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  1. #1
    Community Rep Voltenyne's Avatar
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    Letter from the Producer LIVE Part LXXII (08/22/2022)

    We are pleased to present the full digest of the Letter from the Producer LIVE Part LXXII!
    If you missed the live stream, or if you just want to watch it again (and again), check it out below!



    * Don’t forget to select the 1080p option to watch the video in HD!

    Patch 6.2 Preview Part 2
    In this broadcast, we went over what’s coming in Patch 6.2, along with gameplay footage.

    Buried Memory Trailer



    (00:00:10)

    We began the broadcast by revealing the trailer for Patch 6.2 – Buried Memory, which is scheduled to release on Tuesday, August 23.

    What’s to Come in Patch 6.2

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    (00:11:01)

    Our favorite inspector returns with more humorous cutscenes in “Somehow Further Hildibrand Adventures.”

    The latest installment of “Tataru’s Grand Endeavor” will require you to have completed the Shadow of Mhach sidequest series. The story will be something like an epilogue to Shadow of Mhach, so we encourage you to go through the series if you haven’t already.

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    (00:14:28)

    The latest dungeon area will be used in a slightly unusual manner after completing the duty, which you may want to keep an eye out for.

    The new trial will be accessible when Patch 6.2 is released, but we’d like to keep the encounter a secret until then. We hope you’ll check it out and see what you’re up against! Trials and the main scenario have unfolded in separate storylines for some time now, but this time it’ll branch off directly from the main scenario. As such, we hope you’ll take your time as you go through the main scenario first.

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    (00:16:10)

    The Savage raids of Patch 6.2 will be released one week after the patch. Pushing back the release date for Savage is something we’ve done for expansion launches, in consideration of players who would be busy leveling up and obtaining equipment through various new means. With other major patches, Normal and Savage were released at the same time as we felt those timings weren’t as busy, but this has always been a subject of debate.

    On one hand, those aiming for an early clear felt pressured to skip the cutscenes instead of thoroughly enjoying the story, while others were overwhelmed by trying to prepare the latest gear right after the patch. On the other hand, some were concerned that delaying Savage would allow players to research the Normal raids and figure out some mechanics beforehand.

    The development team carefully considered the possible effects of delaying Savage, as well as countermeasures. Once the countermeasures are implemented, however, should there be any issues, reversing them would be extremely expensive in terms of developmental cost.

    Therefore, in Patch 6.2, we will only be pushing back the release timing by one week; the token exchange rate for weapons and equipment will not be adjusted. We’d like to hear from you regarding whether we should continue to delay Savage in future patches, and if so, any adjustments that should be made to accommodate the release timing. This feedback would then be referenced to determine the overall flow of patches moving forward.

    This means that players will be able to challenge Savage after two weeks’ worth of tokens, but we believe it’ll still be slightly more difficult than usual. As to why we believe so, we believe it’ll be clear once you experience the raids for yourselves.
    We’ve also implemented new mechanics, so please look forward to it.

    As for Containment Bay S1T7 (Unreal), certain mechanics in the encounter against Sephirot will be adjusted according to our modern specifications for battle content.

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    (00:23:10)

    We went over the improvements that will be made to main scenario quests.

    The story of Heavensward featured your journeys with the group of key NPCs, and we believe the changes we’ve made will fulfill some of the kinds of scenes that were requested. Certain bosses’ mechanics and cutscenes have also been adjusted.

    The Steps of Faith has been overhauled quite drastically, including NPC behaviors, so we hope you’ll take a look in New Game+ when you have the chance.

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    (00:29:35)

    Patch 6.2 will be considered the official release of adventurer plates and portraits.

    In the previous Letter LIVE, we had mentioned that portrait data prior to Patch 6.2 would be lost; this has been changed so that portraits applied to adventurer plates or linked to gear sets will be preserved in Patch 6.2 onward. If you have any portraits you would like to keep, we ask that you either apply them to your adventurer plate or link them to gear sets.

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    (00:34:11)

    During the Patch 6.x series, we will gradually be implementing optimized graphics processing and other preparations for the graphics update planned for Patch 7.0. Although the new Dynamic Resolution function has been fully debugged, there’s an overwhelming range of different play environments for Windows and Mac version users, so we’d like to consider this the beta version for now.

    Job Adjustments

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    (00:38:48)

    When the full version of the 6.2 patch notes are released, we will also be explaining our intentions behind job adjustments on the Job Guide. Verbal explanations during live broadcasts can be insufficient or skewed in terms of information, so this will be a supplement to them. Of course, we aren’t expecting all of our players to agree with our reasoning, but we do believe that being open with the development team’s intentions may help some to understand our reasons.

    We also went over the adjustments that will made related to critical and direct hits. Actions that guarantee direct hits will now inflict more damage based on your character’s direct hit attribute, among other changes, so we encourage you to experiment and come up with new equipment sets and materia configurations.
    (2)

  2. #2
    Community Rep Voltenyne's Avatar
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    PvP Updates

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    (00:45:38)

    As with PvE actions, we will be explaining our intentions behind adjustments to PvP actions.

    Hidden Gorge will be making a return and has changed quite a bit from before. We’d like to hear your feedback after trying it, which will serve as a reference for us as we continue to making adjustments to it.

    Beginning with Season 3, the demotion feature will be added to ranked matches of Crystalline Conflict. The lack of demotions in prior seasons meant players could casually experiment with jobs they often didn’t play even in Diamond and Crystal rank matches, causing disparities in player skill between teams. We believe this new feature will further motivate players to aim for victory and better match them with other players of similar skill levels.

    Also starting with Season 3, the highest tier and Crystal Credit score you achieve during the season will determine your final ranking when a season concludes. We believe this will allow players to continue enjoying ranked matches until the end of a season without worrying too heavily about their placement or Crystal Credit score.

    Pandæmonium

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    (00:56:51)

    We took a sneak peek at the first encounter of Pandæmonium: Abyssos through gameplay footage. We also showcased some of the new gear that can be obtained through crafting, tomestones, and raids, so be sure to check out the video!

    Furthermore, the number of Abyssos Mythos II required when exchanging for gear equipped to the head, hands, and feet will be reduced. Please see the image above for details.

    New Tribal Quests – The Omicrons

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    (01:10:43)

    We showed gameplay footage of the hub area for the new tribal quests.

    The story revolves around various characters who only know despair, to whom you will be imparting the knowledge that there is still hope in the world. We’ve put a lot of effort into the story to the point it could almost be considered an epilogue to the Patch 6.0 main scenario, so we hope you’ll give it a try. As a note, we’ve prepared an NPC near the aetheryte to bring you directly to the hub area.

    We also showed off the new mount, which you can see in the video.

    Island Sanctuary

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    (01:34:20)

    We showcased Island Sanctuary through gameplay footage, including an overhead view of the island, which you can see in the video.

    For convenience when traveling about the island, Island Sanctuary will have its own versions of Sprint and Return with reduced recast times. You’ll also unlock the ability to ride mounts as you progress, which will be faster than they are in normal areas, as shown in the video.

    We gave a general introduction of Island Sanctuary, starting from arriving on the island and unlocking its various activity modes. First, you’ll begin by gathering materials to build your cozy cabin and craft the various tools you’ll need to unlock different island activities.

    Materials can be gathered by selecting the Gather mode from the islekeep’s index and investigating a specified location. These materials and other sanctuary items you obtain will be stored in their own exclusive inventory and won’t take up room in your main inventory.

    Gathered materials can be used in the sanctuary crafting log to craft tools, which in turn enables you to gather a wider variety of materials. You can also interact with vacant plots to confirm the materials required for building facilities. Building a facility will require you to clear some land, but not to worry; mammets will take care of that for you.

    The facilities you’ll be building early on will be finished immediately, but as you progress, certain structures will require some time to complete. You’ll be able to register for duties from the island sanctuary, so you’ll be able to work on your island as you wait for a Duty Finder queue.

    Players will have a set sanctuary rank, which can be raised by earning island experience through gathering, building, and other island activities. Raising this rank will allow you to build even larger facilities or make alterations for them.

    Taking part in island activities will reward you with special scrips, which can be exchanged for fashion gear, mounts, and other rewards. We showed gameplay footage of some of the fashion gear, which you can see in the video.

    Should you have any questions about the island, you can click on the “?” on the islekeep’s index to display a help menu. You can also search for specific phrases in the help menu, so we hope it’ll be of use to you.

    We also went over croplands. Croplands can be progressed by speaking with the produce producer NPC. Clearing the land will be available for free when you start out, but further attempts will require scrips. Once you’ve cleared the land, you’ll unlock the ability to sow seeds and water crops. Crops will only grow over time if they are watered, but they will also be considered watered when the island sees rainfall.

    Fully-grown crops can be harvested with Gather mode or removed with Cull mode if you don’t need them.

    We also went over pastures, where animals can be raised after speaking with the creature comforter NPC. Switching to Capture mode and using a net will enable you to capture wild animals on the island to be raised. The net is a consumable item and can be crafted again using materials should you run out.

    Captured animals can be fed using Feed mode. You can also obtain items from animals in your care, which can be used to build and craft new things.

    You can confirm each animal’s current condition and name them through the Pasture Management menu, which we demonstrated with an opo-opo during the broadcast. There are plenty more varieties of animals on the island, so be sure to explore and find them!

    Minions can be released to roam freely in various areas, up to a total of 40 minions throughout the entire island.

    These and many other activities await in Island Sanctuary, such as building sightseeing landmarks, and we’ll hope you’ll enjoy them at your leisure! Do note that completion of the Patch 6.0 main scenario will be required in order to access Island Sanctuary.

    Variant Dungeons

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    (02:14:16)

    Variant Dungeons will be coming in Patch 6.25, which we introduced alongside gameplay footage. These will be level 90 dungeons for casual play with groups of one to four players. Parties will not have role restrictions and job changes will be permitted inside of the duty. Enemy strength will be determined by party size, and the path within the dungeon will change depending on your choices.

    The first Variant Dungeon will be the Sil’dihn Subterrane, which you’ll be exploring alongside Nanamo.

    To accommodate the lack of role restrictions, there will be exclusive actions known as Variant Actions to compensate for any roles that may be missing from the party. Players will be able to set up to two Variant Actions at a time, which can be swapped out during the duty as necessary.

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    There are five types of Variant Actions, each one allowing certain roles to serve as a different role for the party.

    In Variant Dungeons, all players will have their attributes and HP values adjusted to be on par with tank jobs, allowing them to participate solo if they so wish.

    One thing to note is that Variant Dungeons will not be listed in the Duty Finder. Instead, they’ll be accessible through the new V&C Dungeon Finder menu, located under the Duty category of the main menu.
    This special menu will also be used to select Variant Actions.

    An exploration log will transcribe different events depending on the paths you choose, and filling it out will help you to learn about the events that transpired in the Sil’dihn Subterrane. Another way to enjoy Variant Dungeons is to locate secrets within the Sil’dihn Subterrane based on the clues hidden throughout the logs.

    Your forays into the Sil’dihn Subterrane will have variances depending on the path you take, such as the same boss encounters featuring different mechanics, or a lever that didn’t appear in your previous attempt.

    Criterion Dungeons

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    (02:33:55)

    We went over Criterion Dungeons, which will be level 90 high-difficulty challenges for 4-player parties restricted to a composition of 1 tank, 1 healer, and 2 DPS jobs. Despite their visual similarity to Variant Dungeons, the general structure and enemy strength of Criterion Dungeons will be completely different.
    Furthermore, the route will be predetermined and you will not be accompanied by NPCs.

    The first set of Criterion Dungeons are Another Sil’dihn Subterrane and Another Sil’dihn Subterrane (Savage).
    Though these dungeons will be quite difficult to begin with, the “Savage” version will pack even more of a punch.

    To participate in Criterion Dungeons, you will first need to complete the requisite Variant Dungeon, then flip over to the Criterion Dungeons tab of the V&C Dungeon Finder menu.

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    Groups joining Another Sil’dihn Subterrane with less than 4 members will be matched together. In exchange for the usual methods of resurrection being unavailable, each member will be able to use Variant Raise II a certain number of times, though all other Variant Actions will also be unavailable. Fulfilling certain requirements will recover Variant Raise II’s limited number of uses. Enemies that were defeated will not revive after your whole party is KO’d. Even common enemies will feature a slew of different attacks, so you may want to consider the priority of which ones to defeat first.

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    As for Another Sil’dihn Subterrane (Savage), joining will require a pre-formed party of four players. All methods of resurrection and Variant Actions will be unavailable, and all defeated enemies will revive when your party is KO’d. Enemies also won’t telegraph any of their attacks, you’ll need to memorize them from Another Sil’dihn Subterrane. Furthermore, they’ll become much stronger after certain period, so you’ll need to clear the dungeon within a certain time limit!

    We’ve prepared mounts and other rewards, so give it a try if you’re willing to test your mettle!
    (3)