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Thread: Dev Tracker     submit to reddit submit to twitter

  1. #2081
    Ridill
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    Quote Originally Posted by Byrthnoth View Post
    I look forward to a fourth version of San d'Oria South.
    Then be glad that instead we are getting a second version of Northern San d'oria!

  2. #2082
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    Beaucedine Glacier needs another iteration please.

  3. #2083
    Ridill
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    I've always kind of chuckled at those who damned the possibility of new zones because of some kind of "limit" they associated with the PS2 as if it made sense for the game to need to know it had 255 or whatever at any given moment. Now, hard drive space would be more believable, but it seems like SE's been slowly working around that with better compression or possibly outright tweaking files to be smaller.

  4. #2084
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    Quote Originally Posted by arus2001 View Post
    I've always kind of chuckled at those who damned the possibility of new zones because of some kind of "limit" they associated with the PS2 as if it made sense for the game to need to know it had 255 or whatever at any given moment. Now, hard drive space would be more believable, but it seems like SE's been slowly working around that with better compression or possibly outright tweaking files to be smaller.
    Praise Altana they've been able to circumvent the inventory memory limitations somewhat. I'd flip if they improved in game macros and somehow increased overall storage beyond 80 or at least allowed gear swapping from satchel/sack.

  5. #2085
    Who's driving? Oh my God Bear is driving! How can that be??
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    Quote Originally Posted by arus2001 View Post
    I've always kind of chuckled at those who damned the possibility of new zones because of some kind of "limit" they associated with the PS2 as if it made sense for the game to need to know it had 255 or whatever at any given moment. Now, hard drive space would be more believable, but it seems like SE's been slowly working around that with better compression or possibly outright tweaking files to be smaller.
    I believe there actually were legit limitation issues in the past but they changed how the files were read sometime in 2006 or 2007. They also started changing how information was called in the game (Separation of spellname/info and help text) and other various tweaks.

    For the zones, yes it would appear that they could run out of zones using the current system, but just as they did with previous files in the past, they can change them in order to expand the amount of zones by redoing the zone id system.

    As far as new zones, I would really love to see them create the new dungeon crawl area to compose of multiple maps (think Windurst Waters N and S) with scattered islands for exploration.

  6. #2086
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    The claim slips are a very basic programming trick that should have been implemented half a decade ago at least. The only think that kept them from us was programmer incompetence.

  7. #2087
    Burninate all the things.
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    Quote Originally Posted by Byrthnoth View Post
    The claim slips are a very basic programming trick that should have been implemented half a decade ago at least. The only think that kept them from us was programmer incompetence.
    Pretty much this. Any first year programming student should know how to format sets into bitstrings. Honestly, it's amazing that they didn't do it sooner.

  8. #2088
    Ridill
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    News everyone!

    Quote Originally Posted by Rukkirii
    I can’t tell you how many times I’ve lost charges from forgetting that I was paralyzed… But good news! We are planning to make it so items are no longer consumed when you are paralyzed.

    Hooray! http://forum.square-enix.com/ffxi/im...ilies/cool.png
    Quote Originally Posted by Rukkirii
    Hey guys! We forwarded your feedback to the dev. team and they let us know that they have indeed looked into increasing the number of jobs that can use relic weapons, but as of right now there are no plans to implement this change.
    Quote Originally Posted by Rukkirii
    Quote Originally Posted by Asymptotic
    That's all very nice, but some reasoning would be nice
    I tried T_T but I shall try again just for you! I'll post an update if I get more info.
    Quote Originally Posted by Camate
    I know there has been a lot of discussion regarding Regen and Cure V around the forums, so I wanted to pass along feedback that we received from the dev. team that Mocchi posted up earlier today.

    Quote Originally Posted by galay
    1. Make it possible to cast Regen on alliance members
    2. Make a scholar only high level Regen
    3. Make abilities or traits which make it possible to use Regen strategically

    I’d really like the above three things if you are going to work on scholar’s regen. Since they can use weather magic, it would be cool to change the effects of Regen based on the type of weather casted.

    Aurorastorm + Regen: Enhances effect of Regen
    Voidstorm + Regen: Increases effect duration of Regen
    Firestorm + Regen: Regen + minor Regain
    Rainstorm + Regen: Regen + minor Refresh
    Sandstorm + Regen: Add half of the effect amount to your max HP
    Windstorm + Regen: Regen + gradual reduction in attack delay
    Hailstorm + Regen: Regen + gradual increase in magic critical hit rate
    Thunderstorm + Regen: Regen + gradual increase in critical hit rate

    I still feel like Cure V should be added too…
    Is that reason that Cure V has not yet been added to scholar’s spell repertoire due to the fact that it making it an AoE would be too efficient
    In regards to wanting to the ability to cast Regen on alliance members, there have been a lot of people commenting on this, so we will be looking into making this an effect limited to scholar. We are going to need some time to develop and test this out so please give us a bit of time.

    Also, thanks a lot for your Regen effect suggestions. We will take them into consideration.

    In regards to the topic on Cure V which has cropped up in various other threads, I would like to inform you of our current direction.

    We are looking at two main points:

    1. The HP recovery amount of Cure III and IV are too low, and it’s hard to keep up with healing
    2. Making each job’s specialty stand out more

    With the level cap being increase and HP/damage taken amounts increasing, we understand that HP recovery amounts are low; however, we feel that making it possible to have every job that can use cure able to handle things all on their own is a completely different story.

    While it’s possible for other jobs to help out with curing and cast support magic, which in turn create conditions making it easier to cure and also reduce the amount of cure-related stress, the job we have designated to be the main healer is white mage. Due to this, we do not currently have any plans of allowing jobs other than white mage to use Cure V.

    However, the solution isn’t to limit the functionality of those jobs that assist with curing. So one possibility we’re considering is increasing the influence of the healing skill and MND, as well as increasing the HP recovery amount more than it is currently.

    We believe this would involve making adjustments to jobs that have healing skill to improve the amount of HP recovered, but due to the fact that we will also be implementing cure potency equipment, implementing this aspect is simply one issue under consideration.

    With that said our goal is not to make it so a certain job’s advantages are given to other jobs so they are able to do the same thing, instead we would like to look into how we can keep each job’s specialties intact and create ways that they can support other jobs.
    Quote Originally Posted by Camate
    Here is some additional feedback I would like to share in regards to monster placement.
    Quote Originally Posted by Ginzi
    I’d like to give one example of an area where monster placement is really bad.

    • Area: Dangruf Wadi (in front of the geyser)
    • The ??? where you trade the trigger item to pop the NM Chocoboleech


    I was playing around in Gustaburg and happen to get the trigger item, so I decided to pop the NM while I was out and about. The enemies in front of the geyser had different names than I was used to, so I checked and they were IT to a job above 75. Since there are a lot of goblins and leeches around, when you pop the NM there is a good chance you will be attacked. Originally the NM and the monsters nearby were all geared towards characters slightly over 30, but now it seems like the difficulty has risen significantly.

    The NM fight itself is really insignificant and not a problem, but it’s pretty sad…
    Thanks for the feedback.
    We will be looking into changing the spawning locations of “???” for many notorious monsters. If there are additional placement problems, please let us know!
    First one is very good news indeed.

  9. #2089
    The Once and Future Wamoura
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    Changing the cure formula is an interesting bit of news too. And the minute they let Scholar use Claustrum...

  10. #2090
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    ...Will be just like the minute before that because Claustrum is and forever will be terrible.

  11. #2091
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    PUP has better odds of getting it than SCH anyways.

  12. #2092
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    8mp/tic aftermath no way you can keep me down with that gonna put 10,000 helices on the world and veritas them all

  13. #2093
    An exploitable mess of a card game
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    Quote Originally Posted by Rocl View Post
    8mp/tic aftermath no way you can keep me down with that gonna put 10,000 helices on the world and veritas them all
    And miss MV 10,000 times, yo!

  14. #2094
    Ridill
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    Glad they're not giving in to the Cure V whining. My only concern with them upping Cure IV, however, would be the enmity that comes with it. Good for PLDs, not so much other mages.

  15. #2095
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    Tranquil Heart?

  16. #2096
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    But doesn't SCH main get 8MP a tick base from sublimation at 95 before adding in enhances sublimation gear? Then an extra 4 per tick with sublimation gear. (Or did they not update the sublimation formula after 85?)

  17. #2097
    Ridill
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    Quote Originally Posted by Rocl View Post
    Tranquil Heart?
    Think it's something like -7 enmity for non-WHMs? Can't see that offsetting much if whatever SE has in mind results in 25% or more cure potency to both help secondary curative jobs and offering distinctions of subjobs with Healing/MND.

  18. #2098
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    Good to know that RDM seems to be staying forever useless.

  19. #2099
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    Quote Originally Posted by arus2001 View Post
    Glad they're not giving in to the Cure V whining. My only concern with them upping Cure IV, however, would be the enmity that comes with it. Good for PLDs, not so much other mages.
    I cant remember the last time I pulled hate from curing as SCH. And I toss out AoE cure4s all the time.

  20. #2100
    Ridill
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    My concern is more the mobs with some form of hate reset.

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