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  1. #281

    No more PS2 limitations holding back adding more inventory space?

    http://forum.square-enix.com/ffxi/th...544#post458544
    Quote Originally Posted by Camate
    Greetings,

    With the influx of so many brand-new items, the development team is well aware of your inventory woes and they are currently looking into expanding the space.

    However, due to the fact that both Gobbiebag and Mog Safe data are constantly on your character, simply expanding inventory size would affect loading times when changing zones, so they are looking into this very carefully.

    Additionally, they are also looking into a new item storage feature, which is separate from your Gobbiebag and Mog Safe and will hold a large amount of items in exchange for not being able to check it constantly while you are out adventuring. As this involves implementing a totally new system, it will take some time to get this ready, but we will first be looking into the Gobbiebag expansion that we can implement somewhat quicker.

  2. #282
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    Gdi these tables are freaking ridiculously long.

    Edit: Translation's done.

    ----

    Matsui: August Version Update

    Hello, it's Matsui.

    Sorry to have kept you waiting. The purpose of this post is to provide information about the August version update.

    The August version update is scheduled for Tuesday, August 6.

    In this update, we will be implementing the next portion of the "Seekers of Adoulin" missions, Monstrosity, Rune Fencer and Geomancer artifact equipment, and Reive adjustments, and the development team has been hard at work to get this content ready.

    With that said, here's a quick glimpse from the new missions:

    http://www.bg-wiki.com/images/4/45/Soamission1.jpg

    I would also like to apologize to people who have been looking forward to the addition of new Skirmish and the adjustment of coalition assignments that was initially planned. Because of QA validation and balance adjustments, we have delayed this portion originally planned August 6 version update to an additional version update to be implemented later.

    However, the simulacrum segments for new Skirmish will be available starting on Tuesday, August 6 (this is because players will benefit from a large distribution of these segments prior to its addition). Also, in addition to the new segments and raising the probability of obtaining segments in general, we will also be increasing the availability of higher rank segments.

    We are hard at work to prepare this content for an additional version update to be carried out around the end of August. For more information regarding new Bayld equipment or Skirmish weapons, please hold on a little bit longer (I will continue to provide progress reports once we schedule the subsequent update).

    By the way, in the new Skirmish, monsters will attack bases such as this, and you will need to defeat the monsters as they appear to defend the base.

    http://www.bg-wiki.com/images/c/c2/Newskirmish1.jpg

    Fences can also be installed at the center (up to four can be installed).

    http://www.bg-wiki.com/images/8/82/Newskirmish2.jpg

    Since the continuous login campaign in August will be affected by this additional update, we are taking that into account while setting the campaign period.

    Also, on another note, the implementation period for the scheduled adjustments to add effects to Reive trophies has been changed in order to prioritize the implementation of other Reive adjustments.

    In the August 6 version update, the evaluation method for colonization reives, lair reives, and wildskeeper reives will be adjusted, and we will also be making other adjustments to lair and colonization reives in Yahse Hunting Grounds, Ceizak Battlegrounds, Moh Gates, Morimar Basalt Fields, Sih Gates, and Foret de Hennetiel.

    In conjunction with the above adjustments, in order to make Lair Reives easier to complete in Yorcia Weald, we will temporarily be removing the Panopt family monster "Shortsighted Panopt" from Yorcia Weald. This should help to increase the rate of increase for the colonization rate there, allowing the Wildskeeper Reive to be easier to take on.

    The addition of the Reive trophy effects and relocation of "Shortsighted Panopt" will be carried out in a version update before the end of August.

    Because we received a wide variety of feedback about the performance adjustments to equipment, I had prepared a response, but the volume of posts has continued to increase greatly, so I'd like some more time to organize my thoughts and I will post it at a later date.

    Regarding PS2 black-outs and other Mog Garden updates, Fujito has posted separately, so please refer to his posts.

    Listed below are the contents of the August version update scheduled at this time:

    Missions/Quests
    • August 6
      • Additional Seekers of Adoulin missions: Continuation of the main storyline
      • Additional Seekers of Adoulin quests: Addition of quests in newly added areas.
      • [NEW]: Monstrosity Quests
      • New Jobs' Artifact Quests
      • [NEW]: Adjustment of Couriers' Coalition assignments for frontier supplies: The amount of Bayld for completing Yorcia and Marjami assignments will be increased.
      • [NEW]: Continuous Login Event: New items will be added.
      • [NEW]: Abyssea and Atma Axtravaganza Event
    • Late August
      • Adjustment of Couriers' Coalition assignments for frontier supplies: Additional bonuses will be set depending on the distance to the Frontier Bivouac.
      • Adjustment of Scouts' Coalition Ergon Locus survey assignments: Additional bonuses will be set depending on the difficulty.



    Areas/Monsters
    • August 6
      • [NEW]: Monster Placement Adjustment: Relocation of monsters near climbing spots in Marjami and Dho Gates to allow for safe movement. Temporary removal of Shortsighted Panopt from Yorcia Weald, to be relocated in a subsequent update.
      • [NEW]: New mission battles
      • [NEW]: New battles associated with new Artifact quests
      • [NEW]: Additional monster data added for Monstrosity
      • [NEW]: Adjustment of monster respawn time: The respawn timing for non-aggressive monsters (not including notorious monsters) in the following zones will be reduced: East Ronfaure, West Ronfaure, North Gustaberg, South Gustaberg, East Sarutabaruta, West Sarutabaruta
    • Late August
      • New Areas opened: Areas associated with new Skirmish will be added.
      • New Skirmish monsters added


    Content/System
    • August 6
      • Mog Gardens Enhancements
        • [NEW]: Adding an exchange system and the "twinkle star"
        • [NEW]: Increase the rank limit on collection points to 5.
        • [NEW]: Add new items available in Mog Garden: Meal items, fireworks, crystals, movement, and costume items.
        • [NEW]: Add new items that can be used as fertilizers and seed
      • Add Monstrosity system: Players will be able to transform into monsters and battle against other monsters.
      • Increase Coalition Rank limit: The rank limit will be raised to 7, along with associated appearance and service upgrades and new items.
      • Blackout Countermeasures: Add ability to set maximum character display for all areas. [NEW]: Add ability to limit the effect of weather and terrain displays. [NEW]: Add the ability to limit the display of equipment (armor) on other players.
      • Update the messages displayed when examining enemies based on item level: The messages will be changed depending on the average item level of equipment upon examination.
      • [NEW]: Add new examine message: A new message will be added for "incredibly easy" opponents.
      • Adjust EXP acquisition value: From player level 99, experience will be adjusted when the level difference with the enemy is 6 or more.
      • [NEW] Reduce the display effects for Geocolure geomancy.
      • [NEW] Abyssea Adjustments:
        • Increase the probability of obtaining armor seals from quests in Abyssea - Misareaux, Vunkerl, Attohwa, Altepa, Grauberg, and Uleguerand.
        • Reduce the cruor required to exchange for Empyrean armor.
        • Reduce the resistance credits required to exchange for Empyrean armor.
        • Add a mechanism to allow for any three Empyrean feet equipment pieces to be exchanged for any one other Empyrean feet equipment piece.
    • Late August
      • New Skirmish
      • Adjust retention rate of Bivouacs
      • Adjust retention rate of Ergon Loci


    Reive-related
    • August 6
      • [NEW] Adjust evaluation method of Colonization/Lair/Wildskeeper Reives: We will raise the evaluation value granted for attacks.
      • [NEW] Lair Reive Adjustments
        • Reduce the respawn interval and adjust the difficulty of Lair Reives in Morimar Basalt Fields and Foret de Hennetiel. Lair Reives located deeper within the areas will include nests with higher HP and yield increased bayld and EXP rewards.
        • Add simulacrum segments for the new Skirmish as potential rewards.
        • Increase the probability of obtaining simulacrum segments.
        • Increase the probability of obtaining higher ranked simulacrum segments.
        • Reduce the HP of nests in Yahse Hunting Grounds and Ceizak Battlegrounds.
      • [NEW] Colonization Reive Adjustments
        • Adjust the difficulty of colonization reives in Morimar Basalt Fields and Foret de Hennetiel. The HP of obstacles will be reduced, while the bayld and EXP values obtained will be increased.
        • Add simulacrum segments for the new Skirmish as potential rewards.
        • Increase the probability of obtaining simulacrum segments.
        • Increase the probability of obtaining higher ranked simulacrum segments.
        • Reduce the HP of obstacles in Sih Gates, Moh Gates, Ceizak Battlegrounds, and Yahse Hunting Grounds.
    • Later Date
      • Add effects to Reive trophies: This has been delayed from the August version update in order to prioritize the implementation of colonization and lair reive adjustments.


    Battle System-related
    • August 6
      • [NEW] Adjustment of spell interruption rate: If combat skill+ and a visible item level are granted to the equipped main weapon, spell interruption rate will be decreased.
      • [NEW] Ninjutsu adjustment: If combat skill+ and a visible item level are granted to the equipped main weapon, the number of Utsusemi shadow images consumed when attacked will be decreased.


    Item-related
    • August 6
      • [NEW]: Additional items on Mog Storage slips: Geomancer and Rune Fencer artifact equipment
      • [NEW]: Simulacrum Segment adjustments
        • The probability of obtaining segments from colonization and lair reives will be increased.
        • The probability of obtaining higher tier segments from colonization and lair reives, coalition assigments, soul pyres, and gathering activities wil be increased.
        • Simulacrum segments for the new Skirmish will be added to potential rewards for colonization and lair reives, coalition assignments, soul pyres, and gathering activities.
      • Add new equipment
      • Add new bayld exchange items: New armor will be added.
      • Add new synthesis recipes
      • [NEW] Adjust equipment performance: The performance of equipment with item levels will be adjusted.
      • Add new artifact equipment: Geomancer and Rune Fencer


    UI-related
    • August 6
      • [NEW]: Add new UI components for Monstrosity

  3. #283
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    I'm just guessing at ‘Twinkle Star’, I have no idea what the real name will be. Sounds like a lot of cool features to be added.

    -----

    Fujito: Mog Gardens August Update

    Hello everyone!

    I hope you've been enjoying your Mog Gardens so far. In this post, I want to talk about what we plan to implement in the August version update.

    • Moogle Menu Updates
      An item will be added to the Moogle menu which will provide more information about the "Twinkle Star." The stars are what the GPS crystal has been accumulating each new day you enter the Mog Garden, and they will be exchangeable for useful items and services.

      Like what, specifically?
      • Mog Teleport Service
        This will be a one-way teleport to your Mog House in San d'Oria, Bastok, or Windurst. Moogle magic will allow you to move through the hidden Moogle passages.
      • Assistant Employment Extension
        In exchange for stars, you can higher an assistant for one week instead of paying 10,000 gil.
      • Obtaining Fertilizers
        You will be able to obtain the fertilizers that you can also buy from coalitions for stars instead of Bayld.
      • Gil Savings Box
        We have prepared a gil savings box by request. You can put gil into the box and see how much gil you've accumulated. You can put gil into savings either via a numeric input when speaking, or by trading directly. What will happen when you save up a lot of gil...?
        http://www.bg-wiki.com/images/7/77/Moggardengil.jpg
      • Crab Invitation
        You can increase the amount of friends on the beach.

      Additional content is scheduled to be added in future version updates.
    • Addition of Ranks 4 and 5
      The rank limit on the collection points in the Garden will be raised to 5. The limits will be raised gradually from more articles which you'll be able to acquire.
    • Support Item Availability
      This list is not complete, but we will be adding items that belong to th following categories. Additionally, some of these affect the entire party, but we haven't talked about special behavior.
      • Fireworks
      • Food
      • Costumes
      • Movement speed items
      • Crystal Clusters

      The available items will be consumable or enchanted-type items.
      http://www.bg-wiki.com/images/d/da/Moggardenbeach1.jpg
    • New Plants
      We will increase the amount of items that can be planted in the furrows. This time, we're looking into supporting roots-type items, so please try planting new things.


    It feels like a lot of stuff! We're also adjusting items available from the moogle as well as employment extension of the assistant via items, and we hope you enjoy all of these new features on the day of the version update.

    Also, just to touch on this, while we don't have an immediate response yet, we are still looking into various methods for increasing inventory capacity, so we'll follow up on that.

  4. #284
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    Seems they added another dev post on friday looks like english only too

    http://forum.square-enix.com/ffxi/th...522#post459522

  5. #285
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    Matsui: Item Level and Equipment Adjustments

    Hello, it's Matsui.

    Thanks for sending in your various questions and comments.

    Regarding some of the content to be adjusted, I'd like to answer some of your questions and respond to feedback.


    Make it easier to see item help text.

    While we will continue to improve this within the development team, this is a project that will take some time.

    For hiding the stats, there would not be much problem if we had a simple rule such as "item level 100 = all stats +5"; however, there is no simple rule such as that, and so it would be rather difficult to implement.

    Further, in order to change the appearance, we would need to upgrade the UI's help text display as the current help text includes text data only, so this would be difficult as well.

    In order to resolve this, we could update the help text so that client data is displayed, but then the specification to display this data must be included and it will take up a bit more memory in the client. Additionally, there are many specific equipment benefits in FFXI that I haven't mentioned that would make it difficult to move forward with this project.

    Rather than aiming for the perfect solution at this point, we will aim to continue to improve these features.


    Originally, there were plans to increase the amount of Physical Damage Taken reduction equipment, but it doesn't seem to have been increased.

    The planned purpose was to decrease the amount of physical damage taken with the new equipment. If you look at the difference in the defensive capabilities of paladin and other jobs, our aim is to mitigate some of this difference. We don't necessarily want all jobs to have the same defensive performance, but we do want to reduce the currently large difference.

    In other words, as we continue to adjust the attack power of monsters, attacks would become more lethal to jobs other than Paladin, so the idea is to make it so that there isn't as much fear to be struck by an attack.

    However, I found that there are some minor problems if we continue to only adjust the "Physical Damage Taken" values (for example, above a certain amount, some healing power wouldn't be necessary).

    Therefore, we've considered other methods with item and job adjustments, and we've sufficiently obtained the desired effect by mainly adjusting defense and adding HP.

    I do want to apologize in advance that we have not added any "Physical Damage Taken -" equipment as we previously discussed in our future update policies. Also, please note that this does not mean that we will not be adding any Physical Damage Taken reduction gear in the future; several pieces of this type of equipment are scheduled to be implemented in future version updates.


    The effect of "Magic Damage +" is weak; please add higher values.

    Because this was just introduced as a new parameter, we can confirm at this time that the effect is weaker than we originally assumed.

    We have completed some development and verification work, and once we have implemented the originally assumed effect, even without re-valuing the equipment, performance will be enhanced, so we will be retaining the current values.


    Do you plan to continue to strengthen the magic accuracy for dark knight, blue mage, and ninja?

    Although we will be adding some magic accuracy on certain armor pieces, the main method of implementing this change will be to increase both magic damage and magic accuracy in proportion with the combat skill present on the equipped main weapon.


    Will the adjustments to Utsusemi also be applied if you have ninja set to your support job?

    The ninja adjustments as well as the adjustment where DMG rating impacts physical blue magic apply only to main jobs at this time.


    Some equipment and job abilities have effects impacted by player level. Will these pieces of equipment and job abilities also be impacted by item level?

    Neither of these will be affected by item level.


    The amount of equipment with item levels should be the same for each job.

    There's a slight variation in the amount of equipment, so I'm sorry for the inconvenience.

    With the amount of equipment being prepared for Bayld exchange, Delve, Skirmish, we're adding large amounts of equipment with each type of new content. Additionally, since we have things like Wildskeeper Reives with several types of equipment yet to be implemented, it's difficult to maintain exactly the same amount of item-level equipment for each job. As we continue to fill in the item level gaps and implement the remaining, these should become closer aligned (a big reason for the lack of alignment currently is that there are seven total Naakuals for Wildskeeper Reives).

    Additionally, since the new Skirmish development and validation work is ongoing and it will offer new armor and weapons, please hold on a bit longer for that.


    Finally, I have one announcement.

    We have tested the performance of the shields updated on the test server, and we have decided that the "Shield Skill+" value on shields will be adjusted to a much smaller amount.

    The adjustment was performed using the calculation criteria regarding the frequency of shield blocks triggered based on shield skill; however, after validation, we discovered that for monsters higher than a certain level (equivalent to level 110), the trigger rate of Ochain was decreased by approximately 30%.

    Therefore, rather than changing the activation rate of current shields, we will update the values of shield skill on the shields to be adjusted. We wanted to update you on this ahead of time since we previously stated that it was unlikely that the values would vary substantially, so we wanted to avoid any surprises at the time of the update.

  6. #286
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    This post is a one-off, but in addition to this, there were a large number of direct responses to quoted replies on the item level information from yesterday. Stay tuned for those (if I find any interesting details).

    -----

    Matsui: Zone Change During Tractor

    Hello, it's Matsui.

    Sorry to keep you waiting. I wanted to respond to questions about whether it was possible to prevent the character going through a zone change during Tractor.

    Our conclusions were that it would be difficult to make any changes as this is a fundamental part of the specifications.

    By making changes, as a result of our testing, we found there would be multiple other defects. Additionally, since the impact of the specification changes would be large, it's difficult for us to accurately estimate the time it would take to program and verify, so it could potentially become an unexpectedly large task.

    Therefore, we have decided to continue with the investigation and testing to potentially change the specification only in certain areas; for example, during Wildskeeper Reives, in order to meet the demand that we've heard.

    Since we're currently working on items for the August update and the additional late August update, we have a lot of testing work to do, so we will first aim to promote these next updates.

    We are just starting work to see whether this can be achieved, so as soon as we have any additional information to follow-up with, we will make a new announcement.

    Thank you!

  7. #287
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    Slew of stuff below. Enjoy

    -----

    Good evening, it's Matsui.

    I'm going to make some replies to a number of questions and comments we received about yesterday's post.

    Regarding the magic damage effect, you didn't mention the exact timing, but it would be good if you could do it during the 8/6 version update. I hope it's not going to be 3 years later (´・ω・`)


    Since we are doing the development work aiming towards the 8/6 version update, there should be no problem with this.


    For most of the remaining users, it seems like Matsui's opinions regarding item level and content level are being received favorably. It seems like you are intentionally ignoring critical opinions.

    Since the release of Seekers of Adoulin, it seems like the population has continued to decline with every version update.

    If item level and content level are absolutely the future, I would hope that immediate primary focuses with all of the new item level equipment would be to work on inventory issues and to use equipment narrow the gaps between job performance.

    A lot of people have left because so much content has become obsolete; I hope you can soon focus on enhancing this content to bring players back.

    Please do your best starting in September.



    While reading through your criticisms, I'm struggling to decide how I should answer, but I will try to respond directly to the heart of what you're saying.

    I can't always respond to all opinions, and some of my responses may not include direct quotes, so people may feel that they were ignored. If you do not get a direct response to your post, please read through the feedback on the following posts as well.

    There is a difference in the opinions from person to person, and it's not practical to think that everyone will agree on everything, but we will continue our efforts so that we can appeal to as many people as possible.

    Regarding equipment, I posted yesterday, and will have more comments and responses after the version update.

    For inventory, although we have repeatedly considered expanding it, with the addition of a larger inventory, items may take longer to appear after area changes and upon log-in. There is a risk that this can become even more inconvenient than it is, so as we review this risk, there is a high possibility that we will be looking into another method besides inventory expansion.


    1- I'm a bit worried about the changes being made to shields. On the test server, Killedar Shield has a very significant block rate, so what will happen to the block rate performance of original Paladin shields?

    2- I would like to know why the item level of the Delve plasm exchange shield is lower than the item level of the bayld exchange shield.


    First, as announced previously, the block rate of shields and parry rate on the test server is currently higher than it should be due to bugs.

    Next, regarding the cited performance of shields on the test server - there was some worry about the item adjustments. The item levels for shields will be corrected as follows:

    • Data being adjusted (Currently on test server)
      Killedar Shield (Delve Boss) Item Level: 117
      Steadfast Shield (Delve NM) Item Level: 105
      Huactzin Shield (Bayld Exchange) Item Level: 106



    • Data after adjustment
      Killedar Shield (Delve Boss) Item Level: 117
      Steadfast Shield (Delve NM) Item Level: 113
      Huactzin Shield (Bayld Exchange) Item Level: 106


    I didn't really understand your reply. My primary concern was with the following two points.

    1. With Ochain, are you keeping the block rate between 90 and 100% as it has been until now?

    2. With other shields, even if modified with shield skill +, are you keeping the block rate so that it approaches, but does not overtake Ochain (for example, 80% on Killedar Shield)?

    The important concern is whether you will be able to function as a tank without Ochain.


    I will reply to both.

    First-
    This is not specific to Ochain. Existing shields will have the same block rate that they have had up until now.

    Second-
    The block rate is not that close to that of Ochain. However, the damage cut rate upon activation will exceed that of Ochain.


    After reading Matsui's post, it sounds like the Ochain is not blocking as it normally does. I do not understand why Ochain specifically should be adjusted when the producer has previously stated that the reason for the overwhelming difference between Delve weapons and previous RME weapons is the item level. It would be strange if Ochain specifically gets reviewed because its block rate has dropped by 30%.

    Rather than to protect the Ochain, we are simply trying to maintain the established utility it has, but I can say that the decisions about the adjustment have been difficult.

    Based on the current block rate of Ochain, if you convert it to item level, it would be equivalent to item level 150. If we had to cut performance to be comparable to the weapon group of RME, it could potentially lead to the difficulty of other events going up, for example, earning plasm in Delve.

    If we wanted, we could make an adjustment with the viewpoint that the block rate on Ochain could be reduced, but this is certainly not what everyone would want, and is not we want to do either.

    To avoid any results that lead to weakening of the Ochain, we will instead make adjustments to shields added moving forward so that they gradually approach the performance of Ochain. This is the path we've chosen, but please let us know if there are any points with which you don't agree.


    Please add additional summoning magic skill since the physical performance of avatars has been affected.

    Also, there is a variety of equipment at item level 119, but the avatars have not yet caught up with this level.


    For equipment which is granted "Avatar: Lv.***", elements such as accuracy are also added at the same time. For avatar level 114 and higher equipment, we will continue to make additions in the future.


    Will you be adding equipment which increases the automaton's skills? I would like additional equipment which helps the automaton to fight besides just the animator.

    Your comments are short so I'm not sure that I fully understand your meaning, but I'll try to reply.

    For the animator, the item level displayed adds elements such as accuracy and so on at the same time, so skills like magic, hand-to-hand, and ranged do not rise. We do not have any plans to implement equipment which adds these skills directly in the near future.


    With respect to beastmaster, I have the impression that the performance of pets is not currently in line with item level. Even with a weapon of a high level, the abilities of pets are too weak, so it's difficult to play as a Beastmaster as originally intended. I would ask that you please look into raising the abilities of pets.

    For pets that you call, if you are equipped with a main weapon of a high item level, understand that the pet performance is adapted to the level of the weapon (there's also Beast Affinity).

    [[some more stuff I don't really understand because I know very little about BST]]


    There has never been any mention of enfeebling magic. Although red mage is supposed to be the best at hitting enfeebling magic, they can't even equip the best weapon for the task (Atinian Staff). Red mage enfeebling magic has really become inferior to other jobs. Geomancy cannot be resisted, and a number of other jobs have the same assortment of spells.

    With these points in mind, I really don't understand the current situation at all. Incorporating new mechanisms into the game is fine, but I hope you will work to also improve the current situation more.


    [[BS ALERT - BS RESPONSE FOLLOWS]]

    Since yesterday's post specifically mentioned magic accuracy for dark knight, blue mage, and ninja, I'm sorry that I excluded red mage.

    For the former jobs, while this will be associated with combat skill, we plan to add magic accuracy for red mage.


    Although it was mentioned in other threads that magic damage and accuracy would rise in proportion to combat skill on the main weapon, I tried it out with Tamaxchi on blue mage (club skill +188), but I did not see the damage effect of blue magic rise as I would have expected. Has the specification not already been implemented? [[Goes on about blue magic]]

    For physical blue magic, the upper limit of the damage will be adjusted with DMG. For certain spells, they did not reach their damage limit, but do now with the "combat skill +" gear, while there are other spells which will continue to grow.

  8. #288
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    Perhaps the most interesting thing here is his indication that artifact armor is going to be enhanced in the future. I'd been suspecting this for a while with the level 99-ing and addition of item level to GEO and RUN artifact armor, combined with fact that original AF never got upgraded to 99 in the first place.


    -----

    Matsui: Equipment Appearance

    Good morning. For new armor to be added in the future, I would like it if we can strengthen old level 75 equipment. For example, I love the Algol style weapons. I'd like it if you could take existing armor like even swimwear or yukata and upgrade them to level 99/item level gear so that you could do your adventuring in that style of gear.

    In another game, "Skyrim," although armor gets stronger as you level up, there is still an emphasis on apperance as you can create enchanted armor even from level 1~3 armor that can be used late in the game. The enchantment effect varies depending on skill in Skyrim, but maybe in FF11 it could be done with different types of materials. Crafters could then make money by using synergy to upgrade other people's armor in combination with Skirmish or Delve materials.

    It's good to be increasing the new kinds of armor, but I think there is a lot of armor from a long time ago that is still very attractive that people might still want to wear!
    Regarding isolation of the performance and appearance of gear, I'm still a little hesitant.

    In FFXI, with respect to weapons, because animations are dependent on particular weapons, we would not be totally free to replace one for another, so it would have to be limited to weapons of the same type.

    In addition, with respect to armor, in other MMORPGs that I have played, with a mechanism like this, there will be players fighting nude (with no equipment on).

    Also, there are other aspects such as front-line jobs wearing back-line jobs equipment, or certain jobs wearing other jobs' artifact equipment, that might feel out of place. If we did anything like this we would need to solidify our path forward, so please let me look into it a bit more.

    We do plan to add new high level equipment with new graphical styles, and also upgrades to job-specific equipment such as artifact armor are planned.

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    Mocchi: Version Updates

    This was also mentioned in the previous post by Matsui, but we are currently examining job-specific equipment.

    Now, as we work towards next week's version update and prepare for the additional version update, although we are not yet in a place where we can talk about the specific contents, when I am able to gather some information, I will follow-up with more details.

    [[Quoted post from Matsui from about a month ago about future plans regarding additional recipes, reive updates, adding solo/small group content, updating old JSE and RME weapons, etc.]]


    Mocchi: Yorcia Weald Colonization

    The passages that open and close based on time in Yorcia Weald will be open at all times once the colonization rate reaches a certain level or higher.

    The colonization rate needed to open depends on the particular passage. By increasing the colonization rate, the passages will be open at all times, which will make it easier to move through Yorcia Weald.

    Although we have previously mentioned this, in the August update, with the temporary removal of certain monsters and the adjusted compensation of the Yorcia Weald supplies delivery assignment, please work on increasing the colonization rate there.


    Weekly Summary

    Mochizuki: It's time for this week's wrap-up.

    Matsui: The development team is in the home stretch for delivering next week's version update. We are already moving towards preparing the additional update and we hope to deliver that additional content to you very soon.

    Ito: Here is the information about the Abyssea and Atma Axtravaganza campaign [[linked to POL page]]. The start of the campaign is scheduled for Friday, August 9, a week from today. (In conjunction with the campaign, we have also made some relevant adjustments within Abyssea.)

    Fujito: I'm preparing details regarding the contents of the second continuous login campaign to pass along at the beginning of next week. Stay tuned!

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    From Matsui's post, full translation to follow. FYI, Magic Attack in JP = Magic Attack Bonus for our help text.


    Bayld Gear, Item Level 106 [[Guessing at set names]]

    Gohnii Armor Set (LV99 WAR, PLD, DRK, BST, SAM, DRG)

    Gohnii Morion
    DEF:71 HP+12 MP+18
    STR+19 DEX+16 VIT+19 AGI+16 INT+6 MND+6 CHR+6
    Evasion+9 Magic Evasion+16
    Haste+6%

    Gohnii Haubert
    DEF:90 HP+20 MP+27
    STR+20 DEX+15 VIT+20 AGI+15 INT+15 MND+15 CHR+15
    Accuracy+15
    Evasion+12 Magic Evasion+28 Magic Defense+1
    Double Attack+2% Haste+3%

    Gohnii Moufles
    DEF:63 HP+25
    STR+5 DEX+15 VIT+17 INT+4 MND+13 CHR+10
    Attack+10
    Evasion+6 Magic Evasion+15
    Haste+4%

    Gohnii Brayettes
    DEF:78 HP+30
    STR+19 VIT+11 AGI+8 INT+13 MND+6 CHR+5
    Evasion+16 Magic Evasion+37 Magic Defense+3
    Haste+4%

    Gohnii Sollerets
    DEF:52 HP+27
    STR+12 DEX+10 VIT+9 AGI+15 MND+5 CHR+14
    Evasion+14 Magic Evasion+37 Physical Damage Taken-3%
    Haste+3%


    Shunedek Armor Set (LV99 MNK, THF, RNG, NIN, BLU, COR, PUP, DNC, RUN)

    Shunedek Chapeau
    DEF:63 HP+11 MP+18
    STR+15 DEX+17 VIT+15 AGI+17 INT+15 MND+15 CHR+15
    Evasion+18 Magic Evasion+31
    Haste+7%

    Shunedek Tabard
    DEF:82 HP+18 MP+34
    STR+17 DEX+20 VIT+17 AGI+19 INT+17 MND+17 CHR+17
    Accuracy+15
    Evasion+14 Magic Evasion+37 Magic Defense+2
    Haste+5%

    Shunedek Gloves
    DEF:56 HP+30
    STR+6 DEX+19 VIT+17 AGI+2 INT+6 MND+16 CHR+9
    Ranged Accuracy+10
    Evasion+7 Magic Evasion+21
    Haste+4%

    Shunedek Tights
    DEF:71 HP+15
    STR+15 VIT+8 AGI+10 INT+16 MND+9 CHR+6
    Magic Attack+15 (<--not a typo)
    Evasion+11 Magic Evasion+40 Magic Defense+1

    Shunedek Boots
    DEF:45 HP+25
    STR+6 DEX+12 VIT+6 AGI+19 MND+6 CHR+16
    Magic Accuracy+15
    Evasion+21 Magic Evasion+40 Magic Defense+1
    Haste+4%


    Wehzeh Armor Set (LV99 WHM, BLM, RDM, BRD, SMN, BLU, PUP, SCH, GEO, RUN)

    Wehzeh Corona
    DEF:60 HP+21 MP+35
    INT+17 MND+17 CHR+17
    Magic Accuracy+10
    Evasion+10 Magic Evasion+43
    Haste+5%

    Wehzeh Robe
    DEF:78 HP+17 MP+46
    STR+16 DEX+16 VIT+16 AGI+16 INT+20 MND+20 CHR+20
    Magic Damage+10
    Evasion+12 Magic Evasion+47 Magic Defense+2
    Haste+2%

    Wehzeh Cuffs
    DEF:52 HP+22 MP+26
    STR+3 DEX+14 VIT+13 AGI+2 INT+10 MND+17 CHR+10
    Evasion+6 Magic Evasion+21 Magic Defense+1
    Cure Potency+8%
    Haste+3%

    Wehzeh Pants
    DEF:67 HP+23 MP+33
    STR+13 VIT+6 AGI+9 INT+18 MND+12 CHR+10
    Evasion+8 Magic Evasion+62 Magic Defense+2
    Enmity-5 Haste+3%

    Wehzeh Souliers
    DEF:41 HP+20 MP+27
    STR+5 DEX+6 VIT+5 AGI+17 INT+9 MND+10 CHR+18
    Magic Attack+10
    Evasion+16 Magic Evasion+62 Magic Defense+1
    Haste+3%

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    Example AF stats (nothing else given besides the two below).


    GEO: Jo’o (translation?) set

    Jo'o Mittens (item level 109)
    DEF:61 HP+35 MP+37
    STR+4 DEX+17 VIT+16 AGI+3 INT+12 MND+21 CHR+12
    Evasion+10 Magic Evasion+25 Magic Defense+1
    Physical Damage Taken-1%
    Geomancy Skill+15
    Haste+3%
    Luopan: Damage Taken-10%


    RUN: Runiste Set

    Runiste Boots (item level 109)
    DEF:61 HP+36
    STR+8 DEX+15 VIT+8 AGI+23 MND+8 CHR+19
    Evasion+48 Magic Evasion+47 Magic Defense+2
    Haste+4%
    Enhances "Pflug" effect

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    Matsui: August 6 Version Update Summary

    Good evening! It's Matsui.

    We're sorry that the new Skirmish could not be delivered aong with this version update. While you enjoy the contents of this version update, we will continue working on the additional update, so please hang on a bit longer.

    Now, for the August 6 version update, I tried to get some information together from each of the responsible staff.

    Please take a look!

    • Events
      • Seekers of Adoulin Missions
        Sorry to have kept you waiting.

        In the August version update, the continuation of the story from the July version update will be added, and this update will contain even more story than the last.

        http://www.bg-wiki.com/images/5/58/Aug20131.jpg
      • Addition of Monstrosity
        You'll be able to adventure through Vana'diel as a monster.

        http://www.bg-wiki.com/images/c/c8/Aug20132.jpg

        This time, we're just focused on introducing the basic elements, so while you play around with various monsters, please try checking out areas which you've never been to. I hope that the fun of exploration will be part of your time playing as a monster.

        At this time, you can become monsters of the following families: Beast / Plantoid / Vermin / Lizard.

        By increasing monster levels, you can open new species of monsters, new subspecies of the same types of monsters, and obtain additional "sentiencies" (which are used instead of equipment).

        If you take advantage of the sentiencies that you obtain, your time playing as a monster is sure to be even more exciting!

        http://www.bg-wiki.com/images/9/9e/Aug20133.jpg

        http://www.bg-wiki.com/images/9/93/Aug20134.jpg

        http://www.bg-wiki.com/images/4/46/Aug20135.jpg

        In future version updates, additional elements to enjoy while playing as a monster will be added. Additionally, we will continue to add elements in each version update, including the new reward mechanism, so please stay tuned....

        Upcoming Elements
        • Monipulators vs. Adventurers
        • Monipulators vs. Monipulators
        • Introduction of dedicated quests
        • Opening additional monster species
        • Party play content for Monipulators
        • Additional exclusive content
        • New Reward System
          and more...

      • Mog Garden Enhancements
        We'll be adding and adjusting features in the Garden.


        Additionally, in the second repeat login campaign, you'll be able to get [[guessing at item names]] Yellow Flower Seeds / Chestnut Sap / Fly Venom. (※1)

        When you use these items as seeds or fertilizer, you may be able to get items named "***'s Soul" for use in Monstrosity.

        By collecting "***'s Soul" items and trading them to a specific NPC, you will unlock a subspecies of a certain type of monster.

        For example, one of these types of monsters....

        http://www.bg-wiki.com/images/2/21/Aug20139.jpg

        I hope you enjoy this little bonus element that we've added.

        ※1: These items will also be sold by certain Mog Garden related NPCs.
        ※2: In order to unlock the subspecies, the level of a monster species must be above a certain minimum.
      • Additional Coalition Ranks

        The maximum coalition rank will be raised to rank 7.

        New services will be offered by each coalition as their ranks rise. For example, in the Peacekeepers' Coalition, additional bayld exchange equipment will become available.

        The performance of the new bayld equipment is listed below as well.

        [[Stats 2 posts up]]

        http://www.bg-wiki.com/images/4/4c/Aug201310.jpg

        http://www.bg-wiki.com/images/4/4c/Aug201311.jpg

        http://www.bg-wiki.com/images/c/cf/Aug201312.jpg
      • Reive Additions and Adjustments

        On the basis of previously announced policies, we will be adjusting the lair and colonization reives in Foret de Hennetiel and Morimar Basalt Fields. (If you haven't previously read the policies, please take a look). In the future, other areas will be adjusted based on the same policies.

        For Lair Reives and Colonization Reives in other areas, we have cut the HP of lairs and obstacles and adjusted the rewards received at the time of completion.

        As we have made other adjustments to the evaluation system and also raised the probability of obtaining Simulacrum Segmants at the same time, please check it out when you have the opportunity.

      • Abyssea Adjustments

        To go along with the upcoming Abyssea and Atma Axtravaganza campaign, we have made some adjustments. These adjustments have been carried out to make the situation easier to help newcomers. After checking out the campaign, please let us know how you feel about it.


    • Battle-related
      • Adjust Monster Respawn Timing
        The respawn interval of non-aggressive monsters in the following areas has been reduced:

        East Ronfaure / West Ronfaure / North Gustaberg / South Gustaberg / East Sarutabaruta / West Sarutabaruta
        ※Notorious monsters are not included.
      • Changes to Monster Placement[/b]
        In light of recent feedback we have received on the forums, we have adjusted monster positioning around climbing locations in order to allow for safer movement.

        Also, we have temporarily removed the Shortsighted Panopt monsters from Yorcia Weald.

        Before Adjustment:

        http://www.bg-wiki.com/images/9/9b/Aug201313.jpg

        After Adjustment:

        http://www.bg-wiki.com/images/3/3e/Aug201314.jpg

        Due to this, it will be easier to challenge Lair Reives, which will help increase the colonization rate and make it easier to tackle the Wildskeeper Reive.

        The re-adjustment of the positioning is scheduled for the subsequent version update.
      • Adjustment of Spell Interruption Rate
        If the weapon equipped in your main hand has both a displayed item level as well as combat skill+, the spell interruption rate of magic will be decreased.

        In the following version update, we will also be adjusting magic accuracy to rise proportionally to the combat skill+ value.
      • Ninja Adjustment
        If the weapon equipped in your main hand has both a displayed item level as well as combat skill+, the consumption of Utsusemi shadow images when attacked will be reduced.
      • Geomancer and Rune Fencer Job-Specific Equipment

        We have implemented the artifact equipment and quests to obtain them for each of the new jobs.

        http://www.bg-wiki.com/images/f/fc/Aug201315.jpg

        http://www.bg-wiki.com/images/9/9b/Aug201316.jpg

        Also, I'd like to introduce the performance of some of the new artifact armor:


      [[Stats one post up]]
    • Item-related
      • Implementation of the Winning Shield from the Shield Design Contest
        Thank you to all of the people who submitted designs for the Shield Design Contest.

        The winning shield has been implemented in this version update, and it will be available almost immediately as an exchange item from the second repeat login campaign.

        http://www.bg-wiki.com/images/7/7c/Aug201317.jpg

        Glint Shield
        DEF:1
        Lv1 All Jobs

        One other announcement.

        Because this design was so great, we've also decided to implement it as a shield with practical uses. This will be added as a reward for the new Skirmish which will be implemented in late August. Please hang on a bit more for the introduction of the new Skirmishes.

        Beatific Bulwark (Item Level 113)
        DEF:45 HP+15 MP+26
        Shield skill+72
        Increases shield block rate
        Magic Damage Taken -25%
        Lv99 WAR RDM PLD BST SAM
      • Performance Adjustments for Item Level Equipment
        The performance of equipment with displayed item levels has been adjusted.

        Before Adjustment:

        Karieyh Haubert
        DEF:79 STR+18 DEX+18
        Attack+25
        Double Attack+2%

        After Adjustment:

        Karieyh Haubert
        DEF:79 MP+24
        STR+18 DEX+18 VIT+9 AGI+6 INT+9 MND+6 CHR+6
        Attack+25 Magic Evasion+18
        Double Attack+2% Haste+2%
      • Simulacrum Segment Adjustments
        We have performed the following adjustments:
        • New Simulacrum Segments have been added for the new Skirmishes which will be added at the end of August.
        • The probability of obtaining segmants from Lair and Colonization Reives has been increased.
        • The probability of obtaining higher rank segments from Lair and Colonization Reives has been further increased.
        • The probability of obtaining higher rank segments from Soul Pyres, gathering, and coalition assignments has been increased.

          I think you will notice that the probability of obtaining segments has risen from Lair and Colonization Reives. Also, since it is harder to get segments from Soul Pyres, gathering, and coalition assignments as compared to reives, we have adjusted these to exclude rank I parts and choose only from ranks II ~ V.

      • System-related
        • Adjust the "check" function
          • The check message "incredibly easy" has been added.
          • The message upon checking an enemy will vary with equipped item level equipment.

        • Adjustment of EXP Acquisition
          As viewed from a level 99 player standpoint, the amount of experience obtained when there is a six or more level difference has been adjusted. For enemies of lower level than the player, there is no change.
        • Geomancy (Geocolure) Effect Adjustments
          The visual effects of geocolure geomancy have been adjusted to be more transparent.

          Before Adjustment:

          http://www.bg-wiki.com/images/7/74/Aug201318.jpg


          After Adjustment:

          http://www.bg-wiki.com/images/b/b0/Aug201319.jpg

        • Addition of New Auto-Translate Phrases
          Geomancer and Rune Fencer job abilities and weapons skills learned from merit points have been added.
        • Playstation 2 Version Blackout Countermeasures
          We have added the following functions:
          • Text command to turn simple weather on and off.
          • Text command to turn terrain effects on and off.
          • Text command to turn armor display for other player characters on and off.

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    There was already an official announcement post in English about this, but I went ahead and translated anyway as Iwagami's post also talked about timing for the correction of the identified issues.

    Edit: I see there was an official translation of this post also, but yeah, here it is anyway.

    -----

    Iwagami: Monstrosity Bugs

    Hello,
    We will make a news announcement later, but I wanted to let you know about some bugs we've found in Monstrosity:

    • Spell List Order Reset
      We are working towards correcting this issue this week with an emergency maintenance. After the fix, the order of magic spells wil remain the same on adventurers after returning from the Monipulator state.

    • Certain skills cannot be used in the Monipulator state
      We plan to correct this issue in the version update scheduled for late August. Since the performance of some of the skills is undergoing tuning, we will hide them from the list display until the adjustments are completed.

    • The behavior of sub-targets for casting magic is different when the player is in the Monipulator state.
      When you target yourself and attempt to select an offensive spell or attack ability, you will be a sub-target. Additionally, when you remove the sub-target from yourself, you will not be able to return the target to yourself. We are working on adjustments for this issue; however, this is likely to take some time as the modification may be complex.


    Sorry for the inconvenience, and thanks for your patience.

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    http://forum.square-enix.com/ffxi/th...l=1#post462757
    http://forum.square-enix.com/ffxi/th...e-%28Aug.-6%29

    We have confirmed that the following issues have been occurring after the version update that took place on Aug. 5, 2013. Investigation and recovery work is currently underway. We ask for your patience in this matter until the issue is addressed.

    [Issue Details]

    - Under certain conditions, incorrect amounts of experience points are being received by players.

    We apologize for any inconvenience this may cause and thank you for your understanding.
    Additionally, someone posted and asked whether the severe reduction in xp based on iLevel was intended. Camate confirmed that it is not:
    Quote Originally Posted by Camate
    Hello,

    This is in fact a confirmed bug and it was recently announced on PlayOnline news.

    We apologize for the inconvenience as the development team looks into addressing this.

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    Iwagami: Monstrosity Comments

    Hello!

    Thank you for your impressions about the Monstrosity system. We are hard at work to make sure it's something you can enjoy.

    While you're having fun with the content, please be patient as we prepare to deliver expansion to the system.

    Let me address a few questions:

    • Regarding the coordinates of the destinations in each area from the Feretory.
      In anticipation of implementing PvP content, the coordinates of the destinations in each area from the Feretory are random so that a player does not run into an ambush of the same people many times. Although we could make the locations fixed before PvP is added, we are concerned that there would be issues with the nearby monsters. With the ability to freely choose the spawn locations, there is also the question of how someone would select a location as currently the location is randomly selected from an assortment of points. Since we would like to work on making the system easier to enjoy, we would appreciate any comments you have.

    • Return destination
      There is a reason for the return destination when you return to the adventurer state. The reason has to do with the usability of future planned content, so please understand that for now. We will announce more details as soon as we are at a stage where we can do so.

    • Regarding magic
      It's going to take some time for me to write a reply for this, so please let me get back to you later....

    • Area expansion
      In August, we are looking at balancing the content, so we will not be adding new areas just yet. We plan to prioritize the ability to level large monsters through the level ranges which are currently difficult to progress through.


    Because we want adventurers to participate in lots of content and not just Monstrosity, we've put a few rewards into other content which can be used in Monstrosity, such as some items that can be found in the Mog Garden. That said, we want you be able to enjoy Monstrosity without being involved in Mog Garden and vice versa, so we will have the items which make species available that are found in the Mog Garden also be available from other contents like special events.

    Right now we're working on preparing additional Monstrosity elements which aren't yet available. We're also planning some more difficult content that you can enjoy, some rare elements, and additional content that you can challenge in collaboration with fellow Monipulators. We hope you will enjoy these challenges as you try to obtain the new items.

    Thanks, and have fun!

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    Hopefully they post some other Vana TV related information. This one focuses exclusively on the Monstrosity details that were discussed.

    -----


    Iwagami: Monstrosity Info from Vana TV Event

    Thank you to everyone who watched our Vana TV special event.

    Here is a brief summary of the broadcast contents, focusing on the future plans.

    First Planned Adjustments
    • Expand Area Support
      This is done mostly to address these two points:
      • The number of areas in which large monsters can be leveled up is small.
      • The number is even smaller for the higher level ranges.
    • Monipulators vs. Adventurers
      We will start with this (Monipulator vs. Monipulator is still ahead).
    • Rewards for Monipulators vs Adventurers
      Although we believe that it should not be required for adventurers to participate, we still want to have rewards for this on the adventurer side.
    • Adjust Battle Balance
      We will make these adjustments for the most part with PvP as a focus.
    • Adjust Instincts
      We will continue to make adjustments to change and add additional instincts. I would like to add in some more instincts that focus on accuracy.
    • Unlock Job Abilities Corresponding to the Monster's Main Job
      For example, allow Provoke to be available to monsters with a warrior main job, or Elemental Seal to monsters with a black mage main job.


    Next Adjustments
    • Expand Area Support
      We will continue to supplement the supported areas for any gaps in recommended levels.
    • Unlock Additional Species
    • Unlock Special Event Monsters
      As an example, we would like monsters that have appeared during the New Year event to be available as subspecies.


    Future Adjustments
    • Expand Area Support
    • Unlock Additional Species
    • Add Exclusive Content
      We will mainly focus on adding content to play as a party. We are planning this kind of content for leveling up, for special battles, and for competitive team play. If you have specific ideas or comments about what you'd like to see, please let us know.
      Additionally, it's still in the up in the air in the planning stage, but for competitive team play, we're looking into a Battle Royale type event and we want EXP to accumulate while playing this as we thought it would be fun to participate in while leveling up.
    • Monipulator Party
      We will be adding exclusive content for party play so that killing monsters extremely fast out in the field won't have an impact on other players and so that you won't have to hold back while playing in a party.
    • Monipulator Cooperation
      We plan to allow monsters to work together at the same time that we introduce party play.


    On the topic of magic, we have received a lot of questions but I need some more time to prepare a response. I will post to the forum as soon as I have something together.

    Thanks!

  17. #297

    NA exclusive follow-up on Monstrosity:

    http://forum.square-enix.com/ffxi/th...610#post465610

    ---
    We followed-up with the main monipulator, Ryota Iwagami, and received some updates to your feedback.


    I understand the idea of random spawns but can you please make the locations it can put you dependent on the level you are at?

    We'd like to monitor Monstrosity conditions a bit more before we make adjustments to the spawn locations; however, we are looking into extending the gestation time when there is no PvP.


    - Make gestation last until I click it off to cancel it. Because being dumped in a high level area of a low level zone sucks, especially on monsters with movespeed penalties. Unlimited sneak/invis isn't overpowered when you only get it once & it's not on your adventurer self.

    As mentioned above, we are looking into extending the gestation time, so this should help out when you are in high level areas and need to evade monsters.


    Unlock RoTZ and CoP Zones soon - This is sorely needed. I mean, I enjoy exploring the original zones, But Its getting repetitive and it gets real hard to level around 60. Opening up some fresh new zones would be great. Especially needed for Larger Enemies.

    As mentioned in the post from Iwagami about future adjustments, priority is first going to be placed on adding adding areas where large monsters can level up at high levels. Once this is completed, we will start looking into adding Zilart and Promathia areas.


    Infamy caps at 10000 & will not go any further until spent.

    The infamy cap is actually related to the requirements for becoming an NM. In order to become a true NM, you'll need to break through the cap. The infamy cap can be broken while playing in PvP mode.

    We'll continue to discuss your feedback with the development team, so keep it coming!

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    I'm confused about the "solo/group" play part. Might have made more sense if I watched the whole video, specifically whichever part they discussed that in (unless it was all in that short segment in the last video, which, now that I think about it, is probably all this post is about). He's talking really high level about that stuff either way, not really detail-focused, just talking about plans. Sounds like some sort of overarching battle system akin to FoV/GoV, rather than some specific event.

    Nice to see some confirmed schedule timing for RME/AF/Emp WS stuff. Delay+ grip is interesting also, if I translated that correctly. Could open some new TP builds for 2H.

    ------

    Fujito: Vana TV Festival Future Plans Announcements


    Hello, it's Fujito.

    I would like to speak again about the future plans that we talked about in the Vana TV Festival 2013 event that was broadcast the other day.

    Please note that these are large projects which are currently only in the development and testing stages, so there are likely to be changes.

    Upcoming Mog Garden

    STEP 1
    • Delivery Function
      We plan to add delivery functions to the Mog Garden. Since it would also be useful there, we plan on introducing this functionality to the Mog House as well.
    • Party Invitation
      I would like you to be able to invite your friends to come over to your Mog Garden. This would only be to spend time together, not to get your party members to come over and do work for you.
    • Add More Seeds/Fertilizers
      We will continue to add to the types of seeds and fertilizers.
    • Seasonal Events
      For example, we would allow for Christmas trees to grow around Christmas time.
    • New Star Exchange Items
      With regards to the exchange items, we're looking at adding some stylish new equipment including a straw hat, farm tools, and overalls. We would also like to have something like an occasional "double star" event.

    STEP 2
    • Monster Raising
      We previously planned on having content called "My Ranch," so we would still like to incorporate elements of this content.

    STEP 3
    • Add New Assistants
      We would like to add new NPCs that will work as your assistants. Right now we're planning to add a small Qiqirn.


    New Content for Solo and Small Group Play
    • Content Intended for All Areas
      Rather than focusing on all areas from the start, however, we will first focus on the original areas and Adoulin areas. We will extend it to other areas in future updates, and ultimately we plan to target all areas.
    • Content Focused on Solo/Small Groups
      There are some things that you can do solo and others that would be better achieved by forming a party. Since there will be various activities, even if you want to solo on a weaker job, you can choose the content which best fits you.
    • A large number of achievements have been prepared, with associated rewards.
      By achieving certain goals, it is possible to obtain rewards. If multiple goals are achieved, you can further increase your reward level.
    • Repeat Play
      Not all of it, but most of it will be designed for repeatability.
    • Variety of Content Duration
      Some days you might only have a few minutes before going to bed, and other days you might have plenty of time to play. We would like to make content which suits both of these.


    Upcoming Equipment
    • Add More Equipment Variation
      There are some pieces of equipment which we have not yet covered with new gear, such as crossbows for THF or daggers for RDM. We also want to increase the variety of equipment moving forward, for example, by adding a grip which adds additional Delay.
    • Relic / Mythic / Empyrean Upgrades
    • Unlocking Empyrean Weapon Skills
    • Artifact Equipment Upgrades
      Although we can't talk in much detail at this time and we know we've kept you waiting, we are preparing to implement the upgrades for all three of these at the same time in an update this fall.

      We plan to raise the artifact equipment of other jobs to the same item level as the artifact equipment for Geomancers and Rune Fencers. Please wait a bit longer for some more example information about the quests involved.

  19. #299
    BG Content
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    Jun 2007
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    7
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    Slycer Ilerion
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    Fenrir

    I guess people really like to play with gamepads a lot more than I thought? Or maybe just a Japan thing? I've never played FFXI with a gamepad and I can't really imagine it (I don't use the mouse either, though, just the keyboard).

    Also, regarding the post he references below, there still is no official translation, and I haven't translated it (I'd like to wait for official because it's a lot of gibberish about the new UI that I don't really feel like digging through).

    -----


    Fujito: New UI Feedback

    Hello!

    Thank you for all of your feedback on the new UI. I would like to respond to some of your feedback.

    We've created another thread with more information about the new UI for the Windows version. For those of you who have not read it, please take a look at that first [[link to other thread which hasn't been translated yet]].

    Additionally, like we said the other day, this is still right in the middle of production. We've unveiled the UI much earlier than we normally would because we wanted to give you a sense of where we were at with the progress. There are many parts that have not yet been adjusted and many bugs, but I think you can forgive that.

    Also, since many of the details are still up in the air, it's difficult to respond concretely; however, I'll do my best to comment on our general plans.

    • Gamepad Operation of the New UI

      Please let us use gamepads. I would like to test out using the gamepad in a future test server update. While it's easy to do chat and some simple playing with just the keyboard, it's tough to do other events like battlefields without a gamepad while taking advantage of the elements of the new UI.

      While the current UI is designed to be comfortable to play with a gamepad, the new UI is more focused on keyboard+mouse control. This does not mean that it won't work with the gamepad, but there are some things that will be more difficult than they are currently when using a gamepad with the new UI.

      Since mouse+keyboard and gamepad have different characteristics, we may lose some of the functionality in the new UI if we try to optimize for both of them.

      Anyway, as I said before, we are still working through the adjustments. We will look into different control styles and we will strive to ensure that the game remains playable with the gamepad.

    • Gamepad Operation of New Features

      While the functions of moving the windows around in the new UI ise useful, it is all implemented under the assumption of mouse+keyboard control and is hard to operate using the gamepad. The idea of me switching to mouse play from gamepad at this point is difficult. I would hope that you can add some of the new features to the old UI, or at least continue to support both UIs.

      Because of the differences with input devices and the UI resolution, it is not possible to add all of the new features into the current UI. We created a new UI because there were many new features that we wanted to introduce. Hopefully you can understand this. However, since I know where you're coming from, we will look into this.

    • Improved Operability, New Features

      We've received a lot of feedback and I've read through all of it. The basic policy that the new UI will be focused on mouse+keyboard control has not changed. In addition to improving the design and basic operations, we will also consider your requests that we've received, such as those about gamepad support.

  20. #300
    Resident Moogle
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    Mar 2007
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    Asura

    UI translation is up, it's a doozy and full of images, so I'm just going to link it here - http://forum.square-enix.com/ffxi/th...User-Interface

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