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Forge Ahead in the Next Version Update!Follow

#1 Apr 18 2014 at 2:35 AM Rating: Good
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PlayOnline wrote:

The next version update is scheduled to descend from the mountains in mid-May.

Enjoy a wide variety of new features, including the all new Mog Wardrobe system, which makes storing equipment a breeze, and new ways to enjoy solo play, as fellows can now level up to 99 and will be empowered by player item levels.

In terms of other content, expect an expansion to the job point system, other job adjustments, new high-tier mission battlefields, mythic-equivalent weapons for geomancers and rune fencers, and-most of all-the continuation of the Seekers of Adoulin mission storyline as it prepares to reach the climax!

The development team is currently hard at work bringing you the latest in Vana'dielian goodness. We hope to see you on the other side!

http://www.playonline.com/ff11us/index.shtml
#2 Apr 18 2014 at 4:08 PM Rating: Excellent
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PlayOnline wrote:
new ways to enjoy solo play, as fellows can now level up to 99 and will be empowered by player item levels.

I'm honestly surprised that they even remembered that Adventuring Fellows are a thing.
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#3 Apr 19 2014 at 12:59 AM Rating: Good
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As I understand it from what pol said.. Rune and Geo are getting Mythic "equivalent" weapons. I'm suprised, relived and slightly confused by this. I've been on the asumption that it would most likely have been added to Nyzule along with the other Mythics. Heck, even the background for one of the existing weapons reads similar to Adoulins plot on how Yaggdrasil was planted by the founder king. While raising new questions about the tree's roots in Ra'Kaznar. I'm wondering now what Delve boss or Skirmish loot they'd have us farming if they choose to go the Oboro route.. God forbid they include, farming P.Warden to go with it..

Aside from that, mission wise. I hope climax doesn't mean that the plot is about over. Right now RoZ seems a little short despite the other half being made up Dynamis and a continuation of rank missions and a "to be continued..?" for after CoP. Adoulin only has Delve (Dynamis with no plot) and Skirmish (Garrison?). It just seems as short, with thin quest fodder inbetween missions.

It's about time they remembered we even had Adv.Fellows. Although, unless they get pet: buffs from gear, on top of matching an iLev weapon. I'd pow-wow with my trust npc's for the simple fact they regen/refresh a lot faster when doing nothing. Also I don't think trust will refresh or cure a spent/injured Adv. Fellow since they are listed in the pet slot.
#4 Apr 19 2014 at 4:09 AM Rating: Good
KodoReturns wrote:
PlayOnline wrote:
new ways to enjoy solo play, as fellows can now level up to 99 and will be empowered by player item levels.

I'm honestly surprised that they even remembered that Adventuring Fellows are a thing.


Yeah there's some adjustments needed for Fellows as they aren't on par with trust NPC's with regards to being able to use certain buffs on them like sambas if you sub DNC for instance.

Attack is still very weak too but then again my NPC is almost 79 and I don't know where to take him at 90 (other then Zerhun mines).
Can you take Fellows in the new areas?
#5 Apr 19 2014 at 6:24 AM Rating: Excellent
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PlayOnline wrote:
In terms of other content, expect an expansion to the job point system

Expect more disappointment, and Squeenie apologising profusely.
#6 Apr 19 2014 at 4:04 PM Rating: Excellent
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Yeah there's some adjustments needed for Fellows as they aren't on par with trust NPC's with regards to being able to use certain buffs on them like sambas if you sub DNC for instance.


Seems kinda odd to me that they'd give us these ridiculously powerful (compared to Fellows) Trusts, that...

1). Stay out an infinite amount of time.
2). Have much stronger attacks.
3). Regenerate HP/MP much much MUCH faster.
4). Don't have to be leveled up separately.
5). Most importantly: Trusts don't steal a chunk of your XP.

Now that we have trusts, I don't know why we can't get rid of the stupid # of kills and time limitations on the Fellows, and also beef them up a little, as well as making them regenerate as fast as the Trusts do while out of combat.

Oh, and the once-per-day summon is kinda stupid too. I can pull 3 trusts out of thin air anytime I please, but I can only call on my fellow once/day without the promy earring?

Bad enough we have to level them, they could at least get rid of the time limitations.

Edited, Apr 19th 2014 6:06pm by Lyrailis
#7 Apr 20 2014 at 11:56 AM Rating: Good
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The Fellow system could certainly benefit from an overhaul, but at the same time, I could see getting one to 99 translating to getting a Trust version with all the usual customization options still available at the rendezvous points and accessed by trading the pearl. At least, that's how I'd approach it. :/
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#8 Apr 21 2014 at 3:02 AM Rating: Good
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Gildrein wrote:

[dev1197] Job Point Additions and Adjustments

New job point categories will be introduced in the next version update, along with the ability to receive a bonus to capacity points when felling certain enemies in quick succession.

  • Category Additions
Two categories will be added for each job with this update, with more scheduled for future version updates.

  • Chain Bonus
Continually defeating enemies of a certain level or higher within a given time period will grant a bonus to the amount of capacity points obtained by vanquishing them. The upper limits of this bonus will vary depending on the level of enemies defeated, meaning that the stronger the enemies defeated, the larger the bonus will be.

  • Adjustments to Capacity Point Obtainment
Defeating enemies above a certain level will yield more capacity points than in previous updates.

  • Additions and Adjustments to Capacity Point-yielding Content
  • Enemies that roam the following area used in Delve content will yield capacity points when defeated.
Cirdas Caverns [U]

  • The amount of capacity and experience points earned from defeating enemies in the following areas while in a party will decrease less than in previous updates.
Rala Waterways [U] / Cirdas Caverns [U] / Yorcia Weald [U] / Ra'Kaznar [U]

http://forum.square-enix.com/ffxi/threads/41464

Edited, Apr 21st 2014 5:08am by Szabo
#9 Apr 21 2014 at 4:12 AM Rating: Excellent
Hmmm, wonder what exactly the new categories for each job will be. I'd sooner think they should work to adjust some of the imbalance of usefulness for the existing job point categories, since some are vastly more useful than others.
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#10 Apr 21 2014 at 11:04 AM Rating: Excellent
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Well, it's probably a safe bet to assume they'll continue to adjust abilities for jobs that either don't have merit options or are generally represented poorly within the merit system. I'm certainly not alone in feeling what I've seen of the CP options to be underwhelming, particularly relative to the grind, but that isn't to say the system is beyond redemption. Hell, even merits aren't.

Needless to say, I have no shortage of ideas for RDM. x.x
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#11 Apr 22 2014 at 2:21 AM Rating: Good
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Gildrein wrote:

[dev1198] Records of Eminence Additions and Adjustments

  • New objectives will be added.
  • Combat–related Objectives
  • Defeat the requisite number of enemies in Abyssea areas.
  • Deal the requisite amount of total damage to enemies.
  • Receive the requisite amount of total damage from enemies.
  • Deal 2,000 or more damage to enemies the requisite number of times.
  • Heal either yourself, a party member, or an alliance member the requisite amount.
  • Heal either yourself, a party member, or an alliance member for 750 or more HP the requisite number of times.

  • Gathering-related Objectives
  • Successfully harvest materials in Abyssea areas the requisite number of times.

  • The respawn time for the NM Bloodsucker, the target of a certain Subjugation objective, has been reduced.
  • New earrings and rings will be added to the list of equipment that may be procured with sparks of eminence.


  • Copper A.M.A.N. vouchers will undergo the following adjustments.
  • Players will be able to specify how many vouchers they wish to redeem at once.
  • It will be possible to redeem them for 1,000 Ballista points.

http://forum.square-enix.com/ffxi/threads/41482

Edited, Apr 22nd 2014 4:35am by Szabo
#12 Apr 22 2014 at 6:21 AM Rating: Good
Lyrailis wrote:
Quote:
Yeah there's some adjustments needed for Fellows as they aren't on par with trust NPC's with regards to being able to use certain buffs on them like sambas if you sub DNC for instance.


Seems kinda odd to me that they'd give us these ridiculously powerful (compared to Fellows) Trusts, that...

1). Stay out an infinite amount of time.
2). Have much stronger attacks.
3). Regenerate HP/MP much much MUCH faster.
4). Don't have to be leveled up separately.
5). Most importantly: Trusts don't steal a chunk of your XP.

Now that we have trusts, I don't know why we can't get rid of the stupid # of kills and time limitations on the Fellows, and also beef them up a little, as well as making them regenerate as fast as the Trusts do while out of combat.

Oh, and the once-per-day summon is kinda stupid too. I can pull 3 trusts out of thin air anytime I please, but I can only call on my fellow once/day without the promy earring?

Bad enough we have to level them, they could at least get rid of the time limitations.

Edited, Apr 19th 2014 6:06pm by Lyrailis


Actually Fellows don't have any regen or refresh at all but having to level them isn't an issue for me really. (At least not as much as it used to be since they brought out Trust, you can level them a lot faster.)
I do hate Trust NPCs having the effect of the Samba I am using and not having Fellows included in this too.
Being able to cumstomise what they wear is nice but I'd like more choice over what they can equip as it seems pretty limited atm.

Edit:

Signal pearls can be reused every 6hrs but I think it once was one charge per day and Tactical pearls can be obtained once per conquest tally.
You can zone with Fellows but not in to towns so if I was heading from Zerhun mines in to Bastok Mines, then I would lose my npc.
I could on the other hand teleport with my Fellow and he would repop next to me so in that respect, they are a bit like DRG/Avatar/PUP pets.
You can log in and out of an area and they repop in the same spot you do so it's handy when your doing things like GoV/FoV so you can see some advantages.


Edited, Apr 22nd 2014 8:29am by Janeash
#13 Apr 22 2014 at 8:00 AM Rating: Good
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I don't want to hear about the obligatory RoE expansion....

GIMME DETAILS ON THE MOG WARDROBE SYSTEM!!!!
#14 Apr 22 2014 at 5:26 PM Rating: Good
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Meldi wrote:
I don't want to hear about the obligatory RoE expansion....

GIMME DETAILS ON THE MOG WARDROBE SYSTEM!!!!


Can't say as I blame you.

RoE expansions are pretty much expected by players I'd think, though I wonder why it is taking them so long to release more of them? It seems like they trickle a few here-and-there. Are they simply that difficult to program, or are they having trouble thinking ideas of new ones to make? Or is it that the RoE system is not a high priority in their development?

But yes....

MOG WARDROBE details PLEASE.

lol
#15 Apr 23 2014 at 2:06 AM Rating: Excellent
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Gildrein wrote:

[dev1199] New Equipment Storage System: Mog Wardrobe

  • A new category, "Mog Wardrobe," will be added to the "View House" subsection of the main menu.
This new storage system can be accessed anytime from anywhere and holds up to 80 pieces of equipment.
Players may don pieces of equipment stored with their Mog Wardrobes by either using the Equipment menu or the /equip command.

  • The command /wardrobe will be added.
Executing the command allows players to access their Mog Wardrobes.

http://forum.square-enix.com/ffxi/threads/41515

Edited, Apr 23rd 2014 4:12am by Szabo
#16 Apr 23 2014 at 5:36 AM Rating: Good
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Ooh, that is interesting. Finally breaking past the 80 "active" slot limitation there, sorta. Me likes.
#17 Apr 23 2014 at 12:18 PM Rating: Good
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I was hoping for the FFXIV equipment inventory, but I'll take this. At the very least it gives me more than 2 slots in my inventory for drops... :D
#18 Apr 23 2014 at 12:35 PM Rating: Good
Heck yeah!

Since I made the decision to only keep my BLM and BRD gear up to date, I might actually be able to fit everything into this.
#19 Apr 23 2014 at 4:17 PM Rating: Good
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My only (mild) thing about this is...

Why stick everything in a sub-menu? I wish they'd move View House to the first Menu, at the very least, especially with all of these mog bags we're getting.

Don't get me wrong, I LOVE this system -- one of the best things coming to FFXI since Trusts -- but yet what I have in mind would be merely a small QoL fix that surely shouldn't be that hard to implement.

Currently to access this (or any of the mog bags), you must open your menu.... open it again.... and then go to "View House" and then select the bag you want.

IMO, they should swap "View House" with one of the lesser-used items in Menu #1, such as the Linkshell command.

I mean, seriously, how often do most players open their Linkshell interface?

Or, maybe Region Info (since most people know to type /rmap, /bmap, etc instead).

We access our Mog Sack/Satchel/etc far more often than we use the Linkshell interface, or use the actual button to view Region Info, surely.

Quote:
I was hoping for the FFXIV equipment inventory, but I'll take this. At the very least it gives me more than 2 slots in my inventory for drops... :D


Don't forget their promises to allow you to macro several pieces of gear in one macro line.

Basically, this new Wardrobe is the Armory Chest in XIV, and the new Macros will act like FFXIV's Class Equipment Buttons, thanks to the ability to /equip items from the Wardrobe.

Edited, Apr 23rd 2014 6:22pm by Lyrailis
#20 Apr 24 2014 at 2:34 AM Rating: Excellent
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Gildrein wrote:

[dev1200] Alter Ego and Fellow Additions and Adjustments

  • The following additions and adjustments will be made to the Trust initiative.
  • The following alter egos will be added.


Name	Combat 
        Stratagem	Method of Acquisition

Screenshot

  • Maat
Melee Fighter
Complete one of the Trust initiation quests in either San d'Oria, Bastok, or Windurst.
Complete the quest "Shattering Stars" on at least six jobs.
* Blue mages, corsairs, puppetmasters, dancers, scholars, geomancers, and rune fencers cannot accept this quest.
Speak with Maat in Ru'Lude Gardens (H-5) after fulfilling the above

Screenshot

  • Gessho
Tank
Complete one of the Trust initiation quests in either San d'Oria, Bastok, or Windurst.
Complete the mission "Passing Glory."
Examine the cushion in Aht Urhgan Whitegate (J-12) after fulfilling the above prerequisites.

  • Alter egos will be able to be called forth in the following areas.
East Ronfaure [S] / Jugner Forest [S] / Vunkerl Inlet [S] / Battalia Downs [S] / La Vaule [S] / North Gustaberg [S] / Grauberg [S] / Pashhow Marshlands [S] / Rolanberry Fields [S] / Beadeaux [S] / Western Sarutabartua [S] / Fort Karugo-Narugo [S] / Meriphataud Mountains [S] / Sauromugue Champaign [S] / Castle Oztroja [S] / Beaucedine Glacier [S] / Xarcabard [S] / Castle Zvahl Baileys [S] / Garlaige Citadel [S] / Crawlers’ Nest [S] / The Eldieme Necropolis [S] / Castle Zvahl Keep [S]

  • Zeid’s combat tactics and actions will undergo wide-reaching improvements.
  • Nanaa Mihgo’s will have a new behavior when using “despoil.”


  • Fellows will undergo the following adjustments.
  • Completing the quest “A Trial in Tandem Revisited” will enable fellows to reach a maximum level of 99. This change will occur retroactively.
  • Level 99 fellows will increase in levels in line with their character’s average equipped item level.
  • The degree to which experience earned by players is lessened with an active fellow will be decreased.

http://forum.square-enix.com/ffxi/threads/41532

Edited, Apr 24th 2014 4:38am by Szabo
#21 Apr 24 2014 at 6:37 AM Rating: Excellent
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My only (mild) thing about this is...

Why stick everything in a sub-menu?


PS2 rimitations :<
#22 Apr 24 2014 at 9:25 AM Rating: Good
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Wow breaking the 80 inv limit impressive feat.
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#23 Apr 24 2014 at 11:57 AM Rating: Good
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Fynlar wrote:
Quote:
My only (mild) thing about this is...

Why stick everything in a sub-menu?


PS2 rimitations :<


Well, my point is......why can't we swap "View House" (Which is in Menu #2) with "Linkshell" (Which is in Menu #1) or "Region Info" (which is also in Menu #1)?

We use "View House" much more often than "Linkshell" or "Region Info", especially with this new wardrobe function surely.

Quote:
Wow breaking the 80 inv limit impressive feat.


My Guess is that this will act somewhat like the cartridge swap feature on the Atari 2600.

For those of you who don't know, the old Atari 2600 had a limit on how much ROM you could actually store on a cartridge. Near the end of the Atari 2600 days, game developers were wanting to make bigger, more complex games. Someone came up with an awesome "kludge" that worked and worked damn well:

The put two cartridges in one! They programmed the cartridge so that only 1 of the cartridges was active at any given time, and when the game needed to access data on cartridge #2, the chip responsible for the switching swapped the two cartridges' data seamlessly while the Atari 2600 doing its thing, unaware of what was actually going on. As long as the data continued to flow, the game functioned perfectly, even though it had twice as much ROM data in the physical game cartridge.

Applying this to FFXI, I assume that when you go to equip something, the game will parse the regular inventory first, and if what you're looking for isn't found in that inventory, it will dump the contents of that inventory and then parse the wardrobe and see if it is in there instead, or something along those lines.

Actually, now that I think about it.........

The inventory limit is not 80, but 160 instead. If it were 80, then you wouldn't be able to simultaneously open the Inventory and Mog Satchel, Sack, etc and swap items between the two. In fact, it is more than 160 -- there's also Temporary Items (what's the size limit on that again? 8? 10? something like that? I forget).

Basically what you're doing is when you go to Equip something, the game will parse the inventory and the wardrobe (but not the Sack, Case, Satchel Mog House, Storage, etc) which add up to potentially 160 combined to find what you're trying to equip.

My curious question is......while items are equipped, do they remain in the Wardrobe? Before, stuff had to be in your current inventory. What happens when your inventory is 80 slots and full, and you have an empty ring slot and equip a ring from the Wardrobe? Does it stay in the wardrobe or can you just simply not equip it until you free a slot in your inventory first?

Edited, Apr 24th 2014 2:06pm by Lyrailis
#24 Apr 24 2014 at 3:35 PM Rating: Excellent
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I posted this response to the same question on ffxiah.

There is no reason to assume that equipment in the mog wardrobe will "move" when you equip it. It doesn't move out of your current inventory when you equip it now. It just becomes flagged as equipped. Due to how the inventory in this game works, I don't personally see a way that they could impelement this system in such a way that equipping an item would move it out of your mog wardrobe.

At the very least, the rage quits when people have max inventory ans they start losing equipment due to dynamic inventory would quick make SE change course. Of course, we ARE talking about SE, so I guess they COULD implement it that way.
#25 Apr 24 2014 at 4:19 PM Rating: Good
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Meldi wrote:
I posted this response to the same question on ffxiah.

There is no reason to assume that equipment in the mog wardrobe will "move" when you equip it. It doesn't move out of your current inventory when you equip it now. It just becomes flagged as equipped. Due to how the inventory in this game works, I don't personally see a way that they could impelement this system in such a way that equipping an item would move it out of your mog wardrobe.

At the very least, the rage quits when people have max inventory ans they start losing equipment due to dynamic inventory would quick make SE change course. Of course, we ARE talking about SE, so I guess they COULD implement it that way.


Or it could merely say "Cannot equip that item: Inventory is full."

But yeah, it *sounds* like you can equip items from Wardrobe, but... call me jaded but I don't want to get my hopes up. If it IS like that, then I will be singing praises. If it isn't, well... I'm not going to Expect it to be, so no big worries. I'll just make sure I got a bit of room before switching equipment, tis all.

Now, if the Wardrobe DOES work like this (that you can equip items directly from there without putting them into your inventory), then every character will gain 1-16 slots because their equipment no longer needs to be in the Inventory.

That's... a pretty big boost.

Edited, Apr 24th 2014 6:23pm by Lyrailis
#26 Apr 24 2014 at 4:44 PM Rating: Good
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Imagine the number of people that probably would have stuck around if SE didn't give us the years of PS2 limitations crap and just updated their game. Pretty sad that they clung to that excuse for so long and drove so many players away from the game due to lack of content and quality of life adjustments.
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