Category |
Planned |
Current Tasks |
Future Tasks |
Quests |
Tutorials for new players |
Planning and implementation of tutorial quests |
Introduction of additional quests |
Quests revolving around the danger facing Eorzea |
Planning and implementation of quests |
Introduction of additional quests |
–NEW– Storylines and world quests |
–NEW– Development and release of supplemental storylines and world quests |
–NEW– Introduction of additional quests |
Public company quests |
Planning of public companies and related quests in Limsa Lominsa, Ul'dah, and Gridania |
Introduction of additional quests |
–NEW– Quest-related system changes |
–NEW– Addition of icons to make quest NPCs easily recognizable |
–NEW– Addition of several icons to distinguish between quest types |
–NEW– Addition of quest NPC locations to maps |
–NEW– Division of map data for various quest types |
–NEW– Addition of confirmation windows for accepting/refusing quests |
–NEW– Opt from among several rewards upon quest completion |
–NEW– Ability to abandon accepted quests |
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User Interface (UI) |
Improvements to the log |
Changes to behavior of windows when moused over Removal of auto-log activation (complete as of 1.15a) Abiility to target behind log (complete as of 1.15a) |
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Automated show/hide feature Log hidden after certain period of inactivity (complete as of 1.15a) |
–NEW– Examination of new log config settings Ability to set length of inactivity before log is hidden |
Revision of text colors by message type Brighter system messages for easier reading (complete as of 1.15a) |
Increased log tabs Increased color customization by type |
Improvement of dialog windows (ex. market area selection) |
Changes to increase the amount of on-screen data to reduce the need for multiple pages (complete for market area selection screens as of 1.15a) |
Reexamination of page-scrolling mechanics Conversion to specialized query windows |
Improvements to journal usability |
Changes to consolidate all current quests and levequests on one screen |
Ongoing changes Additional list entries |
Increased speed for text scrolling in general, and further speed increase for continuous scrolling Addition of page-scrolling control for gamepads (moved from Planned Tasks to Current Tasks) |
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Adjustments to window size and scrolling position Consolidation of levequest details on one screen (complete as of 1.15a) |
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Addition of entries to journal list (moved from Planned Tasks to Current Tasks) |
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Character jump feature |
Examination of the implementation of jumping |
Implementation following completion of a favorable examination |
Increased visibility of combat damage display (complete as of 1.15a) |
Use of distinct colors for player and enemy damage (complete as of 1.15a) |
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Adjustments to prevent overlapping of combat text FINAL FANTASY-esque changes to number pop-up animations (complete as of 1.15a) |
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–NEW– Rank/Level up fanfare |
–NEW– Examination of dramatic effects when a new rank or level is attained |
–NEW– Further rank/level up fanfare enhancements |
Increased usability of maps |
Examination of increased refresh rates for more responsive maps (complete as of 1.15a) |
Implementation of chages (complete as of 1.15a) Subsequent increase in the number of points and icons pictured on maps |
Improved minimap usability |
Addition of PC field-of-view display on the minimap (complete as of 1.15a) |
Quest NPC directional indicator |
Improvements to camera usability |
Changes to prevent random reset of camera distance settings (complete as of 1.15a) |
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Changes to allow camera distance settings via gamepad (moved from Planned Tasks to Current Tasks) |
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Changes to notification windows |
Changes to window placement Reduced intrusion of windows when engaged in combat (complete as of 1.15a) |
Changes to increase the specialization of windows |
Improvements to targeting mechanics |
Changes to allow targeting by type (PC or NPC) when targeting with a gamepad |
Examination of target indicator customization –NEW– Addition of an "attacking enemies only" type to targeting system |
–NEW– Ability to target by clicking on character name displays |
–NEW– Examination of additional information display on unit frames |
–NEW– Emote usability improvements |
–NEW– Display of text commands for each emote on the emote list |
–NEW– Alphabetization of emote list |
–NEW– Auto-translate dictionary update |
–NEW– Update of auto-translate dictionary contents |
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Guildleves |
Improvements to guildleve-related information |
Command-based display of time remaining until guildleve renewals (complete as of 1.15a) |
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Additional information when exchanging guildleves |
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Revision and balancing of local leve issuing conditions |
Ongoing revision and balacing |
Balancing of guildleve rewards |
Changes to less popular guildleves in line with reward balances |
Further release of new guildleves following balancing |
Items, Synthesis, and Gathering |
Adjustments to item condition values |
Adjustments to lower the rate at which item condition deteriorates |
Ongoing balances in line with player feedback |
Higher visibility of the optimal rank of items |
Changes to the color of item names to convey the disparity between optimal rank and a player's current rank Currently assessing costs of implementation |
Color categorization of item names |
Reassessment of the gear affinities |
Introduction of gear with rank requirements to create player-oriented goals |
Further changes to gear affinities |
–NEW– Reexamination of class-based requirements for gear |
–NEW– Addition of class-specific gear to enhance class uniqueness and goal-oriented play |
–NEW– Reexamination of recommended class system for gear |
Revision of battle loot and quest rewards |
Ability to obtain weapons and armor via battle loot and quest rewards |
Implementation in line with quests |
–NEW– Synthesis interface improvements |
–NEW– Examination of synthesis recipe balancing Adjustments to begin after settling on specs |
–NEW– Implementation of synthesis recipe balancing |
–NEW– Expansion of synthesis recipe history (currently stores eight recipes) |
–NEW– Ongoing improvements to recipe history feature |
–NEW– Adjustments to the item synthesis process |
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Changes to item stack sizes (complete as of 1.15a) |
Examination of increased stack sizes from 12 to 99 (complete as of 1.15a) |
Implementation of increased item sizes after finalization (complete as of 1.15a) |
Increased pace of gathering actions |
Changes to the frame rates of action animations to speed up gathering (partially complete as of 1.15a) |
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–NEW– Introduction of new synthesis concepts |
–NEW– Examination of new synthesis concepts |
–NEW– Initial development following settling on concepts |
Market Areas |
Improvement of market area connectivity and stability |
Reduction in the frequency of market area crashes |
Ongoing improvements to market area stability |
–NEW– Retainer system improvements |
–NEW– Ability to summon retainers currently operating a bazaar |
–NEW– Ability to save retainer location |
Improved usability of the item search feature |
Addition of prices displayed together with search results (complete as of 1.15a) |
Examination of ability to search by specific item names |
Examination of an auction house system |
Final examination of retainer and auction house systems |
Initial planning following final decision |
Battle System |
Ability to toggle display of head gear |
Ability to toggle head gear to allow display of character faces (complete as of 1.15a) |
–NEW– Addition of a menu option |
–NEW– Party system changes |
–NEW– Examination of maximum single party size Changes aimed at improving battle balance |
–NEW– Reduction of "full" party size from 15 to 8 members –NEW– Release of "small" parties made up of 4 members |
–NEW– Redesign of UI elements in line with new party system |
–NEW– Examination of a buffing system and party display for small and full parties |
Revisions to party-based skill point acquisition in parties –NEW– Battle adjustments for new party system |
Improvements to skill point acquisition for parties (complete as of 1.15a) –NEW– Adjustments to degrees of difficulty and bonuses for behests for full parties (8 members) |
–NEW– Adjustments to period of time between behest resets |
–NEW– Auto-attack system |
–NEW– Examination of an auto-attack feature |
–NEW– Examination of risks of and scale of changes for an auto-attack system |
–NEW– Character collision detection |
–NEW– Removal of character collision |
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Changes to enmity calculations |
Revisions to enmity algorithms |
Ongoing revisions to enmity algorithms |
–NEW– Adjustments to positioning algorithms of enemies in relation to PCs |
–NEW– Ongoing adjustments of algorithms as necessary |
–NEW– Adjustments to ranged attack algorithms of enemies |
–NEW– Ongoing adjustments of algorithms as necessary |
Revision of crowd control actions |
Revision of crowd control actions for each class to improve party-based play |
Implementation of changes after finalization |
Changes to enemy group dynamics |
Introduction of enemy group variability, as well as enemy group highlighting to enhance combat visibility |
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Changes to claiming/engaging enemies |
Examination and implementation of changes to claiming and engaging enemies |
Ongoing balancing of skill point acquisition following initial changes |
Balancing of enemy attributes |
Changes to enemy attributes and drops |
Ongoing balancing as necessary |
Addition of beast tribes |
Release of beast tribe monsters as both roaming and quest-related enemies |
Further implementation in line with new quests |
–NEW– Environment collision detection |
–NEW– Risk analysis of collision detection adjustments to improve movement response |
–NEW– Ongoing adjustments to environment collision detection |
–NEW– Enemy distribution adjustments |
–NEW– Examination of free-ranging enemy distribution Changes aimed at clearly defined territories and secure travel routes |
–NEW– Gradual adjustments to roaming enemy distribution |
Revision of enemy sizes |
Optimization of enemy size for ease of play |
–NEW– Ongoing adjustments to enemy size |
Design and release of notorious monsters |
Release of notorious monsters |
Further implementation in line with new quests |
Conversion of roaming monsters to notorious monsters |
Implementation after finalization |
Armoury System |
Changes to actions for Disciplines of War & Magic classes |
Further changes to enhance class uniqueness |
Initial implementation of partial changes |
–NEW– Reexamination of stats |
–NEW– Addition of an auto-MP regeneration feature |
–NEW– Ongoing reeaxmination of attributes and stats |
Changes to class names |
Possible introduction of traditional names such as paladin, monk, white mage, etc. |
Announcement of further changes as they arise |
Company System |
Introduction of public companies |
Introduction of public company leaders in each city-state |
Announcement of further changes as they arise |
Introduction of public companies in Limsa Lominsa, Ul'dah, and Gridania to combat the threat to Eorzea |
Announcement of further changes as they arise |
The Lodestone |
Official forums |
Test launch of official forums in JP, EN, FR, and DE beginning in early March |
Improvements to forums based on test period results Determination of final launch date |
Additional blog features |
Addition of a "Like!" button to mark preferred posts |
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Ability to add decorative text, HTML links to blog entries |
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My Site automated notifications |
Notifications of new blog entries, new followers, etc., posted at the top of My Site pages |
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–NEW– New Content |
–NEW– Instanced PvE Content (Dungeons/Raids) |
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–NEW– Examination of dungeon content for full parties (8) of high-rank members Ongoing examination together with battle system adjustments (8-member content) |
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–NEW– Examination of dungeon content for small parties (4) of mid- to high-rank members Ongoing examination together with battle system adjustments (4-member content) |