User Info: hexacoto hexacoto 2 years ago #1



Translated loosely for ease of reading.



First of all, tell us about the reaction of the players who participated in the closed beta from Aug 26 to Sept 4.



Kujiraoka: From the participants, while we had a lot of responses about matchmaking time and dropped input during battle, regarding the game itself we got the impression that it was generally well received. During the closed beta, we were looking at how to apply patches for matchmaking and dropped inputs. In order to make the final product better, we had our programmers give their all to find out what needed to be fixed. However, matchmaking between overseas regions had lag, which was a problem.



You did not restrict matchmaking by region during the closed beta, right?



K: That's right. Of course, there's a filter that can distinguish what the connections are, but when at times where there are insufficient players overseas or in Japan, the two sides will mix and match. Because they're plenty of arcade players in Japan and very few people in Bronze, matching tends to work better beyond that rank.



What are the reactions like from players overseas?



K: As a 3v3 game, there's a favorable impression that each character has a strategic role to play. Furthermore, at the Gamescom 2017 event, many overseas users answered in a questionnaire that they saw it less as a pro fighting game and more like a team fighter like Overwatch.



Compared against a typical game in the arcade version, we get the sense that Heavy and Shoot types aren't necessarily matched up well on both allies and enemy sides.



K: Because the arcade uses a different system, it's only natural you get that feeling. We've definitely been looking at this aspect during the close beta and will be working on it up to the final product.



During the beta, there were only 2 preset sets, so how did you decided what skills to put into them?



K: I'm sure arcade players were definitely thinking "What the hell is up with this set?" (lol) We picked EX Skills that had the most perceivable impact on teammates. For example, it's easy to see the effect of Vacuum in the field, as well as the effect of Brave Share on teammates. These skills are seldom used by arcade players, but I'm sure after this they'll definitely rethink skills like Vacuum! (lol)



Surprisingly, I never realised how troublesome suction can be! (lol) Are there anything else that you're looking to improve from the closed beta?



K: Definitely the tutorial. While there was a video tutorial in the closed beta, there are many players who have never experienced the arcade version and we need to create a tutorial that's easier to understand in the final product. I'm hoping I can cut basics like moving and being attacked and having them be picked up while players are practicing.



One big difference between the arcade and console version is the chat system. Will the final product have something different?



K: During the closed beta, there were 16 commands with a 4x4 system using a combination of directions and button, but in the console version there will be more commands available. Also, since we've recorded more lines, we're hoping that will increase the variation of chat.



In an early interview, you said that you would not like to chat with a friend like you're giving orders. Is DFFNT going to achieve something towards that effect?



K: That goal is still there. As some lines will be more convenient, along with the newly recorded ones, it's up to the player to decide what lines will in the chat. Also, you can voice chat in DFFNT so communicating with friends is easy.



[to be continued...] Source: https://www.famitsu.com/matome/dff/news60.htmlTranslated loosely for ease of reading.Kujiraoka: From the participants, while we had a lot of responses about matchmaking time and dropped input during battle, regarding the game itself we got the impression that it was generally well received. During the closed beta, we were looking at how to apply patches for matchmaking and dropped inputs. In order to make the final product better, we had our programmers give their all to find out what needed to be fixed. However, matchmaking between overseas regions had lag, which was a problem.K: That's right. Of course, there's a filter that can distinguish what the connections are, but when at times where there are insufficient players overseas or in Japan, the two sides will mix and match. Because they're plenty of arcade players in Japan and very few people in Bronze, matching tends to work better beyond that rank.K: As a 3v3 game, there's a favorable impression that each character has a strategic role to play. Furthermore, at the Gamescom 2017 event, many overseas users answered in a questionnaire that they saw it less as a pro fighting game and more like a team fighter like Overwatch.K: Because the arcade uses a different system, it's only natural you get that feeling. We've definitely been looking at this aspect during the close beta and will be working on it up to the final product.K: I'm sure arcade players were definitely thinking "What the hell is up with this set?" (lol) We picked EX Skills that had the most perceivable impact on teammates. For example, it's easy to see the effect of Vacuum in the field, as well as the effect of Brave Share on teammates. These skills are seldom used by arcade players, but I'm sure after this they'll definitely rethink skills like Vacuum! (lol)K: Definitely the tutorial. While there was a video tutorial in the closed beta, there are many players who have never experienced the arcade version and we need to create a tutorial that's easier to understand in the final product. I'm hoping I can cut basics like moving and being attacked and having them be picked up while players are practicing.K: During the closed beta, there were 16 commands with a 4x4 system using a combination of directions and button, but in the console version there will be more commands available. Also, since we've recorded more lines, we're hoping that will increase the variation of chat.K: That goal is still there. As some lines will be more convenient, along with the newly recorded ones, it's up to the player to decide what lines will in the chat. Also, you can voice chat in DFFNT so communicating with friends is easy.[to be continued...]

User Info: hexacoto hexacoto (Topic Creator) 2 years ago #2 [...continued]



I see. This is a personal preference, but it's a shame you can't link two phrases together in the closed beta. (For example, in the arcade version, players are able to get "I am a good kid" by initiating "I will not be a memory" and interrupting it with "Good kid")



K: I understand that there are players who want to meme the symbol chat. As communication specs are different from the arcade version, I can't promise how the chat situation will turn out, but I will keep this desire in mind as we continue working on the game.



Looking forward to it! (lol) There were many people who could not take part in the closed beta; will there be other opportunities for them to try the game before launch?



K: We are considering it, but because such numbers are likely to be limited, we'll probably be doing more event exhibitions type things.

--

New elements of DFFNT



We saw many things at TGS and one of them was Noctis. What kind of character is he?



K: Noctis is a character where like in FFXV, he's a Speed type character that uses Warp often. Warp will be more like in FFXV where you throw your weapons at foes to warp rather than like in Kingsglaive, where you attack while moving around around at the same time. Warp is initiated by throwing a sword but weapons can be changed depending on the attack. Anyway, he is a character that attacks and moves up, down, left and right by warp.



Moving up, down, left and right... like Tidus as a disrupting character?



K: It's more like an up, down and sideways movement rather than specific paths like Tidus. Characters get to decide where they want to warp by where they throw the sword, which helps with the variety of offensive pressure in the game.



Can't wait to see it! Next, please tell me more about Core Battles



K: Core battle rules are simple: break the enemy team's core to win. There is one core per team, and if an ally is within the range of the home core, the dome-shaped barrier expands. making it impossible to break the core. Players can shoot at the core from a certain distance to break the core, so it becomes a goal to create a situation where you can attack the core without the enemy being around. With players being attackers and defenders, it creates a MOBA type situation which can be fun.



What about Summon Battles?



K: I've said before that the story unfolds as you fight multiple times, and as part of the story, Summon Battles are included. The Summon Battle scene you saw is actually part of the story content.



The battle rules of a Summon Battle will probably differ from a regular battle right? What's the production process like in creating such a system?



K: It's super difficult! (lol) It's hard to create a single unified system where you can also account for a boss battle. Actually, even before the launch of the arcade version there was a thought that we should create boss battles for the console version. I am now finally getting around to it. I had written what the specs of a boss battle should be like, and it felt nostalgic, because before this I was making specs of minions and bosses for action games. "Ah, so you've returned," was what I felt. (lol) Summon Battles will continue to be in development until launch. Besides Ifrit, you'll get to fight Shiva, Ramuh, Odin, Leviathan, Alexander and Bahamut, so stay tuned!



[...to be continued]

User Info: hexacoto hexacoto (Topic Creator) 2 years ago #3 [...continued]



Looking forward to it! Tell us why you created two different UI?



K: The European marketing staff were saying "Overseas players prefer a simple UI that's not as flashy as the current one." In fact, it is true that elements of the arcade UI can be overwhelming when displayed on a big TV monitor. Because of that, we made a simpler UI. Visibility is now better because we reduced the size of the icons. This is good for those who are unsatisfied with the arcade version. Players will have the option of switching between the simple UI or default UI in DFFNT.



How did you decide the day-1 edition and pre-order bonuses?



K: Helmetless Warrior of Light was highly requested by players, and I had wanted to implement it anyway, and it's not hard to implement as a new form because the changes are not many. In that sense, it was great timing (that players had requested it and we needed pre-order bonuses). As Noctis' formal attire was also a pre-order bonus in FFXV, it made sense to choose it this time round. We selected Garland's Claymore to match WoL new addition, Cloud's Nail Bat for overseas fans' desire for joke elements. I mean, who doesn't want to see Clouding doing Omnislash using Nail Bat? (lol)



Definitely. Finally, tell us your aspirations.



K: I would like to see D:FF become the standard and benchmark of 3v3 games. [Something about DFFNT representing bring the arcade experience to home player users for the first time, I think. I'm giving up here, >.< ] Please look forward to our game!



THE END

User Info: ChingTheMonkey ChingTheMonkey 2 years ago #4 "I am the wind. And the wind... you can't kill." - Mifune (Way of the Samurai 2)

The Official EMIYA of the Fate/Grand Order Boards Awesome! Really excited to see how those summon battles are gonna work!

User Info: UnKnown107 UnKnown107 2 years ago #5 http://imgur.com/MVbg9ln So the story may be more than just fights thinking possibility of related fight after scenes like prev. Dissidia's reports

User Info: Animestar5000 Animestar5000 2 years ago #6 PS3 PSN-Animestar5000

I play DOA/DW8/WO3/DW:Strikeforce/COD:BO2 I hope they add more 'gimmick' battles like core battle and summon battle. I think it would be awesome to have some kind of 'free for all' style combat (Thinking of Anarchy Reigns here lol) or something like that haha. I look forward to this game more and more

User Info: RyuHayabusa0001 RyuHayabusa0001 2 years ago #7 Oh, there is a story. As long as there's an interaction between them i'm good.

User Info: Vanitas_Remnant Vanitas_Remnant 2 years ago #8



Also it seems like theres more to the story than we thought, my new guess is that it will work like the reports in 012 where you unlock a sidestory that'll sometimes have the occasional fight I feel a draft on my butt I wonder how the summon fight against Alexander will workAlso it seems like theres more to the story than we thought, my new guess is that it will work like the reports in 012 where you unlock a sidestory that'll sometimes have the occasional fight

User Info: Animestar5000 Animestar5000 2 years ago #9 Vanitas_Remnant posted...

I wonder how the summon fight against Alexander will work



Also it seems like theres more to the story than we thought, my new guess is that it will work like the reports in 012 where you unlock a sidestory that'll sometimes have the occasional fight



That will be fun since he is huge. I would imagine its like FF15 adamantoise. PS3 PSN-Animestar5000

I play DOA/DW8/WO3/DW:Strikeforce/COD:BO2 That will be fun since he is huge. I would imagine its like FF15 adamantoise.