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  1. #241
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    Honestly I don't think XI is that bad in that sense.. except that the devs don't really make it a point to ever showcase a lot of this stuff..

    Some of the most unique NMs are either extremely obscure (read: useless) or in some BCNM that many people don't bother to try. Otherwise, they're fought as mission NMs / bosses, like once, if ever.
    That said, they have progressed a fair bit since the days of vanilla FF.

    I think the fact that the original Shadow Lord didn't deal a single status effect says something about this. But even he was a bit of a rarity, he actually came with different phases (the whole phys/magic immunity thing)
    Over the expansions, it seems the first thing they love to add is new status effects. That adds a bit of depth, I suppose.. They HAVE gotten a bit more creating tho. I liked the whole clot sitting on top of you thing, and auras and mobs that run away.

    But overall they never really script a battle to be more than 1 gimmick. I'd give them more time tho. Some of the recent slew of NMs (i think moreso the WotG ones) actually had interesting battle AI.

    Let's just hope they don't keep playing up the annoying new statuses tho. Even instant death is getting kinda common >_>
    And

  2. #242
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    Quote Originally Posted by Byrthnoth View Post
    Awesome. Hopefully it's like their milestone list last year, except they follow it a little closer this time.
    what didnt they follow from last year? by the list they provided, they completed everything on time.
    http://www.playonline.com/ff11/event...5d_1845en2.jpg
    they never said lvl 99 by years end. they said lvl 99 is in the future, as well as many more things not on this time table, like BLM getting Meteor and a new merit system

  3. #243
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    They were off on their WotG timeline by a few months. Also, HNMs from Scars/Visions/Heroes were Abyssea bosses and stuff? From that, we can guess that HNMs from the next update will probably be new Dynamis bosses or something?

  4. #244
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    Quote Originally Posted by Snprphnx View Post
    what didnt they follow from last year? by the list they provided, they completed everything on time.

    they never said lvl 99 by years end. they said lvl 99 is in the future, as well as many more things not on this time table, like BLM getting Meteor and a new merit system
    Wings of the Goddess completion had an extra update.

    Edit: beaten

  5. #245
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    Quote Originally Posted by Spira View Post
    Honestly I don't think XI is that bad in that sense.. except that the devs don't really make it a point to ever showcase a lot of this stuff..

    Some of the most unique NMs are either extremely obscure (read: useless) or in some BCNM that many people don't bother to try. Otherwise, they're fought as mission NMs / bosses, like once, if ever.
    That said, they have progressed a fair bit since the days of vanilla FF.

    I think the fact that the original Shadow Lord didn't deal a single status effect says something about this. But even he was a bit of a rarity, he actually came with different phases (the whole phys/magic immunity thing)
    Over the expansions, it seems the first thing they love to add is new status effects. That adds a bit of depth, I suppose.. They HAVE gotten a bit more creating tho. I liked the whole clot sitting on top of you thing, and auras and mobs that run away.

    But overall they never really script a battle to be more than 1 gimmick. I'd give them more time tho. Some of the recent slew of NMs (i think moreso the WotG ones) actually had interesting battle AI.

    Let's just hope they don't keep playing up the annoying new statuses tho. Even instant death is getting kinda common >_>
    And
    SE typically goes through phases with auras, breakable parts and one low HP super attack being the most recent three I can remember.

    The upgraded Shadow Lord battle was an example of good BCNM design in that he had defenses, was built to be anti-zerg, had physical/magical stances and overall came off as more challenging than his original appearance (you already explained why) or even his Dynamis form which has nothing more than a zerg strat to win.

    I do agree that they fail to advertise the creative ideas or simply just waste them on things that get no attention. Look at the Fomor NMs - that was a great idea wasted on monsters that have no real drops.

    Alot of things seem to lack in Vana'diel still. Humanoid HNMs are pretty rare and you'd think in a world of swords and magic you'd see more.... unsavory characters. More battles where you have to slug through trash mobs like Salvage/Nyzul to reach a final boss would be nice too.

  6. #246
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    Quote Originally Posted by Snprphnx View Post
    what didnt they follow from last year? by the list they provided, they completed everything on time.
    http://www.playonline.com/ff11/event...5d_1845en2.jpg
    they never said lvl 99 by years end. they said lvl 99 is in the future, as well as many more things not on this time table, like BLM getting Meteor and a new merit system
    Don't kid yourself, we already got Meteor.

  7. #247
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    Aura's are kinda stupid since for some mobs its not even a matter of instilling challenge, its just "wait it out since you cant do nothing about it".

    Amun getting amnesia/silence/poison every time it does catharsis does nothing to make the fight more challenging, it just makes you take longer to kill it. Same with Yaguarogui's constant amnesia aura...its just making the fight take a lot longer than necessary. Keep the auras to make it a nuisance in the fight, but 3-5 minute auras at that point arent even part of the challenge anymore...


    I do hope SE gets rid of its hate-reset boner at some point, because thats a ridiculously stupid. Everything has hate reset now it seems, and its mostly nothing you can do about it. Its like they've run out of ways to make fights more challenging that require insight, so it seems everything revolves around instant death or hate reset.

  8. #248
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    they need to take something like WOE and make the adds not sac'able. Something that takes multiple people fighting multiple mobs where if 1 person fucks up whole thing comes crashing down.

  9. #249
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    Quote Originally Posted by jimbobsonofgod View Post
    they need to take something like WOE and make the adds not sac'able. Something that takes multiple people fighting multiple mobs where if 1 person fucks up whole thing comes crashing down.
    Unless you make the adds keep within range of the main NM or share hate, you'll just have people dedicated to kiting/pinning them about the area. ;/

  10. #250
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    Quote Originally Posted by Kaisha View Post
    Unless you make the adds keep within range of the main NM or share hate, you'll just have people dedicated to kiting/pinning them about the area. ;/
    Or you can have adds weaken and NM like COP dynamis bosses, make main boss unkillable until you take out the adds i dunno.

  11. #251
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    Quote Originally Posted by jimbobsonofgod View Post
    they need to take something like WOE and make the adds not sac'able. Something that takes multiple people fighting multiple mobs where if 1 person fucks up whole thing comes crashing down.
    Sounds like... Einherjar.

  12. #252
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    Quote Originally Posted by ronin sparthos View Post
    Tiamat/Fafnir/KB/Aspidoise/Cerb/Khim/Sandworm/Dark Pony etc have always been 1 v. many. What? HNMs didn't get the memo that they can also build teams?
    Just for the lulz, Timat has ghost around at night.
    Fafnir got darters.
    Light/thunder elemental for KB.
    raptors/manticore/birds for Aspi.
    More earth elemental for Cerb.

    I am just trolling

  13. #253
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    seems the only thing they were off on was missions..
    hope the new milestone timeline comes out soon.

    lol, the auras on abyssea NMs were kinda annoying I guess. I don't think theyve figured out how to use auras to properly provide a real challenge yet.
    The fomor NMs were really clever too.. leveling up lol.
    One of the ones I really liked was kukulkan with its Oppresive Gaze tho. it just made the fight kinda fun to me. i dunno, others might think its annoying.
    Another one was Klara in WotG, where she'd run to you and stun WS you if you're casting a long spell. And also Bloodeyes Knife drama lol. Ok maybe thats just funny to watch and doesn't do much.

    I think some of the other recent trends are Encumberance, unremovable statuses, ST20 zombie curse, and I think Weakness might be the latest one.
    they like to pack they're latest fave status on expansion final bosses.
    Eald'narche was the first to give Terror
    Promathia ushered in Amnesia
    nothing from Alexander
    Lilith isn't the first to inflict Weakness but I think it could be a pattern

  14. #254
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    Some of the mechanics are kind of cool, but my personal least-favorite thing has to be damage-absorb. Not hard to overcome, just fucking annoying because you're constantly turning this way and that. Call it a pet peeve or something since it isn't that big of a deal, but god damn I hate it.

    I'm also kind of worried about SE throwing the term HNM around. If it ends up being something like the Cerb/Khim/Hydra mobs from Heroes I don't think I'd mind terribly: Forced pop enemies that are mostly away from the storylines and whatnot but still pretty awesome/rewarding. Hell, even the Iron Giants can sort of count if we're just considering "Entirely new concept of fighting huge angry thing." The first time I got my clothes rocket-kicked off I was pretty alarmed, in an amused way.

    I think/hope/pray SE realizes 21-24h repops are not the way to go. If people want to whine because a competently-geared group of people can take down the highest-class of mob, they really need to stop playing MMOs in general. I like my group of 10~ where it is, and suddenly having to recruit people without a shell or suck dick to team up for Uber-Kirins is just going to throw off the groove we've all worked ourselves into over the past eight months. Ten? However the hell long it's been.

  15. #255
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    Haven't seen this posted yet, but they updated the Dynamis changes post: http://forum.square-enix.com/ffxi/threads/237

    Spoiler: show
    [dev1000] Dynamis Reborn!

    * [dev1000] Dynamis Reborn!
    Various aspects of Dynamis will be overhauled in the next major version update and beyond.

    o Applicable Areas:

    Dynamis - San d'Oria / Dynamis - Bastok / Dynamis - Windurst /
    Dynamis - Jeuno / Dynamis - Beaucedine / Dynamis - Xarcabard

    o Adjustments:

    + Reservations will no longer be required to enter the above areas.
    + New key items will replace the "Timeless Hourglass" and "Perpetual Hourglass" items needed for entry.

    # The key items need only be obtained once.
    # It will be made available at an affordable price via the Goblin NPCs presently dealing in hourglasses.

    + Time restriction for entry will be changed to once per Earth day.

    # Duration of stay will be initially set at 60 minutes, extendable to a maximum of 120 minutes.
    *Leaving the area will render you ineligible for reentry, regardless of time remaining.
    # Time extensions will be granted via key items obtainable by defeating certain monsters.
    *Only one of each individual key item may be possessed at a given time.
    *These key items will be lost upon leaving the area.

    + Monster distribution will receive drastic revisions.
    + Standard monsters will respawn at set time intervals after being defeated.
    + Monster groups will each be assigned a specific home territory. Enemies lured outside these designated regions and disengaged will disappear, then respawn back in their home territory after a short time.
    + Trigger items will be introduced as a new spawn condition for certain notorious monsters (NMs).

    # Battling attestation- and fragment-yielding NMs:

    * The format will change to standard battles in which a maximum of 18 players face a single foe.
    * These NMs will no longer use Warp.

    # Battling boss NMs:

    * Battles will be conducted in Confrontation format, with a maximum of 18 players able to participate.
    *Confrontation: A unique battle format in which the combatants are isolated from all non-alliance players and monsters for the duration of the battle.
    * Key items obtained from boss monsters will be awarded to all alliance members.

    + Monster claim and item drops will work the same way as in regular fields and dungeons.
    + Monsters will yield experience points (excluding certain NMs).
    + Treasure:

    # There are no plans to change the drop rate of Relic equipment.
    # Along with the reduction of the entry time restriction, the amount of Ancient Currency earned per session will be lowered. Overall, this change should increase the Ancient Currency distributed across the World.

  16. #256
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    Dynamis-Abyssea to put it simply D;

  17. #257
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    Yeah you can still do the old COP zones for some nostalgia I guess. Confrontation like battles, what do?

  18. #258
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    I don't know about that "kill certain NMs for TEs" thing. If we're all sharing the zone, that could get messy.

  19. #259
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    Incoming botting to claim TE mobs!


    All in all, this shit sounds pretty stupid. Though at least they are lowering currency drop rate a bit to keep it under control.

  20. #260
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    Quote Originally Posted by Naratu View Post
    Incoming botting to claim TE mobs!


    All in all, this shit sounds pretty stupid. Though at least they are lowering currency drop rate a bit to keep it under control.
    Sounded like you can't just kill the same mob over and over for TEs. So, it's more like how it is now with it being a specific statue, NM, or whatever, but it's just a one-off for your potential 120m stay.

    Honestly, I'm more excited about the leashing they mentioned. Should hopefully keep pinning or low-man tom-foolery to a minimum.

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