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Thread: Dev Tracker     submit to reddit submit to twitter

  1. #6661
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    Quote Originally Posted by Yugl View Post
    They reported that on the English side too. Idr where though.
    I remember hearing/seeing at least some of it, but I figured I'd just throw it up here because it just came up again on the JP side yesterday.

    edit: #6666 o_o

  2. #6662
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    So I wonder when the next update is scheduled for. Its been about a month since the last one and they were pretty good at getting test server content on the mains about a month after testing started. I am really interested in trying Meebles with friends.

  3. #6663
    Blue Magic is Best Magic
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    Quote Originally Posted by Tarage View Post
    I forget... did they release Alex and Odin before WotG?
    No they didn't.

    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.
    Huh?

    I wanna see Cait Sith in action, they should hurry up and put it together.

  4. #6664
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    Quote Originally Posted by Toth View Post
    So I wonder when the next update is scheduled for. Its been about a month since the last one and they were pretty good at getting test server content on the mains about a month after testing started. I am really interested in trying Meebles with friends.
    If it was going to be this month or early next month, I think they would have started announcing and talking about "late August" or "early September"-type timeframe already and dropping details. I'm guessing mid to late September. Too many problems with the new 2-hr abilities as they are currently implemented on the test server, and they are obviously working to get them in the next update. Even Meeble Burrows has some glitches and it has not been updated at all since they implemented it on the test server on August 3.

  5. #6665
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    Quote Originally Posted by Slycer View Post
    If it was going to be this month or early next month, I think they would have started announcing and talking about "late August" or "early September"-type timeframe already and dropping details. I'm guessing mid to late September. Too many problems with the new 2-hr abilities as they are currently implemented on the test server, and they are obviously working to get them in the next update. Even Meeble Burrows has some glitches and it has not been updated at all since they implemented it on the test server on August 3.
    Ah, true. Also, they did have a week vacation so that's probably why there is a delay/ longer period.

  6. #6666
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    Quote Originally Posted by Okipuit
    Hello,

    Thanks everyone for your suggestions, but currently the development team doesn't have any plans to add throwing weapon skills. However, we have forwarded your suggestions here, as well as the Matsui thread, for future consideration!
    I really don't know how to conclusively make heads or tails of this. They've told us before that they didn't have plans to do the throwing weapon skills, and the thread they posted in was only like two pages (and has seven "likes" spread across the entire thread), so really the community reps are just drawing attention to it.

    Does this mean they really hate us and like to make fun of us, or they really liked the ideas in the thread and think it will work this time? At best I think they're trying to say "No promises, but we understand this is a popular idea and will look into it." with a hint of "We do pay attention to the English forums, we promise."

    I can think of other reasons for this particular response, but I wouldn't bet on any particular reasoning, especially since I wrote a lot in the thread (my hope would cloud my judgement towards the thought that they liked my idea enough to actually do throwing weapon skills).

    -

    Oh, and a bit of a sidenote, I've been strongly considering condensing all the suggestions - even the stupid ones - in the "Matsui thread" that everyone has posted so that in a years time or two we can see how much of it they've implemented or announced.

  7. #6667
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    The JP side probably ran with the Throwing WS idea and a Dev over there made a post in response to it. As a result, we get a translation dropped into a thread that's really not very popular.

  8. #6668
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    Quote Originally Posted by Economizer View Post
    Oh, and a bit of a sidenote, I've been strongly considering condensing all the suggestions - even the stupid ones - in the "Matsui thread" that everyone has posted so that in a years time or two we can see how much of it they've implemented or announced.
    If you do, you should order them based on the number of likes, so we can see if they actually followed some sort of order or were just picking the easiest ones to do or say they can't/won't do.

  9. #6669
    TIME OUT MOTHERFUCKER

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    Be sure to exclude the really stupid ones.

  10. #6670
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    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.
    How could anybody be against this?? People need to stop trolling so we can get some stuff implemented.

  11. #6671
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    Info from JP world, which will likely appear on NA tracker later today- you heard it here first!

    1: Regarding collision detection: They are going with proposal 1, you know, the one where they actually do something. They figured out that if anyone voted for proposal 2, all it really meant was that they thought proposal 1 isn't enough, so they are putting in the 30 second collision detection off as a stopgap, they are planning on putting it on the real server because that's the only place it can really be tested (you don't run into collision problems on the test server, for obvious reasons). However, and this is the best part, they are making the time longer than 30 seconds because they feel it would be too "abrupt" of a change, and that they want to leave room for further change pending feedback and suggestions. Lawl.

    2: Regarding Neo-Salvage: This is more of a straight translation:
    Here's what's planned for the Salvage expansion:
    *After warping to a level, set up lamps for clearing pathos.
    The random clearing of pathos was lightly touched upon in last week's discussion, and that is scheduled to be added as discussed. Additionally, by examining individual lamps, pathos can be randomly removed. (In order to use the lamp, it is necessary to meet certain qualifications, though these will be easy to achieve). The idea behind this is that rather than using the lamps as the main way to unlock pathos, in cases of very bad luck, when the required pathos clear cannot be performed by defeating monsters, the lamps are a means to ensure that you can remove necessary pathos from anyone.

    *Strategy for removing pathos:
    Knowledge of which monsters clear which pathos and strategy of route selection will be required just as before. (blah blah more about random unlocking) There will be a chance to take advantage of your existing Salvage knowledge. Some people seem to have gotten the idea that everything is left to chance in regards to clearing pathos; we want to assure you that this is not the case.

    *Regarding rewards and jobs which can equip them:
    Scholar and dancer cannot equip the pre-existing five Salvage sets of armor, and this will not be changed. For the newly added, higher versions of these armors, we will be adjusting their performance to include SCH and DNC.

    Because of all these changes, it is expected to take some time before we can introduce this content to the test server. Sorry to have kept you waiting, but please hold on a bit longer.

    3) (making a separate post because its long)

  12. #6672
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    3: (Again, pretty straight translation)
    Regarding new 2-hours:
    We have designed the new two hour abilities to be complementary to the old two hour abilities under the assumption that the ability to use will be selected based on the situation. Rather than making versatile abilities that can be used in any situation, the effects of these new abilities were intended to be specialized.

    Please give us feedback on the following regarding whether there is a benefit, how to use them, and how they complement the original abilities.

    *WAR: Mighty Strikes is intended to achieve a high amount of critical hit damage for its duration, the new 2-hr is selectively used as a means of attack against monsters which take reduced physical damage. From the results/feedback so far, we will be extending its duration to 60 seconds.

    *PLD: The idea behind the new 2-hr is to reduce the enemy's HP as a counterattack while solidifying a defensive advantage in cases where Invincible is not necessary. As mentioned previously, even with the adjustment to spike enmity with this new 2-hr, we understand the upper limit on enmity. Rather than changing this in a limited scope for the effect of this new 2-hr, we will consider making changes more thoroughly.

    *BRD: In addition to reducing enemy INT and MND, we will add the effect of reducing enemy CHR.

    *SAM: Meikyo Shisui is already an excellent offensive ability. On the other hand, if a monster is dangerous to approach with powerful AoE damage, the new two-hour ability can be utilized. This will be modified so that damage taken from magical abilities will be 0. Breath abilities will not be affected. By using this more defensive ability situationally, a SAM can better optimize offensive capability while it is in effect.

    *DNC: While Trance allows for full utilization of waltzes and steps, the new 2-hr ability is intended to allow DNCs to take advantage of flourishes as they can always be used with maximum effect while the ability is active. R/B/C Flourishes especially benefit from this effect. It was requested to eliminate the recast timer for Flourish with the new two-hour. As you might guess, this was not done because of the effect of Reverse Flourish.

    Since we do not want you to be able to use an unlimited amount of weapon skills, but we still want this move to be powerful, we are considering the following changes:
    **Reduce duration from 60 seconds to 30 seconds.
    **In addition to resetting the cooldown of flourishes, also allow the use of up to three flourishes consecutively.
    **The effect of this ability will wear off after 30 seconds or once three flourishes have been used.


    In this week's test server update, we will add the new ability for WHM, update the WAR ability, and make other bug fixes. DNC/BRD adjustments will take place in the next update.

    We have gotten feedback regarding the shared recast timers, reduction of the general two-hour ability timer, changing effects completely, etc., involving large changes. Since these studies can take time and we want to make sure any changes we make are satisfactory, anything we do in this regard will take some time to introduce and will be considered carefully.

  13. #6673
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    Salvage stuff actually sounds promising. I'm really looking forward to its implementation.

  14. #6674
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    *BRD: In addition to reducing enemy INT and MND, we will add the effect of reducing enemy CHR.
    Does a mobs CHR even effect anything?

  15. #6675
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    Lower mob CHR will allow voke to be more potent!

  16. #6676
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    Lowering an enemy's CHR makes them uglier. Uglier means more damage for all!

  17. #6677
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    Quote Originally Posted by Chocobunnies View Post
    Does a mobs CHR even effect anything?
    not a BRD, always assumed it affected songs landing

  18. #6678
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    Quote Originally Posted by Slycer View Post
    *DNC: While Trance allows for full utilization of waltzes and steps, the new 2-hr ability is intended to allow DNCs to take advantage of flourishes as they can always be used with maximum effect while the ability is active. R/B/C Flourishes especially benefit from this effect. It was requested to eliminate the recast timer for Flourish with the new two-hour. As you might guess, this was not done because of the effect of Reverse Flourish.

    Since we do not want you to be able to use an unlimited amount of weapon skills, but we still want this move to be powerful, we are considering the following changes:
    **Reduce duration from 60 seconds to 30 seconds.
    **In addition to resetting the cooldown of flourishes, also allow the use of up to three flourishes consecutively.
    **The effect of this ability will wear off after 30 seconds or once three flourishes have been used.
    So DNC's 2hour is now like Meikyo Shisui?

  19. #6679
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    Quote Originally Posted by Chocobunnies View Post
    Does a mobs CHR even effect anything?
    Some TP moves are presumably affected by CHR (Mysterious Light and Eyes on Me from a BLU are both based on dCHR, and some physical spells have a CHR WSC). Furthermore, as Spira said, CHR affects MEVA for BRD debuffs.

  20. #6680
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    Quote Originally Posted by Yukari View Post
    So DNC's 2hour is now like Meikyo Shisui?
    Similar in functionality, I suppose, but Meikyo Shisui is clearly far more powerful.

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