1. FFXIV Reset Timers
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  1. #81
    New Odin
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    More than what I expected. Crafting process got streamlined, local levequests got balanced, character collision is gone, mob sizes were increased considerably (for some mobs smaller is better though lol), item wear rate (and gear damage %) has been reduced, targeting improved for gamepads (didn't expect anything from this), and at least I thought coblyns were broken as fuck and am glad to see them get fixed.

    Then again, my expectations were not particularly high after the outline post in the first place. If they want to keep trying putting out content when they have million other things to work on, they really need to either make few quality quests rather than <20 poor ones or not bother with content at all until the features are ready. And the players need to fucking suck it up or not play. They will have to either way :D.

  2. #82
    Relic Weapons
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    More than several
    lul. What kind of phrase is that? "more than some", "more than not much", it means nothing.

    The size of certain enemies has been adjusted.
    http://static.finalfantasyxiv.com/to...6454fd7d69cb31
    That doesn't look good Yoshi-P :/ a bit atmosphere breaking if its all the mobs of cutie families. Maybe as a stagger for higher level ones al'a older FF's

    An icon has been added to hostile enemies to distinguish them from non-hostile enemies.
    I can't decide if I like this or not. One the one hand I'd probably just wiki it if in doubt, but on the other I just feel its something the game shouldn't tell you.

    Non-hostile enemies that previously followed or fled from a PC when approached no longer do so.
    Thank god.

    MP now automatically regenerates while in passive mode.
    Win.

    Targeting can now also be done in the following ways:
    ← and → keys
    Orrrrrr we could use them to move the camera!?! /suckinmyways

    But I still love you Yoshi-P and you give me hope for the game

    Edit: I really don't like the idea of just being able to run through people straight away. I know that was a debate in XI for crowded areas, but it just looses something if characters don't even bother to try and run around others in the street. I want to feel like my character has a boundary and substance. Its akin to jumping on tables for me.

  3. #83
    Blue Magic is Best Magic
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    Quote Originally Posted by Greedouw View Post
    Man, some of the larger enemies look retarded... Rats just as big as the sheep? wtf? Also, the puks look so cartoonish now
    They were too small to start...

  4. #84
    SPOONY BeARD
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    The supersize mobs also seem to have the same size hitbox, which is kind of annoying for targetting/attacking.

  5. #85
    Old Merits
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    Shuichi Shadowstar
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    Had a chance to log on briefly last night and check out some of the changes. I like the new targeting scheme for gamepads. Also, the mob size thing is rather amusing. I didn't get a chance to do any synths because it was already late, but I'm definitely going to this weekend. I only found one quest, picked it up, but didn't get a chance to actually do it. Keep in mind that previously the framework for these sidequests were not even in the game. Taking that into consideration, now that it is, you can expect to see quests with cutscense and the like as they write, translate and actually make them. Yoshi P. did state that he wanted to start out with just a few to get some feedback before adding more.

    Also, for me, it felt like the game was running much more smoothly for some reason. Dunno why, but it did. Another good patch and another step in the right direction.

  6. #86
    Cerberus
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    Quote Originally Posted by Egon View Post
    Personally, I always recommend an SSD for this game. That alone will have the biggest impact on FFXIV performance. However, since you say this really and truly is a new problem, try a reinstall.
    I recommend this as well. I use 2 XM-25 Intel 80 GB SSD's in RAID 0 and it runs pretty damn well. I load faster and its not too expensive. Worth more than my 580 graphics card update (from 2 465's).

  7. #87
    Nidhogg
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    Xenor Vernix
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    The local leve changes are so good. The repeat synth is something that normal recipes should get too.

    What's up with the EXP coming before the SP when you craft though?

  8. #88
    New Odin
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    Quote Originally Posted by Shuichi View Post
    Also, for me, it felt like the game was running much more smoothly for some reason. Dunno why, but it did. Another good patch and another step in the right direction.
    Probably placebo, but afaik character collision can be quite a resource hog and since they removed it, the performance would go up as well. I doubt they got it completely right the first time though.

  9. #89
    Nidhogg
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    Gear wear has been lowered quite a lot. I did four hours of NMs last night and my bow only went from 100% to 95%. Normally it would end at around 60%.

  10. #90
    F5 Like A Boss.
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    Patch 1.16 Overview for the those on the sidelines.


  11. #91
    /lick
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    Srs Bsns
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    Cool video.

    As for why the eyes didn't aggro, probably too low level. Icon doesn't go away when they won't aggro anymore.

    Where's your crafting gear? >:3

  12. #92
    F5 Like A Boss.
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    Thats possible but im pretty sure I was still in their range. I think.

    Also, my crafting gear was in my bazaar seeking repair. No need to throw it on to test one leve. lol

  13. #93

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by xopher View Post
    Teleporting never locked up my entire computer and it's doing it 100% of the time now. And it hasn't "been a while" since I've been on.

    You're wrong, sorry.
    Lol whatever, enjoy your issues. Nothing changed on my end.

    Quote Originally Posted by Kenshiin View Post
    The new targeting system sucks. I know it's new and I'm not used to it but it doesn't seem any easier to target. I used to be able to target myself with the controller by pressing down when in a group and now I have to cycle through everyone or let go of the controller to press F1.
    I said the exact same thing. Hitting down was for targeting myself.. wish we could rebind this. I'd be fine with having a one-way cycle with up arrow, and reserving down for what I've been using it for.

    It's pretty fail for me for a lot of reasons. There's now no way to cycle up/down through a party list, meaning if somebody is directly behind me there is no way to target them without spinning my camera and cycling left/right.

    Targeting in general is fail regardless though. For example: No target + left/right arrow or dpad = target the closest pc/npc regardless of what side their on. That means if you have one target on your left, and one on your right... if you hit right, it will target the left side regardless if thats whats closer to you. It also uses the direction your character is facing as the starting point.. not the direction your camera is facing. GL when offcentered or camera spinning.

  14. #94
    Old Merits
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    Quote Originally Posted by Celeras View Post
    Lol whatever, enjoy your issues. Nothing changed on my end.



    I said the exact same thing. Hitting down was for targeting myself.. wish we could rebind this. I'd be fine with having a one-way cycle with up arrow, and reserving down for what I've been using it for.

    It's pretty fail for me for a lot of reasons. There's now no way to cycle up/down through a party list, meaning if somebody is directly behind me there is no way to target them without spinning my camera and cycling left/right.

    Targeting in general is fail regardless though. For example: No target + left/right arrow or dpad = target the closest pc/npc regardless of what side their on. That means if you have one target on your left, and one on your right... if you hit right, it will target the left side regardless if thats whats closer to you. It also uses the direction your character is facing as the starting point.. not the direction your camera is facing. GL when offcentered or camera spinning.
    Looks like you played with the controller on ffxi like me. I want that back. It was so simple and good.

  15. #95
    F5 Like A Boss.
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    Yo seriously man. I don't understand how the controller scheme in XI was so good but they cant replicate that... I don't remember having targeting issues as bad as in this game.

  16. #96
    SPOONY BeARD
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    Quote Originally Posted by Kurokikaze View Post
    Thats possible but im pretty sure I was still in their range. I think.

    Also, my crafting gear was in my bazaar seeking repair. No need to throw it on to test one leve. lol
    You don't lose any crafting stats from having damaged crafting gear! It's only your tools that lose stats when damaged. But I do hate that red icon.

  17. #97
    Banned.

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    Yo seriously man. I don't understand how the controller scheme in XI was so good but they cant replicate that... I don't remember having targeting issues as bad as in this game.
    At this point, I'm inclined to agree even if I think ffxi's control was a little archaic. They need to make the control scheme works already (especially on keyboard). I don't know how many hundred hours I played ffxiv so far, but it's not normal that I'm still fighting the control all the fucking times for simple task.

  18. #98
    Bard-turned-Miner
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    I'd *REALLY* like a system where left/right on the controller cycled through all, up/down cycled through party, and holding a modifier button causes left/right to cycle through enemies. Almost as if it were a subtarget from FFXI. A modifier key would also be perfect for changing targets while your action bar is up (without resorting to a /targetnpc macro).

  19. #99
    Ridill
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    yeah modifier key would fix everything.

  20. #100
    F5 Like A Boss.
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    Quote Originally Posted by Jamison View Post
    I'd *REALLY* like a system where left/right on the controller cycled through all, up/down cycled through party, and holding a modifier button causes left/right to cycle through enemies. Almost as if it were a subtarget from FFXI. A modifier key would also be perfect for changing targets while your action bar is up (without resorting to a /targetnpc macro).
    /golfclap brilliant.

    And thats why I didn't have issues... There were subtargets in XI.

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