Feedback Status Comment I would like to see my character’s expression change while standing still. Addressed in Beta Phase 3 In Beta phase 3, we’ve implemented an expression emote process that can change character expressions. I noticed that my character’s hair and clothing are not affected by the wind, even though the trees and grass move when the wind blows. Are there any plans to address this? Addressed in Beta Phase 3 As we’ve implemented physics in phase 3, you’ll see movement of your character’s hair. In addition, we will monitor the performance until the official release and apply the physics to other areas accordingly. There’s a hidden polygon within the Elezen female’s neck area. Addressed in Beta Phase 3 In Beta phase 3, we have made adjustments to the textures and character models for all races. If you see any other issues during the Beta Test, pleasure let us know through the bug report forums! When my character equips clothing that pushes up the breast area (i.e. coatee), it creates an awkward line around the cleavage. Are there any plans to address this? Addressed in Beta Phase 3 In Beta phase 3, we have made adjustments to the textures and character models for all races. If you see any other issues during the Beta Test, pleasure let us know through the bug report forums! While there are orange-colored fires within the Spirithold, there are areas where the light is shown as blue. Are there are plans to address this? Addressed in Beta Phase 3 While we will continue to make adjustments to the lighting, we have confirmed that the reported issue was a bug and so it has been addressed. Thank you for reporting this matter! It seems like the name plate is displayed within a 2D environment unlike the character model. Due to this, the name plate seems to be appearing a split second after any movement takes place and it causes the name to shake. Addressed in Beta Phase 3 We have completely revamped the backbone of the user interface. The name plates will now be displayed within a 3D environment generally and then switch to the 2D environment when the name plate is selected. The mill west of the Leatherworker Guild doesn’t have any legs. Addressed in Beta Phase 3 We have confirmed that the reported issue was a bug and so it has been addressed accordingly. Thank you for reporting this matter! When I overlap my character with an NPC, my name takes priority over the NPC’s head. Are there any plans to address this? Addressed in Beta Phase 3 We have completely revamped the backbone of the user interface. The name plates will now be displayed within a 3D environment generally and then switch to a 2D environment when the name plate is selected. I want to be able to change my character’s lip color (i.e. lip stick). Addressed in Beta Phase 3 We will continue to make adjustments as much as possible, but system-wise there are some aspects that are just not possible, so we will do the best that we can! When I target a PC/NPC standing either next to me or diagonally behind me, all I see is the white part of my character’s eye instead of my character moving it’s head in the corresponding direction. Are there any plans to address this? Addressed in Beta Phase 3 This has been addressed in Beta phase 3. In certain areas of the Black Shroud, it can be kind of difficult to see at night, so I would like to be able to adjust the gamma settings. Addressed in Beta Phase 3 This has been addressed in Beta phase 3. I noticed that when a goblin’s bomb goes off, the light effect is so strong that it reflects off of far away trees. Are there any plans to reduce the range? Addressed in Beta Phase 3 We have made adjustments to the frequency with which they use bombs. Current battle effects are too flashy and I have a hard time understanding what’s going on. Are there any plans to reduce the flashiness? Addressed in Beta Phase 3 In the Windows version of Beta phase 3, you will be able to adjust the battle effects through the configuration menu. As for the PS3 version, we will continue to optimize the settings. The female Hyur snooze emote looks awkward because of the open mouth and the knees. Are there any plans to address this? Addressed in Beta Phase 3 This has been addressed in Beta phase 3! Currently, the icons for the anchor and the Hunting Log overlap with each other. Are there any plans to address this? Addressed in Beta Phase 3 Now that the name plates are displayed within the 3D environment, we have made adjustments to the how the name plates are displayed and the display priority of the target cursor. Is it possible to create armor with a shiny metal texture? Addressed in Beta Phase 3 In Beta phase 3, we’ve adjusted and added shaders, and made quality improvements to the shiny metal texture. Please check it out. Also, we are aiming for an even higher quality expression of this with DirectX 11 support. I’ve noticed that the sandals that my character has on during the character creation are not the same as the actual sandals they start with. Are there any plans to address this? Addressed in Beta Phase 3 This has been addressed in Beta phase 3. Would it be possible to increase the display priority of object and NPC names? Addressed in Beta Phase 3 We implemented a new feature where the display priority changes depending on the type and condition of a character. While you may encounter some cases where the loading will take longer than usual, we will continue to make adjustments to the character placement and the display priority. While the heavy armors look nice, are there any plans to implement any really cool looking armor? Addressed in Beta Phase 3 Continuing to Address We’ve added in some really cool looking armor in Beta phase 3 and we will be designing various weapons and armor after launch as well, so please look forward to it. Lalafell seem to jitter a little too much when they climb up/down stairs. Are there any plans to address this? Addressed in Beta 3 Continuing to Address By changing the stairs to a slope-style collision as much as possible, we will do our best to adjust the jittery parts of the animation. Please continue to provide feedback on any bad spots you find. I would like to see a little bit more liveliness within the map (i.e. frogs jumping in the grass, fish swimming in the water, etc.). Planning to Address as Continually as Needed In Beta phase 3, we have added various objects such as fish in the sea. We will continue to add things like this until the official release. Please stay tuned! All water seems to be flowing at the same speed, whether it’s flowing over an angled surface or a flat surface. Are there any plans to address this? Planning to Address as Continually as Needed We are planning on increasing the quality of the water animations by the official release. Would it be possible to reduce the amount of shadows that are applied to a character’s face? Planning to Address as Continually as Needed While there are limitations to how much we can do, we put a lot of focus on the shadows that fall on characters for Beta phase 3. By supporting DirectX11, there will be enormous changes again, so please expect a significant increase in quality with the adjustments leading up to release and post-release. The current battle animations are too flashy. Continuously Adjusting as Needed In Beta phase 3, we’ve made overall adjustments to battle actions. The shadows of trees seem a little rugged. Are there any plans to smooth them out more? Continuously Adjusting as Needed We will continue to make adjustments to this as much as possible until official release. Are there any plans to address the invisible walls around Eorzea? Continuously Adjusting as Needed We will continue to make adjustments as needed, but we are looking forward to your feedback in regards to particular areas. The shadows seem to flicker at times. Are there any plans to address this? Continuing to Adjust For the official release, we will continue to made adjustments as much as possible. Also, in a graphics update after launch we will aim to improve on this even more. There seem to be some areas where an area is lit unnaturally during the day. Planning to Fix as Needed The reported issue is a mix of a bug and a feature that is working as intended. We will continue to investigate the matter and make the necessary adjustments for the official release. Can you make it possible to remember custom settings when changing the graphical settings? Partial Implementation In the future we will add a text command for configuration settings, so this should be possible with the use of a macro.
Also, the game currently reflects any changes made to graphics settings as soon as they are made, but in Beta phase 3 changes will not be seen until pressing a confirmation button.
I understand you have no plans to implement a feature where our gear automatically changes upon entering a town, but what’s going on with the system where we can change the appearance of our characters using a vanity slot? Planning to Update after Official Service Begins While we’re still scrutinizing the specs of the system, the plan is to give the players enough freedom so that they are able to freely change the looks of every piece of equipment. However, we do still plan to implement restrictions such as casters not being able to equip heavy armor, etc. Please note that these specs are still under discussion and are subject to change. I would like to be able to set a higher resolution while in windowed mode. Planning to Update after Official Service Begins Unfortunately, we cannot support higher resolution textures until we implement support for DirectX 11. Once the game is compatible with DX11, we will be able to support higher resolution textures. I would like to be able to see changes within the fields depending on the season. Planning to Update after Official Service Begins It’s rather difficult since Eorzean time and Earth time are a bit different. The time of a single day is quick. Also if we are to match the seasons, do we match it to Japan? Do we match it to the northern hemisphere? By having as many seasonal events as possible and decorating a variety of places, we would like to match the mood of the seasons in Japan, since it is a Japanese made game after all. Please increase the texture resolution. Planning to Update after Official Service Begins Unfortunately, we cannot support higher resolution textures until we implement support for DirectX 11. Once the game is compatible with DX11, we will be able to support higher resolution textures. I would like the ability toggle on/off the display of earrings. Planning to update after official service begins If we receive a lot of requests for this, we can address it. However, only earrings might be tough, so it would be a “hide accessories” configuration. Are there any plans to implement additional types of armor designs? After Launch We’re adding a lot of new equipment in Beta phase 3 and we will be designing various weapons and armor after launch as well, so please look forward to it. Would it be possible to show the arrows flying through the air when being shot? It currently looks like you are shooting invisible arrows. Currently Discussing We are currently discussing ways to resolve the issue of the arrow speed changing depending on the distance between the player character and the target. Please make it so water reflects light. Currently Discussing Actually, direct reflection and the pseudo-reflection are in place. Whether we implement a secondary reflection depends on the graphics quality adjustment tasks, so we will discuss this for a future graphics update. I would like the night atmosphere to feel more like night time by increasing the size of the moon, have the moon light go through the tree branches, etc. Working as Intended We have slightly increased the size of the moon, and we’ve already made the moon light quite noticeable, so enhancing this any more would create an unreal environment. These features in Beta phase 3 are what will be implemented in the official version. We appreciate your understanding. I feel that the character animations feel weightless. Working as Intended We have very clear specifications for the entire speed of the game, and animations are being created while maintaining action weight within these parameters, so we will continue to make adjustments specifically to the animations you are concerned with, but please understand that we will be making them while keeping the balance in mind. It looks like each hair type has it’s own resolution. Are there any plans to address this? Working as Intended It was designed this way so that we are able to store the more complex hair styles within the same memory standards. I liked how my character looked when I used stealth in version 1.0. Would it be possible have the character appear in that manner? Working as Intended Unfortunately, the current design is the final version of how the character will be displayed during stealth. The current casting animations seem a little too flashy. Would it possible to change it to something more natural like the version 1.0 casting animations? Working as Intended While we believe everyone has their own preference when it comes it casting animations, we have prepared different casting animations for the different type of magic. Please test them out for yourself in Beta phase 3. I don’t like how the night/day shifts all of the sudden instead of switching gradually. Are there any plans to address this? Working as Intended To slow down the change from night to day any further would require us to stretch out the duration of the night/day cycle. This would cause a lack of change in short periods of time. Also, this would cause frustration when monsters that only appear at night/day or quests that can only occur during night/day are implemented, so we have implemented it as it is now. Please add an anti-aliasing feature. Working as Intended FFXIV: ARR currently uses FXAA, and MSAA cannot be supported due to the deferred shading. We are currently looking into SSAA, but the stress that it places on the system is quite high, so we will look into it after launch. Please make it so clouds move in the sky. Working as Intended Clouds currently drift in the sky. When we add more kinds of weather in the future, we are planning to have the speed change depending on the weather. Are there any plans to implement a system where my character automatically switches to town gear when I’m not in a battle area (such as Gridania)? No Plans to Address We currently have no plans to implement such a feature.
However, while the process won’t be automatic, you will be able to switch your gear easily by changing your gear set.
Regarding the jump animation, would it be possible for the character to crouch down before they jump? No Plans to Address The jump works in this manner because we focused heavily on the response time of the animation. Unfortunately, any additional adjustments to the animation will cause the players to feel like the jump has a slow response time. Instead of the sliding action animation, would it be possible to make character look like they are running? No Plans to Address The animation for bow attacks is especially bad so we are currently making adjustments to that. As for the other animations, we intentionally separated the animation of the upper body and the lower body to prevent the animation lock. It may look better if the characters stop their feet during an attack, but if we do that, it will have a huge impact on overall speed of battle. I want an inertia animation when starting to run from a walk, stopping, and turning around. No Plans to Address This will cause a lot of stress on players that are playing for extended periods of time because of how it will impact the overall speed of battle, so we will not be addressing this and appreciate your understanding. When I equip a shield on my female elezen (L size) as a conjurer and sit down, the shield goes into the character’s back. Are there any plans to address this? No Plans to Address In A Realm Reborn, we are planning to implement additional gear with the emphasis on making character silhouettes stand out more. If we focus on issues of overlap too much, all of the equipment will end up having the same silhouette. Therefore, please expect to see some overlapping of equipment. I would like to see leaves floating within the sea/river so that I can tell which way the water is flowing. No Plans to Address Since we would like to support a wide range of hardware, we do not plan on adding any more physical objects to field areas at launch. In the future when the average hardware specs increase there is a possibility that we add these. We appreciate your understanding. There’s a logging quest in Quarrymill where the logging point is a withering tree, but the name says it’s a healthy tree and this doesn’t seem right. Are there any plans to address this? No Plans to Address While we have done our best to make the appearance of graphics and the content uniform, there are cases where we priortize the playability first and foremost. We appreciate your understanding. I would like the game to automatically set the best graphical settings for my setup when I first log in. No Plans to Address There can be major differences between everyone’s PC specs, and even for those who have high-end PCs their preferences vary. Since the testing costs for this would increase dramatically, we do not have any plans to address this currently. We appreciate your understanding.