Artwork, Screen, interview & infos FFXIV ARR

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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Asbjorn le Lun 16 Déc - 17:35

Pourquoi avoir changé le +1 en zénithéen ? Mystère...

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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Daz Azoth le Lun 16 Déc - 17:37

Préparation de la future upgrade des armes reliques certainement.
Sinon il allait vite se retrouver avec des items +2 +3 +4 etc

Pure spéculation celà dit.

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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Eizenjhar Sun le Lun 16 Déc - 19:32

Par contre on a droit a une pov arme une main pour BLM mais pas de shield ...
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Daz Azoth le Jeu 19 Déc - 13:02


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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Nairolf le Jeu 19 Déc - 16:11

ça fais mal ?

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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Daz Azoth le Jeu 19 Déc - 16:57

On ne se moque pas du seul mec en vie après un Zantetsuken !

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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Admin le Jeu 19 Déc - 23:42

Nightmare - black unicorn dropped on Garuda extreme.
Cauchemard - La licorne noire qui drop sur Garuda extreme.


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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Eizenjhar Sun le Ven 20 Déc - 0:11

Jolie
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Admin le Ven 20 Déc - 2:42


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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Daz Azoth le Mer 25 Déc - 9:53

PATCHNOTE 25 dec FR
PATCHNOTE 25 dec EN

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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Admin le Jeu 26 Déc - 14:12

A new post on the official forum about the housing price ajustments here
Un nouveau post a propos de l'ajustement des prix du housing ICI

>> Housing Price on Ragnarok now / Prix actuel des maisons sur Ragnarok :
Small (petite) : 20-25 Millions
Medium (moyenne) : 75-94 Millions
Large (grande) : 250-312 Millions

Ce prix est 2.5 fois superieur au prix des maisons des serveurs du groupe 3 (non legacy groupe A).

>> Price Ajustments (this week) / Ajustement du prix sur ragnarok (cette semaine)
Small (petite) : 18-23 Millions
Medium (moyenne) : 66-85 Millions
Large (grande) : 225-281 Millions

>> Price Ajustments (1st week of january) / Ajustement du prix sur ragnarok (1ère semaine de janvier)
Small (petite) : 16-20 Millions
Medium (moyenne) : 60-75 Millions
Large (grande) : 200-250 Millions

>> Price Ajustments (1st week of February) / Ajustement du prix sur Ragnarok (1ère semaine de février)
Small (petite) : 8-10 Millions
Medium (moyenne) : 30-38 Millions
Large (grande) : 100-125 Millions
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Admin le Sam 28 Déc - 4:48

UK >> New event (dec 31th - Jan 14th) : heavensturn >> Click HERE
Fr >> Nouvel event (31 Dec - 14 janv.) : la fête de la transition >> cliquez ICI





You can obtain the snake kabuto (for the year 2013 - the game was down last year) and 4 uma Kabuto (for 2014). Kabuto of 2011 & 2012 will be here (usagi and dragon)

Vous pourrez obtenir le kabuto serpent (pour l'année 2013 - qui aurait du être distribué l'année dernière mais le jeu était arrêté)  et 4 kabuto cheval. Vous pourrez aussi obtenir les kabuto de 2011 et 2012 (kabuto usagi "lapin" et kabuto dragon)

 

   
    
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Asbjorn le Sam 28 Déc - 14:46

Je trouve que je skin déchire ! Vivement.
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Eizenjhar Sun le Mar 14 Jan - 20:53

Live letter pour le 21/01 voici les infos :

Date et heure
Le samedi 25 janvier à partir de 12 heures (GMT).

Au programme
Tout sur la mise à jour 2.2 – première partie
Présentation du Primordial Léviathan, du nouveau donjon "Les ruines d’Amdapor*", de la mise à jour du "Labyrinthe de Bahamut", ainsi que de la suite des mésaventures du célèbre gentilhomme détective Hildibrand !
* Ce nom est susceptible de changer.

Discussion avec les membres de l’équipe
Naoki Yoshida et le producteur adjoint Hiroshi Takai aborderont divers sujets et répondront aux questions posées sur les forums et sur Twitter.

FFXIV : ARR sur PlayStation®4 – suite
Les dernières nouveautés de la version PS4 de FFXIV : ARR.

Informations diverses

* Le lien pour accéder au flux vidéo vous sera communiqué ultérieurement sur le site.
* Le son de la vidéo lors de la diffusion sera uniquement disponible en japonais.
* Il est recommandé d'utiliser iOS 5 (ou supérieur) pour suivre le direct sur YouTube Live avec un iPhone.

Pour poser des questions
Les questions seront acceptées avant diffusion par le biais d’un sujet prévu à cet effet sur le forum officiel. Vous pouvez également poser vos questions en direct en suivant le compte officiel Twitter de FFXIV (@FF_XIV_FR) et en envoyant un tweet avec le tag #XIVLive durant la diffusion.

Accéder au sujet réservé aux questions sur le forum officiel:http://sqex.to/yhS
Accéder au compte Twitter de FFXIV:https://twitter.com/FF_XIV_FR

Thèmes abordés
Le Primordial "Léviathan"
La mise à jour du "Labyrinthe de Bahamut"
Le nouveau donjon "Les ruines d’Amdapor"

En EN :

Date & Time
January 25, 2014, from 4:00 a.m. (PST)

Themes
Enjoy a sneak peek at patch 2.2!
Learn about the coming of Leviathan, the next primal that adventurers will face off against.

Catch a glimpse of the Ruins of Amdapor*, where players will delve deeper into the mysteries of this lost civilization.
* Dungeon name is subject to change.

Check out what new twists await in the new turns of the Binding Coil of Bahamut.

Discover what new cases await the ever-discerning eye of Hildibrand—agent of enquiry, inspector extraordinaire.

Assistant Director Hiroshi Takai will make an appearance to talk about the game's design and answer burning questions from our players.

PlayStation 4 Report
Get the latest information on the release of the PlayStation 4 version!

* The URL will be posted in the near future.
* Please note that the audio will be available in Japanese only.
* For viewing on smartphones, iOS 5 or later is recommended.

How to Submit Questions
Prior to the live stream, questions will be accepted in the designated thread on the official forum. It is also possible to ask questions during the live stream. To do so, please follow the official FFXIV Twitter account (@FF_XIV_EN) and send tweets containing the "XIVLive" hash tag.

Official Forum Questions Thread:http://sqex.to/s_F
Official FFXIV Twitter Feed:https://twitter.com/FF_XIV_EN

Themes
Leviathan
Binding Coil of Bahamut
Ruins of Amdapor
Questions for Assistant Director Hiroshi Takai
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Eizenjhar Sun le Jeu 16 Jan - 11:35

Confirmée pour la 2.2

   Macro utilisant la commande "wait" sera permise sur la même ligne que l'action en question [source]
   Nouveaux étages pour le Labyrinthe de Bahamut qui droperont de nouveaux équipements Allageois
   Nouveau Token (comme les philosophies et mythologies) (source nécessaire)
   Nouveaux AF (source nécessaire)
   Alliance Compagnie Libre (source nécessaire)
   Vanity (Live Letter)
   Leviathan (hard mode and extreme) [source]
   1 nouveau donjon (ruins d'amdapor)
   2 nouveaux hard mode donjons (Live Letter)
   Suite de l’histoire d'Hildebrand
   Suite de l'épopée menant probablement à Leviathan.
   Extrême mode pour le Roi Moogle (Live Letter)
   Quêtes journalières pour les tribus Kobold et Sahagin [source]
   Nouvelles coupes de cheveu (Yoshi-P a précisé que chaque patch majeure ciblerait une race) (source nécessaire)
   Extention du système de teinture (teindre l'équipement DL devrait être possible) (Live Letter)
   Les Crafters devraient être capables de modifier l'apparence des équipements en utilisant un modèle via un système de "template". (official name TBD) [source]
   Possibilité d'indiquer le nombre d'objet à stocker ou retirer [source]
   Ouverture auto de la map lors d'une demande de téléportation et meilleur indication du lieu pour rendre le tout plus lisible [source]

Annoncée mais non confirmée pour la 2.2

   Buff de l'echo ajoutée au contenu antérieur (Laby inclus)
   Système de Frontlines PVP [source] (non confirmé pour la 2.2, mais mentionnée au alentour de la 2.2 ou 2.3)
   Housing Personnel (Pas en 2.2 assurément)
   Possibilité de Tag en full Alliance (24)
   Addon (Normalement accessible 6/8 mois après le lancement, non confirmé pour la 2.2)

Ajustement des prix des terrains de petite taille (16 jan.)
Le prix des terrains de petite taille sera ajusté aux dates et heures suivantes.

[Date et heure]
Le 21 janvier 2014 à partir de 4h00 (GMT)

En nous basant sur l’économie actuelle en Éorzéa et la situation concernant la vente des terrains, nous allons réduire le prix final des terrains de petite taille de moitié par rapport à l’état actuel pour chaque Monde.

Le prix sera ajusté graduellement, à commencer par une réduction de 25 % le 21 janvier 2014, ce qui coïncidera avec la sortie de la mise à jour 2.15. Un ajustement supplémentaire sera effectué fin février et verra le prix graduellement diminuer jusqu’à atteindre 50 % de réduction.

De plus, le prix final des terrains sur tous les Mondes sera annoncé une fois celui-ci finalisé. Veuillez noter que le prix des terrains sur tous les Mondes est sujet à changement, même une fois les ajustements ci-dessus appliqués.

Square Enix a décidé de mélanger quelque peu ses trois plus gros MMORPG que sont Final Fantasy XI, Final Fantasy XIV et Dragon Quest X. Les joueurs auront donc l'occasion de rencontrer Shantotto de FFXI dans le monde de Dragon Quest X suite à des expériences magiques qui ont mal tournées. Les joueurs devront aider Shantotto à collecter des herbes Gysahl bien connues des fan de Final Fantasy, pour son chocobo.

A partir du 12 février, Shantotto quittera Dragon Quest X pour s'en aller vers FFXIV et c'est Kuplu Kopo qui prendra donc le relais dans DQX, ce dernier étant pris de curiosité au sujet des fleurs qu'on trouve dans ce monde. Il vous demandera de lui confectionner un magnifique bouquet de fleurs. Cette quête sera disponible du 15 février au 12 mars.

Enfin, vous aurez également droit à deux nouvelles emotes pour Dragon Quest X, basées sur le rire de Shantotto et sur la pose d'un Pampa !
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Shae Lys le Ven 17 Jan - 12:21

Les nouveaux events FFXIV - DQX - FFXI arriveront sur le jeu a partir du 21 janvier et ce jusqu'au 3 fevrier. (en même temps que le patch 2.15)
The new events between FFXIV, DQx & FFXI will be added from january 21th till february 3rd. (at the same time as patch 2.15)


#-----------------------#

Français



Il semblerait qu'une immense créature noire se promène un peu partout en Éorzéa. S'agit-il d'une affabulation ou d'une nouvelle menace ?
Le magazine à scandale Le Corbeau a mené l'enquête. Jetons un coup d'œil à ses conclusions...


Dates de l'événement
Du mardi 21 janvier à 10h00 au lundi 3 février 2014 14h59 (GMT). 

Les détails de l'événement se trouvent sur cette page.
(http://sqex.to/2YR)

English



In recent days, phenomena not unlike those that presaged the Calamity have been reported in all corners of Eorzea. As if that weren’t enough, ill rumors speak of a towering shadow-clad figure who leaves this wanton destruction in its wake. Although the realm's people grow fearful, the Raven shirks not from the truth, and Oliver Goodfellow is hard at work uncovering facts that may give us the means to subdue this menace.

Event Schedule
From Tuesday, January 21, 2014 at 02:00 a.m. to Monday, February 3, 2014 at 6:59 a.m. (PST) 

Read on for details.
(http://sqex.to/N6M)


#-----------------------------#

Français




La société minière des Bons filons d'Amajina et Fils semble s'intéresser de très près à d'étranges créatures de granit découvertes récemment.

L'Œil de mithril, journal économique d'Ul'dah, est déjà sur l'affaire et nous livre un dossier spécial sur le sujet.


Dates de l'événement
Du mardi 21 janvier à 10h00 au lundi 3 fevrier 2014 14h59 (GMT). 

De plus amples détails sur l'événement peuvent être consultés sur cette page.
(http://sqex.to/LqS)
English

Recent sightings of heretofore unseen varieties of golems have Amajina & Sons Mineral Concern beside itself with excitement. What minerals might be procured from these creatures, and what value might they hold for enterprising miners? Such are the questions put forward by Havak Alvak in the latest edition of the Mythril Eye.

Event Schedule
From Tuesday, January 21, 2014 at 02:00 a.m. to Monday, February 3, 2014 at 6:59 a.m. (PST) 

Read on for details
(http://sqex.to/Ezy)
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Admin le Ven 24 Jan - 7:39

Camate a écrit:Greetings,

We'll be implementing a preview for dyeing equipment in patch 2.2. This feature will allow you to check how the color of each piece of equipment will appear via the dye window. You'll even be able to take a look at how your equipment will look with dye you do not possess.

As for being able to preview equipment before you equip it, we need a bit more time to work on it, but once the implementation timing has been decided we will be sure to update you!

Implémentation au patch 2.2 d'une fenêtre d'aperçu du rendu des teintures sur votre équipement. 
Cette fenêtre sera adapté pour que vous puissiez aussi voir un skin d'armure avant de l'obtenir (loot par exemple) mais cela ne sera implémenté que plus  tard.  


Camate a écrit:Hello everyone!

When Hiroshi Minagawa gave an update yesterday in regards to the Duty List feature, he included a screenshot of the Japanese development client, which included an icon that caught some players' eye. 



Can you spot it? (Hint: it's to the left of the "3.") 

Below is an explanation from him about what this is.

Retour sous peu du choix des quêtes que l'on peut afficher dans le tracker.  Cette "feature" existait en Alpha & Béta test mais avait été retirée pour une raison inconnue. 
Celle ci fera donc son retour avec des petites cases a cocher 
(pratique quand on fait des grosses cession de mandat ou tu as 20 quêtes dans ton journal mais que ceux ne sont pas les bonnes qui arrivaient sur le tracker)
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Shae Lys le Sam 25 Jan - 8:49

Live letter of the producer today at 12h (gmt) 


YouTube Live (http://sqex.to/8Ap)
Niconico Live (http://sqex.to/vzQ)
Twitch (http://sqex.to/htj)


Record of the test's broadcast of the live letter this morning (by shae)

Watch live video from Shae_Lys on TwitchTV
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Shae Lys le Sam 25 Jan - 15:45

Live letter of the producer XII

Naoki Yoshida (Yoshi-p, producer of FFXIV), Hiroshi Takai (Assistant director) & Toshio "Foxclon" Muroushi

Patch 2.16 (release : february, 22 th) 
> New bell at revenant's toll (clochette a Glas des revenant)
> Market / HV : WishList Feature
> Summon of the minion  : feature random (invocation aléatoire des mini pets)
> Cooldown for the Timeworn map (CD pour la récolte des bouteilles)
> New window for the dye preview (fenêtre de visualisation du rendu des teintures avant application)
> New achievement reward (nouveaux haut-faits)
> Map Marker feature (marker sur la map général)




Patch 2.2 : Through the Maelstrom






Leviathan (Hard mode & Extreme): 

Watch live video from Shae_Lys on TwitchTV





Binding Coil of Bahamut : 
> 4 new turns (4 nouveaux étages). New entrance for them (nouvelle entrée de donjon)
> T5 need to be clear to enter in the new floors. (le T5 doit etre fini pour entrer dans les nouveaux étages)
> Buff added to help to kill twintania (un buff sera ajouté pour facilité ceux qui n'arrivent pas a tuer twintania.)
> Turn 1-5 : no entry lockout, each turn will be added to the Duty Finder (Turn 5 : limitation d'entrée enlevé, chaque étage sera ajouté au duty finder)
[spoiler="SCreens"]





Watch live video from Shae_Lys on TwitchTV



Amdapor Township (les ruines d'Amdapor)



Watch live video from Shae_Lys on TwitchTV


2 New Hard Mode Dungeons

  • Brayflox's Longstop
  • Halatali



Extreme primal: Thornmarch (Moogle Extreme)


2 New Beast tribes for dailies (2 nouvelles tribus barbares pour les quêtes journalières)

  • Sahagins
  • Kobolds



Hildibrand quests

  • - leads to a "big battle on bridge" (Possibly Gilgamesh)


More Aesthetician hairstyles (de nouvelles coupes de cheveux)



Vanity System called Glamour/mirage prism (le système de skin d'objet)

New Minion (nouveaux mini pets)







FFXIV PS4
> beta test start february, 22th
> Official start : April, 14th

> Collector edition 


> Bonus IG Collector edition : 


>>> Players who buy the ps3/pc collector edition will receive The wind-up moogle & the fat chocobo mount.<<<

New event : 



New Ost : after meteor : 
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Shae Lys le Dim 2 Fév - 9:20

New Events start February, 4th.
De nouveaux événements saisonniers débuteront a partir du 4 Février.





La saison de la Valention approche et un léger vent de panique commence à souffler aussi bien chez les hommes que chez les femmes. Heureusement, une jeune ishgardaise très attachée à cette tradition est venue spécialement du Coerthas pour aider les amoureux à conquérir le cœur convoité.

Lisez le dernier article du "Limséen averti" pour en savoir plus à ce sujet.
(
http://sqex.to/7mm)





The air is sweet with the smell of confectionary delights, made sweeter still by the sight of young lovers seen in every corner Eorzea. The season of love is finally upon us—Valentione's Day has made its return! Word has it that an Ishgardian noble accompanied by several retainers has arrived in Limsa to enliven this joyous occasion, and the Harbor Herald has wasted no time in investigating their plans to spread ardor throughout the realm.

Peruse the article.
(http://sqex.to/T2F)

#------------------------------------#



Telle la foudre, tel l’éclair, imparable, le glaive de la belle guerrière s’abat d’un coup sur les monstres d’Éorzéa... Mais qui est donc cette mystérieuse combattante qui manie l’épée avec une rare virtuosité ? Consultez sans attendre le dernier article du "Limséen averti" pour tout savoir (ou presque) sur la question !

Durée de l'événement
Du mardi 4 février à 8 heures au lundi 24 février 2014 à 14 h 59 (GMT).

Les quêtes de cet événement seront dévoilées progressivement à différentes dates :
Phase 1 : mardi 4 février 2014 à partir de 8 heures (GMT).
Phase 2 : jeudi 6 février 2014 à partir de 8 heures (GMT).
Phase 3 : samedi 8 février 2014 à partir de 8 heures (GMT).
Phase 4 : lundi 10 février 2014 à partir de 8 heures (GMT).


* Les quêtes dévoilées lors des différentes phases seront disponibles pendant toute la durée de l’événement. (Ex : les joueurs se connectant au jeu pour la première fois le 18 novembre pourront lancer la quête dévoilée lors de la phase 1 et débloquer normalement les quêtes suivantes.)
* Cet événement est identique à celui qui a eu lieu en novembre 2013. Par conséquent, les joueurs qui ont déjà accompli les quatre quêtes de "Retour d'éclair" ne pourront pas les répéter. Ceux qui n'avaient pas terminé à temps pourront reprendre là où ils s'étaient arrêtés.

Pour plus d’informations sur cet événement, veuillez cliquer ici.

In recent days, the city-states are atwitter with talk of a rogue adventurer roaming the land. Clad in peculiar garb and wielding a blade alien to this realm, she has been sighted dispatching foes with lethal efficiency, only to vanish before her identity can be ascertained. Who is this fearsome warrior, and to what end has she journeyed to Eorzea? Ever wont to seek out the truth, the Harbor Herald has dispatched a reporter to probe the mystery behind this otherworldly personage.

Event Date and Times
From Tuesday, February 4, 2014 at 12:00 a.m. to Monday, February 24, 2014 at 6:59 a.m. (PST)

The story arc for this event is comprised of multiple quests that will be released at the following times:
Chapter 1: From Tuesday, February 4, 2013 at 12:00 a.m. (PST)
Chapter 2: From Thursday, February 6, 2013 at 12:00 a.m. (PST)
Chapter 3: From Saturday, February 8, 2013 at 12:00 a.m. (PST)
Chapter 4: From Monday, February 10, 2013 at 12:00 a.m. (PST)

* Previous chapters will remain available as new chapters are unlocked.
* This event is identical to the one previously held in November 2013. Completed quests cannot be undertaken a second time.


Pore over the latest edition of The Harbor Herald.
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par AshyaRosa le Jeu 6 Fév - 23:08

Rappel de l'AF2 (pour éviter de chercher Razz) et de diverses armures encore en suspend.

http://imgur.com/a/TXwPD
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Shae Lys le Ven 21 Fév - 1:21

http://game.watch.impress.co.jp/docs/interview/20140220_635897.html
Because I'm too bored and I like sharing. I won't translate the whole thing because not everything is new or interesting, and I'm sure Reinheart or some other official game site will eventually pick this up. I'll put up what I felt was interesting below. Key points for the most part, word-for-word translation where I feel it's useful.
Regarding PS4 version:

  • The game is about 90% done.
  • There are certain aspects of the game where the PS4 version actually runs better (more efficiently) than the PC version, due to not having to account for different hardware builds. Graphic effects such as reflections and water effects were given as examples.
  • PS4 version will have the same on-screen character display limit as the PC version.
  • Ditto for draw distance.
  • Ditto for lighting, shadow, and other shader related effects.
  • Game will run in 60fps as much as possible, but may drop to as low as 30fps during periods of heavy load.
  • Overall, PS4 version's graphics is comparable to the maximum setting on PC.
  • Boob jiggle will also be displayed, same as PC version (yes this was actually asked)
  • DX11 is the next big project as far as graphic improvement goes.
  • No current plans to introduce physic-based gameplay elements (EverQuest Next was referred to as an example).
  • But maybe for novelty-related things like hair and cloth movements.
  • Streaming to PS Vita: lag is minimal if connected via local LAN, but you can expect some level of delay if connecting over the internet.
  • Should still be fine for gathering/crafting and maybe simple solo contents.
  • Can't officially comment on swapping out the stock hard drive for a SSD to improve load speed, but load speed should already be dramatically better than PS3 version.
  • Went through quite a bit of hassle to secure a deal with SCE to allow people to upgrade from PS3 to PS4 for free, so really hope people take advantage of this.

Regarding future of PS3 version:

  • Do you plan to continue to support the PS3 version even after the PS4 version is released?


Y: At this moment, we've already begun work on the expansion pack, and I can tell you that at the very least the PS3 version will be supported up to that point.


  • Does that mean there's a possibility that PS3 users will no longer be able to continue playing beyond that expansion?


Y: It may be a possibility in the future.


  • How far off in the future are we talking about here?


Y: That will depend on how long people continue to play on the PS3. I've mentioned in the presentation this morning that I want to make sure that "FFXIV continues to innovate", and there's certainly the possibility that whatever innovation we seek will come with certain technical requirements. For example in EQN, which I mentioned earlier, it would not be possible to realize certain things like physic-based gameplay without meeting the hardware prerequisites. So if this becomes something that players want and we start to see people leave for rival products, then we can't just sit around twiddling our thumbs either. After all, we too need to ensure we have the necessary weapons to take on other MMORPGs in the future.
For example, if we were to have a large-scale FATE where players can ride on a flying mount and freely fly around and swoop down at a dragon that is 200 meters long, players would probably be impressed and entertained. However, it would also require us to raise the minimum requirement when it comes to hardware specs.
Our aim has always been to develop the game so that players can have the same experience no matter which hardware they play on. However, if we were to become too fixated on this and become unable to innovate, then this will cease to be a FF game. So I do not plan to say that we will support the PS3 version forever. At the same time, I'm not saying that we'll be ending support by next year or anything like that either, so don't worry.
straight up translation end here. so much work lol

  • PS3 version will be supported until at least 3.0

Regarding other versions:

  • Steam version identical to the regular PC game, besides being able to perform transactions using steam wallet.
  • No plan for a Mac version at this point.
  • No plan for a Xbox One version.
  • DX11, when released, should be available for PC and PS4 simultaneously.
  • Have some concerns about the processing burden it places on PC, so will likely release it as a separate client from existing version.
  • Main focus is on PC, will do their best to make sure as much as possible to carried over to PS4 as well.


http://game.watch.impress.co.jp/docs/interview/20140221_635995.html
Because I'm really bored. Same format as the post from yesterday.
Looking back at 2.1

  • Felt really bad about the FATE frequency situation when 2.1 first came out. Many people screaming "Yoshidaaaaaa" at him in the game.
  • Went to the dev's workstation and said "look at all these Yoshida shouts in Thanalan! I can't take it anymore", and Odin just happened to spawn in the game at that moment, many players swarmed it and started saying "I can see! I can actually see it!" And the dev turned to me and said "but look, people are calling you a god over here", and I said "that's something they should have been able to see to begin with! Don't change the topic and do something about this!"
  • Crystal Tower (CT) was originally meant to be much harder.

-Was CT initially designed to be more difficult?
Y: Yes, people would have wiped no less than 5 or 6 times at that beginning area right after you turned left from the starting point.
-Were the enemies stronger?
Y: No, the mechanics were more difficult. Remember there's a part where alliance A, B, and C have to each stand on a tile to remove certain barriers for each other? The whole place was filled with that kind of stuff. We just felt that was unreasonable, since if even one team was not able to deliver the DPS, it would bring the whole alliance down.
-The current difficulty feel about just right. It's not something you could beat without having some kind of strategy set up, but you could do it with just a bit of conversation.
Y: To use King Behemoth as an example, people know that as long as one Comet remains then everyone can survive, but if they're all gone then people would be like "lol what". When the Meteor message comes up and people look around and see not a single Comet but can still laugh about it, I think that's the kind of difficulty we want to aim for.
-Will future CT contents be similar in difficulty?
Y: That's the plan right now.
-On the other hand, the Extreme primals and The Binding Coil of Bahamut (Coil) remains very difficult. But at the same time, you have toned down the difficulty of the Moogle King fight, and have announced that Pharos Sirius (PS) will be eased as well. What are you basing these decisions on?
Y: For the Extreme primal fights, the difficulty is as we expected. Coil is actually meant to be more difficult, but the players' ability to clear contents have really just been impressive. As for Moogle King, it was simply a matter of it being too powerful for a main story fight.

  • For PS, it was a matter of it designed to be a place that you can run to farm things, similar to other dungeons. But because of its current difficulty, that's not happening.
  • Extreme primal and Coil designed to be difficult because the rewards from those are big. Obviously.

-I suppose it wouldn't be good if people could clear Extreme fights easily after one try
Y: That's right. That's why for these fights we have made solid mechanics and have clear themes for each one. For example with Garuda Extreme you'd have to figure out the mechanics relating to where Garuda, Suparna, and Chirada needs to be positioned, and keeping in mind that Suparna and Chirada will buff each other if they're too close together, the players would need to distribute their roles clearly, and on top of that ensure the DPS members share the damage from Chirada's attack, for example. (I think he just gave away the official strategy for the fight...)
For Garuda Extreme, the theme is role distribution. People need to split up and fight in 3 separate places, and even have to account for things like how damage should be taken. But once you're through the clone phase, people can then gather at the center and go "ok we got past the clones, just two more times".
For Titan Extreme, you can clear it with zero miss as long as everyone remembers the entire pattern, so it's almost like a shooting game in that respect. But if your DPS is too high that can sometimes cause the pattern to mess up and it can get scary that way (laugh).
For Ifrit Extreme, the focus is on the healers, who weren't really involved in many fight mechanics up to this point, and requiring the two healers think about their position and cooperate in order to clear. On top of that, the DPS needs to focus their effort on the nails as well in order to win. This is also a type of role distribution, but is a bit different. This fight is about each role putting out their maximum in the battle.
Regarding tanks, the concept of tank swap has now permeated through these Extreme fights, so you can expect future applications of this idea as well.
Looking forward to 2.2 (and beyond)
-You mentioned that the difficulty of the Extreme primal fights and Coil is as you expected. Does that mean you have no intention of adjusting their difficulty in the future?
Y: Correct. The idea is to not change the difficulty of the fight mechanics themselves, but to ease the content by introducing "Echo" to them in future patches.
-This power of "Echo" have also appeared during story quests as well, where it would activate and buff players if they died several times while attempting a quest. What would the "Echo" buff look like for level 50 contents?
Y: Well, if we really want to break it down, we're basically talking about effectively receiving a 25% damage reduction or a 25% HP buff, something like that. We're still in the process of working on this for 2.2. And there will be contents where this will and will not apply.
-What are the contents where this will apply?
Y: We're in the middle of discussing whether we'll let it apply to the Hard mode primal fights right now. For Coil, the idea is to introduce a Raid-specific type of "Echo", where it would not apply at the beginning of 2.2, but provide a 10% bonus after 1 week, 20% after 2 weeks, and so on... The idea is for players to become stronger as time passes, and make the contents gradually easier to clear.
-And this will apply to all levels (turns) of Coil?
Y: It will apply to the existing contents.
-So it will not apply to the new contents (new Coil turns)?
Y: It will not apply to the new end-game contents. They're supposed to be the highest difficulty contents, after all. The idea is for more casual players to be able raise their item levels and become stronger, relatively speaking, and combined with the power of "Echo", to allow them to gradually begin to clear contents that may have been previously considered by them to be too hard to beat.

  • It is possible to manually remove the Echo buff if you want.

-By the way, currently the method of allowing the timer to run out while fighting the boss in turn 2 is quickly becoming the mainstream strategy. Is this kind of strategy within acceptable limits?
Y: Well, at this point I think it's within acceptable limits. When people first told me how it's much easier to do the fight this way, I was like "man how did they think of that" (laugh). I suppose it's a method that is made possible by people having much stronger equipment than what the content is designed for. Everything up to turn 3 is designed to be just clearable if everyone had ilvl90 weapons and the rest at ilvl70. But if everyone had so much more HP and DPS, and healing amount being increased too, then I guess clearing the fight through enrage then becomes a possible strategy too.
-Regarding job balance in 2.1. How are things looking like now? Do you feel there's still a need to make adjustments? Or are things starting to look on track now?
Y: Yeah, I think so. As far as job balance goes, right now there's only a conversation about getting that fairy bug fixed quickly.

  • Nothing planned in terms of major job balance changes in 2.2 at this point. Besides the fix to fairy behavior.
  • Putting more effort into adjusting PvP balance.

- While we're talking about jobs, you mentioned in your presentation earlier that new abilities may be introduced in the expansion pack. Let's say summoners will get to summon Leviathan, but what about other jobs?
Y: Well, we'll be raising the level cap at that point too, so naturally you can expect at least 2 or 3 new skills for each job.
-Well, well, not just one but multiple new skills? What kind of stuff are we talking about here?
Y: I don't have anything yet (laugh). And on top of new skills, I'm sure there will be new class and job introduced at that point as well.
-As this is an MMORPG that uses item levels, what would happen to this when the level cap is raised?
Y: Let's say if the character's power is originally 50 and their item is also 50, the character would become 60 and the item 40, so balance is maintained that way. So when the level cap is raised, all that's increased is the character's power.
-So basically, we're talking about an increase in the character's base stats as well as a number of additional job skills?
Y: That's right.
-So that means the rare equipment we have now like the ilvl95 Allagan weapons and Relics won't become junk?
Y: Correct. So when the item level is raised, you'll begin to see very different and powerful weapons.
-Since item levels will continue to rise in the future, how much can we expect it to go up by in every patch or expansion?
Y: I can't say anything about that right now. If I were to say something now it may create rumors or cause players to reach unintended conclusions, and potentially impact the in-game economy and everyone's motivation. I think most other MMOs don't talk about these kind of stuff in advance for the same reason.
Sorry for the crappy formatting. Not sure how to add blank spaces between lines...
Edit: and yes, the ilvl bit near the end was kind of confusing and unclear. He may be trying to say that being at a higher physical level will bring about an increase in character power (via an increase of base stats), but the equippable gear many not increase in item level in the same linear fashion, so your ilvl90/95 lv50 gear will still stay relevant. Just guessing.


BONUS tidbit from the Dengeki Online Interview
Not as many new information from this one except the following points regarding 2.2:

  1. The new Allagan tomestone will be obtainable from the new Coil turns (6-9), Leviathan, new dungeons, etc. There will be a weekly cap imposed, naturally.
  2. Current weekly limit on Allagan Tomestone of Mythology will be removed (along with the lockout for Coil Turn 1-5, as previously announced).
  3. Not quite sure about the CT drop lockout yet.
  4. New top level craftable gear is designed to be used to challenge the latest end-game contents, until people can collect enough new tomestones to obtain the next tier of end-game gear.
  5. There will be voice acting for the new story cutscenes, as well as the introduction of "surprising" new characters.

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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Shae Lys le Ven 21 Fév - 1:28

With Patch 2.16 having gone live earlier this morning, players are starting to discover things that were changed that were not listed in the patch notes.
Specifically, the changes that were made to turns two and five of the Binding Coil of Bahamut.
Previously, a comment was made regarding the enrage strategy of turn two on the official forums
Greetings,
The development team is aware of the strategy that is being used for the Binding Coil of Bahamut Turn 2 against ADS and they do not consider it to be an exploit. There are currently no plans to make any adjustments.
It would appear that Square Enix has changed their minds as reports today suggest that an enrage strat now requires at least four healers in the party in order to succeed.
Additionally, players have been finding these adjustments have been made to the fight against Twintania in turn five.

  • A tank will now lose hate when stepping into a conflag

  • Conflags have less HP

  • Divebomb indicator is now larger

  • Snakes have less HP

  • Twintania’s enrage timer has been increased or possibly removed


Have you noticed anything else that’s been adjusted that was missing from the patch notes? Let us know in the comments below!
http://gamerescape.com/2014/02/20/coil-adjustments-that-werent-listed-in-2-16-patch-notes/
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Shae Lys le Ven 21 Fév - 7:57

Naoki Yoshida a écrit:プロデューサ/ディレクタの吉田です。
Producer/Director Yoshida here,


大迷宮バハムート:邂逅編 第二層/第五層において、Patch2.15と挙動が変わっている箇所があり、
調査のため、ご報告が遅れてしまい、ご迷惑をおかけしています。
We apologize for the report being late due to investigation of the issue where couple behavior changes occured in Bahamut’s Coil turn 2 and 5 from Patch 2.15.


現在開発チームはPatch2.2「混沌の渦動」に向け、コンテンツのバグFIXなども並行しており、
今回の挙動変化は他のバグを修正した内容がパッチ2.16に適用されて発生してしまいました。
Currently the development team is working in parallel for patch 2.2’s content bug fix, and when making those fixes it also caused behavior changes in Patch 2.16 as well.


この2層と5層の挙動変化を以前の状態になるよう、現在慎重に修正と修正後検証を行っています。
出来る限り早く緊急メンテナンスで修正致しますので、今しばらくお待ちください。
(XHBのターゲット入力挙動も同時にPatch2.15に戻します)。
In order to revert the situation back to how it was originally for turn 2 and 5, we are currently conducting careful investigation and fixes. We’ll try and get it fixed as soon as possible in a emergency maintenance so please wait for it.


どのような修正を行ったために挙動変化したかは、この後別ポストで解説させていただきます。
How this issue occurred will be explained in another post.


なお、一部の方が「裏パッチ」と呼んでいるような「意図的な告知無しの修正」はポリシーとしておこなっていません。
(仮にそれを行ったとしても、プレイヤーの皆さんはすぐ気付かれると思いますので一切利がありません)
これまで幾つかミスによるパッチノートへの記述漏れや、今回のような意図しない変化が発生してしまったため、
誤解を生むような結果となってしまい、本当に申し訳ありません。
Some are calling this a “Hidden Patch” patche but please understand under our policy we don’t have anything where we make changes intentionally without making any announcement.
(Even if we do something like that, I’m sure the players will find out right away, so there is no point to doing this)
Because we missed to enter some information in the patch notes, and issue like current situation have cause people to think this may be the case and I truly apologize for this.



引き続き、出来得る限りミスのないアップデート運用になるよう、努力致しますのでご理解頂けますと幸いです。
We will continue to try and delivery updates with least amount of misses, so I appreciate if you all can understand.
Naoki Yoshida a écrit:
大迷宮バハムート:邂逅編 第二層/第五層の挙動変化と修正内容について(原因)

プロデューサ/ディレクタの吉田です。
Reason behind the behavioral changes that occurred and fix details. 
Producer/Director Yoshida here,



別途「こちら」でポストさせて頂いた通り、Patch2.16リリース後から発生している(JST14:30現在)、
大迷宮バハムート:邂逅編 第二層/第五層の挙動変化原因と修正内容について、
詳細をお知らせ致します。多少技術的な内容となりますが、ご容赦ください。
As mentioned in another post, the issue that is occurring post patch 2.16 release (Currently JST 14:30). I will explain in details on what caused the behavioral changes and the repair details for Bahamut’s Coil turn 2 and 5. It’ll be bit technical so please forgive me.


■第二層の挙動変化について■
Regarding the behavioral changes to Turn 2


FFXIVのボス系コンテンツには「コンテンツディレクター」という「監視役」のプログラムと、
「ガンビット」と呼んでいるアルゴリズムの組み合わせで動いています。
In FFXIV’s boss type content, we have a observation role program called Contents Director and Algorithm system called Gambit together to work.


コンテンツディレクターは、
Content Director checks information such as


・コンテンツに参加している人数
・各PCのHP量や敵視量
・ディレクターがコントロールしているボスモンスターのHP量
・ボスモンスターのターゲット先
・コンテンツ開始からの経過時間
- number of players participating in the content
- amount of individual PC’s amount of HP and enmity
- Boss monste’s HP which is being controlled by the director
- The target the boss monster is targeting
- The amount of time that has passed since start of a content.



などを監視しており、この数値や状況をディレクターが判断することで、
ボスの攻略フェーズが変化したり、特定の全体攻撃を発生させるような仕組みとなっています。
These numbers and situations are being observed by the director, and this is what makes the changes to the bosses strategy phases, or uses a specific area attack.


このコンテンツディレクターの監視対象にあった
There was a small bug in this content director for this specific part


・PCの人数を監視する
- Observe number of amount of PC players


という部分に潜在的で低確率なバグがあり、このバグにより意図しないタイミングで、
コンテンツ状況がリセットされてしまい、ボスが消滅し再度ポップするという現象が存在していました。
There was a small bug in this section and due to this bug the content situation was resetting unintentionally, causing the boss to terminate repop.


この修正自体は第二層の開発想定の攻略方法自体には影響しないという前提でいたのですが、
現在皆さんが回避策として使っている「ロット無視」という攻略方法が、
コンテンツディレクター監視終了後の挙動を利用するものであったため、
この「PC人数監視バグ修正」により監視がより厳しくなり、攻撃間隔の挙動が以前とは変わってしまいました。
Using the originally developed strategy for Turn 2, it doesn’t get affected by this change, however the strategy everyone is using right now (Enrage mode), this uses the process in which occurs at the end of the content directors process, for that reason due to the fix applied to the amount of PC players check, it changes the attack speed from before.


この「ロット無視」の攻略自体は、以前から開発チーム内で協議し「修正せずこのままとする」
という決定を下していましたが、今回のバグFIXにより意図せず影響が出てしまいました。
This strategy was discussed among the development team and was decided to keep it the way it is without any fixing, however due to the bug fix, it caused unintentional situation.


そもそも今回の原因となったバグは、頻度が低いものであるためパッチ2.15と同等の処理になるように、
プログラムの巻き戻しを行い、現在QAチームで検証を行っています。
Since the bug that was at problem is a low occurrence bug we will rollback this part of the program to 2.15’s process method, currently this is being checked by the QA team.


------------------------------------------------------------------------------------
■第5層の挙動変化について■
Regarding turn 5 behaviorial changes


こちらはPatch2.2の特定コンテンツボスの挙動に関連した処理が、
Patch2.16に先行実装されてしまったために発生してしまいました。
This happened due to the making changes for a 2.2 specific content boss mechanics, the process was applied earlier in patch 2.16 causing this issue.


・モンスターのターゲットを判断する処理
- Process to decide monster's target.


にてモンスターが「ターゲット対象が攻撃できない」という判断を行った場合に、
Patch2.2の攻略に不具合が生じないための追加処理を施したのですが、
ミスによりPatch2.16でこの処理が適用されてしまい、ツインタニアの挙動にも影響が及んでしまいました。
(Patch2.16ではなく、Patch2.2に向けて、ツインタニアの挙動も確認して実装予定でした)
We applied a fix so there won’t be any bugs in patch 2.2’s strategy where the monster decides that it can’t attack the target, but due to a miss the process was applied in Patch 2.16 causing changes to Twintania’s behavior. 
(Not for patch 2.16 but we were planning to check and apply for Twintania’s behavior)



Patch2.15以前より「ファイアストームを受けているPCは攻撃を受けない」という仕様のため、
今回の修正により、ツインタニアがターゲットを攻撃できないと判断し、
結果的にツインタニアがターゲットを変更するというように、挙動が変化してしまいました。
Since before patch 2.15 it was set so that the PC taking the firestorm can’t be attacked, due to this fix, Twintania decided that it cannot attack the target and behavior changed to where it switches to another target.


現状、ファイアストームのターゲット先は敵視リスト3位以下を狙うようになっていますが、
第五層の攻略で多く用いられる
Firestorm is set so that it will target those under the top 3 in the enmity list, but many use a strategy where


「敵視1位のPCをファイアストームにあえて突っ込ませることで、
 敵視1位へのツインタニアの攻撃を無効にし突破を図る」
By sending in the PC with the top most hate into the firestorm it makes it where Twintania’s can’t damage and use that to break through the process.


という戦術が、今回の挙動変化により、逆に難易度の上昇を生むことになりました。
Because of the changes done this time and this strategy being used, it increased the difficulty.


これにより、これまでの一般的な攻略方法が大きく変化し、難易度にもかなりの影響を与えることから、
現在、第二層の対応と同じように、当該処理のプログラムを巻き戻して対応を行います。
Because of this, it affected greatly on the standard strategy, and it also affected the difficulty greatly. So like the turn 2 fix, we are going to rollback the program process to address this issue.



------------------------------------------------------------------------------------
いずれの挙動変化も、最優先で挙動を元に戻す作業を行っておりますので、
修正の検証が完了次第、パッチを作成し、緊急メンテナンスにて対応させていただきます。
We are currently working to revert the changes as a high priority, so once we have looked into the repairs, we’ll make the patch and address it through emergency maintenance.


開発チームの想定ミスにより、プレイヤーの皆様にご迷惑をおかけしていることをお詫び致します。
緊急メンテナンス時間等については、確定し次第アナウンスさせていただきます。
We deeply apologize for the inconvenience this is causing to all the players. 
Once we confirm the emergency maintenance timing, we will make an announcement.

Les changements du T2 et T5 de bahamut coil n'étaient apparemment pas voulus. 


- Une partie des modifications du T5 a été ajoutés lors du patch 2.16 "par erreur"
- Pour le T2, les devs ont voulu tester un code pour amélioré l'IA et cela a entraîné un gros buff sur l'enrage du boss du T2 involontaire. 


Un hotfix devrait arriver sous peu pour corriger cela. 
---------------------------------

Changes of T2 & T5 were bugs in the patch 2.16. It will be reverted in a hotfix soon.
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Shae Lys
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Re: Artwork, Screen, interview & infos FFXIV ARR

Message par Shae Lys le Ven 21 Fév - 11:50

La fête des demoiselles et son concours (21.02.2014)




Sentez-vous le parfum délicat des fleurs de pêchers envahir les cités ? Si vous êtes en Éorzéa depuis quelque temps déjà, vous savez certainement ce qu’il signifie. Oui ! La fête des demoiselles approche et, cette année, la guilde des orfèvres a organisé un concours de poupées qui devrait intéresser les plus créatifs d’entre vous.

Intrigué ? Lisez l’article de l’Œil de mithril pour en savoir plus .
(http://sqex.to/jPv)


Little Ladies' Day (02/21/2014)




The realm is alive with the cheerful warbling of spring birds, and the blooming of peach trees signifies the coming of every maiden's favorite holiday—Little Ladies' Day, that once-a-year occasion when any young Eorzean lady can be a princess for the day. Preparations are well underway, and a certain competition to be held this year has inspired crafters both novice and master alike. Travel to any market, and you are sure to find them practically stumbling over one another, vying frantically for the finest fabrics and jewels to be had. Ever the dutiful watcher of all matters mercantile, the reporters of the Mythril Eye were swift in ascertaining the cause of this sudden crafting commotion.

View the article.
(http://sqex.to/Yg2)
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Re: Artwork, Screen, interview & infos FFXIV ARR

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