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Thread: Next Interview is close!     submit to reddit submit to twitter

  1. #41

    Re: Next Interview is close!

    Question1
    Many players desire more content out of Final Fantasy XI to break out of the repetitive cycle of dynamis/limbus/sky/sea that many HNMLS experience. Much focus has been given to adding new content when a great deal of old content remains untapped. key examples are as missions from other nations which are made difficult due to the loss of outpost warps and assault/salvage/nyzul due to the restrictive nature of a single tag per day. Are there any plans to revisit this untapped potential and make it more accessible to players?

    Question2
    While the STF has been working hard on and been largely effective at controlling the use of 3rd party cheats and MPK attempts at HNM camps, the practice still continues despite their best efforts. Simply banning the cheating accounts is not enough as a replacement will arrive in a matter of hours on a new credit card using the application again to unfairly claim these monsters over other players or to use other nearby monsters to grief those currently fighting. We understand that the developers wish to see competition for these powerful and difficult notorious monsters, but many players have entirely resigned to never fighting these legendary beasts because cheaters have them so completely collared by their 3rd party applications. Are there any plans to revisit the claim system or the ways these powerful creatures are spawned to make them more accessible and permit a portion of the player base to fight monsters they my never have had the chance to?

    Question3
    SE's developers have come a long way to refine FFXI's clunky and inadequate macro system to allow players to have more flexibility in their macros without relying on 3rd party applications and tools to get the job done. Unfortunately, this update did not alleviate the most critical shortcoming of the macro system: the limited number of commands per macro. For a mage wishing to cast a spell, it's not unusual to wish to swap nearly every piece of gear, from weapons to shoes, but with only 6 lines, we either must press upwards of 3 keys to gear for and cast a single spell, or use far less gear than we would otherwise like. In addition, some situations call for the same spell to be cast using different gear, most notably, +MP equipment. Gear such as a serket ring can be a great boon in extending the MP pool of a whm, but as their MP dwindles, all it provides is -50 HP, an inefficient use of the slot. While the majority of the player base seems very happy with the way the macro books are divided up so elegantly and efficiently, few are satisfied with the way the actual macros themselves are implemented. Are there any plans to increase the number of lines in the macros or even, dare we dream, offer us a fully functional macro environment with conditional statements and access to variables such as current HP/MP?

    Question4
    Salvage is without a doubt one of the most successful events added by SE to FFXI since Limbus or Dynamis. The reliance on small groups makes it accessible to more players more casually than almost any other event, and the rewards from it are spectacular. Unfortunately, the inordinate cost of Khroma Ore due to its extreme rarity and high demand makes the challenge of obtaining salvage body armor extremely difficult. I have had Paladin friends decline to lot the items to make the extremely rare and powerful Ares Curiass due to their funds and playtime making the cost an insurmountable challenge. Salvage is attractive to many of the more casual players because of the shorter time required to complete a run as compared to camping a ToAU notorious monster or completing a multi-hour Dynamis, but these same players are very limited on the time they have to earn money which precludes them from reaping the rewards of this event. Have the developers considered either making khroma ore more plentiful or reducing the number of crafted items required to produce Salvage body armor in order to make it more accessible to players?

    Question5
    Over time, more and more players are achieving level 75 on multiple jobs and finding themselves restricted by the current limits on the merit system. A player who has fully merited magic skills for Black Mage will find themselves in deep trouble when they go to level Bard, since they will be unable to merit singing and wind skills for their new job. We recognize that SE would like to see us have to choose how we would like to specialize our jobs, such as is it more important for a Theif to have access to Feint or Aura Steal, but a player with both Warrior and Monk will find his axe, sword, and great axe merits useless on Monk and likewise will his Warrior find any Hand to Hand merits useless inherited from Monk. Does SE have any plans to revisit the merit system by removing the "Max Combo" limits on merit points or permit us to purchase more than the "Max Combo" of merits but only be able to equip merits up to that limit, akin to how a Blue Mage equips spells?

  2. #42
    Nikkei's Hoe
    Worse than her at uno

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    Hyjal

    Re: Next Interview is close!

    Question 1:
    Currently, the Special Task Force has been doing an excellent job at removing RMT activity from the game, but the amount of people monopolizing Notorious Monsters with third party programs is higher then ever. Is there any plans to further the hunting and actions against persons using these tools to claim Notorious Monsters?

    Question 2:
    Will Ninja ever get Jubaku: Ni?

  3. #43
    Relic Weapons
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    Re: Next Interview is close!

    Posting some questions for a few friends.
    Question 1
    Since the release of PUP, you have added many new attachments. The most useful additions are dropped from isnm or enm, while the crafted ones ( which are much less powerful) flood the market by making a stack each synth. Is there any plans to change this? To make the craftable attachments for enticing to crafters.

    Question 2
    Because Puppetmaster has such a low combat skill rating, they are deemed useless by most of the player base. Recent enhancements to the automaton have helped with this, but the 20 minute timer on your pet makes them severely limited. If your pet dies, you become a lvl 75 job, with skills lower then most jobs 70+. Is there any plans to adjust the timer on automaton activation to fix this? Or even allow the automaton to be cured by a party member.

    Question 3

    Puppetmaster seems to be designed so that the automaton is the real character and the attachments are its equipment, while you play backup for your automaton. Currently, it does not take skill to obtain the most powerful attachments, just gil. This leads to very high prices of the isnm/enm dropped attachments, and most lower level PUP give up on the job early on. Going on this assumption, is it not reasonable to have r/ex attachments that would be the automatons "god/king/salvage/limbus" gear?

  4. #44
    Sea Torques
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    Re: Next Interview is close!

    Question 1
    Very Specific: It has been observed that a considerable amount of the weaponskills attained from a fully upgraded relic weapon are almost useless. Tachi: Kaiten for example mathmatically should be more powerful than Tachi: Yukikaze, Tachi: Gekko, and Tachi: Kasha between 100TP - 200TP, however in practice Kaiten drops off sharply in effectiveness. I personally do about 80% less damage on Kaiten than gekko/kasha/yukikaze on HNM and similarly important boss like monsters. It was mentioned that relic weapons as a whole would be reviewed, can you please give an idea of a realistic timeframe for said review?

    Just ignore that last question if they happen to buff relics on the next update. And yes I am aware that it's a pretty specific question, but if you want to expand on it, it goes along the same lines of offering players a tiny reward or a flawed reward for an extremely costly process in time, money, and manpower.

    Question 2
    The Nyzule Isle Lv.35 armour piece drop rate is unreasonable. Can the means to attain said armor pieces be adjusted? The Bhafau NM's are way too frustrating, you have to do some odd process to pop the door, then you have a slim chance to have the NM pop, then you have a slim chance of the item dropping. Any one of those things being removed would be nice. Preferably leaving the odd door spawn condition and NM rarity, but changing the drop rate to 100%

    I am away that is not really a question, I really do not know how to reword it.

    Question 3
    With decreasing server populations accross the board, with an increasing zone space, and an ever increasing high level population, is there any way that the developers can take a break and remap some of the areas to accomidate high level players?

    Question 4
    Can the "Killer" and "Reist X" traits be more active? Perhaps adding a damage and accuracy bonus along with the intimidation?

    Question 5
    Can Einherjar please be more scalable?

    Some of these are repeats of questions already asked by other users here. Just repeating them and adding my support.

  5. #45
    Smells like Onions
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    Re: Next Interview is close!

    Question 1

    As more and more of the player base has jobs at 75, end game congestion becomes worse. You have already stated that you will not instance dynamis. It has also been stated that relic armor for the ToAU jobs would probably be done in another event. Are there any plans to release a completely new event in which all of the jobs (ToAU jobs and WoG jobs included) may benefit by obtaining relic armor? On the same note, are there any plans for a completely new event that may result in AF+1 items for all jobs?

    Question 2

    In regards to Dynamis specifically. Players are no longer entering with the same numbers they once did, and the plummeting economy makes the 1million gil entry fee difficult for even the larger groups. Any plans to reconsider the decision to not lower the cost?

    Question 3

    Even with the new gobbiebags storage space is still hard to come by. Are there any plans to alleviate this?
    Furniture could be given its own section so that it does not take up Mog safe space. Storage NPCs could be expanded to take AF weapons, +1 armor, and other select ex equipment. Or perhaps upon reaching 75 with a job a player could be rewarded with a "Job locker" for that job (Leveling all 20 jobs would result in 20 different job lockers).


    Question 4

    Any plans to scale Einherjar?

    Question 5

    Players primarily use gear released in the Zilart expansion. Are there any plans to release new gear with WoG that is on par or better than what has already been available for 4+ years? I really like the idea listed above in regards to zilart gear being used to upgrade for new gear.

  6. #46

    Re: Next Interview is close!

    Question 1

    Will there be any updates to the Adventuring Fellows? Personally, I'd like it if our "fellows" were considered by in-game mechanics to be in our parties since they technically take up a slot in our party roster already. Being a Bard, I'd like to be able to cast Erase, Regen, and/or songs on my fellow.


    Reword/merge as you please.

    EDIT: Disregard this, please. :>

  7. #47
    Melee Summoner
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    Re: Next Interview is close!

    Question 1

    Events like garrison, expeditionary force, pankration, brenner, diorama ghelsba, and regular ballista are rarely done. What are you going to do to make players interested in these again?

    Question 2

    Why has the Fellowship system not seen any updates to story or level cap?

  8. #48

    Re: Next Interview is close!

    Question 1
    Regarding Elemental Spirit Spell List:
    Do you plan on updating the spell lists for spirits to include non-merited spells and higher ranks of spells that they can currently cast? I believe the following spells should be added to the following spirits:
    Light Spirit: Regen 2, Regen 3, Repose
    Dark Spirit: Drain 2, Absorb TP

    Question 2
    Regarding Perpetuation Reduction:
    Will any more non-conditional "Avatar Perpetuation -X" gear be added? In the ToAU expansion, several pieces of armor were added that had this stat, but due to their conditional nature, they were rendered useless in most situations. (Evoker's Bracers, Nightmare Gloves, Gamma Earring)

    Question 3
    Regarding Blood Pact Ability Delay Reduction:
    Will any more "Blood Pact Ability Delay -X" gear be added? As more and more gear comes out, most jobs get stronger and stronger. More strength is added for melee jobs, more magic attack bonus is added for mages, etc. The exception to this is summoner. Strength, Dexterity, Intelligence, accuracy, magic accuracy, magic attack bonus: none of these stats will allow a summoner to do more damage over a period of time. The only stat that will allow us to increase our damage done over time is the "Blood Pact Ability Delay -X" gear. We haven't received any of this type of gear since the yinyang robe was introduced at the end of the CoP expansion. This delay reduction is an essential part of our job, and I'd like to see more gear with this stat on it.

  9. #49
    Relic Weapons
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    Re: Next Interview is close!

    1. How do you go about deciding what jobs should be able to equip which pieces of equipment? Is there some sort of logic behind why jobs like PUP cannot equip Alkyoneus's bracelets but a BRD can? If PUP has access to mage gear because it was designed as a healer with a pet to help out offensively, are there any plans to expand the amount of gear available to it since the job has turned out not EVER utulizing the mage gear granted them due to the way the job has been played by the playerbase?

    2. Will it ever be possible to someday merit hHP/hMP?

    3. Will the drop rates on AF in Dynamis ever be increased? In today's economy in-game 1million is a lot to spend every couple of days for this event, so an increase in drop rates would make this cost more bearable. It is disheartening to spend a million gil and then end up with nothing to show for it.

  10. #50

    Re: Next Interview is close!

    Question 1
    Why is it that many enemies introduced in the WoTG expansion do not have the same drops as when they are fought in the original areas they are fought in?
    for example: Wivres, the wivres introduced in WoTG drop everything their counterparts in ToAU do with the exeption of wivre hides


    Question 2
    Can you provide us with a scene by scene explanation of the AV videos? It seems obvious that you wanted us to gleem enough information from the videos released that AV would be doable. However, whatevet you were trying to show the gaming population obviously went right over its head. Noone understands why you were doing what you were doing in the AV video.

  11. #51

    Re: Next Interview is close!

    Question 1
    When it comes to enhancing defensive combat skills things such as parry, shield, and guard always say "parry skill +5" or something to that effect whereas evasion comes in a mixture of "evasion skill +5" and "evasion +5." This has triggered a number of debates on how the different armor traits behave. What differences if any are there between the two types outside of the changes in how your combat skills are displayed?

    After seeing ninjas aggressively arguing this one for a few years it would be great to finally get an answer.

  12. #52
    Electric Six groupie
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    Re: Next Interview is close!

    Question 1:
    Currently, the Dragoon Category Two merits are very helpful for the most part. Unfortunately, many Dragoons among the community find the only usefulness that comes from them are Angon and Deep Breathing. Would you plan on making Job Traits for Wyverns (as well as other pets, perhaps across the field) such as Strafe (understood they currently have Subtle Blow)? Also, would you be able to increase the number of buffs transfered per merit when using Spirit Link + Empathy?

    Question 2:
    Could you explain the reasoning behind the Sheep in Einherjar? Why is it so rare? I understand it adds to the treasure loot pool, but would it be possible to add the sheep (not as rare) as well as one of the other pets during a chamber?

    Question 3:
    Will there ever been changes to the current "XYZ Circle" effects? Will there be more than just an intimidation factor placed on the party as there is now when fighting certain monsters (undead with Holy Circle, dragons with Ancient Circle, etc). In the past there were effects placed on the monster, will you ever implement effects like that in the future to make Circle effects more appealing to use in parties?

  13. #53
    Bagel
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    Re: Next Interview is close!

    Question 1:
    Why does PUP have access to Hope Staff with 0 Staff Skill, will Justice Sword ever become available for BLU?

    Question 2:
    Can't the meritable Bloodpacts be changed to a magical equivalent of the LV70 Bloodpacts in terms of damage instead of needing to accumulate so much TP beforehand, as of now they are a waste of time and not worth meriting, which is ashame due to the animations being so nice!

    Question 3:
    Are there any plans to add Scholar to the Morrigan set list and Dancer to the Skadi set list?

    Question 4:
    Will there come a time where you will eventually reskin Jailers like you reskinned sky gods?

    Pretty crappy questions but still they come to mind

  14. #54

    Re: Next Interview is close!

    Question 1
    All pet jobs can change areas without losing their pet, except Beastmaster. Yet Beastmaster is the only job that needs to pay to keep a familiar broth pet up, with a somewhat long recast time. Shouldn't Beastmaster be also permitted to change areas without losing their pets summoned with call beast?

  15. #55
    New Merits
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    Re: Next Interview is close!

    Question 1
    Is the appearance of the notorious monster Mad Bomber in Bhaflau Remnants completely random, or can it be predicted and influenced by some means?
    Question 2
    Conquest battles need an /ignorenpc command. It is very difficult at times to target enemies when large numbers of npcs are swarming the battlefield.
    Question 3
    Have you considered adding upgrades to amir, yigit, and pahluwah armor for an additional assault point cost?

  16. #56
    CoP Dynamis
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    Re: Next Interview is close!

    Question 1
    Is there currently any way to improve the probability of stun with Dancer's Violent Flourish (besides +Accuracy)? Also, is there currently any way to improve the attack speed bonus with Haste Samba? If not, I think it would be interesting if a stat like CHR or AGI improved Samba effects!

    Question 2
    With the way Dancer's flourishes are designed, would it be possible to add a "Dispel Flourish" or even a "Blind/Paralyze/Slow Flourish" sometime in the future?

  17. #57
    This isnt going so well guys.
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    Re: Next Interview is close!

    Question 1
    Currently it is hard for players to do both Nyzul Isle and Salvage, are there any plans to allow players to use 1500 Nyzul tokens instead of 1500 Assault points for players can participate in both activities effectively?

  18. #58

    Re: Next Interview is close!

    Question 1
    There is an ongoing issue of some events vs time spent for the reward. Player A can take a short period of time to obtain a gear that can take Player B two years. For example, events like NM, Dynamis and Salvage. Are there any plans to furthermore assist unlucky players with information regarding what they can do, or what are they performing incorrectly to avoid said grief? Such as Treasure Hunter, Loot drop rate, etc.
    http://www.xfour.org/crap/interview.jpg


    Question 2
    Are there plans to increase productivity within the development team?

  19. #59
    E. Body
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    Re: Next Interview is close!

    Question 1:

    When, if ever, are you going to do something about "Cure Locking"? I know it was said it was supposed to be like that...but really? It's more of an inconvenience and I really don't see why you would ever add something like that.

  20. #60
    Sea Torques
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    Re: Next Interview is close!

    Question 1
    Two years back, SE made changes with SMN to allow a reasonable skill up rate on summoning magic skill, but did not fix the issue with MNK guard skill. Generally speaking, 95% or more level 75 MNKs do not have this skill capped. MNKs generally feel that the activation rate on the skill once capped, is too low to justify the incredible amount of time it takes to level it to completion. Is the low skill up rate being intentionally left as is or has it not been discussed?

    Question 2
    Initial results from crafters on Moglification is that after spending 200,000 Guild Points, it does not work. There is no added skill to enable crafting higher level items, no increased rate of creating high quality items and no reduced break rates. Are crafters not making proper use of this item?

    Question 3
    There are many players who have played FFXI for 3-4 years or longer and of all the decisions they made long ago only one is one decison still is irreperable: the race they chose. Have you re-considered allowing players 1 opportunity to make a race change after for example playing for 1 year? Can you briefly explain why everything else: server, job, name, gear, spells, merits, country, macros, linkshell, even quest rewards can be changed but not this?

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