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Editorial: Will Square Enix Deliver at VanaFest?Follow

#1 Jan 18 2010 at 12:59 AM Rating: Excellent
Story here: http://ffxi.allakhazam.com/story.html?story=21249

Discuss here!
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#2 Jan 18 2010 at 1:08 AM Rating: Excellent
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itll probably be either another expansion, more addons, or exciting changes to brenner and pankration....


hopefully itll be a reason for me to stick around till FFXIV
#3 Jan 18 2010 at 1:58 AM Rating: Excellent
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I don't blame the cynicism at all. I think that SE has made valiant efforts to try to add on to and expand the game over the past year or so. New weaponskills, job adjustments, new equipment system, and a new craft are all positive steps, however, for a majority of those things, their implementation fell somewhat short and the end results were less than spectacular.

As far as what to expect, they will probably go over Job Adjustments, game additions, other stuff we normally expect. The only thing that would surprise me is a new expansion that explores the Mithra Homeland or the Far east. The expansion would have to:

- Be a large continent the size of Mindarta with many sub nations
- Host leveling spots 1-75
- Give exp/hr similar to or better than current spots regardless of party configuration (Old school setup vs TP burn)
- Have an in-depth storyline from the start


The one thing I'd like to see most is SE following through with their promises in a timely manner. We were promised a new avatar back in December of 2008 and here it is almost 14 months later with no word of said avatar. In fact, at the December Fan Fest, SE said something along the lines of "The next time we have a fan fest, we hope that you will not be asking questions about the avatar, but more of how they work", which seemed to indicate that the avatars would be out before the next fan fest. Well unfortunately, this will not be the case.

Most of all, SE needs to really listen to the community. Even if they have to create a liaison to do so, it would really help keep this game moving forward. There are still a lot of things in this game that needs to be addressed such as BLM's being excluded from higher level exp and merit parties, re-pop timers for forced popped NM's, and many more. Hopefully this will be the year that SE finally listens to the community's concerns.
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Return1 argued with Mellowy and wrote:

Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

#4 Jan 18 2010 at 2:30 AM Rating: Good
Edited by bsphil
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I'd bet my money on "no".
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#5 Jan 18 2010 at 2:33 AM Rating: Good
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Not that I play anymore, but if I did, WotG and its lack of Tavnazia left such a lousy taste in my mouth on the exploration angle that I'm not sure I even WANT to see another expansion. They clearly don't know what they're doing at this point. Almost all the WotG areas are boring recopies and ToAU's weren't areas look a lot like every other places that came before. I am not just not convinced this game company has the capacity to design environments that differ significantly from everything else that is already in the game.
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#6 Jan 18 2010 at 3:41 AM Rating: Decent
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I think I am the only one that is glad that Tavnazia was not included in WoTG. It just didn't fit with the overall theme and direction of WoTG which was each nations struggle and untold stories as well as campaign and constant state of war. Tavnazia was pretty much kept away from all of the fighting, and though it's story is fairly important to the Sandy storyline, adding that area would create somewhat of an imbalance to the game and players decision on what nation to be allied with. Tavnazia could have served as a hub, however, its proximity to Sandy would cause a majority of players to want to align themselves with Sandy instead of being more spread out.

As of right now, the areas are pretty much balanced out, with each nation/area having one dungeon (Eldieme, Crawlers, Garliage), one beastman stronghold (Castle O, La Vaule, Beadeux) , and one new area that doesn't exist in the present (Fort K, Vunkerl, Grauberg).

I wouldn't mind a Shadowreign style type of Dynamis though, where you go to the real Tavnazia after the destruction of the city and fight fomors and orcs that are trapped there. That would be kind of awesome in my book.
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Return1 argued with Mellowy and wrote:

Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

#7 Jan 18 2010 at 4:12 AM Rating: Good
Excellent editorial Thayos, I feel the exact same way. I worry about the future of FFXI and and the broken promises. Will any of the ZAM Admins be attending the Vanafest in Tokyo? Elmer maybe? I'm very concerned about FFXI these days myself. A good part of me feels that SE is so focused on releasing FFXIV this year that they take us FFXI players for granted. I think in a lot of people's opinions, this is SE's final(no pun intended)chance to prove they still care enough to provide good content.

#8 Jan 18 2010 at 4:28 AM Rating: Good
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Spoken like a true hero of the people, Thayos. I couldn't have written that better myself. I am glad you are bold enough to stand up and let Square Enix know how the community feels, hopefully we eventually relay the message to them. I posted my opinion on what needs to be done, what should be done and what hopefully will be part of this "Surprise Announcement" that will blow us out of our seats here.


Tummie wrote:
The expansion would have to:

- Be a large continent the size of Mindarta with many sub nations
- Host leveling spots 1-75
- Give exp/hr similar to or better than current spots regardless of party configuration (Old school setup vs TP burn)
- Have an in-depth storyline from the start


I'm not sure why you think it needs to have leveling spots all the way from 1 to 75. That's honestly quite a bit to ask for. At least some new merit camps on par with Aht Urghan and maybe some new leveling spots 50-75 would be great. As for 1-50 I think they're not crowded enough, and fine as is, if anything the old 1-50 camps need MORE people in them, especially with the East Ronfaure [S] fad.

Also, I don't think there's any real specific limit on how big the continent would need to be. It might be anything from a chain of islands, to several smaller continents, to one big one. I'm with you though in the fact that it needs to be as big as possible, something around Aht Urghan Size, or with the complexity Chains of Promathia added. That would be spectacular and very welcomed from me.

The rest of what you said I agree with.

Quote:
I think I am the only one that is glad that Tavnazia was not included in WoTG. It just didn't fit with the overall theme and direction of WoTG which was each nations struggle and untold stories as well as campaign and constant state of war. Tavnazia was pretty much kept away from all of the fighting, and though it's story is fairly important to the Sandy storyline, adding that area would create somewhat of an imbalance to the game and players decision on what nation to be allied with. Tavnazia could have served as a hub, however, its proximity to Sandy would cause a majority of players to want to align themselves with Sandy instead of being more spread out.

As of right now, the areas are pretty much balanced out, with each nation/area having one dungeon (Eldieme, Crawlers, Garliage), one beastman stronghold (Castle O, La Vaule, Beadeux) , and one new area that doesn't exist in the present (Fort K, Vunkerl, Grauberg)


I whole heartedly disagree with this post though. I think it was too convenient that Square Enix (in their own words) wanted to "Finish explaining the very root stories of Vana Diel and it's past" without going to where it all came together, in Tavnazia. That's where the conclusion to the war itself happened. Also, everyone has always wanted to go there, to venture off there. I even entertained the idea that it would be neat to go to Tavnazia and the area's around it in present day (like a place of ruins) once you beat WOTG. Not using it in one way or another was a lot of potential lost by Square Enix and disappointed a lot of people.

Not only that, but as I said that's where the conclusion of the war pretty much took place, and as you can even see in the opening movie, there are some pretty large scale battles that took place in Tavnazia. Before WOTG, everyone always associated the crystal war era with Tavnazia, not using that potential for new exploration and storyline is simply laziness and wasted potential. Also I highly doubt it would effect everyone moving to San d'Orian allegiance (not that they already aren't) but there are many different things they could do to prevent it.

Edited, Jan 18th 2010 2:38am by EndlessJourney

Edited, Jan 18th 2010 2:38am by EndlessJourney
#9 Jan 18 2010 at 5:49 AM Rating: Decent
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I just don't see them providing anything too big or complicated. No expansion announcement or anything of that sort. They have to try to make FFXIV as good as possible.

They could do some things to FFXI that wouldn't be game breaking and make it more fun.

Change kings
allow us to merit all combat weapons.
actually give us the avatar/s
add some very nice augmentable synergy stuff

and many more. While just adding 1 thing would not make us happy but they can go along way with some of it.
#10 Jan 18 2010 at 6:04 AM Rating: Excellent
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Thayos wrote:
They weren't planning a North American Fan Fest, which usually happens in December


I would just like to point out that the 2006 Fan Festival was in the first week of November, the 2007 Fan Festival was November 15-17, and the 2008 Fan Festival was in December.

The first Vanafest was actually in September at TGS, the next took place before the American Fanfest, and I don't know about the one from 2008.

I am remaining hopeful that there is still a chance that there will be a Fan Festival in the near future.



Edited, Jan 18th 2010 4:14am by stupidmonkey
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#11 Jan 18 2010 at 6:41 AM Rating: Default
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Most of all, SE needs to really listen to the community. Even if they have to create a liaison to do so, it would really help keep this game moving forward. There are still a lot of things in this game that needs to be addressed such as BLM's being excluded from higher level exp and merit parties, re-pop timers for forced popped NM's, and many more. Hopefully this will be the year that SE finally listens to the community's concerns.


The BLM issue is impossible and trivial to solve. Basically it is just to remove MP from the game. Stupidly easy solution, and yet impossible to follow through.

Ironically the same solution would work for SMN.

It would however not work for WHM/RDM/SCH/PLD who use their MP on cures and need a restriction on unlimited cures.

So basically => cures cost MP => damage and buffs are free. That would solve everything. Well, everything with "mages are only good for healing".
#12 Jan 18 2010 at 7:06 AM Rating: Good
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Mellowy wrote:
Quote:
Most of all, SE needs to really listen to the community. Even if they have to create a liaison to do so, it would really help keep this game moving forward. There are still a lot of things in this game that needs to be addressed such as BLM's being excluded from higher level exp and merit parties, re-pop timers for forced popped NM's, and many more. Hopefully this will be the year that SE finally listens to the community's concerns.


The BLM issue is impossible and trivial to solve. Basically it is just to remove MP from the game. Stupidly easy solution, and yet impossible to follow through.

Ironically the same solution would work for SMN.

It would however not work for WHM/RDM/SCH/PLD who use their MP on cures and need a restriction on unlimited cures.

So basically => cures cost MP => damage and buffs are free. That would solve everything. Well, everything with "mages are only good for healing".


How about just lower the cost for black magic spells drastically? Especially if you're a Black Mage. I think that would fix a lot.

As for SMN, maybe remove the MP cost to keep an avatar out, and allow only blood pacts to consume MP? That would be nice but that could overpower SMN a bit. Although one could argue, it would only make them similar to BST (who have unlimited pets).
#13 Jan 18 2010 at 7:34 AM Rating: Good
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Thayos, you're my hero for the day.
#14 Jan 18 2010 at 8:00 AM Rating: Good
The main issue with the game is there are no more "big" events to do. Everything has been broken down into 1 hour or less events, which in it self isnt terrible, but also stagnates the game.

Dynamis: There is always a reason to come back to this event. We have 20 jobs now and every job has at least one decent peice of relic. If your not after relic you could be after gil (lots of shells these days do pay outs), if not gil then perhaps a relic weapon.

Dynamis is truelly the most successful event SE has made in FFXI. Yes, it can be come boring pretty fast, and then theres issue of drop rates and the time commitment. But, there are always people looking to join and its one of the few events that hasnt died off after FFXI's long life. It also is one of the events that can create true team work and bring a linkshell closer as a group.

Nyzul: Nyzul has a strange problem with it, its popular but its not. Everyone wants at least one peice of gear from Nyzul, but no one wants to do any floors that arent boss floors. Nyzul is short, and generally excepts most party combinations, which make it a good event to run for those players who arent either 100% on their job or lack some gear.

A bigger issue then the boss floor problem is that, interest in Nyzul wavers pretty dramatically. Once someone gets their gear, they are done. There is zero reason to come back unless you want a floor 100 disc or a mythic weapon. Every day their are fewer shouts for Nyzul because it slowly is dieing due to it being stagnant.

Salvage: Salvage suffers from the same syndrome Nyzul suffers from. Since Salvage requires Assault points, you have to run assaults. No one wants to do assaults unless its red vs blue, or the one of person shouting for a random assault for captain rank/mythic.

Couple that with meh drop rates and a pretty high price to pay once you get your 3 drops for one peice and Salvage becomes pretty elite to the upperclass of people in Vanadiel.

Assaults: If its not red vs blue, someone shouting for an assault for Captain/Mythic no one really does them. The awards have mostly been replaced since they were released, and you can even buy some of them on the AH.

MMM: Its all about the start up for MMM. You cant make a good maze until you get into pretty well. Theres a decent learning curve as to what to do and how to make mazes, and outside of a few decent items that random chest drops, theres not much use for it.

Had MMM not had the start-up issues, and some gear actually worth getting outside of a few swords, people who do it more often.

Einherjar: Dynamis on crack pretty much. Once you get into an established group who can win zones, things are pretty much cake. Einherjar is pretty welcomeing to most players and drop rates are ebtter then land kings. The main problem with it, is that once you get your gear your done.

The only reason tor eturn once you get your e body or v fork is for tokens for a mythic or some item from the ichor.

Sky: Its old, period. Most people only want 1-3 things, ie Kitty pants, Crimson legs, or K osode. Most of the gear has been replaced by other events and the content up here is pretty easy and boring. There is becoming a serious lack of interest in sky as well, since other gear is obtainable, without long wait lists.

Sea: The only reason there is a high demand for sea really is because there is still a large portion of the populas that doesnt have access. Sea like dynamis will probably always be in popular demand just due to its exclusivity and once inside, drops.


SO in the end we have pretty much 2 events that are probably gonna be around and stay popular till the end of FFXI. Outside of those events we have small group/time investments that are pretty much one stops. If SE wants to really fire up the player base, we need a new large group event that is going to last, coupled with a 3rd player base city.

New jobs/smns/small man events/crafts/nms wont spark the fire under the plwyerbase that it needs. We need a reason to actually do an exspansion or at least stay in that exspansions zones for more then 10min and a new large scale event.

#15 Jan 18 2010 at 8:34 AM Rating: Good
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I still think its just the introduction of their cash-shop currency (I think its called Crysta). It's the perfect time for them to introduce and test it before 14.
#16 Jan 18 2010 at 8:48 AM Rating: Good
I wouldnt doubt if it has nothing really to do with changes to ffxi, but some cross game promotion like if you have a sub for ff14 then only need to pay half for 11.

#17 Jan 18 2010 at 9:20 AM Rating: Excellent
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Honestly, the only thing keeping me going at this point is a sudden urge to level Rng since it was something I wanted to do before I quit. I'm not holding my breath for anything they announce because the only thing that would interest me is some kinda loyalty bonus for players transferring to FF14.

Most everyone here has covered what I would point out but my largest problem with SE this time around was with WoTG and just how they manage the game in general. I'm not going to say that I want stuff handed to me on a silver platter but it seems like anything that's relatively decent or truly enjoyable gets ripped away in the name of masochistic drudgery and frustration.

WoTG problems:

You Bit Off More Than You Can Chew

Seriously SE... what were you thinking making not one or two but four different story arcs in one expansion? This is the reason why the expansion is taking so long to finish imo. That and the fact that they can't release missions for both the nations and main story in a single update. It's artificially extending the life of an expansion that's about as lively as a comatose vegetable reliant on life support.

My only hope is that once the expansion is done and overwith, the playerbase can realize that it was in fact an amazing expansion as a whole.

The Campaign Battler and Those Pesky White Skill Numbers

How many times have you ever heard of someone going off to war, only to come back saying "I've gained experience on the battlefield and I'm a better soldier because of it. But I still can't fire my weapon any better than I was in basic."

SE should lift the ban on skill ups in campaign especially with the popularity Level Sync leaving people so far behind the cap. Normal mobs seems to be about EP and NMs are around level 80ish. At least make it so weapons stop gaining skill ups around 200 skill on normals and 230 on NMs. This will keep players up to speed while leaving some work to be done once they hit the 70s range. Either that or just lift the ban you placed, for no reason at all, on skill ups while not under the effect of allied tags.

Fortifications Shmortifications

Short and sweet. Un-nerf fortification XP. You can keep the ban on skill ups for this part since you're hitting a frickin' wall.

Gi'Ghi Rockchopper

Anyone can add any other NMs they want but, to me, this guy deserves his own section since I only do Bastok areas in Campaign. You need to nerf this NM hard. He's ridiculous. Let's list what he can do.
FFWiki wrote:

* Calls in 2 Gi'Ghi's Peiste.

* These pets will attack their own targets as long as Gi'Ghi is within 20'. If either Gi'Ghi or his pets are pulled outside 20' of each other, the pets will lose all enmity and return to their master.
* Most of the damage comes from his pets TP moves. Aqua Fortis can one-shot many jobs if Familiar'd.
* His pets are highly resistant to Sleep, but prone to Blind and Paralyze.
* Attacking his pets (directly or indirectly) gains an tremendous amount of enmity.

* Casts Breakga frequently.


Even without his guard troops / additional squadrons, this guy can defend Pashow by himself. He's the reason I don't even consider going there at all. Make his petrification have diminishing returns after about 5 effects or something! I've seen him lock down a whole squad of Bastokan NPCs while him, his pets, and his troop just killed everything at their leisure.

EDIT: Messed up formatting tags.

Edited, Jan 18th 2010 10:30am by Multidude
#18 Jan 18 2010 at 9:34 AM Rating: Excellent
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I haven't logged on to Nebo in months. I haven't deleted my account, though I have been contemplating it.

For me, it is just as you say. I'm sort of waiting to see if they do something with their next batch of updates that can convince me to stay. As I get older, I find myself less and less willing to tolerate Square Enix's sadistic style of effort(Read: Time Spent) to reward ratio.

Don't get me wrong, I love a challenge. But having something take lots of time to do, just for the sake of taking lots of time to do...is not challenging. Its annoying. And as of late...the rewards for time spent are low even by Square Enix standards.

I get it, you want people to spend lots of time playing your game so that you can collect monthly fees. I would just prefer you coaxed me into playing your game because it was actually fun. Not because some marginally better carrot than my current goodies awaits me at the end of some long winded, ridiculous, boring fetch quest rat maze.

I have not had respect for Square Enix's business practices in a long time. They constantly promise things they don't deliver on. They hype up ridiculous updates with /bell commands and try to pass them for viable content. They do NOT communicate with their North American player base at all.

Again, I get it. "If it's secretive and mysterious...it will be more addictive to the fans...more hype...more people will talk about it." Your game is not mysterious anymore. YOU as a company, are not mysterious at all. You are predictable to a fault. You have failed my expectations time and time again.

This is the line for me. Either something happens with this next update and you right some of these wrongs, or you have lost me as a customer. I'm just not willing to pay good money for this crap any more.
#19 Jan 18 2010 at 9:48 AM Rating: Good
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I thought that was very well written. I actually left FFXI to play Aion since I was done coming home from work and told "Your late for the event, so no x-item, x-reward for you". It's a dam game, not a job.

I played this game in the beginning almost 16hours a day and got to the point after 4 years I played maybe 2/day.

They aren't really able to add all that much more to the game area/job-wise. I believe there's room for 2-3 more areas since they have programmed in a cap of 255 and most of those are full. 4 more jobs can be added but that would require a whole expansion.

I "half" expect them to announce that any achievements, or gear you have in ffxi will be given a point value and that will allow you to get some rare/ex gear in ffxiv. Much like guildwars is doing for gw2 but I don't know.

Based on experience, whenever Square announces something "great" it's a world of butthurt for the community or leaves us with a sour taste in our mouths.
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Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

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#20 Jan 18 2010 at 9:55 AM Rating: Excellent
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Quote:
I believe there's room for 2-3 more areas since they have programmed in a cap of 255


Wait, what?
#21 Jan 18 2010 at 10:05 AM Rating: Decent
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I am expecting what people posted above but I believe they will probably tell us how to beat AV as well as how to pop NMs that we have had difficult with.

Also, new gear with a new endgame event for WotG.

Very good job modifications, on paper, but in reality it might not be as good as we think.
#22 Jan 18 2010 at 10:12 AM Rating: Good
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Multidude wrote:
Quote:
I believe there's room for 2-3 more areas since they have programmed in a cap of 255


Wait, what?


The game as hard-programmed caps. The total amount of gear they can add is 4096 pieces/slot. That means 4096 different designs.

But areas are limited to a total of 255 areas. If they want to add more than 3-4 more areas, they will have to rewrite part of the game to do it. In comes PS2 limits. :(
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Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#23 Jan 18 2010 at 10:58 AM Rating: Excellent
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ImmortalAlchemist wrote:
We were promised a new avatar back in December of 2008 and here it is almost 14 months later with no word of said avatar. In fact, at the December Fan Fest, SE said something along the lines of "The next time we have a fan fest, we hope that you will not be asking questions about the avatar, but more of how they work"


Did they say a new Avatar, or a new Summon? Because I sometimes think they pulled a fast one on us, and that the new "Summon" is the Portafurnace (possible, given the story text in the Synergy quests to obtain the Portafurnace).

ImmortalAlchemist wrote:
There are still a lot of things in this game that needs to be addressed such as BLM's being excluded from higher level exp and merit parties, re-pop timers for forced popped NM's, and many more.


BLM and melee have a fundamental conflict in party roles, since they both compete as sources of Damage. Going back a few years, there was an enormous amount of conflict and jealousy between the two, which was solved by BLM nerfs and melee buffs, and splitting melee-magic XP camps into two separate groups in ToAU (Gotta keep 'em separated). Should BLM's DoT ever be boosted sufficiently to compete, the same dysfunctional community responses would re-occur.

I see a few solutions to the problem. One is to focus on effects that require melee-BLM cooperation. We have this in the form of the skillchain-magicburst, but the damage bonus would have to be just about doubled (or more) before the playerbase would even consider it as making BLM competitive in XP, and such a move would unbalance old content. The way I can see this melee-BLM cooperative mechanism working is to make new XP camps with mobs specifically designed to be partially resistant to both melee and magic damage, but take OMG damage from magicbursts sufficient to give an overall XP rate that's the same or better as a TP-burn camp.

Problems with the concept are that it would be skewed towards SAM yet again, and that it would take greater focus and coordination than a TP-burn, with greater risk. While you would expect these requirements to be rewarded with greater XP, at this point upping the XP-rate over a TP-burn threatens to unbalance the game. In addition, the mobs would have to be designed so that only the first 1-2 bursts that land would get the bonus, else melees would be unhappy with nukers filling too many PT slots.

The other is to give BLM party-support characteristics, or a party support stance just like was done with SMN. It's a gross mismatch with the job's traditional image and role, but that's the way the game seems to be evolving. It would have to be weaker than pure-support jobs to maintain balance, yet still be useful. Right now, I'm having trouble thinking of a suitable mechanism that doesn't sound too forced for the job -- perhaps a focus on granting en-spells (too much like SCH/rdm?), healing the party via en-drain or drain-ga effects (like DNC?), or somehow boosting melee's weapon-skilling ability or rate.

#24 Jan 18 2010 at 11:14 AM Rating: Good
Edited by bsphil
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Guppie wrote:
Did they say a new Avatar, or a new Summon? Because I sometimes think they pulled a fast one on us, and that the new "Summon" is the Portafurnace (possible, given the story text in the Synergy quests to obtain the Portafurnace).
Avatars. And that's avatars. And they promised them back in November 2007.
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#25 Jan 18 2010 at 11:38 AM Rating: Decent
Guppie wrote:
The other is to give BLM party-support characteristics, or a party support stance just like was done with SMN. It's a gross mismatch with the job's traditional image and role, but that's the way the game seems to be evolving. It would have to be weaker than pure-support jobs to maintain balance, yet still be useful. Right now, I'm having trouble thinking of a suitable mechanism that doesn't sound too forced for the job -- perhaps a focus on granting en-spells (too much like SCH/rdm?), healing the party via en-drain or drain-ga effects (like DNC?), or somehow boosting melee's weapon-skilling ability or rate.


Now that you mention this, Haste and a few other support spells were BLM spells in the first few Final Fantasy games.
#26 Jan 18 2010 at 11:52 AM Rating: Decent
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EndlessJourney wrote:

Quote:
I think I am the only one that is glad that Tavnazia was not included in WoTG. It just didn't fit with the overall theme and direction of WoTG which was each nations struggle and untold stories as well as campaign and constant state of war. Tavnazia was pretty much kept away from all of the fighting, and though it's story is fairly important to the Sandy storyline, adding that area would create somewhat of an imbalance to the game and players decision on what nation to be allied with. Tavnazia could have served as a hub, however, its proximity to Sandy would cause a majority of players to want to align themselves with Sandy instead of being more spread out.

As of right now, the areas are pretty much balanced out, with each nation/area having one dungeon (Eldieme, Crawlers, Garliage), one beastman stronghold (Castle O, La Vaule, Beadeux) , and one new area that doesn't exist in the present (Fort K, Vunkerl, Grauberg)


I whole heartedly disagree with this post though. I think it was too convenient that Square Enix (in their own words) wanted to "Finish explaining the very root stories of Vana Diel and it's past" without going to where it all came together, in Tavnazia. That's where the conclusion to the war itself happened. Also, everyone has always wanted to go there, to venture off there. I even entertained the idea that it would be neat to go to Tavnazia and the area's around it in present day (like a place of ruins) once you beat WOTG. Not using it in one way or another was a lot of potential lost by Square Enix and disappointed a lot of people.

Not only that, but as I said that's where the conclusion of the war pretty much took place, and as you can even see in the opening movie, there are some pretty large scale battles that took place in Tavnazia. Before WOTG, everyone always associated the crystal war era with Tavnazia, not using that potential for new exploration and storyline is simply laziness and wasted potential. Also I highly doubt it would effect everyone moving to San d'Orian allegiance (not that they already aren't) but there are many different things they could do to prevent it.


Contrary to popular belief, the battle at Tavnazia was NOT where the conclusion of the war took place. The battle at Tavnazia and the explosion (explained in the Sandy Storyline) basically reduced both the beastmen forces and the Allied Forces of Altana. After the battle of Tavnazia, there was the battle of Jugner where 100,000 beastmen slaughtered 1000 Norvallen troops. The Crystal war ended with the Battle of Xarcabard and the siege of Castle Zvahl where the Shadowlord was sealed.

Also SE's comment about "Finish explaining the very root stories of Vana Diel and it's past" had much to do about the mini expansions like ACP than anything else, though it was poorly executed.

Guppie wrote:

BLM and melee have a fundamental conflict in party roles, since they both compete as sources of Damage. Going back a few years, there was an enormous amount of conflict and jealousy between the two, which was solved by BLM nerfs and melee buffs, and splitting melee-magic XP camps into two separate groups in ToAU (Gotta keep 'em separated). Should BLM's DoT ever be boosted sufficiently to compete, the same dysfunctional community responses would re-occur.

I see a few solutions to the problem. One is to focus on effects that require melee-BLM cooperation. We have this in the form of the skillchain-magicburst, but the damage bonus would have to be just about doubled (or more) before the playerbase would even consider it as making BLM competitive in XP, and such a move would unbalance old content. The way I can see this melee-BLM cooperative mechanism working is to make new XP camps with mobs specifically designed to be partially resistant to both melee and magic damage, but take OMG damage from magicbursts sufficient to give an overall XP rate that's the same or better as a TP-burn camp.

Problems with the concept are that it would be skewed towards SAM yet again, and that it would take greater focus and coordination than a TP-burn, with greater risk. While you would expect these requirements to be rewarded with greater XP, at this point upping the XP-rate over a TP-burn threatens to unbalance the game. In addition, the mobs would have to be designed so that only the first 1-2 bursts that land would get the bonus, else melees would be unhappy with nukers filling too many PT slots.

The other is to give BLM party-support characteristics, or a party support stance just like was done with SMN. It's a gross mismatch with the job's traditional image and role, but that's the way the game seems to be evolving. It would have to be weaker than pure-support jobs to maintain balance, yet still be useful. Right now, I'm having trouble thinking of a suitable mechanism that doesn't sound too forced for the job -- perhaps a focus on granting en-spells (too much like SCH/rdm?), healing the party via en-drain or drain-ga effects (like DNC?), or somehow boosting melee's weapon-skilling ability or rate.



I don't think there was a conflict in roles in the past. I believe that in the past, we didn't have access to a lot of things we have now, nor the understanding of damage formulas and how to maximize our damage. Skillchains/magic bursts worked back then because that was the best way to deal damage in a majority of cases when you leveled.

Now with job buffs, weaponskill buffs, and changes to the damage formula, melees can deal sufficient damage without the need to do skillchain+magic bursts. Because melee damage output was increased, and mobs defense/hp was not increased alongside these changes, it is easy to see why BLM's have been casted aside.

The ideas that you posted are ones that a lot of people have suggested and they are good ideas. Not only would SE need to change the system, they'd also need to change/add mobs with different behavior. I think SE tried with the Qutrub mobs, but they were implemented poorly.

Edited, Jan 18th 2010 10:31am by ImmortalAlchemist
____________________________
Tummie - Garuda/Lakshmi (Retired)

Return1 argued with Mellowy and wrote:

Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

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