration resulted as a Summoner only quest (Evoker's ring I bet...)
- You can now put your name in your crafted items

[中華]
Chinese (gilsellers)

春頃から、世界各地に「中華」と呼ばれる勢力が目立つようになる。
シリーズ化しした名前(Pokotana Pokotanb Pokotanc,,,等)で、
ピンイン語を話し、一人で何垢も用いたり中の人を変えながらPTを組んで、
24時間体制で、「RMT目的で」ギルを稼ぎまくる彼らは、
リネージュIIなどで暴れまくっていたゲーム内の労働者であった。
有名な所ではオルデールの鍾乳洞などに張り付き独占を続けつつ、
時にはプレーヤーに対して嫌がらせやMPKなどをしていた。
(筆者はあの労働者募集の張り紙を02年のうちにSSを目撃した事があるが)
中華は、忽ち大問題となるが、当然RMTを取り締まる姿勢は見られず、
ヴァナディール内の有名な金稼ぎスポットは、中華に占拠される事となる。
(勿論、RMTの摘発・取り締まりは物凄く難しいことであるのだが)
この中華問題は、FFXIを楽しむ上で大きな障碍となっている物だが、
言語問題と同じく、解決や対策の見通しはいまだにたっていない。
結局、RMTが可能になるようなゲームシステムにも問題があるのだが、
最近ではRMTサイトが検索エンジンのトップやスポンサーに登場するなど、
ユーザーのモラル意識が非常に低下している感も拭えない。
改めてRMTに反対する姿勢を見せ、banも行使しているらしいのだが、
いまだヴァナディール全域に中華は多く生息している。
インフレもあり、RMT相場は下落している。

Since this spring, there have been increasing amount of Chinese gill sellers throughout the area. (I will abreviate as CGS later on) Their name were always similar with each other, and they own multiple account controled by a few selected people, swapping players and acting 24/7. Their goal are "Real money trade RMT". These people are hired workers and also were those users who have destroyed LinageII. (I know makes little sence but I really don't know how to explain this)

Soon after the CGS has become a major problem. But the RMT itself were a difficult problem to deal with, and not enough mesures, if not no mesures were taken to counter this situation. Vanadiels famous gil farming spots were flowing with CGS, and conquered. This problem is a major hit to the people who are enjoying FFXI, but similar to language barrier problem, solution or counter measures are still not taking place.

It is true that the problem comes from the game mechanics allowing this sort of action, but recently RMT websites can now be searched in the search engines. The User morale is starting to decrease dramatically these days. They took some action again, and banning has taken place but still in Vanadiel these CGS are high in number. Inflation are taking place, and the RMT prices are getting lower. (Which helps more people to access the RMT)

04/04
プロマシアの呪縛発表。
新ジョブ等がない事は既に告知されており、ジラートとは違って当初は
予定がなかった拡張であるらしく、現行のFF11を踏まえて作成されるらしい。
しかし、出来上がったものは誰もが求めてないものだった。

- Chain of Promathia expantion has been announced. It was announced before that no new jobs will be added. Unlike Zilard, this expantion was not in the plan of developing and was made separate from FFXI. But the product itself when it was released was something that no one wanted.

04/06/29
バリスタに対してエントリーが自由になるなどの調整がなされるが、
どの道過疎化は止まらなかった。
メリットポイントというLv75以降の成長要素が実装される。
Lv支配のゲームで微増なステータス増加には懐疑的な声も多かったが、
メリポ稼ぎ自体は一応それなりに続けられている。
一部エリアの配置が変更され、少なかった70以降の敵が増加される。
プロマシアが出てもこの時に増えた所が、主要なメリポ稼ぎ場となった。
BCがまたもや粗製濫造される。
エヴィサレーションの属性が変更になり、暗黒との相性もよくなる。
が、結局闇連携の時代がくることは、プロマシア以降もなかった。
アラ印章BCが追加されるが、ジョブを選抜する上に、Dropは貧相。
追加された武器の強さを検証中に、武器ランクと便宜上呼ばれる部分が、
今年の春前後から追加の武器全てに反映されてない事が発覚する。
この値が加算されてないことが発覚する。
ガリスンの対象が拡大し、魅力的なアイテムも多少は追加される。
マネキンが追加されるが、単に武器防具限定で収納数の多い家具。

- Ballista's entry has now become free. And more ajustment were made. But already the heat of PvP has ended to most of the users.
- Merit point system has been implemented. For the amount of exp needed and the very minimum increase in its spent points some people have complained. But sitll they keep exping in order to aquire their MP.
- Some areas of the existing map has been modified and more hunting grounds for the 70s were made. (which were very small in number)
- BC ajustment (I think the no buff thing)
- Evisaration's WS element were changed and now thieves can work with drk better. However, the era of Drk skill chain has never come even after Promathia release.
- Alliance BCNM were has been implemented. However, they demand specific jobs, the amount of people needed and the poor drops compared to its effort needed, it never became popular.
- Garrison has been improved and some nice items were added.
- Manequin has been added but it became a simple Armor storage that occupies your space.

04/08
既に深刻なまでにヴァナに氾濫していた寝釣りだが、
ラバオでよく釣れる錆びたキャップを磨くと一つ2500ギルで売れるという
昔からあった金稼ぎが広まり、一気に寝釣りが集結する。
皮肉な事に、この錆びキャップは寝釣り対策として追加されたものだった。
光のクリスタルは超高騰し、塊が一つ10000ギル以上で売れるようになり、
空での光エレの取り合いが進むが、なかなか修正されなかった。
この頃にはもう加速するインフレ傾向が確認されている。

The already infested Fish bots has now spread the world the easy way of making money. The Rusty cap polished could sell to vendor for 2500 gil, now this rumor has been spread out and more Fish botters have gathered in Rabao. Sadly, this rusty cap itself were planned to counter fish bots. Light crystal has become more and more expensive and it reached to a stage that 1 cluster were 10k gil. This made many people go to sky in search for light elementals. During this time, the inflation were already starting to appear.

04/09
欧州でサービスを開始するが、例のピークタイム理論を持ち出し、
欧州参加の為に鯖を増やす必要はないと告知する。
しかし、拡張発売で鯖人口が増えた為、後に鯖追加を告知する事に

EU service has started. However they never made a server for them and brought back the (Pointless stupid and unlogical) peak time theory. However post promathia release the overpopulation became absurd and made more servers.

04/09/14
プロマシア事前パッチ。
ジラートのような大規模なパッチを期待していた人も多かったが、
履行に属性がつき、大車輪が強化された以外は、戦闘関連は殆ど放置。
空蝉は弱体化されて範囲攻撃に弱くなったが、それでも忍盾は健在。
ブリンク・心眼は範囲スタン攻撃などに意味を成さなくなった。
メリポの用途が大幅に拡張されて、スキルや敵対心も弄れるように。
武器ランクが反映されない不具合が修正される。
経験値の貰える上限が上がるが、構成がよくないと貰えそうにはない。
この頃になってやっと錆びたキャップが修正される。
鞄クエ6が追加されたが、「欲張り」という有り難い非難つき。
制限エリアでの経験値はメリポならフルに入るようになったが、
肝心の経験値は制限されたままで、これが後の仇となる。
昔導入が見送られたチャージ制のアイテムの成れの果てか、
エンチャントアイテムが実装。デジョン杖やリレイズ装備などが便利。
採取の一部として潮干狩りが追加されるが、論外。
/shotdownが追加され、一瞬でログアウト~PS2電源オフが可能になり、
また、PS2にプロマシアのディスクを入れておくと、
PSBBやPOLをショートカットしてFFXIのトップ画面に行くようになる。
これがプロマシアでの一番の進歩、という意見も多い。

- Pre Promathia expantion patch. People has expected alot of things adding like pre Zilart patch.
- Blood pact moves has now got an element implemented (in some of them.)
- Appart from Wheeling thrust has been enhanced, no other battle change has been made.
- Utusemi has been nerfed, however the ninja tank is still intact, and continue to be so.
- Blink and Third eye now has no meaning towards weapon's Stun AoE.
- Merit point possibilities has been expanded, now you can have more enmity, or less more skill and other things. On level restricted areas, exp were added to your main level when you are on merit point exp, but never implemented to the actual level exp. (hence it won't increase your level exp)
- In the past it was planned to put items with charges, now it came live items which has enchantment effect.
- New harvesting type has been added (dunno name in english) but nothing amusing.
- Now with Promathia disc the PS2 users can skip pol window and go directly to FFXI screen. Also with /shotdown you can logout and the turn the PS2 off. People say this is the best feature added in Promathia expantion.

04/9/16
認証鯖が死亡。
サービス開始時と同じ愚行を何故繰り返すのかと批判続出。
新エリアの地図が無限に買えてる不具合が発生。
ジラートの時と同じ愚行を何故繰り返すのかと批判続出。
これ以後、ver.upに失敗したらインスコを最初からやり直しという
酷い災難にみまわれるようになり、鯖管理まで低質化したのかと批判続出。

- Registration server died. (again...) Making the same mistake as when the game was first launched made unpopularity.
- New area maps could be bought over and over. Same as in ZIlard expantion release... unpopularity from users.
- After this event, when you failed to version up users were asked to install the FFXI from the very start. With all this F*ck ups alot of users became angry that not only have bugs but server maintenance has been screwed? Unpopularity again rose.

[プロマシアの呪縛]
Chain of promathia

事前から公表されていた通り、ミッションが目玉な拡張であったが、
その実は「ミッションしか無い」という遥か斜め下の内容。
ミッションも、初期のデルクフや飛空船にも似た調整の甘さがあり、
戦闘バランス放置で、参加しにくいジョブが出る問題も解消できず、
プロミヴォン等の道程の厳しさは極めて不評。
ジュノに来たばかりのLv20程度の人でも楽しめると言っていたが、
実際は最初のLv30制限のプロミヴォンも、結局最後にBCがあるので、
Lv30である事だけでなく、特定のサポ、一定以上の装備は無論の事、
特定のジョブである事すら参加条件に要するほどの難易度であり、
到底Lv20程度の初心者が参加できるとは思えない。
Lv制限のおかげで、Lvcap解除での難易度の低下も見込めない。
新エリアは40エリアと公表されていたが、BCエリアも加算する所か、
「裏」に相当する完全流用の7エリアも入れて水増しされている。
最初の頃は、物珍しさに惹かれて観光も盛り上がったが、
結局、僅か2,3エリア程度がLv上げの狩場として活用されるだけで、
あとはLv制限エリアを筆頭に、即座に不人気な過疎エリアと化した。
新敵の追加数はテクスチャ違い含めジラートの時よりは多かったが、
攻撃間隔が全体的に早く、旧モンスターにもWSが追加されている。
配置に難も多く、そもそもLv制限下は経験値がフルに貰えないので、
ジラートの時とは違い、新エリアが狩りのメインになる事は無い。
「まずは仕掛けから入ってマップを製作した(河本氏談)」らしく、
その所為か、利便性が度外視され、ユーザーに負担を与えるだけで、
全くゲームとしての面白みがないエリアが続出。
新ジョブ・魔法・アビリティどころか、大きなバランス調整も無く、
ミッションの高めの難易度や、Lv制限からくる装備調達の負担などが、
2年半近くも遊んできたユーザーにとって余り魅力的な物と映らず、
プロミヴォンから「プロマシアは失敗作」と即座に評価されてしまい、
今日に至るまでその評価が覆る事はいまだ無い。
「時間がかかり、多人数拘束が必須」というFFXIの悪い点が、
何一つ改善されるどころか、むしろ悪化している。
目玉の一つとして告知されていた「装束」も性能は大したことなく、
その割には異様に入手難易度が高すぎる部位もある。
個人的に、高難易度のミッションの追加自体は問題ないと思うが、
FFXIにおいて、所持できるアイテムの数が割と厳しく制限されており、
Lv制限があまりマッチしたシステムの様にはどうも思えない。
(巧くいけば、Lvが離れた人達と遊べる大きな改革も生まれたが)
既にNAも多くがLv75に達しており、BCだけでなくエリア全体にまで
ここまで大規模なLv制限を課す必然性はないように思う。
何より致命的だったのは、Lv75に到達してもいまいち遊びの幅が薄く、
飽きを感じ目標を見失ってる人に対して、新しい遊びの幅どころか、
既存の延長線上の遊びすら、提供しなかった事ではないだろうか。
ディレクターの河本氏は「横への遊びの幅を広げる為に作った」と
言ってるが、プロマシアで新しく加わった遊びは皆無である。
ミッションやNM、新裏、メリポ等は既存の遊びの延長にしか過ぎないし、
そもそもプロマシアはそれすら未だ満足に拡張してはいない。
河本氏の「横へ遊びの幅を広げる」とは「Lv制限で横並びにする」を
結局は意味するのではないのだろうか、と思えるぐらいに
プロマシアの実態は、インタビューの内容と食い違っている。
結局、縦への拡張は止めたのに、横にも全く拡張しなかった事で、
「FFはもう終わりではないか」という声が強くなった。

As announced before, this expantion has put alot of effort in the mission contents. However it became a product that there are only missions added and nothing else. Missions aswell, like the previous errors they made, there were jobs which were difficult to participate due to the horrible balance, and the difficulty to surpass the long way in promivon has made this expantion further unpopular.

Users who just hit 20 could also participate, so were told towards the users. However the first mission being 30cap, has a BCNM fight in the end, not only your cap is 30, but specific jobs were required, with demanded sub and must have gears, even the most wanted job were asked to have specific items on them. Such difficulty are too much for those people who has reached level 20 for the first time. Due to the level cap, the possibility of lifting the level cap in order to make things easier were not possible.
At first curiosity and sight seeing were happening often. But in reality only 2~3 areas were used as leveling up purpose, and most of the new areas were not populated.

The textures and new mobs amount were larger than in Zilart, however all these monsters have a very fast melee attacks, old model mobs has new WS. Their location is pretty bad, and under the level cap influence you cannot get Full exp, unlike in Zilart there were no such posibility to use these new areas as specific level hunting ground.

ARG!! sorry work call just rang.. I need to leave half translated. I will edit this post probably on monday (since I have work scheduled during the weekend... GOD SOMEONE SHOOT MY BOSS IN THE HEAD PLEASE! /sigh) I probably able to finish all on monday. Should there are any correction needed in my translations please mention it in here.
 
Shia said:
GM giving information to an illegal user has been punished. It was to demonstrate how strict Square deal towards those who break the regulation. However, since everyone knew about how corrupted the Gms were they had more suspicious views towards the GM rather than respect.


I soooooo want to know this story...
 
Well here I am. Continuing from where I left before (gosh this post surely went down fast. Too much posting in general lol)

「まずは仕掛けから入ってマップを製作した(河本氏談)」らしく、
その所為か、利便性が度外視され、ユーザーに負担を与えるだけで、
全くゲームとしての面白みがないエリアが続出。
新ジョブ・魔法・アビリティどころか、大きなバランス調整も無く、
ミッションの高めの難易度や、Lv制限からくる装備調達の負担などが、
2年半近くも遊んできたユーザーにとって余り魅力的な物と映らず、
プロミヴォンから「プロマシアは失敗作」と即座に評価されてしまい、
今日に至るまでその評価が覆る事はいまだ無い。
「時間がかかり、多人数拘束が必須」というFFXIの悪い点が、
何一つ改善されるどころか、むしろ悪化している。
目玉の一つとして告知されていた「装束」も性能は大したことなく、
その割には異様に入手難易度が高すぎる部位もある。
個人的に、高難易度のミッションの追加自体は問題ないと思うが、
FFXIにおいて、所持できるアイテムの数が割と厳しく制限されており、
Lv制限があまりマッチしたシステムの様にはどうも思えない。
(巧くいけば、Lvが離れた人達と遊べる大きな改革も生まれたが)
既にNAも多くがLv75に達しており、BCだけでなくエリア全体にまで
ここまで大規模なLv制限を課す必然性はないように思う。
何より致命的だったのは、Lv75に到達してもいまいち遊びの幅が薄く、
飽きを感じ目標を見失ってる人に対して、新しい遊びの幅どころか、
既存の延長線上の遊びすら、提供しなかった事ではないだろうか。
ディレクターの河本氏は「横への遊びの幅を広げる為に作った」と
言ってるが、プロマシアで新しく加わった遊びは皆無である。
ミッションやNM、新裏、メリポ等は既存の遊びの延長にしか過ぎないし、
そもそもプロマシアはそれすら未だ満足に拡張してはいない。
河本氏の「横へ遊びの幅を広げる」とは「Lv制限で横並びにする」を
結局は意味するのではないのだろうか、と思えるぐらいに
プロマシアの実態は、インタビューの内容と食い違っている。
結局、縦への拡張は止めたのに、横にも全く拡張しなかった事で、
「FFはもう終わりではないか」という声が強くなった。

First we make the events and plots then make the map was the concept of Promathia map making, some say due to this the difficulty of accessing the areas has made frustration and not enjoyable. Without new jobs, spells nor ws added, no modification to the battle system, High difficulty missions, the need of rebuying certain gears due to the level restricted areas were not attractive towards users who played the game for 2+ years, just by experiencing the difficulty of Promivon, people had judged the expantion to be a "Failed product". Till today, Promathia missions has never been a popular expantion.

"The need of people and large timesink" were always a negative point in FFXI. In this expantion not only they haven't fixed on this issue but it made it even worse. The awaited new "Outfits" were not that good status wise, and considering how hard to obtain them it was not worthwhile. Personaly the high difficulty missions are not a problem, but considering that FFXI system allows very limited items to carry in their inventory, the level restriction doesn't seem to match very well to the FFXI system itself. Already alot of NA users reached level 75, and I (the author) don't see the necesity of such wide scale level restricted areas appart from BCNMs. The major problem were: Due to the lack of things that players had once reaching 75, not adding new contents to their standards and further more they have not expanded what were currently doing (adding new 70s hunting areas and such) were a major hit. The director of CoP has stated that they have extended the prograssion of the lower levels, which is the truth that nothing new has been added appart from mission concept. Mission, NM, New dynamis, New merit point are mere expantion of existing things, and not even that is done well in CoP expantion. The Director's "Expanded the lower level content" could be interpretate as "Expanded lower areas with level restriction" to many users. It was this severe that the expantion itself were so different from the interviews pre launch. As a result, not adding any progress towards the end content and not fullfilling enough to the low level content by placing severe restrictions, some believe FFXI is reaching its end.

04/09
店売り黒だった新エリアのDropアイテムの店売り値段が下げられる。
獣人から盗めるミスリル貨が銀貨に格下げされるなどの徹底ぶりで、
新エリアの数少ない魅力的な要素が無くなり、過疎化を加速させた。

Items which made profit by vendor selling has been nerfed. Before hand you could steal mithril beast coins from beastmen, but they have swapped them to silver beast coins. This has further made the new areas unpopular, and users have deserted from these places.

04/10/06
誰もが予想してなかった一ヶ月にも満たない時期のパッチ。
色々とプロマシアの内容に調整や修正が加わる。
ミッションの続きが実装されるが、難易度は極めて高いものとなる。
一度に18人しか戦えないのに、20~50人もの人数が必要な強さで、
しかも戦利品が粗末なHNMが追加される。
装束のレシピが追加。入手難易度と性能が完全に乖離。

The unexpected patch which were launched before a month passed from the launch date. Modifications and adjustment has been made to the Promathia contents. Mission has been expanded but the difficulty remained very high. Even having the 18 men alliance restriction, they have implemented an HNM which needed 20~50 people, adding the fact that their loot is poor. New costume has been added, but has a outrageous difficulty to aquire them.

04/10
既存鯖から移転者を募り、HadesとRemoraが作られる。

Hades and Remora has been made with Server transfer service.

04/11
EQ2とWoWが北米でリリースされ、FFXIを引退する人が相次ぐ。
そもそもプロマシア自体を購入しなかった人たちが多いとも言われる。
時期は未明だが、この頃には北米版の公式サイトに
「辞めるなら、コンテンツIDの解約だけにしてPOL退会は止めてね」
と言った旨の文章が掲載されている。

EQ2 and WoW becomes live, and people who has retired FFXI increased. It was said that there were many people who haven't bought the Promathia expantion aswell. We do not know the time but there were a comment from Square stating "If you retire, please cancel your content ID but not of PoL" in the American official home page.

04/12
スタック数が99個になるアイテムが発表されるが、
予想を大きく裏切って、スナック系の菓子だけだった。
その菓子は効果時間も5分にされて、産廃。

Some items become stackable till 99. But most people felt betrayed since the stackable items which became 99 were mostly snacks and foods, which those effects were reduced to 5minuit.

04/12/09 大規模パッチ
容認と言われたRMTに「禁止」を改めて宣言し、一部プレーヤーに対する
独占に対する対策など、中華を一応は問題視してる姿勢を見せるが、
パッチ内の対策だけではまだまだ不十分で、代替アイテムも機能してない。
現時点での最終以外のプロMの難易度が下げられ、やり易くなる。
新エリアにNMが配置され、クエ絡みでアイテムが手に入るようになるが、
根本的な過疎化対策には全然なりえてない。
告知もなくPC側のWSに一切DAやTAがのらなくなる弱体がされる。
食事改革が入り、一部下方修正もあったが、良い意味で複雑に細分化した。
寿司で命中が気軽に補えて、とてとてに攻撃が容易に当たるように。
競売の手数料が引き上げられ、締め付け政策とされ物凄く不評。
目玉の一つだったチャットフィルター改革は、結局改悪に近い仕様となった。
シーフに特性がついて、騙し討ちだけである程度ダメージが与えられるが、
それ以外の戦闘関連に関しては殆ど放置状態を貫く。
BCがまたもや増加する。

- RMT restriction has been anounced once again towards the users. The NM has been changed slightly to prvent users to camp continuously in the same place, however this made the CGSs to worry a bit but still was not strict enough for them to stop their activities. The items which replaced old NM dropped items, this solution still fails to be effective. The promathia mission difficulties has been reduced, and new NMs has been added throught the new areas involving quest item drops. However this is not good enough to be a solution.

- Without warning, Double attack and Tripple attack no longer activates while on WS.

- Food and Drink effects has been changed dramatically. Including sushi's increased accuracy made it easier to hit those IT mobs.

- The AH cost became much higher and caused severe unpopularity.

- One of the seeked features were the chat filter but it made the filtering even worse.

- Assasinate has been added towards the thieves and made the Trick attack more powerfull alone, but nothing else has been changed in the battle system.

- BC has increased further more

- Ballista now grants you rewards but can only be used in ballista.

- After 1year that Kirin and 4 gods has been implemented and finally they added unique textures towards them.

04/12
釣りに関して、従来のボタンを押すような簡単な仕組みではなく、
もっと複雑にしてbotを撲滅しよう、という動きが開発情報で見られる。
「散々放置して何を今更…」という意見が大多数。

About fishing, they were discussing to change the fishing system to be more complex and make the bots dissapear. But many people say "... after all the time you haven't done anything why do it now?"

05/
そして…
韓国で運営開始とか報道される可能性が高い。

Now... Chances of the FFXI opening in Korea is high.



Thats it folks. Comments on how games changed are welcome in this thread. Use it in a non flaming manner if possible. Game has changed much, both good but also in many negative ways. I have started the game since September 2002. Have seen many things happening over the course of FFXI, although I have made a half year break before hand (pre making Shiia). From the hands of Square, many cash making method were destroyed, which makes me to believe that RMT became more extensice use than before.

The lack of good items dropped from so called EX item drop Nms and the items who are sold to the highest bidder existed since the very launch of the game has severely made me think the game is not improving much, if not adding many things which are not worth of its efforts. HNM is a good example. No good loot dropping HNM has been added since when? Kirin could be the last HNM added which people would hunt down. The new 3 dragons doesn't drop anything better than the previous ones and requires more people to defeat AND has a higher respawn table. Level restriction in promathia areas were both good and bad. It is at the very least not easy for those who reaches that level cap for the time. It needs both money, limited party configuration, good gear which is TOO much to ask to be fair to every person. At least previous missions, despite the level restriction in the BCNMs were balanced in a sence. At the very least it was balanced when they were implemented.

I know there are some more documents floating around in the net. This document were very very basic. Should I find more reguarding this issue I will repost again. I won't ask to get this thread stickied but I hope I can find it when ever I find a new document in the future lol.
 
Thank you Shia.. I have actually been waiting all weekend to see this!

For some reason it is so interesting, and I hope you find more ^^
 
Shia this was a wonderful post '-'

thanks so much for going through the trouble of translating it.
 
To pricemercury:

I do understand, my translations sounds a bit wierd if you re-read it. However, japanese language itself has alot of adjectives, words which in english doesn't even exist. Some words if directly translated just doesn't make sence. For example take this one:

04/12
スタック数が99個になるアイテムが発表されるが、
予想を大きく裏切って、スナック系の菓子だけだった。
その菓子は効果時間も5分にされて、産廃。

Some items become stackable till 99. But most people felt betrayed since the stackable items which became 99 were mostly snacks and foods, which those effects were reduced to 5minuit.

If I have used the translation program in the web page I use often http://www.excite.co.jp/world/english/ it turned out as:

04/12
スタック数が99個になるアイテムが発表されるが、
予想を大きく裏切って、スナック系の菓子だけだった。
その菓子は効果時間も5分にされて、産廃。

04/12
Only the expectation was greatly betrayed, and the cake of the snack
system though the item that the number of stacks becomes 99 was
announced. The cake is adjusted the effect time to five minutes, and is an
industrial waste.

Vocabulary wise sounds better, but sentence structure is pretty horrible. I did this translation aswell when I had about 1hour of free time before shooting to work. Revising was almost non existant.

P.S. I have found a couple more charts navigating through google, will add things that were missing in the first document I have translated. Like when such and such item were added.
 
Shai,

Thank you for spending the time translating this information. It was really nice to see the changes (good and bad) that have been made over the last few years.
 
/slap PrinceMercury
^^not a flame man.(well, yeah...it is.)


Thanks Shia for spending so much time on this. I wasted a lot of time at my desk, here at work. LOL.
....a very interesting read........
 
Shia:

Sorry if I offended you, but through a long time chatting online, I've seen lots of people try to talk to me in Japanese and French with extremely broken translations. 98% of the time they're using babble fish, and it's really not hard to detect. I probably should have been more open minded before I posted what I did. Sorry again. If you really didn't use the auto translators, very nice work and thanks for spending the time to translate it for the people who couldn't read it ^^.

Oh yeah, Duffman you're not good enough to touch me. /slap parried.
 
Wow Shia, great job. I havent read it all yet, but so far its been very interesting, Vanadiel history if you will. I need a break before I pick it up again. :p m(__)m
 
Sculli said:
I can host the original list here if you want to email it to me.

THREAD NECROMANCY FTW! XD
 
11 months gogo ^^
 
And admin with the uber-necro!

But looks like you might need to track down Shia on WoW if you want that list, last post here was... um... before April. o.O
 
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