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  1. #6561
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    I dunno, but unless they remove some of the major pathos (Magic, Abilities) this could be a pain in the ass. I envision an event where everyone is subbing DNC or WHM so they can be the healer if they get JA or magic unlock first.

  2. #6562
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    That seems like just the kind of awful event SE would put out, lol

  3. #6563
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    What I'm trying to understand is if the "expansions" mean completely new Salvage runs (Bhaflau Remnants Uncharted) or just more floors to the existing Salvage we have already.

  4. #6564
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    Quote Originally Posted by Churchill View Post
    That seems like just the kind of awful event SE would put out, lol
    Confirmed: http://forum.square-enix.com/ffxi/th...149#post352149
    Quote Originally Posted by Camate
    Good morning!

    As there are quite a few questions in regards to how the new unlocking system will work, I’d like to explain about it just a bit more.

    Unlocking System Changes

    As mentioned in my previous post, the first objective of this is to relieve the stress related to worrying about cells so that everyone can enjoy this content more. This is why we are only removing the aspect where you need to use items to unlock limitations, but the process of defeating monsters in order to remove the limitations will not change.

    The trends for unlocking by each area and each monster will carry over, so think of it as the same flow as in the past when it comes to the order of defeating monsters and all the tricks to unlock Pathos efficiently.

    Who Will Be Unlocked

    I think the biggest concern at the moment is that by unlocking taking place at random, it will no longer be possible to formulate strategies around which jobs and players get unlocked first. The original Salvage had cases where certain areas would only yield a certain amount of cells, or if cells were not obtained at the right moment you would have to wait a while to get them again, making it so each cell was carefully used.

    For the higher tier expansion, the direction will be changing quite a bit, and as long as you don’t have severely bad luck, we would like to make it so that it will be possible to fully unlock all limitations. With that said, we will be making adjustments to the number of monsters and the unlocking rate so that the pace of unlocking is not so slow that it makes it not possible to get stuff done.

    *We are currently looking into a similar treasure chest that appears upon entry like the original Salvage, and we are thinking to make it so players can choose who will be unlocked.
    Good game, SE. Good game.

  5. #6565
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    and as long as you don’t have severely bad luck,
    seriously, piss off with this luck aspect, its bad enough to deal with the luck aspect of shitty drop rates.

    My short lived experiences in Nyzul have already told me that severly bad luck happens pretty fucking often.

  6. #6566
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    Not surprised at all. SE still thinks the RNG is their friend.

  7. #6567
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    On the upside, Dancer will be one of the few H2H users and one of the few one-unlock healers.

  8. #6568
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    Quote Originally Posted by NynJa View Post
    seriously, piss off with this luck aspect, its bad enough to deal with the luck aspect of shitty drop rates.

    My short lived experiences in Nyzul have already told me that severly bad luck happens pretty fucking often.
    It sounds pretty retarded, and I'm not sure why Camate would even have said that, but honestly it's no different than old Salvage was. There were times when you'd be desperate for one particular kind of cell and it just wouldn't drop. For example, incus/prae/opa in Arrapago, specific gear cells in SSR, HP/MP cells in Bhaflau, etc. As long as the unlock rate is high enough, I don't suspect that this will be any different from old Salvage, except that there won't be cells involved. And that's probably what they're going for.

  9. #6569
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    *We are currently looking into a similar treasure chest that appears upon entry like the original Salvage, and we are thinking to make it so players can choose who will be unlocked.
    If they keep this, their random unlock shit wouldnt be so bad, tolerable even, since you'd atleast know you're not getting completely fucked over. Atleast your mage will have magic unlocked, your melee will be able to WS and have weapons...if they keep the same system or something similar.


    Its like the JP are upset that NA's are actually good at "their game" (better even), and they want to take out the entire basis of skill.

  10. #6570
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    Quote Originally Posted by Apelila View Post
    I thought all the expansions where 30$ (Pre-Tax)
    Canada tended to get fucked on prices due to shipping and our shit population density compared to the US. Usually equated to $10 more on any game.

    Glad that died down over the past 5 years though. Last game I saw for $70 up here (normal edition) was Resident Evil 5.

  11. #6571
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    ok I take back what I said, that really sounds fucking shitty.
    Random pathos on a random member from a random mob (doprate). its like neo nyzul isle x3 lol. There you only had random floor jumps

  12. #6572
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    Quote Originally Posted by Damane View Post
    Random pathos on a random member from a random mob (doprate). its like neo nyzul isle x3 lol. There you only had random floor jumps
    Watch it take a queue from VW and the code will be something along the lines of this...

    Mob dead -> Pick random character in party
    Character picked -> Do roulette to determine pathos to unlock
    Pathos selected -> Is it locked? No? Oh well, too bad, go kill another mob now, not rerollin for another pathos/character.

  13. #6573
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    Well Squeenix has the idea in its collective head that game difficulty means RNG+Time limit. So look for 15m NeoSalvage coming soon to a server near you.

  14. #6574
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    I feel no sorrow for the people who are interested in the new salavge. The old salvage was the biggest time sink in the world, more so than old dynamis. I have no idea why people bothered getting full sets there. Obtain 3 stupidly hard pieces to obtain due to RNG, plus an unreasonable amount of gil/items to synth them in to one item. Do that four more times for a full set.

    Salvage was their upgrade from dynamis time sync, but at least dynamis was worthwhile.

    New salavge will be just like the old, but worse.
    Enjoy.

  15. #6575
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    You know what would be cool? If you could set up a priority system. Weapon and gear slots favor melee, magic and subjob favor mage.

    But this would require effort to code and we all know they want to expend as little effort as possible.

  16. #6576
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    I can hardly contain my exuberance for the new expansion.

  17. #6577
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    9 primary stat cells: HP, MP, STR, DEX, VIT, AGI, INT, MND, CHR
    3 ability-related cells: WS, Magic, Subjob
    8 equipment-related cells: Weapon/Shield, Head/Neck, Ears/Rings, Ranged/Ammo, Body, Hands, Legs/Feet, Back/Waist

    At present we have 20 jobs with 20 pathos. My guess is SE will either associate unlocking a specific pathos with a specific mob's job (if not the literal mob) or pull something akin to Dynamis where types are grouped. I'm also suspecting they'll pull a page from like geting KIs for doing ToAU kings where, while random kills, more than one person could get them. So, in theory, it could be more productive than old Salvage while also not being so anal about low-manning. However, pairing SE with luck is like playing Russian Roulette with 5 of 6 chambers loaded with a bullet. Good luck winning.

    I didn't like the old salvage thanks to the cell system, feeling the need to gimp players, poor reward rates, competing with limited assault tag resource, and how after a certain point just taking more people meant them standing around with their thumbs up their butts for half the run or more. At the very least, I'd hope the old gear pieces could be picked up through the new version so those who didn't partake before would be inclined to help so they could later upgrade. But who am I kidding, SE wants everyone to go 0/300+ on QQTH.

  18. #6578
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    QQTH are probably like 20-25% drop rate now

  19. #6579
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    As stupid as Pathos unlocking system is, the randomization of unlocking is by far worse. The lovely RNG is going to guarantee that we'll never see certain NMs again, like the Porrogo Madame.

    Quote Originally Posted by arus2001 View Post
    I didn't like the old salvage thanks to the cell system, feeling the need to gimp players, poor reward rates, competing with limited assault tag resource, and how after a certain point just taking more people meant them standing around with their thumbs up their butts for half the run or more. At the very least, I'd hope the old gear pieces could be picked up through the new version so those who didn't partake before would be inclined to help so they could later upgrade. But who am I kidding, SE wants everyone to go 0/300+ on QQTH.
    The drop rate now is fantastic (seeing 1-3 35s per run is not uncommon now), but I have a feeling there's going to be a return to the whole 0/300+ drop rate or some equally sadistic requirement like 1000 alexandrite.

  20. #6580
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    Quote Originally Posted by SephYuyX View Post
    I feel no sorrow for the people who are interested in the new salavge. The old salvage was the biggest time sink in the world, more so than old dynamis. I have no idea why people bothered getting full sets there. Obtain 3 stupidly hard pieces to obtain due to RNG, plus an unreasonable amount of gil/items to synth them in to one item. Do that four more times for a full set.

    It was usually only 1-2 (depending on your luck with the boss) shitty to obtain pieces, although there are a few annoying 15s to get (usu boots, whatever else comes off those frogs).


    People enjoyed Salvage over Dynamis because 1) the drops were good 2) it was more interactive, at least more so than big-group Dynamis. Probably the biggest gripe I had with Salvage was the fact that even have you obtained your 3 items, you got another kick in the nuts with the crafting fee.

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