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CherzyCommunity Rep02-10-2016 05:20 PM
Greetings, everyone!

We're pleased to present the full digest from the Letter from the Producer LIVE Part XXVII! 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 720p option to watch the video in HD!
* Please note that the quality of the video might drop sometimes.

Patch 3.2 Special Part II

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The title of Patch 3.2 is "The Gears of Change." Various elements will be changing in Patch 3.2, and this title has multiple meanings.

Stone, Sky, Sea

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At the very start of the stream I was showing this off a bit, and I was challenging a striking dummy designed for Alexander: Gordias, The Burden of the Father (Savage) as a black mage. Stone, Sky, Sea will allow you to select challenges corresponding to the most difficult battles in the game. Because DPS requirements vary from role to role, you can use these challenges to check your DPS before diving into the actual battle. Naturally, this includes the newest content that will be implemented in Patch 3.2, and once unlocked you’ll be able to undertake their associated challenges in Stone, Sky, Sea. For example, once you've cleared Alexander: Midas (Normal), you'll be able to undertake a challenge in Stone, Sky, Sea applicable to Alexander: Midas (Savage).

We thought about whether we should add a healer-specific version of Stone, Sky, Sea, as many healers like to DPS as well, and decided to add one just for fun, so give it a try!

Job Adjustments Part I

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The method by which physical attack power is calculated for tank roles will be adjusted, and tanks will no longer need to allocate points into strength or use strength accessories. From Patch 3.2 onward, allocating points to vitality will help tanks deal more damage. Because of this change, you'll be dealing less damage if you’re using strength accessories after the patch, so please have your vitality accessories ready.

Job Adjustments Part II

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We’ll be making adjustments to the actions of each job. With the change in calculating physical attack power for tanks, we’ll also re-examine the values of the offensive and defensive stances for each of the three tank jobs to make further adjustments. In particular, we’ll be making adjustments to the offensive and defensive aspects of paladin, which we have received a lot of feedback on. In addition, we’ll be making overall adjustments to actions that are difficult to use.

For astrologian, we'll be making changes to Shuffle so that the same card will not be redrawn. To coincide with this change in effect, the name of the skill will also be revised. We'll also be making adjustments pertaining to their ability to lower enmity during raid encounters.

While machinist is a difficult job that deals high amount of burst damage, its DPS is somewhat behind compared to other jobs, and we will be making adjustments to this. We’ll also be making adjustments to bard's The Warden's Paean.

Naturally, we will be making various other adjustments based on everyone's feedback, so please wait for the full Patch 3.2 notes for all the specifics.

In patch 3.1 we made changes to the rate at which the limit break gauge fills, and we plan to make further adjustments to this in Patch 3.2.

Beast Tribe Daily Quest: Gnath

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The Gnath beast tribe daily quests will also make use of the level adjustment feature. While it's essentially the same as the system used in the Vanu Vanu daily quests, we plan on increasing the experience points rewarded. The Gnath stronghold will be near the "Vath Storyteller” NPC and of course there will be a mount that you can earn.

Additionally, the Adamantoise mount from the Gold Saucer will become a flying mount. Don't worry though—if you're in first person mode it won't spin.

* The video introduces the mount with gameplay footage.
Letter from the Producer LIVE Part XXVII Digest (02/10/2016)
4 likes  -  3 posts  -  29,407 views
ZhexosCommunity Rep02-10-2016 07:43 AM
Hi Ninster,

Ninster's Avatar
Quote Originally Posted by NinsterView Post
Here's a list of FATEs that I personally have encountered this and other problems with. In almost every instance, the monsters spawn outside of the FATE area.
Thank you very much for compiling this list! This is very helpful!
I'll be sure to relay your list, as well as other suggestions made in this thread, over to the dev. team.
HW fate areas are too small..(Level sync gripes)
9 likes  -  32 posts  -  5,461 views
ZhexosCommunity Rep02-09-2016 09:39 AM
Greetings fellow PvPers,

We have some additional details regarding The Feast to share with you.

During the Letter from the Producer LIVE, we mentioned that only the opposing team can pick up medals that are dropped from your teammates. However, in situations where the medals are not picked up within a certain amount of time, then they will be returned to their owner.

As The Feast will be played with an item level sync it will be treated the same as Seal Rock, where morale and the effects of materia will not be taken into account. Additionally, in order to open it up to a wider range of players, consumable items such as food and potions cannot be used.
3.2 PvP: Feast Game Mode Discussion Thread.
7 likes  -  94 posts  -  7,015 views
ZhexosCommunity Rep02-06-2016 03:43 AM

We understand that machinists feel the timing that certain actions flash when triggered by another doesn't feel as fluid when compared to other jobs. In Patch 3.2, we're planning to address this by adjusting the timing of the icon flash for certain actions.
Lock and Load: The Reassembled Machinist Guide
24 likes  -  274 posts  -  51,635 views
ZhexosCommunity Rep02-03-2016 04:45 AM

Looks like design and character teams were secretly working on adding gear that players wanted to use for glamour.

Quote Originally Posted by Takeo_Suzuki
Takeo Suzuki here, the lead designer of FFXIV.

Over the years, we've received requests from players regarding specific pieces of gear they would like to use for glamour while on other classes and jobs.

Here we see the skirt portion separated from the Boarskin Skirt. We separated skirt from the base design so players can coordinate this with many other outfits.

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We've heard players liked the boots from Boots of the Divine Light and wanted to coordinate with outfits from other classes and jobs, so we made this possible.

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The same goes for the Kirimu Coat. We've heard players liked this design and wanted to coordinate with more outfits from other classes and jobs, so we made this possible as well.

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I'm pleased to let you know that we're going to add crafting recipes for these pieces in Patch 3.2! Please look forward to it!
And, while we're on the subject of cosplay, I know many players would like to see additional emotes they can use while taking amazing screenshots in their outfits, so recently, I discussed new emotes with the Motion team and they let slip that there just may be something in Patch 3.2! I wonder what kind of emotes they'll be....
Glamour Cosplay
59 likes  -  291 posts  -  189,813 views
ZhexosCommunity Rep02-02-2016 05:02 AM

The range of individual FATEs are set so that there isn't much of a difference between others; however, depending on the location, and due to a variety of factors, elements such as the monster's spawn area may be somewhat different.

We'll check to see if we can adjust the ones we have received feedback on, so please continue to post your feedback with the name of the area, FATE, and the specifics from the FATE you would like to see adjusted.
HW fate areas are too small..(Level sync gripes)
14 likes  -  32 posts  -  5,461 views
ZhexosCommunity Rep02-02-2016 04:28 AM
Thank you for the continued feedback regarding the ability to glamour one-handed conjurer and thaumaturge's weapons over two-handed ones. As we've mentioned in the past, the dev. team continues to look into this.

Before that, however, I wanted to let you all know that we're planning to introduce two-handed versions of popular conjurer and thaumaturge's weapons for content which currently reward one-handed versions. Their new designs will be based on their one-handed versions.

Please note that when this is introduced the one-handed versions will no longer appear as a reward from the actual content; however, players will be able to exchange their weapons for the opposite version.

The dev. team is currently working on this and aiming for release in Patch 3.2. After you give these new two-handed versions a swing, let us know how you feel about them!
Request to be able to glamour Wands & Scepters to Staffs
33 likes  -  46 posts  -  18,682 views
CorvinoobusDev Team02-01-2016 06:15 PM
Cilia's Avatar
Quote Originally Posted by CiliaView Post
Now, back to being a cyborg ninja in Deus Ex: Human Revolution (Director's Cut) or to bed...?
Be a ninja. Support the company. You asked for this.
Letter from the Producer LIVE Part XXVII Lore Discussion
27 likes  -  155 posts  -  30,107 views
FernehalwesDev Team02-01-2016 03:36 PM
Hello All!

First, I’d like to say thank you to everyone who stayed up late on Friday Night/Saturday Morning to catch the Kagoshima FATE Producer Letter Live. We were monitoring the Twitch feed and were blown away by how many commenters there were despite the ridiculous hour. I’d also like to extend my gratitude to all the fans who were helping out in real time with translations, as well as those guys who spent time after the fact to post translations. We here at SQEX appreciate it, and I know the rest of our fan base does, as well.

Now that the PLL is through, Matt and his crew will be working on a full recap for release sometime soon, but while I have some time on the flight back to Tokyo and everything is still fresh in my mind, I wanted to get you guys a play-by-play of what I talked about during my 50-minute portion of the session. This isn’t going to be a word-for-word transcript, but more of an overview of what I said, possibly with some clarification that wasn’t offered during the actual filming.

I apologize in advance for any typos or weirdness in the formatting. Rather than have something super polished, I just wanted to get something up ASAP so you guys wouldn’t have to wait too long.

I also apologize for the length. This one’s a monster...

So without further ado, here’s the outline:

After a quick intro that involved an afro wig, a poorly hummed intro to Kenny Loggin’s “Danger Zone,” and a sad tale of how 20 years ago I was once mistaken by a couple of high school students for a 90s J-Pop DJ named Marc Panther, we segued into talking about the 3.2 patch title—The Gears of Change—and the logo artwork.

As you now know, the artwork features Minfilia and the Mothercrystal, and I discussed a bit how those two things play a major role in the 3.2 story.
- After being missing for so long, in what manner will Minfilia return?
- While she was missing, what was happening to her?
- How did she “change”?
- What role did the Mothercrystal play in that change?
- Based on how Minfilia has changed, how will the Scions of the Seventh Dawn change?
- Will the path the Scions walk in some way change?

So yes, as the patch title states, “change” is one of the main themes of 3.2’s story, the other being “gears.” In a machine, there are many gears. When one begins moving, all of the ones nearby also begin moving, and all that motion ultimately sets the entire machine into motion. And once things begin moving, they are difficult to stop. In other words, change begets even more change, and this, in a sense, can be compared to the wheels of destiny—which ties us into the Japanese rendition of the patch title—運命の歯車 (unmei no haguruma), or the “gears of destiny.”

However, FFXIV’s patch titles are usually multi-layered, so the “change” mentioned here is not exclusive to the Minfilia branch of the story. It also ties into the Dragonsong War branch as well. As we saw in 3.1, following the dramatic rescue of an Ishgardian by a dragon, the people of Ishgard have begun questioning their heretofore violent relationship with the Dravanians. They have begun to think that a change towards peace may be possible. In addition, the other regions of Eorzea have also detected a change in the winds, and are now beginning to re-evaluate their stance on the conflict...possibly considering action themselves.

However, when there is a hard push for change, there are always those who oppose that change, and will do whatever they can to stop it.

Finally, you can’t talk about “gears” without mentioning machines...and you can’t mention machines without mentioning the biggest machine in Eorzea—Alexander. So, the third layer of the “Gears of Change” patch title deal with the continuation of the Alexander story and the second “leg”—the Midas sector.

From there, Foxclon shifts the conversation to how in addition to working on FFXIV’s localization, I also work directly with the Main Lore Creator, Banri Oda to devise the backstories to the game’s various content—one example being the new instanced dungeons (the Antitower and the Lost City of Amdapor (Hard)). I start off this leg of the PLL by talking a little about how the Antitower got its name.

Dungeon naming usually starts with design documents from the dungeon team based off of ideas originally submitted by Oda-san, Yoshi-P, and others. At this time, the dev team already had a working name (逆さの塔 Sakasa no To – lit. “the upside-down tower”) and Oda-san came to me for ideas for an official name—they were thinking of going with a English word for the Japanese version as well. The backstory for the area involved a Sharlayan scholar’s work on researching the Lifestream and the Mothercrystal, so I suggested something that had a slight academic feel to it—the Antitower, rather than going with something straightforward like “The Inverted Tower.” When I suggested this to Oda-san, he was worried that the Japanese users would get the wrong impression from the name. In Japanese, the term anti- (アンチ anchi) is used somewhat often, but does not carry all the meanings that it does in English. In Japanese, it basically only has a negative connotation—when you opposed to something: anti-freedom, or anti-union, etc. I tried to explain to Oda-san that while it can be negative in EN, it can also simply mean the reverse of something. Like in anti-toxin—something that reverses the effect of poison, or anti-aging—flipping the aging process upside-down. After hearing this, Oda-san—while convinced that anti- could mean more than ‘oppose’—was still unsure that Japanese players wouldn’t misunderstand. It was at that time I asked him if there was anything wrong with the working title they already had...and he was like ...”no, it’s actually pretty good isn’t it?” And so he took it to Yoshi-P for final approval, and the rest is history.

From here, I also talk about how naming posed a challenge not just for the name of the tower itself, but also for the area’s boss. The boss for this dungeon happens to be a legacy character from an early Final Fantasy. Since the boss name’s original translation, the spelling has since changed, which posed me with the dilemma—which spelling to use. The reason this problem sometimes comes up is because before there was a localization department at SQEX, there was only chaos. Teams would use different people for different projects and data bases weren’t managed...or even saved. This resulted in a lot of discrepancies. Once the Loc. Department was formed some 15 or so years ago, we began work documenting translations, as well as unifying spellings and cleaning up mistranslations/misinterpretations.

As we get a lot of characters, names, etc. from legacy Final Fantasies, choosing one translation over another is always a tricky job. One of the reasons the legacy characters are used (especially in FFXIV) is to incite feelings of nostalgia. However, what happens when that name which was nostalgic, was actually a mistranslation? Do you maintain the error for nostalgia’s sake, or do you fix the error to get the text back to a state closer to the writer’s original intent. One example that comes to mind is Chupon. Chupon, while a faithful phonetic rendition of the Japanese katakana, was unfortunately not the correct translation—it should have been (the Greek) Typhon (Tuphon), as this was the original writer’s intent (and in fact was updated in later translations). So, when the character’s revival was announced for XIV, I find myself with a choice. I understand that for a lot of players my age who played the original when it was released, Chupon was who we remembered. On the other hand, newer players remember him as Typhon—the name that the original writer intended anyway. Do I go with nostalgia or do I go with intent? GAHHH! Ultimately, we decided to go with Typhon, as we deemed intent more important in this case.

Here, Foxclon asks about the second instanced dungeon, The Lost City of Amdapor (Hard)...and I tell him I forgot to bring any information on this one. Oops...

But I did have some background on the striking dummy content that Yoshi-P introduced earlier—mainly regarding why we decided to name it something decidedly abstract: “Stone, Sky, Sea”.

When Oda-san came to me with the content and asked me for an idea, the first thing I envisioned was one of those old Kung Fu movies with the wispy white-haired hermit training on some mountain top. What if we made the guy in charge of these battles a master fighter from Doma who left his homeland and sought the seclusion of an (at that time) abandoned Dravania to train in peace. The location being the side of a massive “stone” cliff, situated so high up that one only need to reach out their hand to be able to touch the “sky,” while overlooking a never-ending “sea” of clouds. And from there—Stone, Sky, Sea. Think of it like three kanji characters written in calligraphy, hanging in the dojo: 石空海.

Oda-san liked the idea, and thus the place was named (the JP version name is also Stone, Sky, Sea in katakana) and the background story of the hermit was also added.

And that ended the first half of my section of the PLL. From there, we moved into answering some questions that had been collected from the forums.

The first question was a basic one from the Japanese players asking what exactly it is the Localization team does. Simply put, we handle the translation of the JP text into English, French, German, Chinese, and Korean. However, our jobs are not that simple, and there is a reason why we are called the Localization department as opposed to the Translation department. It is our task to translate in a manner that fits the cultural “location” of our target audience (the “local” in localization), and to do that we must, at times, make minor adjustments and wield a slight amount of creativity. If a Japanese client user finds something in the game to be cool or interesting, then only when an English, or Chinese, or Korean, or French, or German client user finds the same thing just as interesting in their version can we say we’ve done a good job.

But localization is not always about making things interesting. Making sure things are easy to understand is also important, especially when a lot of words overlap between language clients. One good example of this is the PvP “Danger Time” brought up in the first half of the PLL. Yoshi-P wanted to go with the English “Danger Time” for the Japanese version because both danger and time were words that most Japanese users would know. I mentioned that Danger Time might be considered over-simple or even silly-sounding by some users, especially in a PvP system where we already have many abstract terms (The Feast, The Claws, The Fangs, etc.). There was a lot of reciting of the Top Gun theme “Danger Zone” during this discussion. Yoshi-P was not against the imagery of the Culling Hour suggestion I had first proposed, but was worried that Japanese players would not get the meaning of culling (a word not known to most Japanese players). In the end, we decided that we would maintain the word Time across the two languages for symmetry, and allow for the difference between Danger and Culling.

Basically localization is having to make decisions just like these...but in the hundreds, or maybe even thousands each day. When faced with so many decisions, there will always be times when some will not produce the best results, leaving us and the players thinking in retrospect that we could have done better. We are human, and will miss the mark every now and again. But we learn from each and every one of those mistakes, and combined with the feedback we get from the users, are able to take that experience and use it to grow as localizers.

There was also a question from our DE and FR forums about which language the French and German translators translate from. All of our in-house DE and FR translators are fluent in Japanese, and therefore fully capable of translating directly from the JP, which, for the most part, they do. However, our translators are also fully functional in EN, as well, and as such will sometimes translate from the EN—most of the time when it is the EN text that is the source (like item names or player actions).

Finally, some users asked how long it took us to translate Heavensward (3.0) compared to a normal patch. Well, Final Fantasy games have always been known for their copious amounts of text, and FFXIV has been no exception. As localization is done alongside development (to ensure simultaneous release dates for JP, EN, FR, and DE) the amount of text can sometimes make our jobs a bit crazy. Each section of the dev. team wants to create something that is exceptional—meaning that if they have time to polish, they’ll want to polish right up until our data fix. The thing is, Localization gets text not just from, say, the Scenario team, but also the crafting team, the gathering team, the battle team, the dungeon team, the item team, the minion collective, the programming team, the UI team, the Lodestone team...which means if people are brushing up right to the deadline, there really is no time left for us to localize (let alone QA to check for bugs)! This can make things very chaotic, especially when working on an expansion that had more than 1,500,000 Japanese characters needing to be translated, localized, and then checked for style consistency. To put it in perspective, this was about the same amount of text that the Witcher III had...and we localized it in about 2 and a half months with a language teams of 7-8 people. We got so worried towards the end that we wouldn’t make it, that Yoshi-P had to call the directors of Bravely Second and Dragon Quest Heroes to ask if we could borrow their EN translators for 2 weeks. (Thanks Yoshi-P!!!!!!!)

However, since that time in hell, Yoshi-P has reworked how we approach patch development, and in 3.1 and 3.2 we have had ample time to get our work done, without forcing the JP team to compromise their quality. And for that, the Loc team is extremely grateful!

Next, we moved on to a question that we received from both the JP and EN forums and that was how monster and player actions were translated.

Normally, one would assume that, as a game developed in Japan, all of FFXIV’s names would start out in Japanese. However, FFXIV is different than most Japan-developed games in that I work directly with Oda-san in naming these, and when it comes to most of the in-game naming—from actions to items, to NPC names, to monster names—is a product of a joint EN-JP effort.

The flow is as follows—the battle and monster teams provide us and the effect team with the type of actions they are considering for their monsters. Oda-san takes that data and does a first pass. At the end of this first pass, he’ll send me the file. The file at this time consists of:

1. Direct name suggestions
2. A general idea, but no concrete name, that needs expanding on
3. A blank cell and a request for an idea from me

I take this list (usually a few hundred per patch) and then spend the rest of the day researching on the Internet. You’d think with all the time I spend on Wikipedia and other sites, it’s about time I donate my 700 yen. (Yoshi-P suggests docking that 700 yen a month from my salary...)

Once my research is done and my suggestions solidified, I knock on my booth wall (I sit right next to Oda-san) and we begin the “localization” process—trying to come up with something good in both EN and JP. There is a lot of back and forth here discussing how we should each localize the names. A couple of examples include:

The tonberry action: Scourge of Nym. This is a case where the Japanese came first—呪いの言葉 (Noroi no Kotoba lit. “words of cursing”). I mentioned to Oda-san that we had already used the word “curse” in a lot of other actions and statuses and that I wanted to go with something a little bit more abstract...that implied the curse without straight up saying it. He agreed that ‘scourge’ would get across the meaning he wanted to imply with “curse=noroi,” and therefore allowed me the deviation.

On the other hand, an example of the EN coming first and the JP deviating arose when we had to decide on a name for a Cerberus action. In EN, there is an action called “Hound Out of Hell” which consists of a quick, damage-dealing charge. As the monster was Cerberus (imagery tied to hell), and he was moving fast, I wanted to do a play in the idiom “like a bat out of hell.” Oda-san liked the imagery, but unfortunately that idiom does not exist (in the same form) in Japanese. Add to that, when rendered into katakana, hound out of hell becomes long and confusing (ハウンドアウトオブヘル) and Oda-san did not want that cluttering up players’ log windows. So, we decided that the main focuses here were ‘hell’ and ‘moving quickly,’ and as long as those were kept in the JP, we’d be okay—hence the decision to go with ヘルチャージ (hell charge).

The main take-away from this is that both Oda-san and I decide on a main “focal point” for each name, and work to make sure that most of the names include this point. Another example of this is in the title for Aymeric—Aymeric the Blue. The Japanese title is 蒼剣のアイメリク(Soken no Aymeric lit. Blue Sword Aymeric). This even came up as one of the questions for this PLL. What happened to the ‘sword’ in the EN? This also had to do with Oda-san and I deciding that “blue” was going to be the focus of the title. The reason that Japanese didn’t just remove the 剣(sword) and go with something like 蒼のアイメリク falls under what looks better in Japanese. In titles like these, it is often considered better-looking when it’s a 2-kanji word as opposed to a 1-kanji word (most all the titles in the JP version of FFXIV have 2 kanji). Oda-san added the sword portion to complete the compound word, while maintaining that focal point we had decided on.

So, what about katakana word localization—words that are completely made up and do not exist in any Earth language? Is there anything special we do when Romanizing those? One example that came up in the questions posted on the forums was EN’s “Haukke Manor” versus the JP’s ハウケタ御用邸 (Hauketa Goyotei lit. Hauketa Manor). Where did the “ta” sound go? fact...this was just a mistake on our part. The person who translated this (a guy, we’ll call him Mr. S, who is no longer with the company) probably just misread the katakana. That was back during 2.0 when we were extremely busy, and it just slipped under the radar. We only noticed it a few months after release, and by then it was too

(This was followed by a light-hearted exchange between me and Yoshi-P about how he had heard nothing about this and had always thought there was some deep reasoning behind the missing ‘ta’. I tried to reassure him that there weren’t many of these in the game, which he took as meaning “not many = there are still some more” to which I decided to ask Foxclon to change the subject!)

From here we move to the next question about FATE and achievement names and how the JP and EN are completely different, with the EN being filled with cultural references and bad puns. I start off by explaining that we have two rules regarding style for FFXIV. If the character IN EORZEA can see the text, it needs to follow our Eorzean style (which we loosely base on GRRM’s “A Song of Ice and Fire”). However, if the text is exclusively for the PLAYER on EARTH, then we can play a bit with the titles like a lot of western games do. Here’s where we get stuff like “Smells Like Tree Spirit” for the FATE in which you fight a tree spirit 怒れる守護者「グレートオーク」(Okoreru Shugosha Great Oak lit. The Angry Guardian Great Oak). Or “The Orange Boxes” for the FATE where you collect boxes filled with oranges 上には上がある (Ue ni wa ue ga aru lit. there’s something higher than the top fig. There’s always someone better than you). The same can be seen in achievements. Here Yoshi-P mentions the Shiva achievement “Let it Go” and I mention the Lv. 50 Dragoon achievement “Dragoon Age” and am about to mention the Lv. 50 bard achievement when Yoshi-P tells me to stop, as we’ll probably get sued.

Here Foxclon says we are running out of time, so we have to skip a few questions (I was going to talk about how that because EN began adding cultural references and puns, the Japanese version has recently decided to follow, and while in 1.0 there were almost none, in 3.x, a good portion of quest and achievement names are now puns based off of Japanese cultural references. Also, I was going to talk about balloon text and the Miqo’te strumpet who asks a Roegadyn merchant about his golden “scepter”).

The next question is about getting more information on the Au Ra. Luckily I have an answer that I received from Oda-san before the PLL. I first talk about the Xaela and how they mainly reside as nomads in an area known as the Azim Steppe (which, in relation to Doma is to the immediate northwest). Azim is the sun deity and it is believed that it is her light and blessing that allows the grass to grow that feeds their herds. Now, astute players may recognize a similarity between Azim the sun deity and Azeyma the Warden...also connected to the sun... However, the Au Ra do not worship the Twelve...nor do most other people living outside Eorzea, as belief in the Twelve is pretty much restricted to Eorzea. That is not to say however that somewhere in the past the two gods were... (and Yoshi-P cuts me off).

Now, whereas the Xaela are made up of dozens of small tribes lead by khans, the Raen are mostly stationary and live near Doma or in the Far Eastern islands across the sea from Doma. However, due to the invasion of Othard by the Garlean Empire, a lot of Raen have been displaced and now flock to areas where they can find safety—like Eorzea (as was the case with Yugiri).

Now, as for how the Au Ra are regarded by others living in Eorzea, while there was racial tension in past ages, recently with the onset of the Age of Adventure and an influx in the amount of people of all races flocking to Eorzea, there truly isn’t any form of heavy discrimination towards the Au Ra (it also helps that because very few Au Ra ever visited Eorzea before, there is little deep-seated hate stemming from historical conflict). However, because they are new to Eorzea and there is much mystery surrounding them, a lot of native Eorzeans are still a bit wary (even if they don’t really know why).

Finally, I mention that in addition to the Xaela and Raen clans...there are rumors of a different, much older clan. (and...this is where Yoshi-P cuts me off).

The next question had to deal with the functionality of the Garleans’ third eye (a question that a lot of people ask me personally at Fan Fests and game shows). Oda-san had an answer prepared for this one as well, so I read what he gave me. This pretty much stated that the third eye is believed to considerably improve the race’s capacity for spatial recognition. Because of this, the Garleans have a decided advantage over other races when it comes to navigating aircraft or firing weapons. I then bring up Cid’s bandana and the legatii’s helms...but Yoshi-P says that armor has been designed not to interfere with the workings of the 3rd eye.

Next we move to a question from the JP forums about how in the JP version all servants of all primals are called ‘tempered’ but in the EN version there is a different word for each one. Here I explain that back before 2.0, when the scenario team was led by Kazuya Niino, they were using the term 信者 (shinja lit. Believer) internally. Niino-san felt that this term was a bit too weak, and wanted something that sounded more exotic. They saw that in 1.x, the EN team had used ‘tempered’ for the servants of Ifrit, and liked the exotic sound of it, so they decided to use the term in Japanese as well. When we told them that in EN we were planning on using different terms for different primals (tempered, meaning ‘hardened in flame,’ didn’t really work for the water-themed Leviathan) Niino-san was fine with Loc’s decision, be decided against using different words in the Japanese, as having the player try to remember more than one ‘made-up word’ was deemed too much of a burden. And that’s why when the EN uses tempered, drowned, touched, etc. The JP sticks only with ‘tempered.’

And finally, we get to our last question, which asks—Japan has Famitsu and Dengeki to relay to them all that cool lore information about Thordan and his Knights Twelve and whatnot. Why isn’t that translated for the west?

Good question! If I was in the same shoes as the English-speaking fans, I’d be just as upset. The problem is, lore books are lore books. Unlike art books, they are extremely text heavy and game-specific. To translate that text would take time, and that would mean pushing back in-game text localization...and that’s something no one wants. It would be great if Famitsu could do that translation, but they lack the resources as well...which means if it were to be done, we’d have to do it. Or in other words...I’d have to do it.

But, it’s about time that we got our own lore book. You guys have had to wait far too long. So, I told Yoshi-P that I would translate a book, should there be one. And he said we’d make it happen...and that we’d try to get it finished (JP and EN) before the Fan Fes in that means October! I’m still trying to figure out if that’s possible...but I promised, so I guess that means I’ll just have to find a way to make it possible.

Yoshi-P then threw me a curveball and told me to tell everyone watching on the English. Now, I’d just spent the last 9 hours in pure Japanese mode—I’d switched off all the EN sectors of my brain to conserve RAM and allow for 100% of my processor power be allotted to Japanese...and Yoshi-P says “ENGLISH GO!” Man... talk about a mind going blank. I literally had to restart my brain, and still only ended up being little more than a string of words... “Uh... Lore...Book...Make...GOOD...”

But yeah. Long story short. OMG! WE’RE GETTING A LORE BOOK!!!!!!!!!!111!!!1!

Here, I thought we were done, but Foxclon decides to pull out the big guns—poorly crafted Hildy and Nashu plushies. The crowd gathered at the hall went wild while Yoshi-P kept talking about how terrible the plushies looked...until he mentioned that the Hildy doll had started to grow on him and I mentioned that I’d pay at least $15 for one. Foxclon asked if this meant that Hildy was coming back...and I said that Hildy was DEAD...or not. HILDY NEVER DIES! And, he’s BACK IN 3.2! Though I wasn’t able to go into details, I did mention that the two main points will be “in what form” Hildy returns, and who he will bring back with him...

Alrighty! That was it...and whoa. I’m up to 5000 words. It’s time to wrap this up.

Thanks again everyone for tuning in or catching up in the recap. The questions I didn’t answer, I’ll try to field here on the forums over the next few weeks (once 3.2 work is in the can). See you again soon!

Letter from the Producer LIVE Part XXVII Lore Discussion
100 likes  -  155 posts  -  30,107 views
KahunaCommunity Rep01-30-2016 10:00 PM
Thank you! We've had a good, thorough look at those and decided to revoke the disqualification. We're glad this could be solved. Please note that it may take a couple of days for your prize to arrive, but it should reach you soon! We are terribly sorry that this took a week to solve, and thank you for your patience.

We hope you will enjoy your prize!
Starlight Comic Strip Contest - I don't think I was included
12 likes  -  10 posts  -  2,590 views
ZhexosCommunity Rep01-30-2016 04:16 AM

We're happy to let you all know that we will be making it possible to use quick synthesis to craft dyes as well as glamour catalysts in Patch 3.2.

Hang in there!
Quick Synth Dyes
21 likes  -  15 posts  -  1,181 views
KahunaCommunity Rep01-29-2016 06:59 PM
Apologies for the back and forth on this. While we have had the screenshot checked by several people, it was a close call.

After evaluating it again, we can not exclude that this may be due to perspective and cropping of the screenshot. Could you please reply with a link to the full, unedited screenshot?
We would like to evaluate the raw image and get back to you on this.
Starlight Comic Strip Contest - I don't think I was included
3 likes  -  10 posts  -  2,590 views
FernehalwesDev Team01-28-2016 03:46 PM

First off, I would like to extend a personal thank you to everyone who took the time to post a PLL question for me. I understand that recently I haven't been as active on the forums as was the case in the past, and for that I apologize. While work on FINAL FANTASY XIV remains my main focus, as one of the senior members of the entire Square Enix Localization department, I am also expected to handle countless other tasks ranging from the the extremely mundane. These other tasks have been sapping most of my free time--time I usually employ to scour the Lodestone forums for questions I can field.

The good news is, things have begun to calm down somewhat. This means that I can hopefully set aside a few moments to address some of the questions that have been burning in your minds. This PLL is one such opportunity, and it's looking like I will be able to answer about 10-15 of the questions posted to the forums. The thing is, there were far more than 10-15 questions posed, and a lot of those were just as good as the ones we selected for answering. So, what I'm going to do is...

1) As the PLL will be held in Japanese, I'll aim to have an English recap of my portion of the PLL up as soon as possible--hopefully by the following Sunday evening (PST).

2) The week or so after the PLL, I'll try to address questions (a few at a time) that weren't chosen for the show by posting my replies here on the forums.

We're currently in the middle of patch 3.2 translation, so it may take a while for me to get to the majority of the queries, but I want to field as many as possible, be it lore questions or localization questions...or even that question I got on the JP forums about my favorite ramen. (It's miso+butter, by the way)

Until then!
Ask Questions for Letter from the Producer LIVE Part XXVII! (Localization Koji Fox)
52 likes  -  432 posts  -  35,246 views
ZhexosCommunity Rep01-23-2016 05:50 AM

Thanks for pointing this out. After investigating this we found that there was an error in the description for the hatchling lamp and it has been corrected.

This item will not be destroyed upon removal; however, the owner may lose access to the furnishing under the following conditions:
  • If it is removed from the estate by another player.
  • If the owner leaves, or is discharged from, the free company.
  • When losing access to a shared estate.
  • In the event that the estate is demolished.

We apologize for the confusion this may have caused.
Square, the hatchling plushie bonus makes zero sense.
24 likes  -  66 posts  -  9,426 views
ZhexosCommunity Rep01-23-2016 03:47 AM
Thanks for the feedback. We'll consider increasing the frequency for these two items.
Coffin Lid and wind up Echidna too rare?
29 likes  -  145 posts  -  18,746 views
CorvinoobusDev Team01-22-2016 06:43 PM
This was indeed a mistake, which the other teams have since addressed for 3.2. Please let us know if you notice any other similar inconsistences!
Growth Formula Zeta ... sometimes Theta
2 likes  -  1 posts  -  1,652 views
CorvinoobusDev Team01-22-2016 06:42 PM
Ack! No, this is not a new precedent, but a simple mistake, and we thank you for catching it. We'll be revising these IDs for 3.2. Thank you so much!
Might as well bring this up...and ask if its deliberate
6 likes  -  4 posts  -  2,387 views
ZhexosCommunity Rep01-21-2016 04:39 AM

Thanks for all the feedback!

As we've been receiving lots of comments in regards to the number of players that are required for company crafting, the dev. team is currently considering making adjustments to where some of these company crafted items can be handled on your own.
Workshops - getting 4 people in there to progress a tier is getting tedious
37 likes  -  44 posts  -  5,387 views
CorvinoobusDev Team01-19-2016 06:26 PM
Many thanks! These can be frustratingly hard to catch. If you notice any others, please don't hesitate to let us know!
"The Noumenon " title's extra space
6 likes  -  1 posts  -  1,396 views
CorvinoobusDev Team01-19-2016 06:19 PM
Bleh, don't you just hate it when that happens... I know I do. This will be revised come 3.2. Thanks for the heads up!
There's some Oriental Grass in my Oriental Grass! so meta...
12 likes  -  4 posts  -  2,347 views
ZhexosCommunity Rep01-19-2016 08:29 AM
Hey everyone,

In Patch 3.2, players who have already turned in their Zodiac weapon Zeta before completing the quest "the Vital Title" will be able to purchase a replica for their weapon. Furthermore, by equipping the replica weapon, players will be able to accept the quest "the Vital Title."

We ask you to hang tight just a bit longer!
Can't buy zeta replica?
25 likes  -  70 posts  -  17,575 views
ZhexosCommunity Rep01-16-2016 09:02 AM
Hey Anonymoose,

Anonymoose's Avatar
Quote Originally Posted by AnonymooseView Post
Being locked into a paint color for such furnishings sounds pretty bad, but it also sounds like a temporary issue.
We had mentioned that you would not be able to change the dye from furnishings which are destroyed on removal; however, this was an error on our end. You will be able to change the dyes from these furnishings as well as normal furnishings even after placing them. I've corrected the previous post to match this information.

Also, with this furnishing preview, players will be able preview furnishings that have already been placed, so you can preview different dyes before actually applying them to the furnishings.
Small QoL Improvements
20 likes  -  175 posts  -  27,107 views
BayohneCommunity Rep01-16-2016 03:25 AM
Greetings, everyone!

Thanks for the large amount of questions we've received so far. I'm sure Koji is looking forward to them and is probably already thinking about answers to some of these!

As a reminder, this thread is only for questions related to the game localization (lore, quest-related text, naming of NPC/gear/monsters, etc.) and Koji himself! We won't be picking up questions from here that aren't related to the topic. I appreciate your cooperation!
Ask Questions for Letter from the Producer LIVE Part XXVII! (Localization Koji Fox)
36 likes  -  432 posts  -  35,246 views
ZhexosCommunity Rep01-15-2016 04:08 AM
Thanks for the suggestion! We've been receiving similar requests for this for awhile and while we cannot go into the details yet, the dev. team is currently considering this feature.
We need an option to drop AOE's below a selected target.
37 likes  -  58 posts  -  7,579 views
CorvinoobusDev Team01-14-2016 08:23 PM
It the little mistakes, sometimes, that throws the whole thing out of whack. Consider this fixed for 3.2, cheers!
Typo in Astrologian Quest
8 likes  -  1 posts  -  1,227 views
Wolf Spyder(ITEM) The Matriarch11 hours ago
Experienced the same horrible catch rate at lv.60, hooked it a few minutes ago. Prepare for the worst when embarking on this one.
daemianvicious(QUEST) Feast Of Famine19 hours ago
Does anyone know if you can turn in both HQ and NQ fish for Feast of Famine? I just fished up a Namitaro HQ.
daemianvicious(ITEM) Namitaro19 hours ago
Does anyone know if you can turn in both HQ and NQ fish for Feast of Famine? I just fished up a Namitaro HQ.
huakwong(ITEM) Leafborne Aethersand20 hours ago
and I think Miner get landborne aethersand
Aiyumi Hanako(ITEM) Fanged Clam3 days ago
Weather > Fog. (Caught via Ice Fairie mooch) Location > 13x, 9y - West Banepool > Coerthas Western Highlands. Bait > Stonefly Nymph.
Aiyumi Hanako(ITEM) Mercy Staff3 days ago
Weather related > during fog I kept catching Fanged Clam. As soon as it switched to snow, I was catching Snow Caller and Mercy Staff. (via Ice Fairie mooch)
I have a video i made with the locations and rotations i used to farm this item here it is:
suedoferret(ITEM) Radiant Fire Moraine3 days ago Here is a link to where you can farm these items, with location and rotation included.
Aluora Miare(ITEM) Coneflower4 days ago
Dravanian Forelands (11,30) (10,34) (8,35)
Anth'eus Amariyo(ENEMY) Barbastelle4 days ago
B RANK - Noscea Centrale 28,18
Anth'eus Amariyo(ENEMY) Mindflayer4 days ago
S RANK - Forêt du Sud 15,28
Charles Cimeaurant(QUEST) Forging The Spirit4 days ago
Dadurch bekommt ihr das Kommando "Materia-Synthese"
Charles Cimeaurant(ITEM) Fat Chocobo Card4 days ago
Can be obtained here / Bekommt ihr durch den FATE
Marshal Renew(ITEM) Bamboo Paper5 days ago
Used for Better Crowned Pie from Talan in Mor Dhona (Under Assorted Accoutrements).
karotte2188(ITEM) Coerthan Tea Seeds5 days ago
Western Highlands (30.19), 10 pm/am, Slot 3
fleurwen(ITEM) Bladeleaf6 days ago
[French] Avec un : Talisman de la Mère (Avant-pays dravanien)
Kastoli(LEVE) Just Cinch It6 days ago
Starts in New Gridania, Not Eastern La Noscea.
fleurwen(ITEM) Blue Ooid6 days ago
[French] Avec un : Talisman des Marchands (Arrière-pays dravanien).
Premium Virtue(ITEM) Peacemaker6 days ago
Wish my retainer would bring back cool stuff like this!
shiroblack(ITEM) Honeydew Almonds6 days ago
5 PM, "The Gauntlet" X21:Y6 round about, Slot #2
Valenth Guiran(ITEM) Peacemaker6 days ago
My retainer brought this back from a Quick Venture, lv 60 ROG, ilv 180+
Has a cap of: CP + 4 Craftsmanship +6 If it's like the other pieces of the level 55 Crafting set, It also has a Control Cap of +9.
Mystic Decay(ITEM) Mahogany Log6 days ago
Eastern La Noscea (19,25)
Mystic Decay(ITEM) Sunrise Tellin6 days ago
Western La Noscea (28,23)
fleurwen(ITEM) Gold Ore7 days ago
In Slot 6. (I re-post so that the correct info comes first in this list)
sainya(ITEM) Holy Lance7 days ago
This is obtained via Rowena Tokens after you finish the first three extreme trials, via a repeatable quest called Primal Focus from Laraina 22x7y
Aluora Miare(ITEM) Cow Bitter8 days ago
Dravanian Hinterlands (12,16) (11,19) (14,18)
Yossy ArtesiaFebruary 12, 2016
Yossy Artesia (Pandaemonium) posted a new blog entry: [まぁるいアレ].
Poten Hit'sFebruary 12, 2016
The free company Poten Hit's (Unicorn) was formed on -.
Aly BloodFebruary 12, 2016
Aly Blood (Ultima) posted a new blog entry: [今夜のカオスは何処].
Denta DenFebruary 12, 2016
Denta Den (Titan) posted a new blog entry: [野良レイドLSメンバー募集].
Lupinus PocheFebruary 12, 2016
Nachu PhaleneFebruary 12, 2016
Nachu Phalene (Garuda) posted a new blog entry: [ありがとうでした!].
Cheria BarnesFebruary 12, 2016
Cheria Barnes (Kujata) posted a new blog entry: [身体つくりが底辺].
Lin IrisFebruary 12, 2016
Lin Iris (Atomos) posted a new blog entry: [マクロ挨拶].
Hiyori InugamiFebruary 12, 2016
Hiyori Inugami (Zeromus) posted a new blog entry: [夜と光].
Neqro'mantius AdventFebruary 12, 2016
The free company Neqro'mantius Advent (Zodiark) was formed on -.
Izo SilvaFebruary 12, 2016
Izo Silva (Unicorn) posted a new blog entry: [エッダちゃん、レベル1疑惑].
Team-HFebruary 12, 2016
The free company team-H (Mandragora) was formed on -.
Skoll TalorFebruary 12, 2016
Skoll Talor (Anima) posted a new blog entry: [3.2���レー���ー].
Uhauhaman UheuuuheFebruary 12, 2016
Uhauhaman Uheuuuhe (Shinryu) posted a new blog entry: [やっと、、、].
R'mhunba FomFebruary 12, 2016
R'mhunba Fom (Garuda) posted a new blog entry: [PVから読み取る律動編(Normal)].
PphntamkafctqeFebruary 12, 2016
The free company PphNtAMkafCTQe (Ultima) was formed on -.
Mupass CopierFebruary 12, 2016
Albireo HarveyFebruary 12, 2016
Albireo Harvey (Ultima) posted a new blog entry: [例のピンクのやつ・・・].
Showing events from the Events & Party Recruitment tool on Lodestone.
Ordered by starting date, earliest first.
Rudra's Storm   UnicornFebruary 12, 2016

[JA/EN/DE/FR] ~フロントライン全種盛りイベント~ in Elemental

Status: No Longer Recruiting
Starts February 12, 2016, 12:00 pm (UTC)
Finishes February 12, 2016, 2:59 pm (UTC)
Lunaria Kasai   CactuarFebruary 11, 2016

[EN] TyingtheKnot

Status: Now Recruiting, Open to Cactuar
Starts February 12, 2016, 11:00 pm (UTC)
Finishes February 12, 2016, 11:00 pm (UTC)
Cannon Adon   LeviathanFebruary 11, 2016

[EN] Roulette Expert Lv.60

Status: Now Recruiting, Open to Leviathan
Starts February 13, 2016, 2:15 am (UTC)
Finishes February 13, 2016, 2:15 am (UTC)
Shofie Mahowyn   BalmungFebruary 11, 2016

[EN] Whisker Night

Status: Now Recruiting, Open to Balmung
Starts February 13, 2016, 4:00 am (UTC)
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Nariko Star   SargatanasJanuary 26, 2016

[JA/EN/DE/FR] ★ ~*Love Love Star Maid Café*~ ★

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Starts February 13, 2016, 8:00 pm (UTC)
Finishes February 14, 2016, 12:00 am (UTC)
Tin Man   BalmungFebruary 10, 2016

[EN] Crystal Tower MMMadness!!

Status: Now Recruiting, Open to Balmung
Starts February 14, 2016, 1:00 am (UTC)
Finishes February 14, 2016, 1:00 am (UTC)
K'pandolu Rhowa   LamiaFebruary 3, 2016

[EN] Valentione Fashion Show

Status: Now Recruiting, Open to Lamia
Starts February 15, 2016, 1:15 am (UTC)
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Ororo Munroe   UltrosFebruary 8, 2016

[EN] Valentine Day Event

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Starts February 17, 2016, 1:00 am (UTC)
Finishes February 17, 2016, 3:00 am (UTC)
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