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Announcing the Next Version Update!Follow

#27 Mar 07 2015 at 4:04 AM Rating: Decent
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I'd take a 3-man req over 18. >.>
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#28 Mar 07 2015 at 3:34 PM Rating: Good
The problem with adding new content in the past was loads of people jumping on to it and completing it too quickly.
For content that needed instanced battles like Diabolos or trying to spam entry for assaults or salvage made it hard for everyone to try it. (Gah I recall Moblin Maze Mongers being hard to enter some days when I wanted to fish in there too. Someone would come along after you attempted to connect to server and kick you out so they can enter before you.)

#29 Mar 09 2015 at 2:33 AM Rating: Excellent
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Gildrein wrote:

[dev1260] New Unity Wanted Objectives

  • New Unity wanted objectives will be added to the following areas.


Labyrinth of Onzozo
Voso
Screenshot


Garlaige Citadel
Mephitas
Screenshot


Ifrit's Cauldron
Coca
Screenshot


The Boyahda Tree
Ayapec
Screenshot


Kuftal's Tunnel
Specter Worm
Screenshot


Den of Rancor
Azrael
Screenshot


Fei'Yin
Orientalis Shadow / Borealis Shadow /
Australis Shadow / Occidentalis Shadow
Screenshot

*Four notorious monsters will be added to the same objective in Fei'Yin, and each must be defeated for successful completion.

A variety of equipment is available as rewards for vanquishing these NMs.

  • Adventurers in parties of between three and five characters may now call forth alter egos in Wanted battles.
* A party of at least three players is required to battle notorious monsters.

  • A new option to spend Unity accolades to travel to an area for which the player has accepted a Wanted objective will be added.
Selecting the option “Currently accepted area” will display areas for which the player has accepted a Wanted objective.
*Areas from expansions that have not yet been installed will not be displayed.

http://forum.square-enix.com/ffxi/threads/46309

Edited, Mar 9th 2015 4:34am by Szabo
#30 Mar 10 2015 at 2:20 AM Rating: Excellent
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Gildrein wrote:

[dev1261] Alter Ego Adjustments

  • It will be possible to summon alter egos in the following content.
  • Walk of Echoes
  • Wanted battles


  • It will be possible to summon alter egos in the following mission battlefields.
  • Wings of the Goddess missions
When Wills Collide / Maiden of the Dusk

  • It will be possible to summon alter egos for the following quest battlefields.
  • Wings of the Goddess quests
Champion of the Dawn / The Dawn Also Rises / A Forbidden Reunion

http://forum.square-enix.com/ffxi/threads/46320
#31 Mar 10 2015 at 5:25 AM Rating: Good
That's awesome!
I wonder if they will ever allow you to use Trusts in high level battlefields?
(Ark Angel fights come to mind.)
#32 Mar 10 2015 at 7:35 AM Rating: Good
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Janeash wrote:
That's awesome!
I wonder if they will ever allow you to use Trusts in high level battlefields?
(Ark Angel fights come to mind.)


http://www.ffxiah.com/forum/topic/29127/random-question-thread-ffxi-related/358/#2841166

I asked this question yesterday on FFXIAH and was told that you already can...

Edit: I was taking the comment "Summon them in all chapter BC's" to include AA2 fights... I guess there is some interpretation there. I personally haven't tried it yet so I cannot confirm or deny from firsthand experience.

Edited, Mar 10th 2015 9:38am by ChaChaJaJa
#33 Mar 10 2015 at 9:10 AM Rating: Good
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The way it was at some point before was that you could call trusts in redone orb battlefields (the micro/macrocosmic orb fights) but that you couldn't for the ones that required merit points to enter. No idea if that's still the case now.
#34 Mar 10 2015 at 3:38 PM Rating: Decent
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Meh, still no alter egos in Voidwatch then ?
#35 Mar 10 2015 at 6:48 PM Rating: Good
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I get the feeling they don't want people soloing the HMP and later phase of Emps.
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#36 Mar 11 2015 at 2:52 AM Rating: Excellent
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Gildrein wrote:

[dev1262] Mog Garden Adjustments

  • Monster Rearing will undergo the following adjustments.

  • A monster's mood will no longer degrade from "beaming with pure contentment" after collecting items or interacting with the monster.

  • The collective moods of all creatures will generate auras of light or darkness that affects them all.
  • Light
When the number of creatures beaming with pure contentment is greater than that succumbing to darkness, all creatures’ contentment and mood are increased.
  • Darkness
When the number of creatures succumbing to darkness is greater than that beaming with pure contentment, all monsters' contentment and mood are decreased.

  • The following information will be displayed when entering your Mog Garden.
  • The number of days left on assistants’ contracts.
  • The current affinity of the Mog Garden.


  • Mog garden gathering points will undergo the following adjustments.
  • It will be possible to scrap any unwanted flotsam directly without receiving it in cases where the player’s inventory is full or he is otherwise unable to recover it.

http://forum.square-enix.com/ffxi/threads/46336
#37 Mar 11 2015 at 9:03 AM Rating: Default
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Are all of these changes supposed to be live now?

Also, I tried entering AATT last night and summoning trusts- no dice.
#38 Mar 11 2015 at 6:14 PM Rating: Good
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ChaChaJaJa wrote:
Are all of these changes supposed to be live now?


These changes are what is to come from the next update. They are not live now.
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#39 Mar 12 2015 at 1:11 PM Rating: Good
Yeah you can summon trusts in mission bcnms like ZM14 (I think) but not the chapter fights.
#40 Mar 13 2015 at 2:41 AM Rating: Excellent
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Akihiko Matsui wrote:

Hail, adventurers! Matsui here with an update for you.

I would like to inform you that, based on your feedback, we have begun to consider balance adjustments for melee jobs, specifically the thief and samurai, in the March version update.

We are currently looking at adjusting balance in the following two ways:

Quote:

  • The addition of a new spell known as “Ardor”
  • The adjustment of certain dagger weapon skills


I would like to share with you the thought process behind these adjustments.

  • The addition of Ardor
In our preview of job adjustments several days prior, we made mention of a new magic spell known as “Ardor.” We elected to add this spell in order to decrease the gaps in damage dealt between the various melee jobs.

As noted in that topic, Ardor increases skillchain damage based on the number of successful melee hits up until the time the weapon skill is activated.

Jobs that often go for long periods of time without using weapon skills will receive stronger bonuses, thereby decreasing the damage gap that currently exists.

  • The adjustment of certain dagger weapon skills
One topic keeps popping up where we hear players discussing the thief: skillchain damage when using the weapon skills Sneak Attack and Trick Attack

These skills are particularly effective in content such as Wanted battles, where it‘s possible for thieves to accumulate TP in advance and when combat ends in a short period of time, but we believe that this is one of the job’s strengths.

Not all content enables players to accumulate TP in advance the way Wanted battles do, and other melee classes are competitive with thieves in extended combat scenarios.

As such, we wish to avoid adjusting Sneak Attack and Trick Attack, as doing so would be tantamount to destroying part of the thief job’s identity.

However, in its current state thief damage output is on par with or even surpasses that of other melee jobs even in long duration combat, and upon looking at melee jobs as a whole, we cannot deny that thieves are located at the top of the charts in a wide variety of content.

Ardor has an incredibly strong synergy with thieves, who autoattack quite frequently, and thus we expect that their skillchain damage would increase to numbers even higher than they currently are. As such, we believe it necessary to somewhat reduce the potency or certain dagger weaponskills in order to maintain balance with other jobs.

We are currently considering adjusting the following four weaponskills.
Quote:

  • Shark Bite
  • Mercy Stroke
  • Mandalic Stab
  • Rudra’s Storm


These adjustments are meant to normalize damage between melee jobs, and there are some adjustments that can be viewed as nerfs when taken on the individual job level, so we wished to communicate these details to you in advance as we continue to thoroughly discuss this matter.

http://forum.square-enix.com/ffxi/threads/46258-Job-Adjustments-in-March-2015-Update?p=542969#post542969

Edited, Mar 13th 2015 4:42am by Szabo
#41 Mar 13 2015 at 6:05 AM Rating: Good
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Funny how they say SAM and THF adjustements but the leave out SAM and swing the nerf bat on THF and DNC...
#42 Mar 13 2015 at 5:26 PM Rating: Good
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Don't mess with SE's baby. :|
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#43 Mar 13 2015 at 5:43 PM Rating: Good
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Well I do keep Sam geared to some extent :p Used to be my main pre-99 Tho I like where BLU is going more :p
#44 Mar 13 2015 at 6:59 PM Rating: Decent
I remember back in high school when I would leave my computer on for days at a time seeking for parties on thf and waiting LITERAL DAYS before getting invites to exp parties. Not event or content parties, but exp parties. Thf finally gets a solid place in parties and *Bam* goes the nerfbat.... Thank you SE. Thank you for caring.
#45 Mar 13 2015 at 8:44 PM Rating: Good
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They said they are considering it. It's not exactly set in stone yet. I can see them being in a bit of a hard place where some people are demanding more buffs for thf and dnc while others are feeling slighted by how desirable dagger weaponskill damage has become. It certainly doesn't help things with parties shouting for groups of all THF damage dealers who won't take anything else.
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#46 Mar 18 2015 at 9:19 AM Rating: Excellent
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http://www.bluegartr.com/threads/112776-Dev-Tracker-Findings-Posts-%28NO-DISCUSSION%29?p=6374361#post6374361

Quote:

Job Adjustments (3/18)

Matsui here. I wish to respond to some of the feedback and suggestions we have received.

Weapon Skills other than Rudra's Storm

Dagger weapon skills have large multiplication effects on them, causing them to be powerful when you use them at any TP from 1000-3000. One of our goals during the June and December updates to Weapon skills was to increase the uses of infrequently-used weapon skills, but in the end Damage-modded weapon skills were the most profoundly affected. We do want to maintain the ability to deal large amounts of damage if a player chooses to save their TP, but we feel that if we keep the current multipliers, it will be difficult to balance alongside other weapon types, so it needs to be lowered slightly.

How Bards and Dancers will be affected

A Bard's focus is on using their songs to support the party, and less so on their weapon skill damage. Currently we believe their party support abilities are quite adequate, so we don't have any plans to adjust their damage output.
Dancer is a job that is second only to Thief in weapon skill damage by using abilities such as Climatic Flourish and Skillchains. They also have versatility through the other abilities they have available, so we currently are not planning on adjusting Dancer's damage output.

Samurais can Self-Skillchain with Fudo, are they not overpowered?

The tests performed by the development team has shown us that Samurais are very powerful damage dealers who can in many cases exceed other jobs. However, the weapon skill Tachi: Fudo varies greatly in performance depending on the attack/defense ratio against the monster, carries certain risks with the need to stand in front of the monster for damage bonuses, etc, meaning Samurais wanting to push the weapon skill do its full potential will need lots of support from their parties. (Fudo is incredibly powerful against enemies lower level than the player, however our foremost goal is to balance high level content)
In concept, Samurai has very few abilities that can affect the whole party. We feel that if we were to weaken the Samurai's damage output too much, it will greatly limit its uses, so we are not planning adjustments as far as the March update is concerned. Moving forward we will take everyone's feedback into consideration as we try to balance the damage classes.

The Frequency of casting Ardor and the effect on two-handed jobs

Our testing of Ardor has shown us that it may not be properly balanced for two-handed weapons other than Great Katana, so we are currently reviewing its effects. We plan on making it so that the more players participate in a skillchain, the larger the bonus will be, so that it will encourage teamwork with other players.
The requirements to cast the spell will not change- it will be available for Lv.64 Red mages. It will be changed from a party-targeted spell to an enfeebling spell, so Red Mages will not need to worry about constantly recasting the spell on party members. However, these changes we have planned will mean we cannot add Ardor during the March update. We will be making the adjustments to weapon skills as planned, however.
With this, players may think we're doing a simple nerf with no compensatory buff first, and we will explain why in the next section.

The Timing of Weapon Skill Adjustments

The March update will bring with it the new high-difficulty content, Vagary. If we were to add the weapon skill adjustments after the release of Vagary, players would find the content more challenging than how it was when it was first released. We do not wish to make it so that players challenging the content first will have an advantage in this regard, and thus we want to release both Vagary and the weapon skill adjustments at the same time.

Warrior, Dark Knight, Black Mage

We believe the two-handed damage jobs Warrior and Dark Knight and the magic damage job Black Mage (which cannot take advantage of the effects of Ardor) are in need of some adjustments.
We believe Warrior needs some adjustments to its existing abilities, whereas for Dark Knight we are considering adding new ones.
In regards to magic, we will be increasing Magic Burst damage in March and we are discussing adding a new damage-centered ability for Black Mages. For adjustments outside of Magic Bursts, we will need to discuss it further before we can give any plans, and we will inform you on the forum as soon as we are ready.

We thank the players for giving us their thoughts and we wish for you to continue giving us your feedback.


Edited, Mar 18th 2015 11:20am by Szabo
#47 Mar 18 2015 at 10:47 AM Rating: Decent
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what a s.h.i.t. sandwich. LOL SAM is only powerful against low level enemies.... HA HA HA HA HAAAA
#48 Mar 18 2015 at 3:20 PM Rating: Excellent
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Yeah total Bull****. Sam needs to be brought back down to the level of every other DD or give sam's goodies to other jobs. Sam can self sc so well with out JAs so more then 2 is a huge waste and disrupts the others. Also love no mention of drg along with war and drk seeing how it is just as crapped on. The one thing it was even remotely wanted for is a not enough to get it into low man content.
#49 Mar 23 2015 at 4:34 AM Rating: Excellent
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Akihiko Matsui wrote:

March Version Update Announcement

Greetings, adventurers! Matsui here with another version update preview.

We're down to the last few days before this month's update, so here's a preview of what to expect.

Players can look forward to "Vagary", an all new battle content featuring the Xol Triumvirate that should challenge even the most experienced adventurers.

Players can face off against the triumvirate through three entraces in Outer Ra'Kaznar, each leading up to a fateful battle with either Balamor, Dhokmak the Brash, or Ashrakk Duskbrood.

Each entrance leads to a different area, monsters, and Xol for adventurers to assault, and players must think carefully when making their battle plans.

Conquering the threats within Vagary will allow players to obtain items necessary for further reforging Empyrean armor, as well as synthesizing Superior 2 equipment, a new item category added in this update. If that's not enough, snag other powerful item level 119 equipment.

As implied, players will be able to reforge empyrean armor to level 109 and further to 119. Geomancers and rune fencers can also look forward to new equipment of equivalent power.

Mages will be happy to know that magic bursts will have an even greater potency.
Additionally, enmity will have an increase cap and enmity gained from damage dealt will be adjusted, making a party's enmity levels easier to manage.

In terms of job adjustments, we're smoothing out damage differences across melee jobs. Some dagger weapon skills will be adjusted to reign in thieves' skillchain damage. The strength of certain enfeebling spells, songs, and ninjutsu will also be tweaked.

In a previous topic we discussed a new spell, "Ardor". After taking all your comments into consideration, we have decided to hold off on its implementation until the next version update.

On the system side of things, we're enhancing the /lockstyle function. Lockstyle should now persist between sessions and when changing zones, and will now also apply when equipping another weapon of the same type.

Check out new Wanted objectives, Mog Garden quality of life improvements, and a bunch of other additions and adjustments!

The March version update will be going live on Thursday, March 26.

Below is a detailed list of features planned for the version update. Keep in mind that this list is still provisional, and any balancing or bug issues we discover during testing may require us to remove an item from the update.

Missions and Quests

  • Egg Hunt
- Designing new reward items
- Adding new combinations
- Adding initial eggs to Adoulin gathering point table
- Designing new combination hints

  • Feast of Swords
- Designing new rewards


Areas and Monsters

  • Wanted Battles
- Creating notorious monster data
- Balancing battles
- Designing rewards
- Adding new teleport destinations


Content and Systems

  • Vagary
- Creating event cutscenes
- Writing NPC text
- Balancing battles
- Creating monster data
- Creating boss monster data
- Designing reward items
- Adding time limit info to the UI

  • Records of Eminence
- Creating Wanted objectives
- Setting capacity point bonuses when fulfilling objectives for first time.
- Setting Achievement objectives

  • Alluvion Skirmish
- Adding current situation gauge to UI
- Adding system to enhance pets
- Adjusting Escalent spawns based on Eudaemon segments
- Adding and adjusting Ars Monstrum features
- Adding time limit info to UI

  • Skirmish
- Adding time limit info to UI

  • Delve
- Adding time limit info to UI

  • Incursion
- Adding time limit info to UI

  • Walk of Echoes
- Adjusting selection system of Surge Walks

  • High-tier battlefields
- Adjusting costs of participating in high-tier avatar battlefields. -

  • Mog Garden
- Changing mood decay rules for reared creatures.
- Adding effect to all reared monsters from ""beaming with pure contentment"" and "succumbing to darkness" moods.
- Adding ability to scrap unwanted flotsam when inventory is full.

  • Designations
- Adding new designations.


Battle System

  • Balance Adjustments
- Adjusting magic bursts
- Adjusting emnity system
- Adjusting dagger weapon skills

  • Gifts
- Adding Superior 2 category

  • Red Mage
- Adjusting enfeebling spells
- Adding sword weapon skills previously exclusive to other jobs

  • Dark Knight
- Adjusting dark magic spells

  • Bard
- Adjusting songs

  • Ninja
- Adjusting ninjutsu

  • Summoner
- Adjusting blood pacts
- Creating data for new blood pacts

  • Puppetmaster
- Changing materials for Automaton frames
- Adjusting manuevers
- Adjusting spells used by automatons

  • Alter Egos
- Adding new alter egos
- Expanding content where alter egos can be called forth
- Adjusting alter ego stats
- Creating and adjusting behavior logic
- Adding related items


Items

  • New Rune Fencer Equipment
- Creating acquisition quests
- Creating equipment graphics
- Creating item data
- Creating set bonus data
- Creating icon data -

  • New Geomancer Equipment
- Creating acquisition quests
- Creating equipment graphics
- Creating item data
- Creating set bonus data
- Creating icon data

  • Reforged Empyrean Armor
- Creating upgrade quests
- Creating item data
- Creating events

  • New Furnishings
- Creating item graphics
- Creating item data
- Creating help text
- Designing synthesis recipes

  • Tiamat Drop Changes
- Creating new drops
- Setting high-tier mission battelfield loot

  • Superior2 Equipment
- Creating item data
- Designing synthesis recipes

  • Mog Storage Slip
- Expanding list of applicable items

  • Dedication/Commitment Items
- Raising limit of experience and capacity point acqusition bonuses of certain items that grant dedication or commitment -

  • Gathering
- Adding visual effects to gathering points in Seekers of Adoulin areas.


Items

  • New /lockstyle Features
- Creating a lockstyle UI
- Creating related help text
- Implementing new text commands -

  • Text Commands
- Adding linkshell/lockstyle-related text commands
- Allow /recast to function properly with abilities that consume charges

  • Emote List Features
- Creating emote list UI
- Creating help text

  • Log Window
- Adding seconds display to timestamps
- Adding new scrolling method

  • Item Help
- Paginating multiple page help text so that arcane glyptic details will always appear first

  • Linkshell Features
- Adding ability to view Linkshell 2 messages

  • Auction Houses
- Changing method of sorting level 99 equipment so that superior and item level equipment appears first

http://forum.square-enix.com/ffxi/threads/46512

PlayOnline wrote:

All Worlds Maintenance (Mar. 25)

At the following time, we will be performing server 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 31.5MB
Windows Version Downloadable file size: Approximately 36.1MB
Xbox 360 Version Downloadable file size: Approximately 41.8MB

[File size for clients without expansion data disk installed]
"PlayStation 2" Version Downloadable file size: Approximately 22.9MB
Windows Version Downloadable file size: Approximately 25.0MB
Xbox 360 Version Downloadable file size: Approximately 30.7MB

* Details of the version update will be announced separately on Mar. 25, 2015.

[Date & Time]
Mar. 25, 2015 from 22:00 to 23:30 (PDT)
Mar. 26, 2015 from 1:00am to 2:30am (EDT)
Mar. 25, 2015 from 2pm to 3:30pm (JST)
Mar. 26, 2015 from 5:00 to 6:30 (GMT)
* The completion time may be subject to change.

[Affected Service]
- FINAL FANTASY

http://www.playonline.com/ff11us/polnews/news24025.shtml

Edited, Mar 23rd 2015 1:30pm by Szabo
#50 Mar 23 2015 at 6:36 AM Rating: Good
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Good stuff!
#51 Mar 23 2015 at 7:44 AM Rating: Good
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Here's hoping the new lockstyle UI will let us create a set of gear, regardless of job, like with the equipsets, so we can really personalize our appearances!
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