[NA] FINAL FANTASY XIV: A Realm Reborn Hot Fixes (Oct. 15)
The following issues have been addressed:
•An issue wherein players were able to abandon the quest to unlock levequests.
•An issue wherein a player walking within range of a FATE while progressing certain levequests would cause information such as the timer and progress counter to not update properly (PlayStation 3 version only).
•An issue wherein players were unable to join an instance via the Duty Finder under certain circumstances.
•An issue wherein players occasionally got stuck in the terrain while using the Chocobo Porter.
•An issue wherein players were detected by monsters while using the Chocobo Porter.
•An issue wherein aggro lines would occasionally not display properly during the instance "The Howling Eye (Hard)."
•An issue wherein players were able to fight monsters in the instanced dungeon "Amdapor Keep" without taking any damage.
•An issue wherein the Duty Finder would replenish party members for the instanced dungeon "Amdapor Keep" after defeating the last boss.
•An issue wherein monsters in the instanced dungeon "Binding Coil of Bahamut - Turn 5" became immobilized under certain circumstances.
•An issue wherein pets were unable to enter a specific room in the instanced dungeon "Haukke Manor."
•An issue wherein chests in the instanced dungeon "The Sunken Temple of Qarn" did not include thaumaturge and arcanist weapons within the list of possible rewards. •An issue wherein players were not weakened after getting raised.
•An issue wherein players were unable to use their pet’s actions while casting a spell.
•An issue wherein the target rings and area-of-effect predictors did not display under certain circumstances.
•An issue wherein Eos/Selene did not use Embrace to heal players under certain circumstances.
•An issue wherein if a player crafted immediately after receiving benefits from food, the effect of crafting actions were increased by one turn.
•An issue wherein players occasionally lost the ability to control their character when trying to meld a materia that was restored from a cracked materia.
•An issue wherein a player’s game client would crash, or they would lose control of their character, if they initiated a trade with another player and the opposing player canceled the trade.
•An issue wherein a player changing areas after their companion is KO’d would not be able to summon their companion.
•An issue wherein players were able to target their minion even if it was filtered through the character configuration settings.
•An issue wherein a player would occasionally target a pet before an enemy when attempting to target the nearest NPC/object.
•An issue wherein if a player attempted to perform a ground-target action, a point on the ground was selected before the player actually chose it.
•An issue wherein the game client would occasionally crash if a player inserted text via the “Enter” key under certain circumstances.
•An issue wherein a player’s game client would occasionally crash if they moved the Duty List while in the HUD layout mode and then logged out of the game.
•An issue wherein if a player had their screen resolution set to 480p, their chat window would shift to the right every time they logged into the game (PlayStation 3 version only).
•An issue wherein the directional pad of a gamepad would be non-responsive when using a certain gamepad (Windows version only).
•An issue wherein a character’s face would occasionally not display properly if the character was created using saved appearance data.
•An issue wherein a player would occasionally lose control of the game during the character creation process.
•An issue wherein a player would occasionally lose control of the game if they continuously attempted to login to a World that is full.
•An issue wherein the MP value displayed on the “/macroicon” icon does not change when a player gained a level.
•An issue wherein the text command “/macroicon ‘Jump’” did not display the correct icon.
•An issue wherein the icon displayed via “/macroicon” did not turn red when the target was not within range.
•An issue wherein a player would occasionally lose control of the game when they executed the text command “/hotbar” or “/crosshotbar” via their chat window.
•An issue wherein the job levels (summoner and scholar only) displayed in the Edit Search Info interface was incorrect.
•Grammatical errors within the text found in the Duty List, Journal, and NPC dialogue.
Countermeasures have been implemented for the following issues:
•An issue wherein a player would occasionally not be able to progress within an instanced battle.
•An issue wherein an NPC would occasionally become non-responsive while progressing a quest.
•An issue wherein the background music and the sound effects would not play properly under certain circumstances.
•An issue wherein the opening would not play under certain circumstances and prevented the game from starting properly.
2013/10/16 13:19 Regarding Confirmed Issues With the Binding Coil of Bahamut - Turn 5 (Oct. 15)
We have confirmed that the Binding Coil of Bahamut – Turn 5 is continuing to experience issues after the Oct. 15, 2013 update wherein the monster becomes immobilized under certain circumstances. For this reason, until this issue has been addressed, the Binding Coil of Bahamut – Turn 5 will be temporarily unavailable.
Please note that the Binding Coil of Bahamut - Turn 5 is the only instance that will be closed. Players will be free to continue challenging the Binding Coil of Bahamut - Turns 1 through 4.
We are currently hard at work on confirming and implementing the solution for this issue. We will make a follow-up announcement as soon as the date and time for recovery is set.
We deeply apologize for the continued inconvenience and thank you for your patience.
There have been a lot of requests and feedback related to the Legacy camera/control settings, especially regarding the way the camera functions, and User Interface lead Hiroshi Minagawa has an update to share.
Originally Posted by Hiroshi_Minagawa
■Regarding automatically returning the camera to a fixed distance
We've finished implementing the feature where the camera will automatically return to a fixed distance point for the legacy control camera setting on the development version of the game. Currently, the QA team has started the debugging process, and though I am sure I will get some flack for releasing this so late, it will be in patch 2.1.
As there are major differences in programming between the live/official version of the game and the development version, implementing this before patch 2.1 would be difficult due to the time required to perform the various checks and debugging to ensure stability on both versions. We really hate not being able to release things that are working right away, but we appreciate your understanding.
I feel like we had this in FFXI as I don't remember struggling with returning the camera. Am I remembering this correctly?
That's correct. The current legacy camera was transplanted from the FFXI camera program and it functions the same. * We transplanted this feature because of tester feedback from Beta Test phase 3.
The setting that will automatically return the camera, which will be implemented in patch 2.1, will be added as an option for the original camera feature. We'll be providing this in a way that will meet the requests of all of the testers who were asking for the same camera settings as FFXI.
The reason why this was not a concern for XI is due to the fact that from a battle design perspective, there wasn't as much of a necessity to zoom out with the camera, the areas where characters could move were wider on average, and characters did not move as fast as they do in XIV.
As the battle pace and game design for both XI and XIV are different, we adjusted the camera rotation controls to be fast for XIV, but we are reflecting back on the fact that the adjustments we made were a bit lacking.
■Transparency masking process
If we implemented a system to mask objects that are obstructing the view, all of these problems would be solved, however, this would require processes to determine what is obstructing and also increase the groups of transparent data models as well.
To avoid burdens from numerous processes and in order to prevent quickly consuming memory with large amounts of data from the field it would be difficult to increase applying transparent masking on specific individual objects. Due to this reason, we don't have a practical solution that we could currently propose as a candidate, so we don't have any plans to implement that change.