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  1. #2021
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    I can just imagine when they were developing the magian moogle concept and brought it to Tanaka.

    Tanaka: TOO FAST, ADD SOME CS'S.
    Dev Team: Ok, done.
    Tanaka: MORE, NOT ENOUGH, IT NEEDS TO BE ATLEAST 5 CS'S WITH 4 CONFIRM BUTTONS, SLOW THEM DOWN, SLOW THEM DOWN, SLOW THEM DOWN, SLOW THEM DOWN!!!!!!!!!!!

  2. #2022
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    Man Ender, you've really gotten bitter in your old age!

  3. #2023
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    Quote Originally Posted by Julian View Post
    REMOVE THE CUTSCENE FROM ENTERING MH IN RULUDE
    I really do not understand why they cannot add a "Skip?" confirm button on select cutscenes deemed a pain in your arse. They already said before they wouldn't add skips "because it'd take too long", but it wouldn't for just the top-10 worst offenders, which are the main reason we bitch about them in the first place.

  4. #2024
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    Quote Originally Posted by Lordender View Post
    I can just imagine when they were developing the magian moogle concept and brought it to Tanaka.

    Tanaka: TOO FAST, ADD SOME CS'S.
    Dev Team: Ok, done.
    Tanaka: MORE, NOT ENOUGH, IT NEEDS TO BE ATLEAST 5 CS'S WITH 4 CONFIRM BUTTONS, SLOW THEM DOWN, SLOW THEM DOWN, SLOW THEM DOWN, SLOW THEM DOWN!!!!!!!!!!!
    Needs more cowbell! MORE COWBELL!

  5. #2025
    Ridill
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    Quote Originally Posted by ronin sparthos View Post
    Something tells me the invite from anywhere isn't possible due to hardware limitations.
    It was possible early in the game's life, but they removed it for some reason... can only assume an anti-RMT measure since they could spam invite someone, peddle a message to party chat, then kick or whatever.

  6. #2026
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    Quote Originally Posted by Byrthnoth View Post
    Man Ender, you've really gotten bitter in your old age!
    LE has always been bitter.

  7. #2027
    Lostbane
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    Quote Originally Posted by calinz View Post
    Leaving furnaces in PJ made the LEAST sense when it comes to alleviating congestion. I always preferred the furnace in Upper Jeuno until they took it away from me -.-
    Me too. Zone is far quieter in terms of players and you could get on with stuff in peace.

  8. #2028
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    Concerning Camate's "we gonna fuck up Port Jeuno anyway" post...

    Can somebody explain to me how putting more NPC's in the other Jeuno zones, causes more congestion in the bigger picture of Jeuno as a whole? Is FFXI going to pick up in subscriptions if you make the 3 other zones as convinient as Port? If 700 people idle in Port and then see a change to Lower, Upper and Ru'lude which makes them pretty much Port B, C and D, those dead zones see an increase in idle fucks and port a decrease. No lag in Port, server load spread across the 4 zones. Problem solved. Why does SE always make shit so hard for themselves...

  9. #2029
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    Quote Originally Posted by Appie View Post
    Why does SE always make shit so hard for themselves...
    My only assumption is that they never actually bothered writing tools to allow themselves to do that efficiently without wasting someone's shift better dedicated to revamping loved events such as MMM and Pankration.

    I'd hate to actually get a whiff of their underlying framework for the server client.....

  10. #2030
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    Quote Originally Posted by Eldelphia View Post
    Me too. Zone is far quieter in terms of players and you could get on with stuff in peace.
    I think the issue with UJ is that on some servers, Quetz for example, has become "Rolanmart" since bazaar tax was taken away and there was one set of furnaces that would lag people out. Really, they could have kept the one on the corner and moved the other down that stretch by where the kid npc's are.

  11. #2031
    Mr. Anna Kendrick
    BGs Worst Golde Abuser

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    I realize the proposed changes are, frankly, just awful - and SE has stated why certain other counter measures can't be implemented (too busy working on other stuff that we also won't be thrilled about). Most people will also circumvent the tax by AFK bazaaring/using AH in the other Jeuno zones (or outside of Jeuno for Bazaars if its implemented across all zones) - but, perhaps, PERHAPS, maybe SE at least factored in the secondary benefit of their decided course of action: withdrawing more gil from the game's circulation. NPCing Cruor stuff and what not has become a really quick way to make a lot of gil, but I also think its adding more to the system than was originally intended when Abyssea came out - and likely more than the gil addition/subtraction system can adequately balance.

  12. #2032
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    Yay my phone waking me up at 2:46 AM with 5 damn tweets -.- Rabble rabble....

    Quote Originally Posted by Camate
    [dev1032] Abyssea Adjustment

    It is now more likely that the key item Clear Demilune Abyssite will evolve into Colorful Demilune Abyssite.

    [dev1033] Voidwatch Adjustments

    New key item: Periapt of Clarity


    Bearers of this periapt are granted insight into the magic type (white magic, black magic, blue magic, bard songs, ninjutsu) and element of their Voidwalker foe's weakness.
    *This name and help text for this key item will appear in Japanese until the next test server update, scheduled to be implemented soon.

    New Weaknesses

    VNMs now possess an extra weakness that may only be triggered once per battle. Exploiting such weaknesses will increase all spectral alignment values to their maximum level.

    Additional Synchronic Blitz Bonuses

    Players will now receive spectral alignment bonuses based on the number of times their weapon skills, abilities, or magic attacks strike an enemy during a synchronic blitz.

    [dev1034] Campaign Adjustment


    The amount of experience and Allied Notes earned from successful Campaign operations has been increased.

    [dev1035] Job Adjustments

    Puppetmaster
    Attachment-related
    Maximum effect values for the following attachments will now be increased in proportion to the number of active maneuvers:

    Strobe / Inhibitor / Flame Holder / Steam Jacket / Auto-Repair Kit II

    The required capacity of the following attachments has been reduced from 2 to 1:

    Reactive Shield / Scope / Schurzen / Volt Gun

    The properties of the following attachments have been revised:
    Attachment Name Revised Properties

    Reactive Shield Counterattack damage will receive a bonus in proportion to frame skill level.

    Mana Booster Effect changed from increased spellcasting frequency to shortened casting time.

    Drum Magazine The penalty to accuracy will be eased slightly, and attack speed raised.

    Replicator Blink shadow quantity will be increased in proportion to number of active wind maneuvers.

    Shock Absorber Damage absorbed will receive a bonus based on frame skill and active ice maneuvers.

    Armor Plate
    Armor Plate +2 Effect changed from enhanced defense to reduction of physical damage taken.

    Analyzer* Damage reduction effect will be made approximately three times as potent.

    Hammermill Shield Bash will always hit while Hammermill is equipped.

    Volt Gun Level dependency will be abolished, and a damage bonus will be granted based upon frame skill level and active thunder maneuvers.

    Heatsink Overload rate reduction will now apply to all maneuvers rather than just fire maneuvers.

    Damage Gauge Recast time for curing magic will be shortened.

    Eraser Will cure multiple status ailments and erase only light maneuvers.
    *The damage reduction rate and effect trigger conditions for the Analyzer attachment are scheduled to receive further revisions in the next test server update.

    Automaton-related
    Automaton behavior patterns have been refined.

    Magic spells have been added/adjusted as follows:
    Separate recast timers have been established for each category of magic, such as enhancing or enfeebling spells.
    *Cure-type spells, Regen-type spells, and status ailment removal spells will each have their own recast timer.
    Automatons may now learn the following spells:

    Protect (I-V) / Shell (I-V) / Stoneskin / Haste / Phalanx / Erase / Absorb-Attri / Dispel / Dread Spikes / Addle / Regen IV
    *Phalanx and Stoneskin will only be cast upon the master.
    *Protect, Shell, and Haste will only be cast upon the master and party members.


    Level IV elemental spells have been unlocked for the Stormmaker Y-700.
    Automatons will occasionally cast Cure V instead of Cure VI depending on the target's current HP.

    Weapon skill adjustments
    A minimum damage value has been established for Magic Mortar.

    Sharpshot adjustments:
    Distance modifications for ranged attacks have been abolished.

    Master-related
    A job ability which removes automaton status ailments has been added. (Lv. 30 / Recast time: 90 seconds)
    This ability will require Automaton Oil, and will be effective on all status ailments curable by Erase and Na-type spells.
    Up to four status ailments may be removed depending on the type of Automaton Oil used.
    *To accompany this change, the new item Automaton Oil +3 (Lv. 80) has been added.

    Scholar
    The potency of Regen while Light Arts is in effect has been increased, and its duration shortened.

    The effect duration of Helix spells will now be based on the caster's level.
    Level Duration
    20 — 39 30 seconds
    40 — 59 60 seconds
    60 and up 90 seconds

    [dev1031] Outpost Teleportation Adjustment

    It is now possible to warp from an outpost to your nation of allegiance using either gil or conquest points.

  13. #2033
    Can you spare some gil?
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    The Voidwatch one was long over due, but be damned if the HQ+2 stagger is something like PUP or happens to be BLU magic :/ oh well not like hitting capped lights has ever been an issue.

    Also seriously again with the Clear -> Colorful shit? they just patched it and at a decent enough rate where when I built up my Ochain myself, and two others that helped out never went over 1/5 out of the entire 75 souls >_> seems fine to me imo.

  14. #2034
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    I've always had fucking awful luck with clear->colorful even after they patched it. Just wish they were smart enough to add multiple copies of the T2s and T3s- this is gonna make an even bigger bottleneck if the rate is anywhere close to 100%.

  15. #2035
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    dot dot, dot dot. So you only need to trigger one weakness and kill now if you get lucky? lol proc system, in comes the lowman hope, proc, and gank?

  16. #2036
    Bagel
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    Um... get thee to the dat miners?

    FFXI_EN FINAL FANTASY XI
    FINAL FANTASY XI Test Server has been updated! Please give a through testing on the new test details! sqex.to/XU3 #FFXI (1/2)
    8 minutes ago Favorite Retweet Reply
    FFXI_EN FINAL FANTASY XI
    To access the FINAL FANTASY XI Test Server, please see the following. sqex.to/z8D #FFXI (2/2)
    8 minutes ago Favorite Retweet Reply

  17. #2037
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    Quote Originally Posted by Gildrein
    Scholar
    • The potency of Regen while Light Arts is in effect has been increased, and its duration shortened.
    Ummm... Flash back to earlier this month.

    Quote Originally Posted by Gildrein
    Scholar
    • Light Arts will grant a bonus to the effect and duration of Regen spells.
    So, they are taking something that they did to improve SCH and are now de-improving it? Am I missing how this is going to actually make my SCH gear do something other than collect dust?

  18. #2038
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    Quote Originally Posted by Cesaria View Post
    Um... get thee to the dat miners?
    Did anyone dat mine Tuesday's version update? I haven't seen anything, and my hard drive is borked, so I can't do it myself. >_<

  19. #2039
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    Shock Absorber Damage absorbed will receive a bonus based on frame skill and active ice maneuvers.
    Hope they mean earth maneuvers?

  20. #2040
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    Quote Originally Posted by Septimus View Post
    Ummm... Flash back to earlier this month.



    So, they are taking something that they did to improve SCH and are now de-improving it? Am I missing how this is going to actually make my SCH gear do something other than collect dust?
    They better not have as it'd otherwise make the buff useless in the first place. Updating my files atm and will check if they fucked with duration.

    Also
    New Weaknesses

    VNMs now possess an extra weakness that may only be triggered once per battle. Exploiting such weaknesses will increase all spectral alignment values to their maximum level.
    I get the feeling this weakness will have no hints associated with it, making it like winning the jackpot. You know, like in Walk of Echoes....

    Now if only they made the 2nd hint KI for JA work for WS also and give an idea if the trigger in question is low-lvl skill, high-lvl skill, or unique/quested.



    [EDIT] Seems they tweaked it a bit rather than straight-up nerfed.


    Naked:

    Normal Regen 4 - 30hp/tic 60s Duration
    Old Test Server - 46hp/tic 150s Duration
    Current Test Server - 54hp/tic 112s Duration

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