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Get Ready for Summer with the Next Version Update!Follow

#1 May 23 2014 at 4:09 AM Rating: Good
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PlayOnline wrote:

The next version update for FINAL FANTASY XI is scheduled to come blazing into Vana'diel in mid-June, bringing with it improvements to various weapon skills; changes to the TP system; and a variety of improvements to synthesis, including kit recipes to make gathering ingredients easier, a convenient synthesis history list, and improvements to item stacking.

On the combat front, steel yourself for a merit point expansion, geomancer and rune fencer weapon skill quests, a means to improve weapons acquired in reives, a new Mog Garden rank, fresh Seekers of Adoulin quests to steep you in the lore of this fine city, new Records of Eminence objectives, and Trust improvements such as being able to use alter egos in parties and new types of content.

Check this space in the coming days for more details!

http://www.playonline.com/ff11us/index.shtml

Camate wrote:

TP System Adjustment

Greetings,

As you may have already calculated (based on our plans to make it possible to put in 30 capacity points for each of the categories), it will be possible to receive a TP bonus of 900 when maxing out the capacity points of the Yaegasumi category for samurai. Now I know what you’re thinking…the bonus is over 900!!! –okay not really, but this is quite a large number.

I explained previously that the TP values you see in the UI are represented as a smaller value than how it is actually calculated internally, and in order to make it easier to understand how your equipment and abilities are affecting TP we will be modifying the UI display in the June version update so that it is represented the same way as abilities and equipment. With this adjustment the maximum TP value will become 3000 instead of the current 300.

http://forum.square-enix.com/ffxi/threads/42165-TP-System-Adjustment?p=508526#post508526

Camate wrote:

Greetings,

We’ve been seeing comments that a lot of shouts made in-game for certain content are mainly looking to recruit monks, and there have been requests to make it so other damage dealing jobs can compete with monk.

During the recent Freshly Picked Vana’diel, Matsui mentioned that the stats for just about every weapon skill would be revamped in the June version update.

In addition to this, we’ll also be making adjustments to the calculations for how TP is gained, and with this, the aspect where there would be advantages and disadvantages depending on the value of a weapon’s delay will be lessened.

With these adjustments, the gap between the damage over time for each damage dealing job will become smaller.

Also, we’ve set enemies for certain content to be strong against hand-to-hand attacks, breath attacks (including attacks coming from Formless Strikes), as well as enemies where magic attacks are efficient, in order to have more variety of damage dealing jobs. We’ll continue to make these type of adjustments moving forward.

http://forum.square-enix.com/ffxi/threads/41383-Solo-Accomplishments-Party-Barriers-and-Enhancing-the-Community?p=508525#post508525
#2 May 23 2014 at 11:00 AM Rating: Good
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Szabo wrote:
a means to improve weapons acquired in reives


YES. I really want my Hunahpu to get a boost. Frankly I like all my WKR weapons so much more than ROE weapons. Not just cause they look cooler but it's nice to have the unique stats.


Edited, May 23rd 2014 10:02am by Olorinus
#3 May 23 2014 at 11:36 AM Rating: Good
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I'd like to see some path for improving the non-Empyrean magian trial weapons. It took me forever to get my OAT lance, and it felt like I barely got a chance to use it before SoA hit and obsoleted it.

But I guess being able to improve my WKR weapons would be nice too.
#4 May 23 2014 at 11:59 AM Rating: Excellent
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I don't understand why the entire magian system is not just allowed to continue to ilevel. It makes no sense. They implemented this customizable weapon system and then just dropped it like a hot potato. Its bizarre. With it went the market for geodes and a lot of hard work from many people.

The system was great for letting players make weapons that supported their unique goals. They don't need to be the best at what they do, but it would be nice if SE at least let people bring them up to an acceptable level. I dunno, maybe they are afraid BST will be useful again if we had PDT axes that didn't lower the level of our pet.

Edited, May 23rd 2014 11:00am by Olorinus
#5 May 23 2014 at 12:54 PM Rating: Good
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I think the problem with magians is that there's simply too many of them to keep going with the system. There's at least a dozen different weapon types with close to two dozen variations each, that's a lot of new inventory and dev time to devote to it when so few of them were actually used.
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#6koromaseraph, Posted: May 23 2014 at 2:29 PM, Rating: Sub-Default, (Expand Post) ppl shout for mnks? The hell? i haven't seen one since like 2007
#7 May 23 2014 at 7:39 PM Rating: Decent
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koromaseraph wrote:
ppl shout for mnks? The hell? i haven't seen one since like 2007


MNK is the only DD shout I see on Asura along with BRD, SCH, WHM and occasional RDM.
#8 May 24 2014 at 6:27 AM Rating: Excellent
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koromaseraph wrote:
ppl shout for mnks? The hell? i haven't seen one since like 2007

Between the opening of SoA until a couple of recent H2H weapons added, it was usually preceded with "oat".

This was mostly for Delve content, especially Tojil, which of course is how you get oats in the first place. (I got oats for my pup by winning a Tojil run as whm, then eating shards for breakfast every day for a month to get the 60k more plasm I needed.)
#9 May 24 2014 at 7:51 AM Rating: Excellent
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Hmm...

Crafting changes? A synthesis history list? I wonder if they mean kinda like that thing in FFXIV where you can view all the things you make?

....gathering changes? That'd be awesome if you could actually reliably gather your own synthesis materials, that'd be awesome. Never did like XI's way of "get thousands of pebbles and copper ores while trying to get iron ore" mining system.

Could they maybe make ores stack now? That'd be awesome too!

And changes to TP and Weaponskill... hopefully to make our in-battle lives a little more lively; I don't like spending 80% of a fight sitting there doing nothing but waiting for the TP bar to fill so I can finally do something.. for 2 seconds (I have abilities but they're all on 3-5min cooldowns).

And best of all...

Trusts.....in Parties!? That's the very first thing I thought when I read you couldn't use a Trust in a group. I was like "Wha!? Why the hell not?" Heck, at some of this stuff, maybe my mom might actually come back to the game. The no-group thing with Trusts was the main reason why I didn't ask her to in the first place; Trusts are the only decent way to really get XP if you don't know anybody for Abyssea (I hate shouting/waiting/LFG...), and if you can't do that in groups, well... no sense in having a 2-man group.
#10 May 24 2014 at 4:41 PM Rating: Excellent
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Nanako wrote:
I think the problem with magians is that there's simply too many of them to keep going with the system. There's at least a dozen different weapon types with close to two dozen variations each, that's a lot of new inventory and dev time to devote to it when so few of them were actually used.

I can generally agree with this. I know when RMEs were being "left behind" that the topic of other magians being ignored was brought up by some, but I think it just got swept under the rug with all the usual "dirty casual" rhetoric. Still, for giving players piecemeal, and usually fair objectives to chase for progression, ToM with a dash of Abyssea was certainly my favorite phase of XI when it came to having things to do without needing to sell me soul to an alliance.

Had I the means to implement some kind of "dream item" system of creation in the game, it'd basically allow players to add numerous stats at progressively escalating costs so one could eventually create the perfect equipment for their play styles. If I wanted to make a sword for my RDM/BLU with high end stat vomit, good DPS, ATK/ACC, MATK/MDMG/MACC, and so on? I could. I'd expect it to take work, especially later on in the process, but someone could also just do similar with a staff or club. Whether or not SE has overcome the item mod grouping limitation, though, I dunno. But let's just file this one off into the "Never gonna happen..." category.

Revisiting upgrades in modesty isn't a bad thing, though. I just hope they're fair about the process and don't forget that maybe not everyone is around or active during the launch of content to really get the most out of it. Makes me wonder how much some would **** their pants if we got quest lines for all the old RMEs to get them at their 99 pre-ilvl version without all the time gating and excessive currency grinding unfun.
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#11 May 24 2014 at 6:24 PM Rating: Decent
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This is only going to go badly for DRK. Differences in TP gain are the only thing that separate Scythe and Great Sword, and the only thing that lets any other weapon compete with Ragnarok.

So unless they give Scythe an insane WS the job will be back to Ragtard or GTFO.
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#12 May 25 2014 at 8:08 AM Rating: Excellent
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Quote:
Also, we’ve set enemies for certain content to be strong against hand-to-hand attacks, breath attacks (including attacks coming from Formless Strikes), as well as enemies where magic attacks are efficient, in order to have more variety of damage dealing jobs. We’ll continue to make these type of adjustments moving forward.


Why does that sound like a case of... "Monks are too popular, so we're going to smash them to bits with a sledgehammer so they're not wanted at all"?

Making enemies for 'certain content' be strong against H2H? That's... 99% of a Monk's damage, which means Monk would then be useless fighting said enemies.

IMO, beating a popular job into the ground is not the right way to do it. Instead of making monk "useless" against certain enemies, why not either introduce mild nerfs to some of Monk's abilities to bring Monk in line with everybody else, or hand out buffs to the under-used classes so that they can do comparable damage instead?
#13 May 25 2014 at 3:11 PM Rating: Excellent
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Lyrailis wrote:

IMO, beating a popular job into the ground is not the right way to do it. Instead of making monk "useless" against certain enemies, why not either introduce mild nerfs to some of Monk's abilities to bring Monk in line with everybody else, or hand out buffs to the under-used classes so that they can do comparable damage instead?


The bolded is what I would like to see. Nerfs suck. Everyone hates them, they always ***** up even more (this one will #$% PUP so hard, for example) - the key is to give boosts to other jobs.
#14 May 25 2014 at 8:30 PM Rating: Excellent
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Lyrailis wrote:
[quote]

Making enemies for 'certain content' be strong against H2H? That's... 99% of a Monk's damage, which means Monk would then be useless fighting said enemies.



As I recall Monks also have one of the highest staff skills for a non mage. Unfortunately Monks rarely use staff outside blue procs in abyssea, skill ups, or Shin.. If they dont give monk some kind of uniqe ability (increase counter, crit., or multi atks) or weapon skills that makes using a staff functional in party settups. Assuming there are staffs in the ilev path for monks to use. Then it's prety much a really big nerf if the "srtong against H2H" is actually a high blunt resistance and not just a specific weapon type.
#15 May 26 2014 at 2:11 AM Rating: Good
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Gildrein wrote:

[dev1206] Alter Ego and Fellow Adjustments

  • Alter egos and fellows will undergo the following adjustments.

  • Alter egos will now be able to be called forth while in parties with other players.
* Alliances may not be formed when in a party comprised of both players and alter egos, nor may parties contain multiple alter egos of the same NPC.

  • Alter egos will now be able to be called forth in the following areas and content.
  • Battlefields requiring macrocosmic or microcosmic orbs.
  • Battlefields accompanying Seekers of Adoulin missions and quests.
  • Skirmish content in the following areas.
Rala Waterways [U] / Cirdas Caverns [U] / Yorcia Weald [U] /
Outer Ra’Kaznar [U]

  • Fellows will be able to accompany players in the following areas.
Rala Waterways / Yahse Hunting Grounds / Ceizak Battlegrounds / Foret de Hennetiel /
Yorcia Weald / Morimar Basalt Fields / Marjami Ravine / Kamihr Drifts / Sih Gates /
Moh Gates / Cirdas Caverns / Dho Gates / Woh Gates / Outer Ra’Kaznar

http://forum.square-enix.com/ffxi/threads/42258

Edited, May 26th 2014 4:22am by Szabo
#16 May 26 2014 at 8:23 AM Rating: Decent
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Szabo wrote:
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Gildrein wrote:

[dev1206] Alter Ego and Fellow Adjustments

  • Alter egos and fellows will undergo the following adjustments.

  • Alter egos will now be able to be called forth while in parties with other players.
* Alliances may not be formed when in a party comprised of both players and alter egos, nor may parties contain multiple alter egos of the same NPC.

  • Alter egos will now be able to be called forth in the following areas and content.
  • Battlefields requiring macrocosmic or microcosmic orbs.
  • Battlefields accompanying Seekers of Adoulin missions and quests.
  • Skirmish content in the following areas.
Rala Waterways [U] / Cirdas Caverns [U] / Yorcia Weald [U] /
Outer Ra’Kaznar [U]

  • Fellows will be able to accompany players in the following areas.
Rala Waterways / Yahse Hunting Grounds / Ceizak Battlegrounds / Foret de Hennetiel /
Yorcia Weald / Morimar Basalt Fields / Marjami Ravine / Kamihr Drifts / Sih Gates /
Moh Gates / Cirdas Caverns / Dho Gates / Woh Gates / Outer Ra’Kaznar

http://forum.square-enix.com/ffxi/threads/42258


This just won best update. Being able to "solo" skirmishes and some BCs will be very nice to those who can't always get groups or don't have the right job.

Admin Note: Edited because you had Szabo's post quoted three times.

Edited, May 26th 2014 5:56pm by Vlorsutes
#17 May 26 2014 at 10:34 PM Rating: Decent
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What I want to know is if the system will actually allow you to get into skirmish solo just by having your trust npcs out.

It says we'll be able to use them in skirmish, but didn't necessarily say anything about whether they'd count toward the 3-person requirement.
#18 May 27 2014 at 3:32 AM Rating: Excellent
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Quote:
Also, we’ve set enemies for certain content to be strong against hand-to-hand attacks, breath attacks (including attacks coming from Formless Strikes), as well as enemies where magic attacks are efficient, in order to have more variety of damage dealing jobs. We’ll continue to make these type of adjustments moving forward.


One job being useful against one enemy in one battle while another job is useless against that enemy but good somewhere else is not job balance. Jobs should not be that situational. A job is more than a piece of gear to be swapped in an out willy nilly. /sigh
#19 May 27 2014 at 4:11 AM Rating: Good
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Gildrein wrote:

[dev1207] Reive Adjustments

  • Lair reives in Yorcia Weald, Marjami Ravine, Kamihr Drifts, and Outer Ra’Kaznar will undergo the following adjustments.
  • Respawn delay will be decreased from fifteen minutes to five minutes.
  • Lair HP, intermediary rewards, and experience/bayld gains for successful completion will increase the deeper into in the area the reive is located.

  • Colonization reives in Yorcia Weald, Marjami Ravine, Kamihr Drifts, Dho Goates, Woh Gates, and Outer Ra’Kaznar will undergo the following adjustments.
  • Reive terrain obstacle HP will be decreased.
  • Reive terrain obstacles will take more damage.
  • Intermediary rewards and experience/bayld gains for successful completion will be increased.

  • Non-accessory weapons and armor of item level 115 dropped by Naakuals in wildskeeper reives will now be eligible for augmentation.
  • The "paragon" line of key items obtainable from the various Naakuals will be required for augmenting these items, and will be consumed in the process.

  • Augmentation Information
  • Available augmentations will vary by paragon item, with a total of six per item. Three of these augmentations will be shared, while three will be unique.
  • Attributes affected and values thereof are fixed.

  • Infusing the Augmentations
  • Players will be able to choose two augmentations: one shared and one unique.
  • Should players be unsatisfied with his choices, they will be able to use another paragon item to change to a different set.

http://forum.square-enix.com/ffxi/threads/42288

Edited, May 27th 2014 6:29am by Szabo
#20 May 27 2014 at 8:37 AM Rating: Good
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You're right, the way I read it, it seemed that because they could accompany you in Adoulin missions and be used to meet the requirements that it would work the same way with skirmish but upon rereading that may not be the case =/
#21 May 27 2014 at 11:30 AM Rating: Good
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Szabo wrote:
Screenshot

Gildrein wrote:

[dev1207] Reive Adjustments
  • Non-accessory weapons and armor of item level 115 dropped by Naakuals in wildskeeper reives will now be eligible for augmentation.
  • [/ul]
    • The "paragon" line of key items obtainable from the various Naakuals will be required for augmenting these items, and will be consumed in the process.

    • Augmentation Information
    • Available augmentations will vary by paragon item, with a total of six per item. Three of these augmentations will be shared, while three will be unique.
    • Attributes affected and values thereof are fixed.

    • Infusing the Augmentations
    • Players will be able to choose two augmentations: one shared and one unique.
    • Should players be unsatisfied with his choices, they will be able to use another paragon item to change to a different set.

    http://forum.square-enix.com/ffxi/threads/42288Edited, May 27th 2014 6:29am by Szabo


    That... actually sounds amazingly not-painful. I wonder what ilevel the augmented gear will be.
    #22 May 27 2014 at 12:47 PM Rating: Excellent
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    Olorinus the Ludicrous wrote:
    I don't understand why the entire magian system is not just allowed to continue to ilevel.

    Even without a continuation of material based trials, you'd think, with Squeenie being Squeenie, they'd implement some half-assed three second trial that'd let you cellotape two completed trial swords of different paths together, combining all the stats, tacking on an ilevel on the finished product, and would give you a lukewarm finished product that you may or may not use.

    But no, Squeenie decided to drop the system in the same way a baby would drop an emptied milk bottle. Without hesitation, and with a shriek of malice.
    #23 May 27 2014 at 1:22 PM Rating: Excellent
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    MouserRDM wrote:
    That... actually sounds amazingly not-painful. I wonder what ilevel the augmented gear will be.

    This just got a reply on the official forums:

    Camate wrote:

    Greetings,

    In the June version update, it will be possible to add new augments to the weapons and armor that can be obtained from wildskeeper reives. While the equipment will remain item level 115, depending on the augments you add we’re making them so they are a bit stronger than the equipment you can obtain from Records of Eminence.

    There is a wide variety of different augments that can be added, and depending on the job, even if you possess equipment with a higher item level, there are cases where this equipment can be more beneficial. The augments will be added by consuming a key item, but this time around you’ll be able to select two augments from a couple of options. By re-obtaining the key item you can redo the augments.

    We’ll also be adding other new equipment that can be obtained as drops from wildskeeper reives, such as a ring that enhances the effect of Phantom Roll.

    http://forum.square-enix.com/ffxi/threads/41759-Wildskeeper-Reive?p=509143#post509143
    #24 May 27 2014 at 1:49 PM Rating: Good
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    At least this will give WKR's a good breath of life again. As long as the augments are worth it
    #25 May 28 2014 at 3:44 AM Rating: Good
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    Gildrein wrote:

    [dev1208] Easing of Mission and Quest Restrictions

    • Battlefields that occur as part of the following Seekers of Adoulin missions will have the minimum number of players required for participation decreased from three to one.
    Behind the Sluices / Stonewalled / The Gates
    • Quests and missions will undergo the following adjustments.
    • The applicable events in the quest “Sin Hunting” will be changed to occur regardless of Vana’diel time and phase of the moon.
    • The amount of Earth time that must pass to proceed with some quests and missions that require one full day or week of waiting will be decreased.

    http://forum.square-enix.com/ffxi/threads/42314

    Edited, May 28th 2014 5:45am by Szabo
    #26 May 28 2014 at 10:48 PM Rating: Decent
    Hopefully the waiting stuff they remove will include treasures of Aht Urgan missions. Because isn't it currently around three "wait till jp midnight" waits before the first actual battle mission when starting the storyline from the beginning?

    I wonder if this will also affect the relic weapon upgrade quests?
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