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Upcoming Version Update Announcement Follow

#1 Jun 25 2013 at 2:11 PM Rating: Excellent
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Akihiko Matsui wrote:

Hello,

Matsui here.

I’d like to make an announcement about the next version update.

We’ve been working extremely hard to fit as much content as possible in the July version update so everyone can enjoy it over summer break, but due to balance adjustments, bug verification, and localization work we will be splitting up the update into two portions, the first taking place on July 9th (Tuesday) and the other taking place the beginning of August.

I apologize to everyone who was looking forward to this.

Below I’ve written out a comprehensive list of the content that will be implemented during each part.

Missions/Quests

July

• Seekers of Adoulin missions part 1
Addition of main story for Adoulin
Implemented in two parts between July and August. The second part has a much higher volume.


• Seekers of Adoulin quests
Addition of quests issued in Adoulin
Main story scenario quests and colonization system quests will be prepared separately.
Will be implementing quests to get a better feel of the lore.


• Survival skill acquisition quests
Addition of survival skill acquisition quests
Addition of new survival skills
Implementation of quests where you can acquire skills to aid in colonization.

• Mog Garden quest
Addition of a tutorial quest.
Addition of other related quests.

• Limit break quests for new jobs
Addition of rune fencer limit break quest.
Addition of geomancer limit break quest.
Stories related to each job will start with the limit break quest and connect to the artifact quests.

• Coalition assignments
Addition of coalition assignments to go along with new areas.

• Adjustments to Couriers’ Coalition’s “Support” coalition assignments.
Increase the bivouac maintenance rate for one coalition assignment.

• Adjustments to Scouts’ Coalition’s “Survey” coalition assignments.
Increase the Egon Locus maintenance rate for one coalition assignment.

• New seasonal event

• Log-in campaign


August

• Seekers of Adoulin missions part 2
Addition of main story for Adoulin
Implemented in two parts between July and August. The second part has a much higher volume.

• Seekers of Adoulin quests
Addition of quests issued in Adoulin
Main story scenario quests and colonization system quests will be prepared separately.
Will be implementing quests to get a better feel of the lore.


• Artifact quests for new jobs
Addition of rune fencer artifact quests.
Addition of geomancer artifact quests.

• Adjustments to Couriers’ Coalition’s “Support” coalition assignments
Addition of a bonus depending on distance and bivouac condition.

• Adjustments to Scouts’ Coalition’s “Survey” coalition assignments.
Addition of a bonus depending on the difficulty.


Screenshot



Content/System

July

• Mog Gardens
Addition of NPCs that sell related items.
Addition of coast, grove, mineral deposit, cultivation, and lake systems.
Addition of rank feature for each system
Addition of assistant feature.

• Addition of items that can be exchanged at the Mummers’ Coalition

• Library
Addition of a Seekers of Adoulin related achievement feature.
Addition of a feature where you can browse Seekers of Adoulin related terminology such as organizations, people, and place names.

• Delve adjustments
Addition of ammunition, jug pets for beastmaster, and throwing items for summoner which can be exchanged for plasm

• Skirmish adjustments
Change so that Ghastly Stones can be sold on the auction house.
Revamp the necessary Bayld to add Arcane Glyptics

• Coalition rank cap increase
Increase the coalition rank cap to 4.
Addition of coalition visual changes, services, and items.

• Adjustments to bivouac maintenance rates.
Ease up on the decay rate.
Adjustments to coalition assignments which address this.
Addition of an NPC which will inform you of bivouac maintenance rate information.

• Ergon Locus maintenance rate adjustment
Ease up on the decay rate.
Adjustments to coalition assignments which address this.

• Expansion of the area in which party invites can be sent.
Change to make it possible so party invites can be sent while in different regions.

• Blackout countermeasure
Limit the number of characters that are shown in certain areas to 35.

August

• Mog Gardens adjustment

• Monstrosity
Addition of a feature where players can change into monsters.
Addition of a system that allows players to battle as monsters.

• Skirmish additions

• Coalition rank cap increase
Increase the coalition rank cap to 7.
Addition of coalition visual changes, services, and items.

• Adjustments to bivouac maintenance rates.
Adjustments to coalition assignments which address this.

• Ergon Locus maintenance rate adjustment
Adjustments to coalition assignments which address this.

• Blackout countermeasure
Implement feature that allows you to set the number of characters that are displayed for all areas

• Adjustments to the amount of experience points received as a result of the change to “check” depending on item level.


Reives

July

Addition of Wildskeeper Reives
Addition of Wildskeeper Reives to new areas.
Addition of new equipment.

• Revamping of the cost for participating in Wildskeeper Reives
Reduction of the Bayld needed to purchase the key item.

• Addition of Colonization/Lair Reives
Addition of Colonization/Lair Reives to new areas.
Addition of new equipment

• Revamping the evaluation methods for Colonization/Lair Reives
Elimination of individual evaluation categories
Physical damage, magic damage, healing, and other separate evaluation aspects will all be grouped into one consolidated evaluation category. This will make it easier to get evaluated.
Changes so that evaluations can be accumulated and experience points and Bayld can be earned depending on the amount of HP reduced on bosses and obstacles from the accumulated portion.
With this evaluations can take place separately and it will be possible to receive rewards based off the reduction of HP without having to worry about evaluation timing.


• Low-man Lair Reive support
Adjustments to the number of monsters and monster strength for Lair Reives in Ceizak Battlegrounds and Yahse Hunting Grounds.
Monsters’ HP, attacks, parameters, and detection range will be lowered. The number of monsters spawned will also be reduced.

• Low-man Colonization Reive support
Adjustments to the number of monsters and monster strength for Lair Reives in Ceizak Battlegrounds, Yahse Hunting Grounds, Moh Gates, and Sih Gates.
Monsters’ HP, attacks, parameters, and detection range will be lowered. The number of monsters spawned will also be reduced

August

• Addition of Reive momentum bonuses

Screenshot

Screenshot


Screenshot


Up until now we have released year-long roadmaps for FFXI.

We also tried releasing half-year roadmaps as well; however, the further out we write a schedule the less accurate it becomes, and we are only able to let you know about large and limited content.

As a result, many have been disappointed because of schedule changes, it’s been difficult to make frequent updates to it, and there are too many cons to having this, so we’ll be changing it so we provide something like the current style moving forward where we go over what will be in the version update to come.

We appreciate your understanding.


http://forum.square-enix.com/ffxi/threads/34837-Upcoming-Version-Update-Announcement?p=448142#post448142

Edited, Jun 28th 2013 1:20pm by Szabo
#2 Jun 25 2013 at 2:56 PM Rating: Good
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Good stuff
#3 Jun 25 2013 at 3:53 PM Rating: Excellent
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Yeah, actually really looking forward to monstrosity.

I am also really hoping the plasm jugs are either super cheap or it is a one-time item that dispenses jugs. If that's the case I will be happy and interested in maybe low-manning/soloing some rieves to build up bayld to do wildskeeper stuff. If it isn't the case I will curse a lot at SE making BST so hard to enjoy.
#4 Jun 25 2013 at 5:20 PM Rating: Good
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• Blackout countermeasure
Implement feature that allows you to set the number of characters that are displayed for all areas

Thank you, thank you, friggin' thank you!
#5 Jun 25 2013 at 5:28 PM Rating: Good
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Quote:
• Blackout countermeasure
Implement feature that allows you to set the number of characters that are displayed for all areas

Thank you, thank you, friggin' thank you!


I really hope that that's for PS2, because right now that's what sorely needs it the most out of the hardware I have.

You'd think that it would be, but PS2 also doesn't have the ability to turn off things like shadows and weather effects...
#6 Jun 25 2013 at 9:43 PM Rating: Decent
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What about the increase to dmg/acc for 1h/dual weapons and the new jug pets, as well as the magic changes?
#7 Jun 26 2013 at 3:30 AM Rating: Default
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Olorinus the Ludicrous wrote:
Yeah, actually really looking forward to monstrosity.



Didn't SE say something about being adding more customization? WTF? I would really like to change the color of my character.
#8 Jun 26 2013 at 8:36 AM Rating: Excellent
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Quote:
• Expansion of the area in which party invites can be sent.
Change to make it possible so party invites can be sent while in different regions.


Sweet mother of god YES!
#9 Jun 26 2013 at 9:08 PM Rating: Decent
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crasyk wrote:
Quote:
• Expansion of the area in which party invites can be sent.
Change to make it possible so party invites can be sent while in different regions.


Sweet mother of god YES!


I didn't even notice this.... Since you can't receive benefits from being in another region, I'm not sure why this wasn't the standard.
#10 Jun 26 2013 at 9:41 PM Rating: Good
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I wonder if this will apply to alliance invites as well.
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#11 Jun 26 2013 at 10:27 PM Rating: Good
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Szabo wrote:
Akihiko Matsui wrote:

• Delve adjustments
Addition of ammunition, jug pets for beastmaster, and throwing items for summoner which can be exchanged for plasm


Hmm, What?
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#12 Jun 26 2013 at 10:34 PM Rating: Good
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Professor stupidmonkey wrote:
Szabo wrote:
Akihiko Matsui wrote:

• Delve adjustments
Addition of ammunition, jug pets for beastmaster, and throwing items for summoner which can be exchanged for plasm


Hmm, What?

I assume they changed their minds about boosting SMN through grips, and are doing it with throwing items instead.
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#13 Jun 26 2013 at 10:37 PM Rating: Good
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Ah, that makes sense!
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#14 Jun 27 2013 at 1:04 AM Rating: Decent
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Szabo wrote:

• Limit break quests for new jobs
Addition of rune fencer limit break quest.
Addition of geomancer limit break quest.
Stories related to each job will start with the limit break quest and connect to the artifact quests.
Edited, Jun 25th 2013 5:19pm by Szabo



Did I read that right? Do folks need to get real good with those new jobs and manualy do their limit breaks (lv70 cap?) before they can begin their new artifact quests? It sounds more like somthing that could have happened 10 years ago. To get the origional job related artifacts beat a job related npc @ 50 to get a af wepon > farm up the Af list > then farm relecs at 70 after any Maat fight).... huh, wait a sec..!!?

On an up side, we might see how the developers envisioned Rune and Geo to function via the Npc in these limit breaks.

Edited, Jun 27th 2013 3:06am by akudama

Edited, Jun 27th 2013 3:07am by akudama
#15 Jun 27 2013 at 2:32 AM Rating: Excellent
akudama wrote:
Szabo wrote:

• Limit break quests for new jobs
Addition of rune fencer limit break quest.
Addition of geomancer limit break quest.
Stories related to each job will start with the limit break quest and connect to the artifact quests.
Edited, Jun 25th 2013 5:19pm by Szabo



Did I read that right? Do folks need to get real good with those new jobs and manualy do their limit breaks (lv70 cap?) before they can begin their new artifact quests? It sounds more like somthing that could have happened 10 years ago. To get the origional job related artifacts beat a job related npc @ 50 to get a af wepon > farm up the Af list > then farm relecs at 70 after any Maat fight).... huh, wait a sec..!!?

On an up side, we might see how the developers envisioned Rune and Geo to function via the Npc in these limit breaks.

Edited, Jun 27th 2013 3:06am by akudama

Edited, Jun 27th 2013 3:07am by akudama


No, I think it's just storyline related. Like how Blue Mage's Artifact quests involved Raubahn testing your capabilities as a Blue Mage through facing off against various enemies including a Blue Mage-turned Psychflayer for failing to maintain the balance within his body, and then the Limit Break involved him testing your abilities personally. It wasn't a requirement to have done the Limit Break quest, but it completed the story that began in the Artifact quests. In this case though, it sounds like the reverse will be happening, that the storyline being told will begin with the Limit Break quest, and continue on through the Artifact quests.

I doubt they'd force players to do the Limit Break quest to unlock the ability to quest the armor.
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#16 Jun 27 2013 at 3:31 AM Rating: Good
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Professor Shock Vlorsutes wrote:
In this case though, it sounds like the reverse will be happening, that the storyline being told will begin with the Limit Break quest, and continue on through the Artifact quests.

I doubt they'd force players to do the Limit Break quest to unlock the ability to quest the armor.


But if the Limit Break quests begin the story, are you suggesting that they're just going to let players skip the beginning of the job-centered stories?
#17 Jun 27 2013 at 3:57 AM Rating: Excellent
I think they expect players will want to do it to get the whole story, but they wouldn't make it an obligation to those that aren't interested in it as much. As mentioned, Blue Mage's (and pretty much all the other ToAU jobs onward that had their own unique Genkai 5) story wrapped up with Raubahn wanting to test your abilities himself, and if you did the Artifact quests, you could see pretty clearly that a fight with him was going to be in the future of that story. Skipping doing the fight with him would result in missing out on the end of the story, but since there wasn't any obligation for you to do the fight (if you had already completed Genkai 5 before), the only reason to do the fight was to wrap up the story.

In this case, you still likely won't need to do the Genkai 5 fight if you already have the win elsewhere, and thus you can do the Artifact quests. However, storyline fans would be missing out on the beginning of the story this time, and not the ending, as with the aforementioned other jobs. Players just in it for gear aren't going to really bother with the story still, but those wanting the whole story will still want to do the Genkai 5 fight.
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#18 Jun 27 2013 at 4:36 AM Rating: Good
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Quote:
I doubt they'd force players to do the Limit Break quest to unlock the ability to quest the armor.


Sadly I think they will.
#19 Jun 27 2013 at 5:37 AM Rating: Good
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Professor Shock Vlorsutes wrote:

In this case, you still likely won't need to do the Genkai 5 fight if you already have the win elsewhere, and thus you can do the Artifact quests. However, storyline fans would be missing out on the beginning of the story this time, and not the ending, as with the aforementioned other jobs. Players just in it for gear aren't going to really bother with the story still, but those wanting the whole story will still want to do the Genkai 5 fight.


Hmmm . . . I think it's much more awkward to drop players into the middle of an ongoing storyline than it is to leave it up to them whether or not to finish one they've already begun. I mean, why bother giving a story to begin with and not just make it like relic/empyrean gear acquisition?

These are Quests, after all. You couldn't skip the AF weapon quests and just jump to the armor ones, even if you had already leveled past the point where the weapon or armor could be useful (and quite honestly, most of the basic job AF quests were so bare bones it makes me wonder why they bothered). So if the quest storyline starts with "Genkai 5", it just seems natural to expect it to be a prerequisite for the later quests.

Really, though, most players have already broken the level cap on other jobs. It would be a relatively simple quest to just take your already 99 RUN or GEO and stomp whatever NPC you face (every other unique Genkai 5 is beyond simple when you're 99, which makes sense if by their very nature they need to be beatable at level 66-70). The only real time-consuming part will probably be fetching whatever item is required to enter the battle.

Plus, it comes out a month before the actual AF quests, so what else are you going to do for that extra month while you're waiting?
#20 Jun 28 2013 at 5:30 AM Rating: Good
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Screenshot

PlayOnline wrote:

The Summer of the Version Updates (06/28/2013)

This most sweltering of seasons is the time of wishing upon stars, listening to the crooning of songstresses supreme, and—this year—two version updates descending upon Vana'diel in close succession; one on July 9 and the other in early August.

-------------------------------------------------

The July version update with usher in another chapter in Seekers of Adoulin upon its light breezes, along with the Mog Garden system and access to the Celennia Memorial Library. Adventurers raring to mash their maces into fresh flesh and wave their wands at weighty foes can enjoy their encounters with two new Naakuals, and those who pine for frontiers of a more internal sort can undertake the geomancer and rune fencer limit break quests.

With the progress of the colonization movement, pioneers will also be able to venture further into the Ulbukan jungle than ever before and participate in new reives, which have undergone adjustments that support solo players and small parties. Elemental magic and job adjustments round out the major features of this update, but there's more as well!
Screenshot


The dog days of August should heat up even further with a continuation of the Seekers of Adoulin saga. Should your main weapon hand start to itch in excitement, sate its thirst for blood by crossing into new extra-dimensional skirmishes!

Geomancers and rune fencers will also get the opportunity to embark upon quests in search of artifact equipment. Let us not forget the addition of Monstrosity, which will provide for all your shapeshifting needs. As a last burst of air from the bellows, the coalitions will be dispensing new outfits to particularly devoted pioneers...for a bit of bayld.
Screenshot


http://www.playonline.com/pcd/topics/ff11us/detail/10563/detail.html
#21 Jun 28 2013 at 10:31 AM Rating: Good
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have they added in playing as a monster yet.


Quote:
I didn't even notice this.... Since you can't receive benefits from being in another region, I'm not sure why this wasn't the standard.


Probably for the same reason a lot of little things have been changed over the last few years. Such as Blue Mage spell set memory. Oversights and then years of denial.
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#22 Jun 28 2013 at 11:36 AM Rating: Good
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monstrosity is next update
#23 Jun 28 2013 at 11:38 AM Rating: Good
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cool thanks bud.
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#24 Jun 28 2013 at 11:55 AM Rating: Good
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Olorinus the Ludicrous wrote:
monstrosity is next update

"Early" August to be specific.

aadrenry wrote:

What about the increase to dmg/acc for 1h/dual weapons and the new jug pets, as well as the magic changes?

Those are scheduled for next update, also just updated the OP with the "Battle System" table they just added.
#25 Jun 28 2013 at 2:21 PM Rating: Good
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oh I thought I saw it in July update. Sadface.
#26 Jun 28 2013 at 8:43 PM Rating: Decent
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Is that Dracula in the lower right corner of that image in Sazbo's post?
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