PlayOnline wrote:
All Worlds Maintenance (Nov. 4)
At the following time, we will be performing maintenance to accompany the version update. During this period, FINAL FANTASY XI will be unavailable.
We apologize for any inconvenience this may cause and thank you for your patience.
* This maintenance will be accompanied by a version update. After maintenance is complete, the update will automatically begin after you press the "Play" button. After that, please follow the instructions on the screen.
* The World Transfer Service will be unavailable starting 30 minutes before the maintenance. Please wait until after the maintenance is completed before attempting to use this service.
* You may receive errors such as "POL-1160" or "POL-0010" during the download process due to heavy server traffic. If you are unable to access the update, we ask that you please wait a while and then try again.
Thank you for your cooperation and understanding in making this a smooth version update.
Downloadable file sizes for the FINAL FANTASY XI version update are as follows.
[File size for clients with expansion data disk installed.]
"PlayStation 2" Version
Downloadable file size: Approximately 77.2 MB
Windows Version
Downloadable file size: Approximately 135.8 MB
Xbox 360 Version
Downloadable file size: Approximately 143MB
[File size for clients without expansion data disk installed.]
"PlayStation 2" Version
Downloadable file size: Approximately 46.7 MB
Windows Version
Downloadable file size: Approximately 90.7 MB
Xbox 360 Version
Downloadable file size: Approximately 97.9 MB
* The details of the version update will be announced separately on Nov. 4, 2013.
[Date & Time]
Nov. 4, 2013 from 9:00 to 10:30 (PST)
Nov. 4, 2013 from 12:00pm to 1:30 (EST)
Nov. 4, 2013 from 17:00 to 18:30 (GMT)
Nov. 5, 2013 from 2am to 3:30am (JST)
* The completion time may be subject to change.
[Affected Service]
- FINAL FANTASY XI
http://www.playonline.com/ff11us/polnews/news22660.shtml
PlayOnline wrote:
The next two version updates will march upon Vana'diel in quick succession, with one purported to sortie in early October and the other slated to lay siege in early November.
-------------------------------------------------------------
Adventurers best be ready to mark their territory in Monstrosity, as the October update is scheduled to introduce additional areas for monipulators to prowl along with job abilities to prolong their rampages. More mild-mannered adventurers and moogle lovers, however, can enjoy adjustments to the types of items that can be gathered in Mog Gardens and a new storage system termed the "Mog Case." Finally, job and magic accuracy adjustments round out the list of proposed featured improvements.
New areas and Seekers of Adoulin missions scheduled to be added with the November update mean that pioneers will be able to unearth even more of the Ulbukan continent's secrets. Moreover, antsy pugilists will likely be able to indulge in all the carnage they desire with the following additions: new content for individuals as well as small groups; more gruesome versions of existing battlefields; the ability for monipulators and adventurers to square off against each other in Monstrosity; NPCs able to participate in colonization and lair reives; and enhancements to artifact, relic, mythic, and empyrean equipment.
http://www.playonline.com/pcd/topics/ff11us/detail/10962/detail.html
Akihiko Matsui wrote:
Nov. 2013 Version Update Information
Matsui here.
I’d like to inform you all about the content for the early November version update. For this update we will be adding new Adoulin missions and areas, new Naakuals, Monstrosity PvP, new special abilities, relic/mythic/empyrean weapon upgrades, and much more. I’ve made a table below outlining all of the things that will be implemented, so please take a look.
Following the November version update, we will also be having a version update in December. Once we’ve finalized the content for this update, I will be sure to let you all know what’s to come.
Also, this will be somewhat of a change in our version update plan, but after the December version update we’ve decided to hold updates in much shorter intervals than we’ve had up until now. Originally we were having version updates every three months, but it was taking too long to address all of the feedback we were receiving. With that said, we will be increasing the frequency of version updates so that we can quickly address your feedback. We plan to hold version updates in one month intervals.
We’ve been making you all wait quite some time for the implementation of the new special abilities, but including geomancer and rune fencer’s abilities we will be implementing them for all 22 jobs in the November version update. I’d like to make a comment on this separately as we’ve been receiving a lot of feedback about this. Currently the development team is making their final checks, so please hang in there just a little while longer.
Next, the higher tier versions of seal battlefields will be implemented in November as scheduled; however, unfortunately we will be pushing the higher tier mission battlefields back to December. The reason for this is that there will be a massive amount of items that are implemented in the November version update, and we had to give consideration for the work and checks for all of them.
I realize that everyone was really looking forward to this content, and I’m deeply sorry about this, but please give us a bit more time so that we can make this content something really great.
In the event major issues arise from checks and such, there is a possibility that we push the timing of the November version update back, and we appreciate your understanding.
Thank you for your continued support and please look forward to the version update!
- Missions and Quests
- Seekers of Adoulin missions
Ease mission offering requirements
- Seekers of Adoulin quests
Addition of quests given in new areas
- Survival skill quest
Addition of new survival skill
- Coalition assignments
- Mog Garden quests
- Seasonal event
- Repeat Login Campaign
- Adjustment to gobbiebag expansion quest
- Adjustment to quest for obtaining magical maps
Make it so NPCs sell magical maps
- Areas and Monsters
- Addition of new areas
Distribution of monsters and NPCs in new areas
Addition of new ergon loci in new areas
Gathering and fishing in new areas
- Addition of Naakuals
- Creation of new monsters
- Adjustments to certain notorious monsters
Increase in drop rates for items
- Content and Systems
- High-tier versions of battlefields that use seals
Addition of rewards
- Treasure Casket adjustments
Change the number of tries to open Treasure Caskets to 5-6 times for all areas
Add body equipment rewards for successful unlocking
- Adjustments to Celennia Memorial Library
- Addition of reive features
- Addition of skirmish features/adjustments
Change the time granted after the use of Fenestral Keys to 6 minutes
- Addition of delve features
- Addition of outpost features
- Reives
- Addition of wildskeeper reives
Addition of new equipment
- Wildskeeper reives adjustments
Ease requirements for participation
Add/change reward items
Adjustments to the weakening of Naakuals through colonization rate
- Addition of colonization/lair reives
- Monstrosity
- PvP system
Addition of rewards for monipulators vs. adventurers
Adjustments to battle balance
- Unlocking of new sub-species
- Adjustments to instincts
- Monster skill adjustments
- Elemental resistance adjustments
- Status adjustments
- Mog Gardens
- Addition of features
Addition of system where you can invite party members to your Mog Garden
- Addition of seeds
- UI adjustments
- Battle System
- Addition of new special abilities
- Unlocking of weapon skills from empyrean weapons and Walk of Echoes weapons
- Blue mage adjustments
- Adjustments to the black magic spell “Tractorâ€
- Items
- AF revamps
Add methods for revamping
- Relic, mythic, and empyrean weapons revamps
Add methods for revamping
- Ease requirements for creating Walk of Echoes weapons
- Addition of Bayld items
- Addition of items that can be stored with Porter Moogles
- Addition of new seals
- Seal drop adjustments
- UI
- Adjustments to item help text
http://forum.square-enix.com/ffxi/threads/37959-Nov.-2013-Version-Update-Information?p=475633#post475633
Camate wrote:
Greetings, immortals!
Are your bodies ready to learn the new blue magic spells that the November version update has to offer?
Take a peek below at what we will be implementing!
- Regular blue magic spells
- Nature’s Meditation
- Tempestuous Upheaval
- Rending Deluge
- Embalming Earth
- Paralyzing Triad
- Foul Water
- Glutinous Dart
- Retinal Glare
- Unbridled Learning spells
- Droning Whirlwind
- Carcharian Verve
- Blistering Roar
For the November version update, the monsters you can learn spells for Unbridled Learning will only be from Delve NMs; however, keeping it this way would make the difficulty higher, so we are looking to make it possible to learn these spells from wildskeeper reive NMs in the future.
With the specifications for the current wildskeeper reive NMs it is not possible to learn blue magic spells from them, so we need to create a new system for this which will take a little bit of time. Once there are developments with this, we will be sure to let you know!
http://forum.square-enix.com/ffxi/threads/36216-The-state-of-Blue-Mage-post-Adoulin?p=476922#post476922
Akihiko Matsui wrote:
Matsui here.
I'd like to inform you all about the new special abilities that will be implemented in the November version update.
In this update, we will be adding new special abilities for all 22 jobs.
Below is a list of the abilities for each job:
- Warrior
Increases your double attack rate.
- Monk
Increases your max HP.
- White mage
Grants party members a powerful resistance against the effects of dispel and enfeebling magic.
- Black mage
Lower enmity generated from spells and increase spell accuracy.
- Red mage
Greatly increase the accuracy of your next enfeebling magic spell.
- Thief
Steals one beneficial effect from an enemy.
- Paladin
Greatly lowers an enemy's attack power and accuracy with a strong shield bash.
- Dark knight
Grants a TP drain effect to melee attacks.
- Beastmaster
Increase Charm rate and reduces the recast time for Sic and Ready.
- Bard
Increases the number of songs that can be cast on party members by one.
- Ranger
Reduces the delay for ranged attacks and increase the rate for double shot and triple shot.
- Samurai
Evades abilities. Additionally, TP is gained depending on the number of abilities evaded, and grants a bonus to weapon skill damage.
- Ninja
Grants a bonus to main weapon attack rounds based on the number of shadows.
- Dragoon
Reduces the recast time for Jump.
- Summoner
Reduces the recast time for Blood Pacts.
- Blue mage
Special blue magic spells will become useable.
- Corsair
Reduces the recast time for party members' special abilities.
- Puppetmaster
Automatons use special abilities. The special ability used will differ depending on the head equipped.
- Dancer
Allows you to use Flourishes without consuming finishing moves.
- Scholar
Focuses enmity on a targeted party member.
- Geomancer
Expands the range of geomancy spell effects.
- Rune fencer
Significantly reduces an enemy's magical accuracy.
Thank you so much for all the feedback on the new abilities up until now. I'd like to comment separately on some abilities that had a lot of feedback.
--
- Red mage
Greatly increase the accuracy of your next enfeebling magic spell.
--
We've received feedback that the effect is too small for this to be a special ability, but the development team feels that it has a lot of potential, and will be implementing it with the current specifications.
Regardless if they are boss-grade monster or not, the monsters introduced after Adoulin have been created to not have complete resistances as much as possible except those that have cumulative resistance to petrify and terror. Depending on the monster, they may have high resistances and despite using Elemental Seal spells may be resisted at a high rate; however, by using Stymie it will be possible to enfeeble these kinds of monsters, this can lend itself to opening up different strategies depending on how it is used.
However, we feel it's problematic that "Slow" is ineffective against monsters such as Matamata and Harpeia whose regular attacks are treated as special abilities, so we will be making adjustments to the system and make it so that "Slow" becomes effective.
---
- Ninja
Grants a bonus to main weapon attack rounds based on the number of shadows.
--
After looking into everyone's concern about the TP fed to enemies with an increase in attack rounds, we've added a strong subtle blow effect in order to reduce the amount of TP given to enemies. While under the effects of Mikage, the subtle blow cap will be increased significantly, so you will be able to largely reduce the amount of TP given to enemies by the combination of equipment and job traits.
--
- Puppetmaster
Automatons use special abilities. The special ability used will differ depending on the head equipped.
--
We've made adjustments to increase the amount of enmity generated by the Valoredge's Invincible making it easier to keep an enemy on them. Moving forward we will be keeping an eye on the situation for each head's special ability effect and making adjustments accordingly.
While we looked into the requests we received to give puppetmasters their own special effect instead of other jobs' special abilities, as Camate commented here previously, we wanted to deviate from the shared effect of "Overdrive" and after considering both originality and practicality, we decided to adopt the current ability.
Also, while this is slightly off-topic from new special abilities, in the December version update we will be making adjustments to "Overdrive" and making it so you receive three maneuvers worth of an effect from a single maneuver. We'll still be keeping the maximum amount of maneuvers for a single element at three, so it won't be possible to go above this, but we will be making it so you can simultaneously increase the number of maneuvers for three elements to the maximum.
I mentioned that we were looking to perform the adjustments to "Overdrive" at the same time we added the new special abilities, but due to scheduling, it unfortunately will be one month later than the special abilities. I apologize to all of you who were anxiously awaiting the adjustment, but please give us just a bit more time.
I understand that there is feedback for further adjustments, but as all of the stats and direction for each ability has already been decided, we will be implementing these in the November version update. Moving forward, we'd like a greater range of feedback, including players who haven't participated in Test Server testing, and we will be making balance adjustments as needed, so please try using these new special abilities in a variety of situations.
http://forum.square-enix.com/ffxi/threads/37854-New-1-hours?p=476598#post476598
Akihiko Matsui wrote:
Matsui here.
I'd like to inform you all of the adjustments that will be made to wildskeeper reives during the November version update.
- Addition of new wildskeeper reives
In the November version update new areas will be added and new Naakuals will be introduced. These new Naakuals will be the same content level (16) as the wildskeeper reives for Marjami Ravine and Yorcia Weald.
- Readjustments to content level for existing wildskeeper reives
As the wildskeeper reives for Ceizak Battlegrounds, Foret de Hennetiel, and Morimar Basalt Fields were implemented at the start, the content level and item level for the rewards are comparatively lower.
Currently, the attractiveness of the rewards for these reives is being stolen away by the addition of Bayld items with high item levels, so we will be increasing the content level of these wildskeeper reives to match that of Marjami Ravine and Yorcia Weald (content level 16) and we will be adding new rewards.
- Easing of participation requirements
As the nature of wildskeeper reives is content where a large amount of players challenged a powerful monster, we would like to make it easier to participate in this content and we will standardizing the Bayld required to participate for all wildskeeper reives. Additionally we will be lowering the amount needed.
Also, in order to make it so coalition ranks and fame have larger effects on the reduction of the Bayld cost, we will be adjusting the reduction table.
*The final reduction rate will be the same as it is now (50%), but we will be adjusting the rates for ranks and fame so lower ranks and fame will still largely reduce the cost.
- Reward item additions and changes
The reward items for the current wildskeeper reives are mostly rare/ex, and in the case you already possess an item it will appear as if you received nothing if the same item drops for you again.
To eliminate this and make it so every time you participate you receive a reward, we will be adding new accessories that are not rare/ex, the job specific back pieces you can obtain from Marjami Ravine and Yorcia Weald reives, and other items as new rewards.
Also, we will be removing certain material items from the reward list and swapping in magic scrolls amongst other drop item changes and adjustments.
- Adjustments to the weakening of Naakuals through the colonization rate
Currently, certain wildskeeper reive battles can be very long because the colonization rate for the respective area is low making it difficult to fight the Naakual, so we will be adjusting the weakening of Naakuals through colonization rate. To give you a specific example, we will be making adjustments so their strength is what it would be currently at an 80% colonization rate when it's at 40%.
The development team has been looking into the requests we’ve received to add a method to guarantee item acquisition depending on the number of times you fight. However, considering the amount of people that are needed to participate in a wildskeeper reive, if we were to introduce a system like this that would allow you obtain a certain item by repeating the battle, we would have to set the number of battles quite high, and this would not get rid of the dissatisfaction about rewards while doing wildskeeper reives. Therefore, we decided to hold off on implementing this.
Instead of making wildskeeper reives content where you continue to do it aiming for certain equipment, we are striving to make this content casual in style where you can receive some kind of reward for participating by removing the barriers and making it easier to repeat. We will continue to make adjustments to this content moving forward as well.
http://forum.square-enix.com/ffxi/threads/35776-Wildskeeper-Reive-Feedback?p=475188#post475188
Akihiko Matsu wrote:
Matsui here.
Thanks for all the feedback.
In order to eliminate the situation where it is difficult to obtain low to mid-level equipment, we will be making adjustments in the November version update.
- Treasure Casket adjustments
As one method to obtain low to mid-level equipment, there are Treasure Caskets that appear when defeating monsters in the field, but with the current balance of the game players are leveling quicker than the pace in which they are obtaining equipment, and we will be making adjustments to this.
- The rate in which brown Treasure Caskets appear when defeating monsters will be increased.
- Body equipment will be added and the overall appearance rate of equipment items will be increased when successfully opening the Treasure Casket.
- Additionally, we will be making it easier to open caskets by increasing the unlocking attempts to 5-6 tried for all areas.
We’d like to balance this so that you can open Treasure Caskets while gaining experience points, level up, and naturally procure equipment as you move to the next area.
- Adjustments to the spawn rates and drop rates for certain notorious monsters
We will be adjusting the spawn rates for notorious monsters that appear in original areas making it easier to encounter them.
Additionally, we will be adjusting the drop rates for the items these notorious monsters drop, and this will alleviate the difficulty obtaining equipment and quest items.
We’ve received a lot of feedback about adjusting NPC prices, but just as many of you have already pointed out, this could result in the mass production of materials through desynthesis and various other problems. Also, we feel that searching for the equipment you want is an important game element, and we would like to make adjustments so that you can easily obtain equipment through your own efforts.
If after we make adjustments there are still levels that have not been covered properly, we will look into having this equipment sold by NPCs.
http://forum.square-enix.com/ffxi/threads/27535-Empty-Auction-house-Conundrum-and-Suggestions?p=475353#post475353
Akihiko Matsui wrote:
Upcoming Version Update Announcement (Oct./Nov. 2013)
Hello, Matsui here.
We’ve been rolling right along with the work for the upcoming version update and the schedule is coming into sight.
We plan on splitting the upcoming version update into two parts. One will take place in October, while the other will take place in November.
During the October version update, we will be expanding inventory based on the large request from everyone as well as focusing on making adjustments to existing content. In the November version update we will be adding a large volume of new content.
We’ll be announcing the details for each version update in the very near future, so please hang in there a little while longer.
http://forum.square-enix.com/ffxi/threads/37286-Upcoming-Version-Update-Announcement-%28Oct.-Nov.-2013%29
Akihiko Matsui wrote:
Addition of higher-tier versions of existing battlefields
Matsui here.
In the November version update we will be adding higher-tier versions of existing battlefields for players who are level 99.
For the higher-tier battlefields, you’ll be able to select the difficulty level of your choice at the entrance.
We'll also be preparing special rewards that can only be obtained in the higher-tier battlefield. The quality of the reward will not change depending on the level of difficulty you select; however, we're making it so the drop rates and amount will vary.
• Higher-tier versions of mission battlefields
We'll be introducing stronger versions of enemies met in missions. We just might be adding one of the battlefields that is very popular amongst adventurers…
The minimum difficulty level will be set quite high, and when selecting the hardest difficulty, we expect even the most seasoned adventurer to have a difficult time.
• Higher-tier versions of battlefields that use seals
The strong enemies that many adventurers fought seeking to get-rich-quick will once again appear in a new light. The difficulty for these has been slightly toned down, and the easiest of the battlefields has been set so that players that do not have equipment with item levels can take these on.
* New items will be required to enter these battlefields as they will not use the existing seal items.
The specific details as to what can be obtained are still in-development, but we plan on providing a variety of items including those with item levels. Please look forward to it!
http://forum.square-enix.com/ffxi/threads/37353-Addition-of-higher-tier-versions-of-existing-battlefields?p=471049#post471049
Akihiko Matsui wrote:
Matsui here.
I’d like to share some information about blue magic adjustments that are being planned.
In the July version update, we made it so that the damage value for physical blue magic spells increases depending on the combat skill value found on your main weapon. However, the development team feels it necessary to make additional adjustments to the power of blue magic spells.
With that said, in the fall version update we are planning to make adjustments so that the attack power of physical blue magic spells also increases depending on the combat skill value of your main weapon.
We’re also working towards adding new blue magic spells in the fall version update as well. We’ll be announcing details on this once we are at the stage where we can share.
http://forum.square-enix.com/ffxi/threads/36216-The-state-of-Blue-Mage-post-Adoulin?p=468765#post468765
Old October Stuff
Akihiko Matsui wrote:
Matsui here.
I have some follow-up information in regards to inventory.
• New storage system: "Mog Case"
We'll be updating the Test Server tomorrow and it will introduce a new type of storage system known as the "Mog Case" to the Mog House options.
While only the "Mog Case" button will be added during this Test Server update, it won't be possible to use it yet. However, we're aiming to implement it in the October version update.
The "Mog Case" isn't restricted to use in your Mog House, but can be used while out in the field as well. Also, it will be possible to store up to 80 items in it regardless of your inventory size.
There have been no special requirements set in order to use this, and all players will be able to use it after the version update takes place.
• Future plans for inventory space
Moving forward, as we will continue to add new items each version update as well as making revamps to equipment, we will continue to look into the expansion of inventory space.
http://forum.square-enix.com/ffxi/threads/36878-So-uh-how-s-the-storage-situation-progressing?p=471055#post471055
Akihiko Matsui wrote:
Matsui here.
I have some follow-up information regarding the enhancements for familiars that I shared the other day. After carefully looking into magic evasion, it has already been set to the same high value as that of enemy monsters, and as such we’ve decided to hold off on implementing enhancements for this stat.
Though there is always the possibility for changes with in-development content, I apologize for backtracking on what I previously informed you about.
At the current stage of development, the below pet statuses will be enhanced when equipping a weapon with an item level in your main hand:
Attack
Defense
Accuracy
Evasion
Magic accuracy
Magic attack
http://forum.square-enix.com/ffxi/threads/36907-Why-are-bst-pets-getting-shafted?p=470732#post470732
Camate wrote:
Greetings,
In addition to the plans described in my previous post, we will be making it possible to send items directly from your Mog House in the fall version update. When selecting “Delivery Box†from your Mog House menu, you’ll be able to select “Send†or “Receive.†We plan on adding this feature to the Test Server next week. We'll update you on the status of the other storage plans once we hear more information!
http://forum.square-enix.com/ffxi/threads/36878-So-uh-how-s-the-storage-situation-progressing?p=470080#post470080
[quote=Ryota Iwagami]
Hello.
I’d like to tell you all about one adjustment planned for Monstrosity to take place in the fall version update.
• Area expansion
As I mentioned here, we will be increasing the number of areas where large monsters can move around, and will be simultaneously adding high level camps. Currently we are planning to add Lufaise Meadows, Uleguerand Range, and other areas; however, considering there may be bugs, please understand that we cannot guarantee this at the moment.
Everyone seems to be interested in the monipulator vs. adventurer content and all the other new things, so I would like to make a comment on it in the near future. Please hang in there for a little while longer.[/quote]
http://forum.square-enix.com/ffxi/threads/36535-Monstrosity-Feedback?p=469566#post469566
[quote=Camate]
Hello!
In addition to questions about blue magic spell damage and new blue magic spells, I know there have been a lot of questions about blue magic spell accuracy and magic accuracy in general, so I wanted to let you all know that the development team is aiming to implement adjustments in the fall version update to address this.
The adjustments will make it so magic accuracy increases when a weapon equipped in your main hand has an item level as well as combat skill+ on it. This is not only for blue magic, but for all magic spells.
We’ll let you know more details once more aspects of this become finalized! [/quote]
http://forum.square-enix.com/ffxi/threads/36216-The-state-of-Blue-Mage-post-Adoulin?p=469036#post469036
[quote=Akihiko Matsui]
Matsui here.
In the fall version update we will be making adjustments so that not only Lucky Lulush, but all rabbit familiars can use Wild Carrot.
Additionally, I checked with the lead about other adjustments that are currently being working on, so I’d like to share with you what I can.
• Addition of axes with item levels
In the fall version update we will be adding new Bayld equipment, which include a new axe. The item levels for these new items will be between the current Bayld items (item level 106) and the equipment you can obtain from Yorcia Weald’s skirmish (item level 113).
• Pet enhancements
We plan on making adjustments to increase the attack, defense, accuracy, evasion, magic accuracy, magic evasion, and magic attack of familiars called upon with Call Beast.
[/quote]
http://forum.square-enix.com/ffxi/threads/36907-Why-are-bst-pets-getting-shafted?p=469038#post469038
Edited, Nov 1st 2013 3:25pm by Szabo