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# City-states' Guilds: Not all guilds are in every city-state
By passing a certain condition, "class quests" will become available at guilds. Class quests are of course related directly to the class itself, but at the same time are a way to truly learn the details of each city-state. Please enjoy the story revealed in these quests, in addition to the quest rewards themselves.
When you complete a quest, you will receive Guild Tokens [marks?]. We are planning to add more and more things to exchange tokens for.
# Balances to enmity in party battle: In beta, they made adjustments to enmity based on magic and abilities, but they have plans for more. These changes, however, will probably take a while to implement. They plan on adjusting the enmity according to contents, equipment, abilities, monsters, and so on. These changes will be made continuously after service begins based on how things are going.
# Mana Regeneration: In FFXIV, management of your MP use is supposed to be an important part of strategy. They’d also like magic to have explosive power in fewer hits, and not just be used to spam enemies with light damage attacks. To promote this, they’d like to continue to balance the recovery methods used for MP, including the abilities and aetherite, as well as adding new methods later on.
# Usefulness of Battle Regimen
Battle regimen serve a double purpose: to expand the strategy of party play, and to reduce the difficulty/rigidness in forming parties. They are not just for doing extra damage, there are lots of various effects. For example:
# - Phys Resistance Debuff
# Normal melee attack -> Normal melee attack (ex. slash -> punch [these are basic DoW abilities])
# - Magic Resistance Debuff
# Normal melee attack -> Normal magical attack (ex. slash -> spirit dart)
# - Cast speed down + MP consumption up
# Normal melee attack -> Magic (ex. slash -> Fire)
# - TP gain reduction + TP consumption up
# Normal melee attack -> Weapon skill (ex. Slash -> Red Lotus)
# - Action aptitude up (Using a different class ability on the current class grants the same effect as when used on the other class)
# Same class magic -> Magic
# Same class Weapon skill -> Weapon skill (ex. Trunksplitter -> Brandish)
# - Damage up
# Various class WS -> WS -> Magic
# Various class magic -> Magic -> WS (ex. Blizzard -> Scourge -> Puncture)
# For example, if it's difficult to continue dealing physical damage, use Phys resistance debuff. If it's a casting monster, use cast time debuff + MP consumption increase etc.
# Negotiations are another way of obtaining loot (other than battles). By choosing the right conversation subject with a NPC, player can engage in negotiations and receive items in exchange for items wanted by the NPC. If player does exceptionally well, it's possible to get some free stuff as an extra.
# Ishgard: Ishgard's people have long been at war with man-eating dragons, and thus have not taken on Adventurers. In this city, there are already several quests appearing for the "Dragon Slayers" [faction?] who are at war with the dragons.
# Guildleves in the Beta: We sincerely apologize to our open beta testers for the client errors that would occur more frequently during guildleves in the beta. In the release version, we are dealing with these diligently.
# Retainer: Right now, when you buy something from a retainer, there is an unnecessarily long delay. On release, we plan to make this a lot more smooth. We would like to make improvements to make commerce even easier for everyone.
# Relationship Crafting/Gathering & PC Status: PC's physical level & attributes will have an effect on crafting and gathering. There are hints in the game as to what does what, so please search for it.
# Crafting
# Physical: Closely related to the tool being used and will particularly affect quality
# Attributes: related to "Godsend" [I think these are the extra result/HQ result] probability & "attribute stability" [?]
# Gathering
# Physical: Affects difficulty in obtaining items in the "gather" phase as well as the number of items obtained
# [translator note].. this is a literal translation of "physical" and "attribute" I wasn't sure here if they're talking about skill level or what, but judging from the use of katakana for Physical, I must assume it means physical level, even though that sounds odd to have an effect here.
# Market: We don't want crafters and gatherers to simply "put up" their items on the market and that's it. We want them to also act as salesmen and learn to play the market intelligently. For this purpose, we will begin with focus on the Bazaar market system. On that note, in order to be able to tell "What's for sale?" etc, we are planning to adjust policy and add functionality to improve the user friendliness.
# City-states' Guilds: Not all guilds are in every city-state
By passing a certain condition, "class quests" will become available at guilds. Class quests are of course related directly to the class itself, but at the same time are a way to truly learn the details of each city-state. Please enjoy the story revealed in these quests, in addition to the quest rewards themselves.
When you complete a quest, you will receive Guild Tokens [marks?]. We are planning to add more and more things to exchange tokens for.
# Balances to enmity in party battle: In beta, they made adjustments to enmity based on magic and abilities, but they have plans for more. These changes, however, will probably take a while to implement. They plan on adjusting the enmity according to contents, equipment, abilities, monsters, and so on. These changes will be made continuously after service begins based on how things are going.
# Mana Regeneration: In FFXIV, management of your MP use is supposed to be an important part of strategy. They’d also like magic to have explosive power in fewer hits, and not just be used to spam enemies with light damage attacks. To promote this, they’d like to continue to balance the recovery methods used for MP, including the abilities and aetherite, as well as adding new methods later on.
# Usefulness of Battle Regimen
Battle regimen serve a double purpose: to expand the strategy of party play, and to reduce the difficulty/rigidness in forming parties. They are not just for doing extra damage, there are lots of various effects. For example:
# - Phys Resistance Debuff
# Normal melee attack -> Normal melee attack (ex. slash -> punch [these are basic DoW abilities])
# - Magic Resistance Debuff
# Normal melee attack -> Normal magical attack (ex. slash -> spirit dart)
# - Cast speed down + MP consumption up
# Normal melee attack -> Magic (ex. slash -> Fire)
# - TP gain reduction + TP consumption up
# Normal melee attack -> Weapon skill (ex. Slash -> Red Lotus)
# - Action aptitude up (Using a different class ability on the current class grants the same effect as when used on the other class)
# Same class magic -> Magic
# Same class Weapon skill -> Weapon skill (ex. Trunksplitter -> Brandish)
# - Damage up
# Various class WS -> WS -> Magic
# Various class magic -> Magic -> WS (ex. Blizzard -> Scourge -> Puncture)
# For example, if it's difficult to continue dealing physical damage, use Phys resistance debuff. If it's a casting monster, use cast time debuff + MP consumption increase etc.
# Negotiations are another way of obtaining loot (other than battles). By choosing the right conversation subject with a NPC, player can engage in negotiations and receive items in exchange for items wanted by the NPC. If player does exceptionally well, it's possible to get some free stuff as an extra.
# Ishgard: Ishgard's people have long been at war with man-eating dragons, and thus have not taken on Adventurers. In this city, there are already several quests appearing for the "Dragon Slayers" [faction?] who are at war with the dragons.
# Guildleves in the Beta: We sincerely apologize to our open beta testers for the client errors that would occur more frequently during guildleves in the beta. In the release version, we are dealing with these diligently.
# Retainer: Right now, when you buy something from a retainer, there is an unnecessarily long delay. On release, we plan to make this a lot more smooth. We would like to make improvements to make commerce even easier for everyone.
# Relationship Crafting/Gathering & PC Status: PC's physical level & attributes will have an effect on crafting and gathering. There are hints in the game as to what does what, so please search for it.
# Crafting
# Physical: Closely related to the tool being used and will particularly affect quality
# Attributes: related to "Godsend" [I think these are the extra result/HQ result] probability & "attribute stability" [?]
# Gathering
# Physical: Affects difficulty in obtaining items in the "gather" phase as well as the number of items obtained
# [translator note].. this is a literal translation of "physical" and "attribute" I wasn't sure here if they're talking about skill level or what, but judging from the use of katakana for Physical, I must assume it means physical level, even though that sounds odd to have an effect here.
# Market: We don't want crafters and gatherers to simply "put up" their items on the market and that's it. We want them to also act as salesmen and learn to play the market intelligently. For this purpose, we will begin with focus on the Bazaar market system. On that note, in order to be able to tell "What's for sale?" etc, we are planning to adjust policy and add functionality to improve the user friendliness.