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Thread: Dev Tracker     submit to reddit submit to twitter

  1. #6641
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    Maybe its their way of saying "We can't call people out for being retarded so please EVERYONE stop being retarded".
    I'm sure if we were all physically a room when that was said certain posters would be directly looked at and completely oblivious.

  2. #6642
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    Couple odds and ends translated from JP dev tracker... just the details, not the full translations:

    1: They are considering adding frames (like the HQ color frames) around different values of ancient currency icons to alleviate confusion in bazaars. Hopefully they do this, as it's a good idea. I honestly have no idea why they wouldn't, since people are constantly complaining about the deceitful practices that some people employ by putting single currencies in bazaar for attractive 100 denomination prices.

    2: Re: new MNK 2hr, it's apparently taking them a long time to adjust for attack range, maybe different size enemy models are screwing it up or something, I'm not really sure (they didn't really say). Seems to be the goal of the next test server update to get this on there. Someone made a pretty dumb post saying that MNK doesn't need any more defensive abilities and the new MNK 2hr would only be useful against enemies which use Hundred Fists (to counter their Hundred Fists). They basically responded "you're dumb" and said that the idea behind the new 2hr was to provide a situational defensive counterpart to the offensive Hundred Fists. BTW, one thing I like about the JP community team - they actually quote people in all of their responses... does the NA team do this? I haven't seen it very often if at all.

    3: Someone asked about why the baby chocobo costume is the only one that can move from one zone to another. They responded that the costumes were originally designed to only be used in towns, so they didn't program the effect as a zone-transferable effect, and basically said that they're never going to change this. They said that the chocobo one was programmed differently because of the enhanced movement speed effect, it wasn't restricted to just cities, and they assumed that players would actually use it to get around faster.

  3. #6643
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    The NA community is typically re-posting posts by the JP Dev team. Sometimes if they can find a similar post to quote they will quote it, but sometimes they can't even find a similar thread to post in and make their own.

  4. #6644
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    Quote Originally Posted by Slycer View Post
    Couple odds and ends translated from JP dev tracker... just the details, not the full translations:

    1: They are considering adding frames (like the HQ color frames) around different values of ancient currency icons to alleviate confusion in bazaars. Hopefully they do this, as it's a good idea. I honestly have no idea why they wouldn't, since people are constantly complaining about the deceitful practices that some people employ by putting single currencies in bazaar for attractive 100 denomination prices.

    2: Re: new MNK 2hr, it's apparently taking them a long time to adjust for attack range, maybe different size enemy models are screwing it up or something, I'm not really sure (they didn't really say). Seems to be the goal of the next test server update to get this on there. Someone made a pretty dumb post saying that MNK doesn't need any more defensive abilities and the new MNK 2hr would only be useful against enemies which use Hundred Fists (to counter their Hundred Fists). They basically responded "you're dumb" and said that the idea behind the new 2hr was to provide a situational defensive counterpart to the offensive Hundred Fists. BTW, one thing I like about the JP community team - they actually quote people in all of their responses... does the NA team do this? I haven't seen it very often if at all.

    3: Someone asked about why the baby chocobo costume is the only one that can move from one zone to another. They responded that the costumes were originally designed to only be used in towns, so they didn't program the effect as a zone-transferable effect, and basically said that they're never going to change this. They said that the chocobo one was programmed differently because of the enhanced movement speed effect, it wasn't restricted to just cities, and they assumed that players would actually use it to get around faster.
    The dev team has said over and over again that these new 2 hrs were meant to be alternatives to the traditional 2 hr options based on circumstance. I am surprised even the JPN players are not getting this concept.

  5. #6645
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    Well, considering you can get an 80% Counter Rate in your TP set, Perfect Counter, and how Counter doesn't work on TP moves, I can understand where the JP guy is coming from with his complaint. It offers a pretty minor defensive advantage and negligible offensive advantage in exchange for your 2-hour. It sucks and the situations where it would be useful are few, far between, and rely on a combination of bad support and bad job choices.

  6. #6646
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    Quote Originally Posted by Byrthnoth View Post
    Well, considering you can get an 80% Counter Rate in your TP set, Perfect Counter, and how Counter doesn't work on TP moves, I can understand where the JP guy is coming from with his complaint. It offers a pretty minor defensive advantage and negligible offensive advantage in exchange for your 2-hour. It sucks and the situations where it would be useful are few, far between, and rely on a combination of bad support and bad job choices.
    I think that MNK has enough defensive capabilities as it is and SE probably could have created an offensive 2HR like an upgraded Chi-Blast that takes a certain % off a mobs current HP based on how full your HP is (100% HP = 10% taken off, 90% HP = 9% taken off, etc) along with giving the mob a plague decent plague effect. Yea I know similar to Zantetsuken on NM's but still, I'd take that over 100% counter.

  7. #6647
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    Dunno if anyone saw this, it was posted on Friday and I didn't see anyone post it here. You'd have to be retarded to pick the second option as he's basically saying right in the post that they won't do anything for a long time if people want the second option. Pretty much all of the responses people have posted say that as well. Like, they can't implement the temporary fix and still possibly make adjustments in the future? All or nothing? What kind of dumb shit is this?

    Quote Originally Posted by Okipuit
    Hello!

    We decided to give the collision adjustments a bit more time to brew, but since we are getting closer to the version update, we are at a point where it is time to decide how to address this new system.

    On the test server, if a character does not move for 30 seconds, their collision will be removed. This served as the base of our idea, but we realized there was some feedback that was against this. With that said, we would like to hear you feedback so we can make a decision on how to address this new system.

    Please choose from the following options:
    1. Implement the collision settings that are currently on the Test Server and continue to make adjustments as necessary based on feedback post-implementation.
    2. Keep it as is and do not implement it in the next version update.

    If everyone feels there is no need to rush, option 2 would make it possible to make careful adjustments, including different plans. However, this would ultimately make the players who wanted these adjustments to wait for a while since the priority would drop a bit due to the backlog of other requested client adjustments.

    Please let us know which you prefer!

  8. #6648
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    3. Remove collision detection between PC/NPC models altogether.

  9. #6649
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    they've already said repeatedly that they won't be doing that, and uncharacteristically even gave their reason why they won't be doing that.

  10. #6650
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    Quote Originally Posted by Byrthnoth View Post
    Well, considering you can get an 80% Counter Rate in your TP set, Perfect Counter, and how Counter doesn't work on TP moves, I can understand where the JP guy is coming from with his complaint. It offers a pretty minor defensive advantage and negligible offensive advantage in exchange for your 2-hour. It sucks and the situations where it would be useful are few, far between, and rely on a combination of bad support and bad job choices.
    Well then:

    Quote Originally Posted by Okipuit
    Good morning!

    We just wanted to give a brief update regarding monk’s new 2-hour ability and apologies that it is taking a bit to implement it onto the Test Server.
    We are currently making adjustments for how AoE damage will be handled while this new ability is active. We performed various tests to see if we could make it possible to counter AoE attacks, but there were some difficulties with log recognition, so we decided to look into an alternative effect. Our objective is to implement this with the next Test Server update and we are working very hard so everyone can try it out!
    When I was translating the post this morning, I was misreading/mistranslating all of their references to the "range" of attacks - they were actually referring to area of effect. Not sure whether they are referring to AoE attacks like Kaggen, Ironclad or AoE TP moves. Either way is nice, though obviously the latter would be nicer. Perhaps it will function for both AoE attacks and physical TP moves? Whatever the case, I'm guessing we'll find out this Friday.

  11. #6651
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    In response to Okipuit's comment.

    Quote Originally Posted by SpankWustler
    Just put the guy who did most of the work on Voidwatch in charge of it, and it'll be done within a day. He has more experience with AoE's and logs than anyone in the universe.

    ...

    Ow! Stop hitting me! The joke wasn't that bad!
    <3 SpankWustler

  12. #6652
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    I saw that, and i totally laughed.

  13. #6653
    TIME OUT MOTHERFUCKER

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    So at this point it's safe to say Caitsith is delayed to next year...

  14. #6654
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    Quote Originally Posted by Tarage View Post
    So at this point it's safe to say Caitsith is delayed to next year...
    No reason to assume that.

  15. #6655
    TIME OUT MOTHERFUCKER

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    Quote Originally Posted by Septimus View Post
    No reason to assume that.
    Well, considering how far we are off the schedule, I'm not optimistic we'll be getting Caitsith this month...

  16. #6656
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    If you look at the history of them releasing avatars, diablos at the very least was released before toau came out. So it sets a precident of at least having it out before the next expansion hits.

  17. #6657
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    I forget... did they release Alex and Odin before WotG?

    Anyway I read the chart wrong, they still have a part of September to implement it. Still, given how far they are behind on 2hrs... I doubt it will happen soon.

  18. #6658
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    Quote Originally Posted by Tarage View Post
    Well, considering how far we are off the schedule, I'm not optimistic we'll be getting Caitsith this month...
    Outside of new 2hrs being a month late, we're not that far off at all, and they still have half of September to meet the tentative release of Cait on the test server.

    Spoilered for big.
    Spoiler: show

  19. #6659
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    Apparently there are glitches with the functionality of some new 2hrs, at least on the JP side. BLU 2hr was cited as one of the ones causing issues. The response from the community team was to run the macro either directly from the command line, or via a macro, to alleviate the problem for now. I suppose the glitch only happens when you run it from the menu? Not sure what the glitch is as they didn't quote the original post(s) that they were responding to.

    Edit: More info, these aren't working properly:
    BLM: Enmity reduction may not always happen.
    BRD: If you use the ability from the menu, you can't select a monster target.
    SMN: Effect may not work for summoning magic (not BPs, but the actual summoning).
    BLU: Unbridled Knowledge spells may remain grayed out if you use from the menu.
    PUP: EES & Bene not working properly.
    SCH: If you use ability from menu, you can't select party members.

    Some of these were previously reported, I think, but it's good to see some confirmation, at least on the JP side. Of course they said they're working on the fix, but the temporary workaround is to activate them via command line or macro.

  20. #6660
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    They reported that on the English side too. Idr where though.

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