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Thread: Dev Tracker     submit to reddit submit to twitter

  1. #6721
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    Quote Originally Posted by Slycer View Post
    I can take a cursory look through and translate the concepts for some of the posts with the most likes so we can get a general idea.
    Thank you.

    I have no expectations, especially of getting anything more then a summary let alone anything translated at all, so anything at all you do will be above and beyond.

    Do you plan on reading the whole thing or just skimming it for particularly liked posts and interesting points? If someone plans to read it all, once the NA summary is done, maybe someone could indicate concepts that NA players want that are also popular with the JP players, or even some observed trends in general. It's probably asking for too much though.

    When they close the thread and I hammer out the format (which I'm still trying to decide on, more to that in a second) I hope for some discussion on what we think SE is likely to do.

    For formatting, I'm thinking its going to be something like this, with obvious subcategories:

    • Dev Communication and Product Requests
    • General Usability/Quality of Life Requests
    • UI specific Requests
    • Game Mechanics Change Requests
    • General Job Role Requests (Tanking/Damage/Support)
    • Job Specific Requests
    • General Crafting Requests
    • Item Add/Change Requests


    The thought is that because people had laundry lists of stuff to change, I should summarize the thread in specific categories. I'm also thinking of sourcing everything I do with multiple links, but depending on the difficulty and how hard it would be to post that here, I might not do that. Likes are a bit harder as well, especially due to the list formats people have been using - so I'm unlikely to list those.

    Any feedback on the format this is done in?

  2. #6722
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    Quote Originally Posted by Septimus View Post
    Just try to think of it as the love child of Assault and Moblin Maze Mongers. Plus, if the time were any shorter, there would be no way to get in to play it if the drops are any good.
    I'll never get why SE didn't simply expand on MMM rather than creating a whole new system but it's like the team enjoys redundancy and duplication rather than spending time polishing events.

    It's clear that this Meeble event won't be as polished as Assault and the system is a downgrade from MMM so it's like the worst of both plus arbitrary lockout timers that leave content voids rather than expanding on what previously worked.

  3. #6723
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    Quote Originally Posted by ronin sparthos View Post
    I'll never get why SE didn't simply expand on MMM rather than creating a whole new system but it's like the team enjoys redundancy and duplication rather than spending time polishing events.

    It's clear that this Meeble event won't be as polished as Assault and the system is a downgrade from MMM so it's like the worst of both plus arbitrary lockout timers that leave content voids rather than expanding on what previously worked.
    I dont understand this either, they have done so many stuff they left on the side. MMM, Pankration, Fields of Valour augments for up to lvl 99, the Evolith system (this one had potential but failed from the beginning, with tweaks it woudl have been a good system?), list goes on. But maybe all of those things were just Beta Tests for other things or to see how well such a system would be recieved.

  4. #6724
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    Producer Thread got locked. Comparing Slycer's translation and the official one is mildly interesting:

    Register to see the NSFW content

    Anyways, I'll start compiling the thread summary now, this will take some time.

  5. #6725
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    Quote Originally Posted by Economizer View Post
    Producer Thread got locked. Comparing Slycer's translation and the official one is mildly interesting:

    Register to see the NSFW content

    Anyways, I'll start compiling the thread summary now, this will take some time.
    Beat me to it. I was already working on something similar.

  6. #6726
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    Quote Originally Posted by Damane View Post
    the Evolith system (this one had potential but failed from the beginning, with tweaks it woudl have been a good system?)
    It was too specific and too underpowering of situational gear. If it was something pretty strong to be specific, it would have made better gear and been more popular (vs. Dragons: MAB+20 for example).

    Genie Weskit:
    [Body] All Races
    DEF: 36 Elemental magic skill +6
    "Magic Atk. Bonus" +7
    "Conserve MP" +2
    Physical Damage: "Curse" effect
    on opponent
    Lv. 73 BLM

    Ebur coat Exclusive
    [Body] All Races
    DEF: 38 MP +8 INT +5
    "Magic Atk. Bonus" +4
    Increases magic critical hit damage
    Lv. 71 BLM / SCH

    Evolith apertures:
    [1] Accepts Fire Ice Wind Earth Shape FilledTriangleUp.gif Evolith sockets up to size 8.
    vs -Family-: MAB+4
    [2] Accepts Lightning Water Light Dark Shape FilledTriangleUp.gif Evolith sockets up to size 8.
    vs -Family-: Macc+6
    [3] Accepts Fire Ice Wind Earth Lightning Water Light Dark Shape EmptyTriangleUp.gif Evolith sockets up to size 8.
    Would either be Magic Crit Rate +5 for one element or Enmity-4 for one element

    Final stats being:
    Ebur coat Exclusive
    [Body] All Races
    DEF: 38 MP +8 INT +5
    "Magic Atk. Bonus" +8
    Magic Accuracy +6
    OneElement: MCrit+5 or Enmity-4
    Increases magic critical hit damage
    Lv. 71 BLM / SCH

    Those are max size values, which you can only attempt once per day (presuming the NM in question has a faster than 1 hour repop), and it only applies to one mob family. Even at that, its still marginally better than the Weskit, except the weskit doesnt involve getting multiple max results from a lottery system.

  7. #6727
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    Quote Originally Posted by Damane View Post
    I dont understand this either, they have done so many stuff they left on the side. MMM, Pankration, Fields of Valour augments for up to lvl 99, the Evolith system (this one had potential but failed from the beginning, with tweaks it woudl have been a good system?), list goes on. But maybe all of those things were just Beta Tests for other things or to see how well such a system would be recieved.
    Pankration, FoV augments, and Evoliths were failures from the start. Pankration was pointless because you didn't get anything for doing it. FoV augments were terrible because you would most likely get useless or often-time counterproductive random stats on your equipment. (The fact that you could get negative stats and not be able to remove them murdered the entire system.) Evoliths would have been better if you could slot them onto Artifact and Relic armor, and if they weren't totally pointless- the quantities of MAB and the like were too small and too specific (mob type, element, etc) to ever be useful.

    Out of the systems that you mentioned, only MMM was actually worth doing at the start. Then they murdered it by nerfing the holy hell out of points and introduced the CC system that didn't even com close to making up the number of points that you lost. I have very little hope that Meeble Burrows will be worth doing because of how they completely obliterated MMM.

  8. #6728
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    FoV would ahve been a great system if it worked like Synergy augments. No idea what they were thinking.

  9. #6729
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    Quote Originally Posted by Septimus View Post
    Pankration, FoV augments, and Evoliths were failures from the start. Pankration was pointless because you didn't get anything for doing it. FoV augments were terrible because you would most likely get useless or often-time counterproductive random stats on your equipment. (The fact that you could get negative stats and not be able to remove them murdered the entire system.) Evoliths would have been better if you could slot them onto Artifact and Relic armor, and if they weren't totally pointless- the quantities of MAB and the like were too small and too specific (mob type, element, etc) to ever be useful.

    Out of the systems that you mentioned, only MMM was actually worth doing at the start. Then they murdered it by nerfing the holy hell out of points and introduced the CC system that didn't even com close to making up the number of points that you lost. I have very little hope that Meeble Burrows will be worth doing because of how they completely obliterated MMM.
    MMM wasn't really dead on Lakshmi post marble nerf since people put up the most popular EXP/NM/augment run mazes on the NPC and so long as someone hadn't used their access for the day you could simply repeat the content with other people or accounts. What killed MMM was a lack of upkeep, gear becoming obsolete (augments from Chaperix run, Voucher07 drops), EXP becoming worthless (Abyssea) and craft runs being left rubbish.

    The zerg event created in Voucher 09 were largely drops worse than 07 and the mob choices were fixed making it a downgrade creatively and incentively. There is nothing wrong with reusing models but the whole concept of MMM was that you had a variety of monsters to choose from and not whatever base model SE felt like using to extrude shit-tier loot.

    Meeble Burrows has a forced lockout, 15mins is amusing when some JAs have longer cooldowns and the event looks/feels/smells like a crappier MMM. Smells like failure.

  10. #6730
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    Quote Originally Posted by Septimus View Post
    Pankration, FoV augments, and Evoliths were failures from the start. Pankration was pointless because you didn't get anything for doing it. FoV augments were terrible because you would most likely get useless or often-time counterproductive random stats on your equipment. (The fact that you could get negative stats and not be able to remove them murdered the entire system.) Evoliths would have been better if you could slot them onto Artifact and Relic armor, and if they weren't totally pointless- the quantities of MAB and the like were too small and too specific (mob type, element, etc) to ever be useful.

    Out of the systems that you mentioned, only MMM was actually worth doing at the start. Then they murdered it by nerfing the holy hell out of points and introduced the CC system that didn't even com close to making up the number of points that you lost. I have very little hope that Meeble Burrows will be worth doing because of how they completely obliterated MMM.
    thats the reason I mentioned them, they were failures, because they werent tweaked to be awesome. Evolith was promising if it wouldnt have been so specific.

  11. #6731
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    Re: Dev Tracker (3/8/2011)

    Reading threads like this makes remember all the stuff in ffxi that no one does anymore lol.

    MMM has to be at the top of that list. Why have they not just added to it to keep it going was kinda fun at times ti take away from bird grinding.

  12. #6732
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    They closed the thread and I never got to posting. Laaaame.

  13. #6733
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    Reading the thread and summarizing suggestions royally sucks.

    I really should have been doing this as it was posted, but I was afraid that people would edit their posts before the thread was closed.

    Even though I've been doing my best to get every (legible) suggestion summarized, no matter how much I disagree with it, this one just didn't make the cut... I just couldn't handle it:

    -Allow macros to contain "commands" like "ctrl+m" so it would be possible to use a macro to access the spell, ws, or ja list.
    If I see more like this, I'm editing this with them. Some comments are kinda "stupid" because they're just too implausible without enough benefit, or just would require an astronomical amount of programming work (like something that automatically transfers a set of gear on job change), but I don't think I've come across anything this bad yet. I'm sure there is some logic to it I don't understand for some reason, but this just seems stupid.

    ---

    Edit: Maybe it is because I'm starting to go down the dark path of insanity from reading all these suggestions (actually you start to fly through them because they start to repeat for the most part), but this one got to me:

    Good example of how stances should be implemented on this regard are: Afflatus Solace, Afflatus Misery, Composure,
    Maybe I'm wrong on this one, but I'm currently under the impression that Afflatus Misery is not a very good example of a stanced job ability, since all it seems to do well is ungimp a single spell (which feels gimped because it is tied to a job ability that isn't really good for anything else). Composure is kinda hit/miss because there is no corresponding stance counter to it but it has that recast penalty.

    I'm probably being too critical because I've been reading these for a while though.

  14. #6734
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    I wouldn't get to excited of a new producer they he actually does something in game wise. (again, producers don't really do much design work, etc)

  15. #6735
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    Quote Originally Posted by Economizer View Post
    Maybe I'm wrong on this one, but I'm currently under the impression that Afflatus Misery is not a very good example of a stanced job ability, since all it seems to do well is ungimp a single spell (which feels gimped because it is tied to a job ability that isn't really good for anything else). Composure is kinda hit/miss because there is no corresponding stance counter to it but it has that recast penalty.

    I'm probably being too critical because I've been reading these for a while though.
    Solace/Misery aren't well balanced stances precisely because Solace is so much better than Misery for the typical WHM.

    What SE seemed to want with Misery was a melee/close-range WHM eating status effects and healing them off through a boosted Esuna in addition to low MP cost Curas but it just doesn't add up because Auspices bonus to WHM melee is inconsequential and Banish potency doesn't make it worth giving up cureskin and barspell perks.

  16. #6736
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    Quote Originally Posted by ronin sparthos View Post
    Solace/Misery aren't well balanced stances precisely because Solace is so much better than Misery for the typical WHM.

    What SE seemed to want with Misery was a melee/close-range WHM eating status effects and healing them off through a boosted Esuna in addition to low MP cost Curas but it just doesn't add up because Auspices bonus to WHM melee is inconsequential and Banish potency doesn't make it worth giving up cureskin and barspell perks.
    If they reworked Misery so it was geared more towards AoE curing, it would be a step in the right direction. MP reduction to Curagas, or giving Curas and Curagas a Cureskin type ability would be very cool. Maybe make Bar-status spells worth a damn. Maybe even enhancing Boost spells. Misery was awesome in Einherjar when faced with AoE status and damage that was spread across parties. Just needs a boost to not be absurdly suck.

  17. #6737
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    Quote Originally Posted by ronin sparthos View Post
    Solace/Misery aren't well balanced stances precisely because Solace is so much better than Misery for the typical WHM.

    What SE seemed to want with Misery was a melee/close-range WHM eating status effects and healing them off through a boosted Esuna in addition to low MP cost Curas but it just doesn't add up because Auspices bonus to WHM melee is inconsequential and Banish potency doesn't make it worth giving up cureskin and barspell perks.
    The thing is, in my opinion, I think Solace is well balanced (the only complaints I've heard that sound remotely legitimate are subjob restriction ones, and those can be hit/miss). Misery just sucks.

    Misery bites for close range WHM because Solace will keep you alive better in just about every situation. You ate a ton of damage for some reason but don't wanna cast a Curaga spell? That cureskin casted on yourself will keep you alive better then Cura ever will. Curaga spells are better in every regard to Cura spells except waking people up quickly due to the AF3 pants, and you can do that without Misery. Auspice's accuracy bonus used to be something worth writing home about, then SE nerfed the hell out of it. Banish potency is bad between not having the right tier of Banish for our level and the way the Misery charge is calculated.

    Esuna is the only reason to use Misery, and even it has been made a worse option by comparison due to White Mages either being killed outright by an AoE, or White Mages being able to remove the nastiness quicker and faster in many ways, one of which is /SCH Accession + Erase or even occasional hat procs.

    There are tons of ways they could fix it, each with different outcomes on how White Mage will be played, but I'm guessing it is low priority considering the sheer amount of suggestions I'm seeing for Red Mage and Blue Mage in this thread so far.

  18. #6738
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    Have misery make the WHM immune to status ailments and reduce the recast/MP cost of curaga.

  19. #6739
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    Quote Originally Posted by Yugl View Post
    Have misery make the WHM immune to status ailments
    Annnd you broke Esuna.

  20. #6740
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    Now make esuna remove any ailment even if not on the WHM. Fixed.

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