You guys move to Emperor and I'll fix your shit for you.
You guys move to Emperor and I'll fix your shit for you.
Double post? Sorry about that.
@Lucavi:
I'm certainly not suggesting we don't give feedback, or that its just happy free preview time. I've given feedback on everything SE asked, submited bugs, and will continue to do so, I was just in /rant mood over the idiot posts on the beta forums about "zomg, this game is going to be so bad because I crashed doing the tutorial leve!"
Moment is over, carry on with the balance discussion
The difference between beta 2 and 3 is vague at best. From what Tanaka said, this 24/7 phase is just extended playtime without changes to the client, then I guess maybe a wipe, add in the the missing classes, maybe let us see linkshells or companies or w/e they are calling them, auto translate. Who knows?
EDIT: Case in point, this apparently passes for feedback:
btw, times for some skill to be useable again and times that a skill is effective could also need some balancing as well yep.
I strongly dislike how there are +1, +2, +3 materials. I understand they will be used for crafting, but it mainly just leads to increased inventory. And I don't know about other people, but needed to farm a dodo for a +3 skin because a regular skin isn't good enough sounds more tedious then it needs to be. I like +1,+2, +3 equipment idea's, but that type of system to gatherables / materials just creates too much inventory issues
I'm hoping that the +items only add extra durability or quality to the intial craft, making it easier to HQ your item. I'm not hoping that they wind up being REQUIRED for actual recipes. That's waaaaaaay too much rng and potential grinding.
I'm hoping for fat chocobos to carry our stuff.
They said they want to use them in a different way, and that is all I could think of..
Same thinking here. I haven't tried crafting yet, but looking at my 62/80 inv all I see are mats with +1, +2, +3. I could understand like +1 or something to help make a quality item, and just make the +1's kinda rare, but having +2/+3 is kinda redundant.
Kinda would like to see party members on the big map. Hate having to ask my duo partner "Where are you now?"; "I'm east of the cave that is south of the bloodshore camp". Oh, and how bout a Ctrl +R for messaging back tells.
Have any invites been sent this week?![]()
Just out of curiosity, how are people on Conjurer getting skillups from Cure? I've been getting pathetically low class exp from spamming spirit dart, and occasionally getting some from parrying, but I've never had any from cure.
I wonder why people were suggesting the changes over here instead of copy-pasta into the feedback thread too >.>
It is not the problem that the suggestion may have been mentioned before. But if the same issue is bringing up over and over again in the same thread, then they know there is some problem in design. If only one person mention it, then it maybe just personal preference.
This. I also want them to follow me around via a rope, with the sacks of loot getting fatter as I dump more and more into its inventory. I also want to name it, and for it to use PECK attack if something tries to attack it.
Check out the pack mule system from Dungeon Siege II - not only does it seriously rock, its something that's pretty easily implementable into a MMO. I'm surprised more companies haven't tried something similar.
When I first started using cure around rank 4, I was getting a good deal of them(200ish per cure on my gld partner). Since rank 10ish I haven't noticed myself getting any at all. Same with stoneskin and spikes; if I used them during battle I would get some points, but after getting past rank 10ish I'm not getting any at all. Kinda defeats the purpose of duo'ing and keeping stoneskin/spikes/curing when I could just solo and spam spirit dart/radiance for skill.
Wouldn't most of their updates be server side if it were fixing bugs such as solo/party exp, durability, and the like?
Could be the reason why the update seems small.