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The History of Final Fantasy XI/2002
| Header Key
2002 - Release & First Updates
With the Playstation 2 beta test completed, Final Fantasy XI was finally given a public release. The Windows beta test ran through the Summer, and the final version was released in the Fall. Final Fantasy XI was ready to set sail.
|Feb. 7th, 2002|| |
Final Fantasy XI Credit Cards
|Square, DigiCube, and UC Card announced details concerning special Final Fantasy XI/PlayOnline Visa and Mastercard credit cards, which were available in Japan starting February 2002. These cards were one of the various marketing schemes designed to promote Square's online community.
The cards offered various benefits to PlayOnline users and Final Fantasy XI subscribers:
|Feb. 20th, 2002|| |
Final Fantasy XI Opening Cinematic Debut
|The debut of the Final Fantasy XI Opening Cinematic was shown after a "Music from Final Fantasy 20020220" orchestra concert.|
|Apr. 26th, 2002|| |
FFXI Playstation 2 Beta Test Ends
|The final version of Final Fantasy XI was put together, and the beta test ended. Testers were allowed to have their chosen names transferred over to the full game. The game began with 20 worlds, and it was announced that the last two digits of your total gil would determine where you were placed. This way, players were able to transfer along with their friends to the same server. This system led to servers initially being referred to by number, such as “World 0,” or “Server #5.”||During the months of the beta test, it was extremely hard to find a PS2 HDD. On top of this, many people discovered defects in some HDDs. This caused the demand to be even higher due to the unfortunate people were trying to replace their defective devices. On "Yahoo! Auctions", some HDDs were being sold and purchased for a minimum of 18,000 Yen (Around $150 at the time) up to 50,000 Yen (Around $415).|
|Apr. 26th, 2002|| |
First Article from Vana'diel Tribune Released
| The first article from the Vana'diel Tribune, a Final Fantasy XI "newspaper" published within Playonline by Square Enix, was released coinciding with the finished Beta test.
The newspaper, for the most part, was in the role play setting. Oftentimes, the reporters broke the 4th wall and acknowledged adventurers as players. The newspaper was based in Jeuno, and often covered seasonal events in Vana'diel as well as version updates to the game. Reporters in the newspaper were actual staff members of Square and Square-Enix. They all had characters ingame coinciding with their newspaper reporter names and personalities. Players were often invited to write and participate in articles in the newspaper.
Correspondents were easily spotted in-game due to a unique icon displayed by their names: This was in the same spot as the Bazaar or Linkshell icons.
The first edition of the Vana'diel Tribune ran monthly from April 26th, 2002 until October 25th, 2004. 31 publications were made in the first edition, of which the first 17 were only in Japanese. English players started receiving translated editions starting with Edition #17 on October 28th, 2003. See the Vana'diel Tribune page for a link to all of the articles.
|May 16th, 2002|| |
FFXI PS2 goes on sale in Japan, Service begins!
| The names for the twenty worlds were revealed: Bahamut, Shiva, Titan, Ramuh, Phoenix, Carbuncle, Fenrir, Sylph, Valefor, Alexander, Leviathan, Odin, Ifrit, Diabolos, Caitsith, Quetzalcoatl, Siren, Unicorn, Gilgamesh and Ragnarok.
The PS2 version cost 7800 yen. It contained Final Fantasy XI, PlayOnline Viewer, Tetra Master and JongHoLo (a Mahjong game). It also came with a pretty thick playing manual, weighing in at 288 pages.
Square said they prepared 20 servers worldwide capable of withstanding 5,000 simultaneous connections towards the official version, and that they can handle 100,000 players at any time. FFXI was well organized in its launch, but suddenly big issues occurred immediately after the service started.
FFXI's first week of sales amounted to 63,958 units (Famitsu survey). Dispite being below the 100,000 limit that Square announced, the "Authentication Servers" accessed when logging into the game couldn't withstand the enormous amount of traffic. On top of this, the official FFXI site and their support center were having technical difficulties so Square was unable to communicate with their customers via their official site.
Not only could people not play the game, some were even being charged duplicate amounts when registering their WebMoney code. A majority of BB units were also not delivered on launch day as promised.
All connectivity issues were completely fixed by May 19. Due to the loss of service, free play was extended past the end of May until the end of June.
One of the first trailers for the game, released sometime in 2002.
Early FFXI Official Website
|May 18th, 2002|| |
|On the morning of the 18th, the article to the right was printed in the national newspaper in Japan in the advertisement column. It is an apology advertisement written by the president of Square. They apologize for the difficult launch of FFXI and about duplicate charges. The term "Nightmare" was used.|
|Summer 2002|| |
FFXI Themed Snacks
|As part of Square's marketing plan, 7-Eleven in Japan exclusively sold Final Fantasy XI themed snacks. Three flavors of Doritos, cheetos and popcorn. Included inside each bag was one of 27 possible FFXI themed cards featuring races and CG opening cinematic screenshots from the game. Each card had a unique code to download a ringtone.||
Image from finalfantasy7110.com
|May 23rd, 2002|| |
The First Version Update
| Crab Festival nerf
At the beginning of service, the drop rate for Land Crab Meat was incredibly high. As a result, crabs were overfished in the vicinity of the North Gustaberg bridge and wet areas of Dangruf Wadi. Players were farming the meat and selling it to an NPC for large profits of 400-500 Gil each.
The NPC purchase price was adjusted in this update. The festival only lasted a couple of days, and few players remember it.
Sleepshroom Marathon nerf
The Sleepshroom Marathon was the act of completing the quest Gourmet repeatedly by buying a Sleepshroom from the Alchemy Guild for 80 Gil, and turning it in for the quest to earn 200 Gil. This was a reward of 120 Gil per completion. Because it could be done repeatedly, players would dedicate their entire playtime running back and forth from Bastok Markets to Bastok Mines.
|Jun. 5th, 2002|| |
FFXI Original Soundtrack Released
| A Regular Edition (2,854 Yen, pictured on right top) and Limited Edition (3,150 Yen, pictured on the right middle and bottom) of the soundtrack were both sold.
The Limited Edition was contained in a special package featuring artwork from Mr. Yoshitaka Amano. A picture booklet and DVD containing the opening movie were also included with the limited edition. The soundtrack itself contained all the same songs on either version.
|Jun. 12th, 2002|| |
The First Big Version Update
| Turtle Curse
For Bastok Mission 1-3 Fetichism, the wording in-game says to "Hunt the Quadav in the Palborough Mines and collect the four parts of a Quadav fetich." Many players gathered in the zone to hunt Quadav, even though the same Quadav drop the items in Konschtat Highlands and Pashhow Marshlands. Players were narrow minded, listened to directions exactly, and headed to Palborough. On top of that, the drop rate for the pieces was very bad which led to congestion.
Due to intense glitches in the early days of Palborough, many players had accidental deaths. Due to the topography of the zone, Quadav would often link and aggro through the Iron Gates on the third flood where the fetich pieces dropped. Massive "Turtle Trains" formed because the Quadav had to run around to reach players, linking everything by sound on the way. The common phrase repeated in chat was "Do not get close to Iron Gate!"
When Dynamis was later introduced, many players had flashbacks to this mission in the early days.
On top of all of the above, it was also not yet known that players needed to trade Crystals in order to be offered the mission in the first place. This added to the frustration.
|Jun. 17th, 2002|| |
Recruitment for Windows Beta Testers
|Ads were circulated through magazines and the Internet to recruit for a public beta test. At the time, the computer specs required were fairly high and not many people's computers met them. The beta participation was done via public offering to ensure the highest participation possible.|
|Jun. 17th, 2002|| |
FFXI Windows Beta Test Begins
|The world Glasyalabolas was formed for Windows beta testers. Beta testing for Tetra Master in Windows took place at the same time.|
|Jun. 24th, 2002|| |
Monsters made unable to attack players on Chocobo
| Mythril Marathon
The “Mythril Marathon” was a mining fad that began late June of 2002. Players would bring Pickaxes to Palborough Mines, mine up some Mine Gravel, convert it into Mythril Sand using a machine found in the dungeon, and sell it to an NPC. Adventurers would go naked (maximizing inventory space) and head to Palborough over and over, raising Chocobo prices in Bastok over 1000 gil a ride. This marathon peaked around the July 2nd, 2002 update. After July 9th, Pickaxe prices rose, while Mythril Sand prices fell, making this method of earning money less lucrative.
Development staff confessed in a gaming magazine interview that they came up with implementation ideas for Logging and Mining by watching this riot. Upon the release of Logging and Mining, the "Second Mythril Marathon" started. It was not for profit this time, however. It was merely curiosity about the new gathering system.
To commemorate this event, a weekly Records of Eminence objective was added for the Vana'diel 15th Vana'versary in 2017. To complete it, you had to perform 10 conversions of Mine Gravel to Mythril Sand.
|Jun. 25th, 2002|| |
The Level 50 Cap - First Players Reach Level 50
| From the start, the level cap was set to 50 but this was not disclosed to players. Square announced in June of 2002 that the first players who reached level 50 would have their names published on the official site. They also announced during the month that the game was prepared for players to go up to level 100 for a maximum.
On this day, the first players across all worlds attained level 50.
| As players were all rushing to level to 50, other casual players didn't enjoy that. Square announced that this game has more than plain leveling.
With that announcement, it caused a big uproar that became a continuous joke in Japan:
[SE] Do this.
[SE] Don't do it.
Players questioned SE "what else there is to do other than leveling?", which SE did not respond to (probably because it was a fact). Later on, during an interview, the dev team claimed that players were leveling too fast, and they never expected everyone to be only leveling everyday.
Though, at that time, the game really only have leveling to do.
|Jul. 2nd, 2002|| |
The patch from hell
| The patch from hell
This update will forever be known as the patch from hell. Many Japanese players also referred to it as the nightmare week.
It was said that most users did not like this update, and the protest mail rushed in. Two days later an announcement about a revision was posted. In the July 9th update, many changes were partially reversed. Future updates never made this degree of change. It is also said that players defeated the Orcish Overlord in the Monastic Cavern, which was meant to be undefeated.
The main culprit was the level difference corrections. Players were unable to even hit Tough monsters. Soloing on Easy Prey was much more beneficial than partying. Combining this change with a weaker Provoke, Cure II pulled hate. It took the strength of three Provoke to pull hate from a White Mage. On top of this, the July 9th patch would cause Even Match mobs to resist Elemental Magic by 50%. This was the beginning of the "Black Mage Disaster Period".
The new phrase that came about due to this update was "patch = weak". Players began to mention "I want you to make adjustments not by weakening players and monsters, but strengthening." Even although there was no future update that made as much of an impact, the go-to phrase for years after an update was "better than the 7.2 patch".
|Jul. 9th, 2002|| |
The Introduction of “Incredibly Tough,” & A Wide Array of Job Adjustments
| Mob Placement Changes
Bone Hunting Boom
With the rise of demands for new camps, players started moving to Eldieme, Garlaige, Behemoth Dominion and places. As a result, lv32 - lv47 leveling camps were mainly skeletons hunting. Japanese players called it “骨骨ファンタージ,” or “Bone-Bone Fantasy,” (Bone-Fan for short) and it was an era when Warriors and Black Mages would team up to produce Fusion skillchains with repeated Earth Crushers.
Starting at level 32, players went from Garlaige Citadel 1F > Behemoth's Dominion > The Eldieme Necropolis > Garlaige Citadel Basement > King Ranperre's Tomb. If done correctly, players were able to gain 20 levels on only skeletons.
After the adjustments to monster placement, the "Bone-Fan" started to fade. In it's place came the "Insect Fantasy", because places like Crawler's Nest became popular. Still, there were some who continued gaining Experience on skeletons. The April 4th, 2003 update strengthened Black Cloud. This ended the Bone-Bone Fantasy.
Around this time, a hoax spread around that said "Do not link bones when pulling by using Cure." Players were unaware that skeletons didn't link, so this was taken seriously for quite some time.
|Jul. 17th, 2002|| |
| Equipment, spells and other information were displayed within the PlayOnline Viewer.
||Information like items, magic and abilities were available for the public to view in order to aid adventurers. However, since you had to logout to PlayOnline to actually view this content, not many people utilized the feature. Fan sites took over from there and the usefulness of the database faded and was ultimately closed on December 27, 2005.|
|Jul. 19th, 2002|| |
First Public Event: Moogles Take a Trip
|For five hours, between 8pm July 19th and 1am July 20th, players could search for 21 moogles that were lost across every region. Talking to a lost moogle would net you a point. Depending on the points you accumulate, you could receive a Bronze Moogle Belt. Storing up enough points could even get you a Silver Moogle Belt or Gold Moogle Belt. Being the first public event, there was a large influx of participants, causing many areas to become unstable.||Compared to today, this first event was very short. System messages advanced the event in real time, and everyone was very nervous as to whether things would run smoothly. Adventurers heavily congregated in areas designated for the event, causing clients to have display problems or become unstable. Due to the limited time of the event, many people were also unable to participate altogether. As time went on, FFXI events grew longer and longer because of the concerns voiced in this first trial run.|
|Jul. 29th, 2002|| |
User Event: Bon-Odori
| This was an event users planned through bulletin boards across the Internet. It was the first user event to take place across all worlds. There were no fireworks available yet, so players enjoyed dancing using the /panic emote, and used flashy spells and abilities to their advantage. Later on, the Vana'diel Tribune did a story on the event, and the following year an official Bon-Odori was held. This is how the official Sunbreeze Festival came to be.
This event, although enjoyed by many, proved to be intensely annoying to players who were not participating in the festival. Some servers had so many people gathered, that system messages were dispatched to everybody informing of the congestion. This was also the first time that many players discovered that not all players in an area can be seen on the screen at one time.
|Jul. 30th, 2002|| |
The First Vana’diel Census
|The distribution of main jobs was displayed. The average level was 10, and the majority of players were under level 20. At the time, only 0.4% of players had reached the cap of level 50. However, these statistics included secondary characters, which skewed the results (59% of players at level 1), and the average level among active players was most likely higher.|
|Jul. 30th, 2002|| |
Teleports and Warp II Added
| Warp II
The quest to obtain Warp II, brought adventurers to the basement of Fei'Yin, where the dangerously high-level ghost Utukku dwells. The level cap was 50 at the time, but there were very few people who had attained it. Adventurers around level 40 would band together into alliances and still be defeated. Not to mention, Sneak and Invisible were not yet in the game, causing this to be an incredibly difficult quest to complete.
Brave players would have to act as decoys, striking the enemy and leading it away from the party in order for people to finally clear this ordeal.
The increase to skeleton's Black Cloud attack started the neverending JP joke of:
[SE] Discover your own camps.
[Players] Wow, this place is nice for EXP.
[SE] Ok, removing that camp.
Lock Picking Woes
Because thieves were able to pick locks so easily on treasure chests, they went for the coveted Astral Ring in Castle Oztroja. Some players did not leave the zone for hours since multiple rings could be held, and sold for a premium price.
At this time, the rams in La Theine Plateau and Konschtat Highlands had an abnormally high drop rate of Ram Skins and Ram Horns. This caused a monopoly, and players who want the Purple Belt horns and lanolin all cried collectively due to rivalry.
Silver Hairpin Festival
Silver Ore sold at the shops located past the gate requiring an Airship Pass. Unlike Guild Shops, the supply was unlimited. Adventurers shared this tip on various 2chan threads, causing Fire Crystals and Wind Crystal prices to skyrocket.
The following was the post from 2chan
Players these days wonder if this was really a good money making method. The hourly Gil a player could earn back in 2002 was around 10,000 per hour with other means. Compared to this method, it was very attractive to get involved in this festival.
Old Job Change Screen
Call for Help
Before the change to the compass, it was hard to tell that someone has called for help unless you saw it in your line of sight. All you could do if you saw it in the log was pray for their safety.
Before the change of the weather status on the compass, there was no way to tell the current weather in an area unless you saw the effects and judged for yourself.
|Aug. 24th, 2002|| |
Exterminate the Beastmen
|The second officially sanctioned event. In order for the nations of Altana to combat the ever-growing threat of the Beastmen, nationality would no longer play a part in receiving Signet. At the same time, the collection of weapons and armor for the advancement of Conquest began.||During the time of this event, the vast majority of adventurers had low Missions ranks, and with Valkurm Dunes being a virtual Mecca for parties leveling jobs, many players would lose their Signet while in the dunes. San d'Oria had a strong advantage with their relatively close proximity to the area, and on many worlds they were able to continuously control Valkurm and refresh their Signets at the Outpost. However, Bastok was ahead of San d'Oria in sheer number of adventurers, so this event brought about the end of San d'Orias little scheme. Soon after, the Kingdom's influence fell, and across many worlds they were consistently ranked last in Conquest. Eventually, adventurers took the pleas of Prince Trion from the Vana'diel Tribune to heart, and established the 赤獅子騎士団 (Red Lion Knights) Linkshell in support of San d'Oria, and the shell quickly spread across multiple servers.|
|Sep. 6th, 2002|| |
The Second Vana’diel Census
|Statistics on job levels, job choices, and national affiliation were presented. This time, level 1 characters were excluded from the percentages. The amount of level 50 players increased to 0.8%. Advanced Jobs (Paladin, Dark Knight, Beastmaster, Bard and Ranger) comprised 6.65% of the player base, showing there were still very few people who had acquired these jobs. Now, the census was presented by Sage Sundi, the Online Service Manager.|
|Sep. 12th, 2002|| |
The First Limit Break Quest
| Mad Dash for Monsters
The first Limit Break Quest, “In Defiant Challenge,” had players seeking items that dropped from three different monsters. With few monsters and low drop rates, players went to great pains to obtain these items. A later Version Update repositioned some of the monsters and increased their numbers. Experience Points to progress to level 51 was astronomically high compared to what everyone was used to. (7600 > 7700 > 7800 > 10000 > 11000 > 13000 > 16000 > 20000). Also with the increasing need to maintain the level range to maximize EXP gain, players became more weary of the level difference in parties.
Northwest Nerfs Sneak Attack?
Ever since service began, there had been a glitch where Sneak Attack would not work if one was facing Northwest. It came to be considered an unlucky direction and parties would often request the tank stand South of the enemy to avoid the problem. This whole issue could have been the birthplace of the "direction to face when crafting" myth.
The Debut of Invisible, Sneak and Deodorize
Invisible, Sneak and Deodorize were added, but they only dropped off of Notorious Monsters, and were hard to get. After the October 2nd Version Update, these scrolls were dropped off of regular monsters and people were able to acquire them with relative ease.
Players & Patches
Sometime in August of 2002, the Dev team blamed the lackluster and anti-player patches on "Players are not used to our new patches, that's all.".
|Sep. 21st, 2002|| |
Chase the Dancing White Shadow
| This was an event that ran from 5pm September 21st to 1am September 22nd. White rabbits that ran at great speed appeared in every region. Players had to catch one and trade it a Moon Carrot, which was received from Moogles. This could net you a Moon Ball.
Depending on the Moon Phase, you might also receive one of the following five wands:
|Here is the event in progress in Batallia Downs|
|Sep. 26th, 2002|| |
FFXI 2002 SPECIAL ART BOX
| A limited edition package, the box contained original illustrations by Yoshitaka Amano and a DVD-ROM with his artwork on its label. A wristband with one of the four national flags (Bastok, San d'Oria, Windurst or Jeuno) depicted was also included. The cost of this special edition was 8,000 Yen not including Tax.
An unboxing video is to the right.
|Sep. 28th, 2002|| |
User Event:Castle Zvahl Charge
| This large scale multi-world event took place on September 28th, 2002 until the early hours of the morning on the 29th. Originally a protest rally organized by Monks, who were inferior in strength to other melee jobs at the time. Due to the turnout, it resulted in becoming more of a user event like Bon-Odori.
See below for the results from each World.
The map below was used to help players reach the gathering spot
|Oct. 2nd, 2002|| |
Teleport Vahzl, Escape Added
| Since there was no chat entry for displaying one’s TP up until now, people would simply say “TPOK” when they had stored enough points up for a Skillchain. However, many adventurers found it annoying to have to switch typesets all the time, and would just write “tぽk.”
Shadow Lord Subdued
Finally after the level cap was raised to 55 and the change in damage calculations, the Shadow Lord was able to be beaten with more ease. The Vana'diel Tribune published an article talking about the first defeat coming from the Shiva world. After the cap was raised to 60, it eased the difficulty of the fight even further. The path to reach the Throne Room was still difficult and confusing for most, so the majority of players were not able to win the fight until 2003.
Metal Gear Solid With the addition of teleport and MGS magic, players begun their search of new camps in the Northlands. This led players to Fei'Yin which was the most popular.
|Oct. 10th, 2002|| |
The Third Vana’diel Census
|Adventurers level 50 and above (excluding level 1s) comprised 3.64% of the population.|
|Nov. 1st, 2002|| |
Official Benchmark Software
|In order to test out the specs on a Windows machine, the Official Benchmark Software was created. It was dubbed “FF Bench,” or “Taru Bench” (due to the large number of Tarus in the demo). It wasn’t just for those curious about getting into the game, but also useful for people wanting to graphically tweak their PC for other games. Future versions would be included on expansion discs.|
|Nov. 1st, 2002|| |
Windows Beta Test Ends
|When moving over to the final version of the game, players could only take PlayOnline IDs, handles, Friend Lists, mail addresses, but not their characters.|
|Nov. 6th, 2002|| |
Pandemonium and Garuda Open
|These worlds were opened along with the sale of the Windows version. Players could not transfer from already existing worlds.|
|Nov. 7th, 2002|| |
FFXI Windows Released in Japan
| The Windows version contained 4 discs rather than a DVD, and the packaging was very simple with the logo from the PS2 version displayed prominently. PlayOnline Viewer and Tetra Master were included, but the Mahjong game from the PS2 version was absent. The instruction manual was 248 pages long. The price point for the Windows version was 8,000 ~ 10,000 Yen.
The blue box on the PC version says "For Online Only"
The first 10,000 people who pre-ordered the game received a pre-order incentive of a Final Fantasy XI Music Box. It played the "Crystal" theme (the song that plays before clicking the Play button in the Playonline viewer).
|Nov. 7th, 2002|| |
|A new world was constructed to accommodate an increasing population. Transfers were unavailable.|
|Nov. 10th, 2002|| |
Final Fantasy XI Wins Award for Network Media at 7th Annual Animation Kobe
|Nov. 22nd, 2002|| |
Rise of the Zilart Announced
|Ads for the first expansion pack, “Rise of Zilart” appeared in gaming magazines. Pictures were shown of of Kazham, Yuhtunga Jungle and “Riqua Desert” (later changed to Altepa).||
(Center) In the Final Fantasy series, summoned beasts were very familiar and Ifrit was shown. (Upper Left) Kam'lanaut is shown (nobody knew his name at that point obviously) The dialogue "finally we could wake up thanks to him" is meaningful. (Bottom Left) Samurai Artifact Armor is shown for the first time. (Right 3) Carbuncle along with two Zilart themed dungeons are shown.
(Top 3) Ifrit blood pacts are shown. Party members do not move besides the summoner, so everyone theorized that time stopped during blood pacts. (Lower 3) New Zilart monsters and areas are shown.
A mithran village is showcased. The caption roughly reads: Kazham is a fishing village at the northern tip of Elshimo Island. The residents live in hunting and fishing as living as the majority of Mithra's tribe. Buildings of atmosphere close to Mithra residential district of Windurst are lining up.
A desert is showcased. The name is later changed to Altepa. The caption roughly reads: The Riqua Desert is a place where the capital of Galka was long ago, now there are scattered ruins that unleash the past reflections, and there are stateless villages where adventurers can rest.
Yuhtunga and Yhoator Jungle
The Yutunga Jungle is a forested area covering the whole of Elshimo Island, with a forested area blocking sunlight, a large group of large trees with age-old age, a volcanic zone that exudes smoke without interruption, a waterfall reminiscent of ancient times s left as it is. There are ruins in the outback of the jungle that tell a story that someone built civilization.
|Nov. 26th, 2002|| |
Level Cap Raised to 60
| Artifact Armor Added
Artifact Armor proved much more useful at the time then crafted equipment, which became extremely hard to sell. Skill-up parties proved very successful at procuring Coffer keys for players.
Sucks to Have MP
Up until now, monsters that sensed magic to attack players would assault anyone with MP even if they simply used an ability or item. Paladins and Dark Knights had it tough, and Warriors needed to be extra careful when pulling with Provoke if they subbed White Mage.
High Enmity Charm
At the time, Charm generated an extreme amount of enmity, so Paladins would often sub Beastmaster to hold hate against monsters immune to the ability. Since Charm had a recast timer of 15 seconds, it proved more effective than Provoke. Using things like Protectra and Army's Paeon were also popular ways of holding hate around this time.
The De-Synth Boom
When de-synthing was first introduced, the success rate was absurdly high, and results often generated 2-4 items. Adventurers could make plenty of gil by purchasing cheap equipment from NPCs, de-synthing them, and selling the results. Lightning crystals shot up in value, and Thunder Elementals were hunted into virtual extinction. Several days later, this was adjusted in a maintenance, and the system was balanced to its current state.
End of Holy Fishing
Before this update, Holy was used for pulling monsters. The casting time was shorter than Poison, and the range exceeded Provoke. Paladins and White Mages used to pull monsters back to camp. Casting time, MP cost, and range were all nerfed.
The Skillchain system in the early days of service was a uniform damage calculation. This being said, Hand-to-Hand and Single Hand weapons were desired due to the speed of TP accumulation compared to 2-Handed weapons.
At that time, the hit rate of physical Weapon Skills was set to be similar to ordinary attack. The few practical physical Weapon Skills were multi-hit such as Combo and Fast Blade. In addition, at the time, cooperation for weapon skill timing was nonexistent. With preference to those two weapon skills, it was inevitable that Fusion would be created.
The marathon ended with this update, in that Skillchains could now be resisted. Warriors and Dark Knights who only had 1 Handed weapon combat skills leveled rushed to level 2 Handed weapons. Distortion would now reign supreme.
In the 15th Anniversary celebration in 2017, a Records of Eminence objective to create 10 Fusion skillchains was added as a tribute to the Fusion spam craze.
|Nov. 26th, 2002|| |
Wedding Support Opens
| Service begins for official in-game weddings. The Wedding Dress was not yet available at the time. The item Marriage Ring was introduced, and a male and female version were sent to the bride and goom's delivery box. Later, this item would be replaced by the Wedding Ring, and eventually was replaced by the Matrimony Band and Matrimony Ring
For some time after the North American release, weddings were only available for Japanese players.
| This service is not like it is today. It used to involve an application process through Playonline, and a GM (Attendant) would approve and setup your marriage date and location. The whole process used to be first come-first served, but the burden on the one Wedding Attendant GM was too large. On June 2, 2004 the system was changed to a lottery. On November 18 2009, the system was changed so that players did the whole event without help from GMs but rather NPCs.
Due to the incompetence of GMs, most weddings were cancelled and never followed up on.
Above is an image of an actual in-game wedding in 2003.
|Dec. 17th, 2002|| |
Developers’ Blog Beta Test
|A Developers’ Blog, to be displayed on the public site, was put into beta testing. Its purpose was to facilitate discussion between the development team and the players.|
|Dec. 19th, 2002|| |
Taxes for Jeuno Bazaars
|Rochefogne, the Popular NPC|
|Dec. 19th, 2002|| |
Kujata, Bismarck, Ixion, Typhon and Kirin Open
|The amount of people on the original worlds had grown, so these new ones were established. Transfers from existing worlds to these new ones was unavailable.|| A Stream of New HNMs
Around this time, a number of so-called HNMs, or stronger than average Notorious Monsters, began appearing across Vana'diel. A lot of new equipment could be made using the materials they dropped.
|Dec. 22nd, 2002|| |
Developers’ Blog Beta Test Closure
| The reason that it was closed, was that a certain spammer named Azagba caused too much trouble, Square decided to close the board altogether.
JP rumored that Azagba is actually Tanaka from the SE team. Afterward, it did reopen, but no one bothered to post anymore. It officially closed in mid-2003.
|Dec. 25th, 2002|| |
First Vana'diel Christmas
|No official christmas event was held until 2003, but treants with lights in their branches were placed in certain areas. This treant will return in 2003!|
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