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FINAL FANTASY XI Test Server Update (01/13/2012)Follow

#1 Jan 13 2012 at 7:36 AM Rating: Good
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Gildrein wrote:

[dev1065] Relic, Mythic, and Empyrean Weapon Upgrades
With the forthcoming version update, players will be able to upgrade equipment to level 99 in two stages:

Stage 1
Possible upgrades will include damage, delay, and weapon skill damage along with other attributes.
The planned difficulty level for the corresponding Magian upgrade trials will be such that a majority of players with the appropriate level 95 equipment will likely be able to complete them.
*This content is not yet available on the test server.
 
Step 2
Possible upgrades will include special animations along with "Afterglow" effects that grant status benefits to party members.
The corresponding Magian trials will be exceedingly difficult to complete, such that only a select number of PCs will be able to upgrade weapons to this stage.
*Gjallarhorn and Daurdabla may not be imbued with Afterglow effects.

Upgraded Attributes
Please refer to the following charts for descriptions of upgraded weapon attributes:
Relic Weapons
Mythic Weapons
Empyrean Weapons

To test this content, please talk to the Magian Moogle and input the corresponding trial number, as listed in the charts above.

Afterglow

Upgrading a weapon to stage two will result in the addition of an Afterglow effect.

Afterglow bestows beneficial status effects upon party members in an area surrounding (but excluding) the wielder.
*Party members must be inside the specified area when Afterglow is activated to receive status effects.
The duration for each Afterglow is thirty seconds.
*The effect of a certain Afterglow will be overwritten if an identical one is activated within that thirty-second timeframe.
Separate Afterglow effects will stack if they are cast within the same effect duration.
There are five categories of Afterglow effects:
Relic Weapons: Increased accuracy and ranged accuracy
Mythic weapons: Increased attack and ranged attack
Empyrean weapons: Increased critical hit rate
Aegis: Reduced magic damage taken
Ochain: Reduced physical damage taken
Afterglow effects activate when the weapon skill corresponding to the equipped weapon
For Aegis and Ochain, the effects activate when Shield Bash is used.
The hierarchy for overwriting Aftermath and Afterglow effects is as follows:
One's Own Aftermath: Lv3>Lv2>Lv1>Party Member's Afterglow

Visual Effects

Weapons upgraded to stage two will display special visual effects when equipped:

Relic Weapons
View Here

Mythic Weapons
View Here

Empyrean Weapons
View Here

Visual effects will display in the following priority:
Main Weapon>Ranged Weapon>Sub Weapon

 
Other Information of Note

Additional planned features, such as equipment-specific magic spells and pets, have been postponed to allow for more thorough testing concerning attributes, the number of potential users and the process by which to obtain them. One consideration is whether to implement such features as another stage of the above upgrades, or to apply them to a different set of equipment. Also under deliberation is whether to limit the availability of such equipment or make it relatively simple to obtain.


Gildrein wrote:
[dev1047] New Battle System: Legion

*The following content is in development. Specific details may differ from the release version.


Overview

Legion is a new battle system intended to challenge high-level adventurers in alliances of eighteen to thirty-six combatants. Legion will feature unique battlefields in which combatants will be pitted against legions of formidable high-level notorious monsters (HNMs). Slay as many foes as possible within the thirty-minute time limit to reap a host of exciting rewards!

 
Requirements

Main job of level 75 or above
Three to thirty-six participants

*On the test server, Legion battles may be conducted with only one or two participants.

 
Participating in Legion

Speak to Saarlan in Sauromugue Champaign (E-6) and pay the participation fee of 360,000 gil to receive the “Legion tome page” key item.
*Only one representative from your alliance need possess this key item.
With the key item in your possession, speak to Mayuyu in the same area and choose your desired battlefield and capacity (eighteen or thirty-six combatants). After your selections are confirmed, you will receive a Legion pass.
*As a single Legion pass can transport up to eighteen players, larger groups will receive two passes.
*Legion passes will be valid for five minutes (Earth time) after issuance.
Have your alliance leader trade the issued pass to the Legion Tome to enter the Legion entrance lobby.
Make sure to configure your alliance as desired before trading the pass. Should any members be lower than level 75, your alliance will be refused entry.
*For groups larger than eighteen, it will be necessary to trade the extra Legion pass to the leader of your second alliance or party.
*On the test server, passes will be accepted from any party or alliance member.
From the lobby, examine the Legion Portal or simply wait for the allotted time to elapse. You will be transported to the battlefield to commence the fight!

A total of three battlefields—the Halls of Skies, Earth, and Winds (names tentative)—have been implemented for the test server.
 
Spoils of War

Each HNM defeated will yield items and Legion points.
Items will be placed in a treasure pool to be lotted on by all participants.
Loot quality and Legion point rewards will increase the more foes you slay.
Legion points may be redeemed with Saarlan for a variety of rewards.
*Legion point exchange will be implemented at a later date.

*Equipment rewards currently implemented on the test server are placeholders and do not reflect the rewards that will be obtainable in the release version.


Gildrein wrote:

[dev1066] Walk of Echoes Adjustments

The following adjustments will be made to spoils in the Walk of Echoes:
Walks 8–11: The drop rate for Devious Dice will be increased so that approximately half of all battle participants will receive them.

Walks 12–15: Enemies will drop magic scrolls for spells learnable at level 96


Gildrein wrote:

[dev1067] Monster Adjustments

Enemy respawn times will be shortened in the following locations:

Upper Delkfutt's Tower / Middle Delkfutt's Tower / Lower Delkfutt's Tower / Temple of Uggalepih / Den of Rancor / Sea Serpent Grotto / Quicksand Caves

http://forum.square-enix.com/ffxi/forums/83-Testing-in-Progress

Edited, Jan 13th 2012 8:38am by Szabo
#2 Jan 13 2012 at 7:54 AM Rating: Excellent
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Legion sounds like an Einherjar 2.0. Awesome.
#3 Jan 13 2012 at 8:06 AM Rating: Excellent
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My natural concerns are the mobs that'll show (likely every HNM in some capacity), the actual rewards (as long as the point system has decent rewards, the RNG will be tolerable), and the eventual effect the gil sink will have on the economy.

I know some will say the current economy is flooded with gil due to Abyssea and cruor, but this is not gil evenly distributed or even gained equally via individual player conditions. People will want to be charging more for things to cover Legion costs, which undoubtedly trickle down to things not related to Legion itself even if it's just certain items rising in price due to their source events not being done as often as a possible result. If there is no time limit to repeating the event like Einherjar or old Dynamis, the economy will bleed some serious gil.

Anyway, might hop on the test server to give it a peek later.
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#4 Jan 13 2012 at 8:12 AM Rating: Good
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http://juliandev.com/ffxi/TEST2012-01-13/ Dat mining information for the test server thanks to Julian of BG and in case some one was wondering what the 99 trials are for with afterglow is: (apparently corrected by Byrth) here
Byrth wrote:

2000 Riftdross for the Empyrean afterglow version.
100 PW drop items for Mythic afterglow version.
300 ADL drop items for Relic afterglow version.

Furthermore, the afterglow effects are pitiful. Mythics give +15 attack, it lasts 30 seconds regardless what TP you use it at, and it doesn't apply to the weapon user.

My impression is that this is a fork in the trial path, btw. You either do the afterglow version or not.


Edited, Jan 13th 2012 9:50am by Szabo
#5 Jan 13 2012 at 9:40 AM Rating: Excellent
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Welp, looks like all of that talk about lower body requirements that was made back when the level cap increase was introduced was a complete load of horse ****.

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#6 Jan 13 2012 at 9:57 AM Rating: Excellent
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Byrth wrote:

300 ADL drop items for Relic afterglow version.


Look on the bright side: at least Dynamis isn't instanced. Plus, think of all the logs you'll accrue while working on this.
#7 Jan 13 2012 at 10:48 AM Rating: Excellent
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It looks like Aftermath overwrites Afterglow? If that's the case, what a useless stat- everyone in my group already owns an empy or two and will already have their own Aftermath effect up. Not to mention the time spent getting one person an Afterglow weapon could get everyone a lv90 empy.
#8 Jan 13 2012 at 11:32 AM Rating: Good
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Timestamps on the official site show this info hit ~6:30 am this morning before i got in, so only just now getting caught up.

I can not wait to see what the SE white-knighters will say after some of these developments. I mean i had to wipe off my screen when i got to the 99 trial step 2 reqs bit-i laughed so hard i blew coffee everywhere.


Szabo wrote:
Byrth wrote:
wrote:

2000 Riftdross for the Empyrean afterglow version.
100 PW drop items for Mythic afterglow version.
300 ADL drop items for Relic afterglow version.

Furthermore, the afterglow effects are pitiful. Mythics give +15 attack, it lasts 30 seconds regardless what TP you use it at, and it doesn't apply to the weapon user.

My impression is that this is a fork in the trial path, btw. You either do the afterglow version or not.



Really?

********* after ********* and the really thought this was a good idea to let fly?

Easy by comparison, i suppose the base 99 trials will consist of eligible players having empty bloodbags and tubing delivered to them so they can ship the required amount of blood back to SE HQ...on their own dime of course.


On a positive note, Legion looks like it may be fun. Steep entry fee, but that's easily fixed by having ppl chip in on the cost like my old LS did sometimes on old dynamis runs near the end of that era.
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#9 Jan 13 2012 at 12:30 PM Rating: Good
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Well it's better then 500 PW drops and 1000 ADL drops, much better. And it looks like that's just for the sparkly stage II so the 1% people can feel superior to everyone else. If you looked the stage 1 gets most of the stat upgrades, it's only missing the 30s aoe effect and glow.
#10 Jan 13 2012 at 1:34 PM Rating: Excellent
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***** 18-36 man alliance content in this day and age.
#11 Jan 13 2012 at 1:41 PM Rating: Good
Would be nice if heavy plates dropped from the new stuff so it would lower the cost.
#12 Jan 13 2012 at 2:48 PM Rating: Good
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Saw the herp, came for the derp, thanks SE you always satisfy.
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#13 Jan 13 2012 at 4:13 PM Rating: Good
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rdmcandie wrote:
Saw the herp, came for the derp, thanks SE you always satisfy.


Pretty much.

"Our game is old. So, let's require you to get 17-35 other people to help kill for super low droprates on sidegrade gear. Oh, and those uberweapons you're working on? Yeah, we're not really going to change our mind on stupid hoops to jump through, we'll just give you slightly less stupid hoops on an optional path -- this way you'll forever feel inferior compared to the SUPERAWESOMESAUCENESS version that can only be verified via parsers!"

The sheer stupidity they show time and again is staggering.

Edited, Jan 13th 2012 5:15pm by Viertel
#14 Jan 13 2012 at 4:56 PM Rating: Excellent
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Szabo wrote:
2000 Riftdross for the Empyrean afterglow version.

Two thousand? Jeez... I was already refusing to pay 500k for Riftdross when I thought the requirement was 500. So let's see: at current market on my server, a useless glowey effect can be gained for the bargain price of exactly 1 billion gil!
#15 Jan 13 2012 at 6:37 PM Rating: Excellent
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Chewzer wrote:
1 billion gil!

Did you do the Dr. Evil face when you typed that?
#16 Jan 13 2012 at 9:02 PM Rating: Good
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So all those Halls for Legion, are they a reappropriated The Last Stand or are they a new zone?
#17 Jan 14 2012 at 4:24 AM Rating: Default
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Quote:
Overview

Legion is a new battle system intended to challenge high-level adventurers in alliances of eighteen to thirty-six combatants. Legion will feature unique battlefields in which combatants will be pitted against legions of formidable high-level notorious monsters (HNMs). Slay as many foes as possible within the thirty-minute time limit to reap a host of exciting rewards!


IE build an army of WAR/SAM or gtfo... gotcha!

I could be wrong... but given SE's track record, I feel pretty confident with my predictions.
#18 Jan 14 2012 at 5:37 AM Rating: Good
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GagBag wrote:
Quote:
Overview

Legion is a new battle system intended to challenge high-level adventurers in alliances of eighteen to thirty-six combatants. Legion will feature unique battlefields in which combatants will be pitted against legions of formidable high-level notorious monsters (HNMs). Slay as many foes as possible within the thirty-minute time limit to reap a host of exciting rewards!


IE build an army of WAR/SAM or gtfo... gotcha!

I could be wrong... but given SE's track record, I feel pretty confident with my predictions.



Vs what else exactly? A MNK + WHM douing everything? Or only a WAR + NIN + Healer. Or how about 18 people firing off temps killing a NM that can one shot anyone they want. Lets go older and a bunch of MNKs and a healer doing Salvage. Or back to true old school when it as MNK + WAR's killing an NM, but only if their shell paid the money for the super claimbot.

This game has 20 class's, that is too many for anything remotely resembling "balance" between them. Heck more then 10 is too many.

There is NO WAY POSSIBLE to make any content that is "balanced" in relation to jobs when you have this many. Damage will always favor certain jobs over others. And in all honestly, shells DO NOT CARE. You will not be told that you have to leave the shell because your a DRG and they feel that a WAR would be more damage.
#19 Jan 14 2012 at 6:45 AM Rating: Good
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saevellakshmi wrote:
There is NO WAY POSSIBLE to make any content that is "balanced" in relation to jobs when you have this many. Damage will always favor certain jobs over others. And in all honestly, shells DO NOT CARE. You will not be told that you have to leave the shell because your a DRG and they feel that a WAR would be more damage.

I wouldn't say that. Not absolutely, anyways.

It helps when the devs even out power scaling between weapon skills of different types. That a Great Katana Weapon Skill can stand in a class all by itself, while others are steps below it, for a job class practically designed to spam Weapon Skills, kind of paints the picture, and sort of stacks the deck against diversity.

They really need to let go of giving NMs spamable one-shot powers and impossible defense as a balancing strategy. All it lends itself toward is selecting your highest octane damage and healing and a "smash or be smashed" attitude. Mob AI, particularly for NMs, could use a revolution if there's to be an expansion of job usage.

#20 Jan 14 2012 at 3:39 PM Rating: Excellent
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SunriderRagnarok wrote:
They really need to let go of giving NMs spamable one-shot powers and impossible defense as a balancing strategy. All it lends itself toward is selecting your highest octane damage and healing and a "smash or be smashed" attitude. Mob AI, particularly for NMs, could use a revolution if there's to be an expansion of job usage.



And here is the crux of the problems with all of the endgame in FFXI for the most part (non-Abyssea). You fight these insta-kill ability, AE OF DEATH spamming monsters which boil down to either A) stacking the deck heavily so you can kill it before it kills you or B) put up a tank and slowly whittle it down over time with heavy support.

You basically spend forever gearing out a group of people on one set of jobs so they can collect gear for their own personal job to help them solo better.

Nice little irony there.
#21 Jan 14 2012 at 10:11 PM Rating: Default
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SunriderRagnarok wrote:
saevellakshmi wrote:
There is NO WAY POSSIBLE to make any content that is "balanced" in relation to jobs when you have this many. Damage will always favor certain jobs over others. And in all honestly, shells DO NOT CARE. You will not be told that you have to leave the shell because your a DRG and they feel that a WAR would be more damage.

I wouldn't say that. Not absolutely, anyways.

It helps when the devs even out power scaling between weapon skills of different types. That a Great Katana Weapon Skill can stand in a class all by itself, while others are steps below it, for a job class practically designed to spam Weapon Skills, kind of paints the picture, and sort of stacks the deck against diversity.

They really need to let go of giving NMs spamable one-shot powers and impossible defense as a balancing strategy. All it lends itself toward is selecting your highest octane damage and healing and a "smash or be smashed" attitude. Mob AI, particularly for NMs, could use a revolution if there's to be an expansion of job usage.




Except Moten already showed that 5/5 SD would outperform 5/5 Shoha most of the time. SD is actually better then Shoha, yet you don't see people screaming to nerf it.

The entire SAM-hate is unwarranted right now, its just people overreacting to incorrect information. Ukon WAR and VS MNK is more powerful then Fudo / Shoha SAM yet you don't see people hating on those. Right now most jobs are well balanced with the glaring exception of a few. Namely SMN / RDM / BST and to some extend PUP (notice a pattern there). PUP's been getting tons of buffs but the games pet AI is what is limiting them the most. BST's are limited by the same thing, and SMN's are limited by their stupid 60s BP recasts. RDM is just ****** on due to no tangible additions since 75 compared to everyone else. So you got 16/20 jobs or 80% are balanced. That's a damn good report when the game has 20 jobs and three generic roles (Tank, DD, Support).

Edited, Jan 15th 2012 4:15am by saevellakshmi
#22 Jan 15 2012 at 11:41 AM Rating: Decent
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saevellakshmi wrote:
So you got 16/20 jobs or 80% are balanced. That's a damn good report when the game has 20 jobs and three generic roles (Tank, DD, Support).

Edited, Jan 15th 2012 4:15am by saevellakshmi


....not sure if serious....
#23 Jan 15 2012 at 11:51 AM Rating: Default
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So you got 16/20 jobs or 80% are balanced


balanced according to what? your personal notion of balance?

I don't think DRK is balanced, it has no real option to be an elemental threat, it has no purpose to really cast any spells. sh*t it has a whole line of unique enfeebles that never get cast.

I don't think PLD is balanced, it has no real ability to melee for solid numbers, it has no ability to boost its offense, nor does it have any ability to boost its healing power.

I don't think SCH is balanced, it is restricted to 1 minute timers in a versatile role which makes it less enticing then bringing a RDM to do the same, it also lacks overall power in nuking and healing when in a dedicated role making the choice between WHM BLM or RDM.

I don't think DRG is balanced, it has a unique ability to shed hate, but unlike other 2H dd jobs it has no real attack bonus abilities, it does have its bird which gets wiped out in any significant AoE. It does have unique ability to support however pretty well, but by losing /SAM or /WAR for /mage you sacrifice a large portion of offense for not a comparable increase to defense.

I don't think any of the single hand DD jobs are balanced to 2H damage outputs, several have different methods that make them attractive such as BLU spell damage. But jobs like THF, NIN, DNC are all falling behind as we get out of the easy evade tank content and into the heavy PLD tanking stuff. Their offensive output isn't comparable in the slightest to a 2H DD who attacks nearly just as fast, and offers much more WS.

So just what are you basing your opinion of balance on? There is very little balance in this game. That isn't even touching on the imbalances between all healing classes main or sub related, most pet jobs, and any job that has utility outside of auto attack, ws macro, or cure 5.

Many jobs are capable of playing multiple roles, however the vast majority of these jobs are heavily limited in those other roles. Very few have the ability to enhance their respective abilities in their various arts as main jobs, and fewer still have the ability to boost those abilities via subjob selection. SE should look at a merit system that allows jobs to enhance their not so good sides. Similar to how SCH has Arts, Warriors have their JA's, MNK's have stances.

But that is just my opinion, based on my observation of the game, we both can't be right now can we?

Edited, Jan 15th 2012 1:02pm by rdmcandie
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#24 Jan 16 2012 at 3:19 PM Rating: Excellent
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Camate wrote:

Sorry for the late announcement, but with the recent test server update, we have added/changed the below to Nyzul Isle Uncharted Region.

Added option to take a single item or all items when obtaining temporary items from the "Vending Box"
Made change so that when you reach each floor, the objective for that floor will be automatically announced
Adjusted the amount of tokens received
Added Alexandrite to the possible rewards

※The option to take all temporary items as well as the automatic announcement of floor objectives has been changed for Nyzul Isle Investigation as well.

http://forum.square-enix.com/ffxi/threads/18861-dev1048-nyzul-comparison-and-impressions?p=263015#post263015

Camate wrote:

Howdy everyone!

Thanks for all the feedback thus far.

I will have another post ready in just a little while to share some more information about Legion, but in the meantime I would like to share a post from Director Mizuki Ito with you which gives some insight into the new Legion content.
Mizuki_Ito wrote:

Hello! This is Director Mizuki Ito.

With the test server update, we have implemented “Legion (formerly The Last Stand)”

We have already mentioned this in the overview, but Legion is a new type of battle content that is geared towards 18-36 players with high level characters. Since it is a reserved area system, it might be easy to understand what it is if you imagine the atmosphere of Limbus.

With the large scale Legion content and the smaller scale Nyzul Isle Uncharted Region, our goal is to increase the options to you depending on how many people you have.

We added this to the test server with this recent update so that you could get an idea what kind of system Legion is as well as get a feel for the general flow of the content from beginning to end.

We will be constantly adjusting the system, meaning battle balance of course, as well as drop rates and the amount of Legion point rewards, so please let us know all of your feedback.

http://forum.square-enix.com/ffxi/threads/19568-dev1047-Thoughts-Feedback-on-Legion?p=263006#post263006

Camate wrote:
Alrighty, now for the promised post. Sorry it took me a bit!

I would like to apologize for the inconvenience of not being able to properly test this content due to a bug. (This has been fixed!)

Many players have requested that this content be accessible to smaller parties, but as Director Mizuki Ito stated, Legion is meant for large parties. This does not mean that we do not plan on implementing new content for smaller parties. As the “Nyzul Isle Investigation” is meant for smaller parties, Legion is meant for larger parties. We hope you understand.

Quote:
I understand that this content involves claimed zones, but is it possible for multiple parties to simultaneously enter the same zone?
I really hope that the tragedies of the old Dynamis and Limbus areas are not repeated.

Similarly to the “Nyzul Isle Investigation,” the claimed zones in Legion will turn into an instance. Although there will be a limit, multiple parties will be able to simultaneously enter the same area.

Quote:
I am genuinely happy that we are given 30 minutes for this content.
However, I would like the difficulty to be adjusted based on the number of players participating.

If one legion pass is traded, the difficulty will be set for 18 players.
If two legion passes are traded, the difficulty will be set for 18 players plus the number of additional players in the second pass (6, 12 or 18 players).

We adjust the difficulty based on the number of players participating by adjusting the strength of the monsters that appear.

Other than that, there are no differences based on the number of players, so players will be able to enjoy the same battle content and obtain the same loot and legion points whether they have 18 players or 36.
※Although the content may be the same, it is possible for an alliance of 36 players to be able to obtain more loot, since they will be able to defeat more monsters.
 
Quote:
 I do not want items to be dropped using the lotting system! I want items to be dropped as individual rewards!

The reward system for Legion is separated into the lotting system and trading for legion points. Trading for legion points is more similar to the individual reward system that you bring up.

Also, since this content has a time limit, we decided that obtaining loot from treasure chests would take up too much time. There is no limit to the number of monsters that appear, so players can maximize their obtained loot by defeating more monsters within the given time.

I would like players to creatively strategize to obtain as much loot as possible in one run.

http://forum.square-enix.com/ffxi/threads/19568-dev1047-Thoughts-Feedback-on-Legion?p=263044#post263044

Edited, Jan 16th 2012 5:56pm by Szabo

Edited, Jan 16th 2012 6:04pm by Szabo
#25 Jan 16 2012 at 3:25 PM Rating: Excellent
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Like the Last Stand name more but oh well, still not going to get to excited over it till everything is live and the point rewards are known.
#26 Jan 16 2012 at 3:45 PM Rating: Decent
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Szabo wrote:
Camate wrote:
Mizuki_Ito wrote:

Hello! This is Director Mizuki Ito.

With the test server update, we have implemented “Legion (formerly The Last Stand)”

We have already mentioned this in the overview, but Legion is a new type of battle content that is geared towards 18-36 players with high level characters. Since it is a reserved area system, it might be easy to understand what it is if you imagine the atmosphere of Limbus.

With the large scale Legion content and the smaller scale Nyzul Isle Uncharted Region, our goal is to increase the options to you depending on how many people you have.

We added this to the test server with this recent update so that you could get an idea what kind of system Legion is as well as get a feel for the general flow of the content from beginning to end.

We will be constantly adjusting the system, meaning battle balance of course, as well as drop rates and the amount of Legion point rewards, so please let us know all of your feedback.

http://forum.square-enix.com/ffxi/threads/19568-dev1047-Thoughts-Feedback-on-Legion?p=263006#post263006


NO.

Seriously, is Tanaka poisoning the water cooler and coffee machine there with STUPID pills? The last time I checked, only having one option is the antithesis of having a choice.

You want to know how to give a choice to the player? Make Legion baseline for 3-6 players (like Nyzul) and a further scaling option for 12, 18, and 36 player settings. Monsters are harder (i.e. in FFXI terms more RAEP FCAE moves, 500 more defense, same health) and drop more loot per kill.

Considering Legion will more than likely eventually have items you can ONLY get from Legion, where's this supposed choice again?
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