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  1. #3521
    Relic Shield
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    Quote Originally Posted by Julian View Post
    edit: Update on this:
    Reading polutils documentation, this number is indeed an unsigned 16bit number, meaning 0-255. I am unsure where polutils pulls the 900 from, maybe I'll look through the source some time. The 900 corresponds with WS's, btw. I'm compiling a list of all the abilities and their #'s, will post in a few mins.
    Perhaps I am misunderstanding something, but why does an unsigned 16 bit number correspond to 0 - 255?

  2. #3522
    Very Sexy Nerd
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    er

    this is what I get for doing stuff late at night lol

    you're right, that also explains the 900, so fuck if I know what SE is doing. I guess they interpret it as an 8bit number somewhere in their code? no clue

  3. #3523
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    Diabolos

    Does that mean they're incapable of adding new job abilities without having shared timers? If so would that explain why nobody got anything 96-99? THey should start deleting some, they can start with Scavenge...Mug....Ancient Circle...

  4. #3524
    E. Body
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    They're going to lower the cast time for Tonko and Monomi ichi to be similar to the white magic spells.

    Christ, I'm glad I've canceled my account for now if that's the kind of inane stuff they think is worth posting along with the other dumb stuff they've been posting. =P

  5. #3525
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    If anything, they should set minimum duration to Spectral Jig to 2min. That shit is reminiscent of oldschool sneak/invis.

  6. #3526
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    If the Recast Timer situation is true then I can't help but think the "new zones" back-peddle they did a couple months ago is BS as well. They are back to using the PS2 limitations as a nice excuse for lack of content. The biggest damning factor in all of this is the miniscule job updates that have been released during big patch dates. Some of these should be handled in one to two days by one coder (lol spaghetti-code) but they act like they are doing us a favor under the guise of balance! How could things be so good and turn into such shit so fast. As a guy in a metal hockey mask once told me, just walk away.

  7. #3527
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    Quote Originally Posted by Gynin View Post
    If the Recast Timer situation is true then I can't help but think the "new zones" back-peddle they did a couple months ago is BS as well. They are back to using the PS2 limitations as a nice excuse for lack of content. The biggest damning factor in all of this is the miniscule job updates that have been released during big patch dates. Some of these should be handled in one to two days by one coder (lol spaghetti-code) but they act like they are doing us a favor under the guise of balance! How could things be so good and turn into such shit so fast. As a guy in a metal hockey mask once told me, just walk away.
    The zone thing is actually kind of true, though. (Although I do believe that they could code stuff to fix it if they wanted to)

    Every mob/npc has a 32bit ID, which is in the format 0x010XXYYY

    Y is the actual mob/npc ID, 12 bits, 2**12=4096 possible mobs/npcs per zone.
    X is the zone ID. Only 8 bits, hence 2**8=256 possible zones.
    The other 12 bits are all default to 0, with a 1 in bit 25 (might have counted wrong, look at the above)

    I don't really know what's stopping them from changing the ID format to 0x01XXXYYY, that would give a total of 4096 possible zones, which is probably more than enough.

    I have no idea about anything regarding to PS2 and PS2 memory, so I can't really speak for that. All I can say for sure is that the format could be changed to allow for more.

    (I'm not going to post a list of zone IDs, but if you're interested, you can go into your resources folder, and the areas file has a list. (You will notice that they had to place some of the abyssea zones in completely different number areas, just to fir them in.) I recently went through all of the zones and their corresponding dats, while building that monster comparison script. There's still a few blank/unused zones, I want to say 9, but it's probably less than that. I don't have my updated scripts on my desktop handy so I can't check it to make sure.)

    edit: There's also a dat somewhere else with a zone list, I guess. No idea on the format of that one, though.

  8. #3528
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    That's the underlying point to all of this. If there is truly a hard cap (and I mean code/space cap) to everything in the game then you can't ignore the signs that this is the end of times. While I understand 11 won't receive an outlandish overhaul like 14 will, I can't ignore things like removing shared recast timers due to space or not being able to actually explore the rest of the world due to them not abandoning an abandonware console that's going to push two generations old in the near future.

  9. #3529
    Pens win! Pens Win!!! PENS WIN!!!!!
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    Quote Originally Posted by Gynin View Post
    That's the underlying point to all of this. If there is truly a hard cap (and I mean code/space cap) to everything in the game then you can't ignore the signs that this is the end of times. While I understand 11 won't receive an outlandish overhaul like 14 will, I can't ignore things like removing shared recast timers due to space or not being able to actually explore the rest of the world due to them not abandoning an abandonware console that's going to push two generations old in the near future.
    Thats just it though, even if they did abandon the PS2, the game was coded to work on PS2 so it would need an overhaul to even matter.

  10. #3530
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    Probably would be easier for them to just remake an entire new game using the XI world and have it take place back in zilart/pre-zilart times than just recoding/restructuring current XI. I think people would have much appreciated that more than the whole idea of 14.

  11. #3531
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    Quote Originally Posted by Lordender View Post
    Probably would be easier for them to just remake an entire new game using the XI world and have it take place back in zilart/pre-zilart times than just recoding/restructuring current XI. I think people would have much appreciated that more than the whole idea of 14.
    They could have simply made FFXI - 2 with prettier graphics and new storylines and people would have liked it better then that utter shit they released 16 months ago.

  12. #3532
    Can you spare some gil?
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    [dev1065] Relic, Mythic, and Empyrean Weapon Upgrades

    With the forthcoming version update, players will be able to upgrade equipment to level 99 in two stages:

    Stage 1
    Possible upgrades will include damage, delay, and weapon skill damage along with other attributes.
    The planned difficulty level for the corresponding Magian upgrade trials will be such that a majority of players with the appropriate level 95 equipment will likely be able to complete them.
    *This content is not yet available on the test server.
     
    Step 2
    Possible upgrades will include special animations along with "Afterglow" effects that grant status benefits to party members.
    The corresponding Magian trials will be exceedingly difficult to complete, such that only a select number of PCs will be able to upgrade weapons to this stage.
    *Gjallarhorn and Daurdabla may not be imbued with Afterglow effects.


    Upgraded Attributes

    Please refer to the following charts for descriptions of upgraded weapon attributes:

    Relic Weapons
    Mythic Weapons
    Empyrean Weapons

    To test this content, please talk to the Magian Moogle and input the corresponding trial number, as listed in the charts above.

      
    Afterglow

    Upgrading a weapon to stage two will result in the addition of an Afterglow effect.

    Afterglow bestows beneficial status effects upon party members in an area surrounding (but excluding) the wielder.
    *Party members must be inside the specified area when Afterglow is activated to receive status effects.
    The duration for each Afterglow is thirty seconds.
    *The effect of a certain Afterglow will be overwritten if an identical one is activated within that thirty-second timeframe.
    Separate Afterglow effects will stack if they are cast within the same effect duration.
    There are five categories of Afterglow effects:

    Relic Weapons: Increased accuracy and ranged accuracy
    Mythic weapons: Increased attack and ranged attack
    Empyrean weapons: Increased critical hit rate
    Aegis: Reduced magic damage taken
    Ochain: Reduced physical damage taken

    Afterglow effects activate when the weapon skill corresponding to the equipped weapon
    For Aegis and Ochain, the effects activate when Shield Bash is used.
    The hierarchy for overwriting Aftermath and Afterglow effects is as follows:
    One's Own Aftermath: Lv3>Lv2>Lv1>Party Member's Afterglow

      
    Visual Effects

    Weapons upgraded to stage two will display special visual effects when equipped:

    Relic Weapons
    http://forum.square-enix.com/ffxi/at...6&d=1326453331

    Mythic Weapons
    http://forum.square-enix.com/ffxi/at...7&d=1326453339

    Empyrean Weapons
    http://forum.square-enix.com/ffxi/at...8&d=1326453348

    Visual effects will display in the following priority:
    Main Weapon>Ranged Weapon>Sub Weapon

     
    Other Information of Note

    Additional planned features, such as equipment-specific magic spells and pets, have been postponed to allow for more thorough testing concerning attributes, the number of potential users and the process by which to obtain them. One consideration is whether to implement such features as another stage of the above upgrades, or to apply them to a different set of equipment. Also under deliberation is whether to limit the availability of such equipment or make it relatively simple to obtain.
    interesting.

  13. #3533
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    Complete bull

  14. #3534
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    Legion reminding me of Einherjar 2.0.

  15. #3535
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    Legion sounds like an excellent change of pace, so long as the stage 1 99 weapons are truly doable in a reasonable amount of time, I will be content.

  16. #3536
    Ridill
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    Legion? Something only on the JP side at the moment, I'm guessing.

  17. #3537
    BG's #1 Hatsune Miku fan!
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    The corresponding Magian trials will be exceedingly difficult to complete, such that only a select number of PCs will be able to upgrade weapons to this stage.
    http://i3.kym-cdn.com/photos/images/...3056787991.jpg

  18. #3538
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    Since people keep asking for it (and I missed it myself!)

    [dev1047] New Battle System: Legion

    *The following content is in development. Specific details may differ from the release version.


    Overview

    Legion is a new battle system intended to challenge high-level adventurers in alliances of eighteen to thirty-six combatants. Legion will feature unique battlefields in which combatants will be pitted against legions of formidable high-level notorious monsters (HNMs). Slay as many foes as possible within the thirty-minute time limit to reap a host of exciting rewards!

     
    Requirements

    Main job of level 75 or above
    Three to thirty-six participants

    *On the test server, Legion battles may be conducted with only one or two participants.

     
    Participating in Legion

    Speak to Saarlan in Sauromugue Champaign (E-6) and pay the participation fee of 360,000 gil to receive the “Legion tome page” key item.
    *Only one representative from your alliance need possess this key item.
    With the key item in your possession, speak to Mayuyu in the same area and choose your desired battlefield and capacity (eighteen or thirty-six combatants). After your selections are confirmed, you will receive a Legion pass.
    *As a single Legion pass can transport up to eighteen players, larger groups will receive two passes.
    *Legion passes will be valid for five minutes (Earth time) after issuance.
    Have your alliance leader trade the issued pass to the Legion Tome to enter the Legion entrance lobby.
    Make sure to configure your alliance as desired before trading the pass. Should any members be lower than level 75, your alliance will be refused entry.
    *For groups larger than eighteen, it will be necessary to trade the extra Legion pass to the leader of your second alliance or party.
    *On the test server, passes will be accepted from any party or alliance member.
    From the lobby, examine the Legion Portal or simply wait for the allotted time to elapse. You will be transported to the battlefield to commence the fight!

    A total of three battlefields—the Halls of Skies, Earth, and Winds (names tentative)—have been implemented for the test server.
     
    Spoils of War

    Each HNM defeated will yield items and Legion points.
    Items will be placed in a treasure pool to be lotted on by all participants.
    Loot quality and Legion point rewards will increase the more foes you slay.
    Legion points may be redeemed with Saarlan for a variety of rewards.
    *Legion point exchange will be implemented at a later date.

    *Equipment rewards currently implemented on the test server are placeholders and do not reflect the rewards that will be obtainable in the release version.
    http://forum.square-enix.com/ffxi/th...-System-Legion

  19. #3539
    Ridill
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    Seeing how SE's idea of difficulty seems to involve either massive gil investment or locking it behind daily timers, the quests won't be hard so much as so tedious the majority won't even bother... kind of like relics at 75. I'm having a hard enough time motivating myself to chase Heavy Metal.

  20. #3540
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    We already know the second stage trials. 1000 ADL drops, 500 PW drops, 3000 riftdross. Basically impossible for any reasonable player, but thankfully the stage2 is more or less epeen alone. We just need to find out what the stage 1 upgrade will be, since those will include all of the relevant stats besides stupid afterglow. Also nothing in this game is difficult, nor has it ever been really besides AV(gimick that to this day has not been solved) and PW(broken HP pre nerf, and not really extraordinarily difficult after nerf)

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