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Thread: Dev Tracker     submit to reddit submit to twitter

  1. #6841
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    Quote Originally Posted by Septimus View Post
    Yeah, but can the Dev Team rent out a sewage treatment facility for a week to strain out that much shit?
    Given some of the events we've seen SE draw up from scratch I'd say the FFXI dev team is headquartered in a sewage treatment plant.

    That being said, many of the requests by players are pretty fair on the surface level.

  2. #6842
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    Quote Originally Posted by Chamaan View Post
    You scoff but that Pierce/Slash/Blunt stance thing was something the devs said they wanted to give War last year. Everyone thought that might be cool. Little did we know it'd end up as this new two hour, which I will hereby dub Mightless Strikes.
    WAR is a supposed to be a weapon master class so the ability to have piercing/blunt/slashing JAs seems redundant granted the job has access to a wide variety of weapons and the skill to back it up.

    MNK is supposed to be a straight DD specializing in one type of damage (blunt) so it'd be pretty strange if the class could suddenly do what a polearm, bow or GKT could do damage wise.

    Specific weapons that break rules? Sure.
    JAs that suddenly turn MNK into a WAR? Wut.

  3. #6843
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    Quote Originally Posted by Ordostrillicus
    Byrth,

    Thanks for lending us your keen eyes once again.

    As for the Cleric's Cap +2 issue, the EN has been adjusted so that "'Cura' casting time -10%" is now "'Cure' spellcasting time -10%," bringing it in-line with the JP.

    Augmented Summoner's Pigaches +2 will read "Inc. Sp. Blood Pact magic crit. dmg." come the next version update, and the augmented Etoile Shoes +2 help text should have a "d" on the end of "Close" as well.
    http://forum.square-enix.com/ffxi/th...Cleric-s-Cap-2

  4. #6844
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    I agree with most of the suggestions for revamping a lot of the unused content like chocobo racing, pankration, ballista, etc. Look at all of these events that are meant to give players a break from the grind of getting new gear, but seemed like they were always a side project that was forgotten about after launch.

    I specifically remember reading a patch note several years ago about chocobo racing. It had undergone some minor, insignificant update, and at the very end of the note it clearly stated that there would be no further developments on this event. That struck me as very odd. Flat out saying you're not going to make more content for an event that's still fairly new at the time? That's something people should have posted in the thread for the producer to read: "make content that won't be abandoned".

    Who remembers the overcrowded Pankration matches when that launched? That was insanely fun to watch and shout stuff with the other 100+ people in the zone, until we realized there was no incentive to keep coming back.

  5. #6845
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    Quote Originally Posted by Tarage View Post
    I am sorry you had to go through so much stupid. I hope your sanity is still intact.
    It was mostly sighs with every suggestion that wasn't a duplicate where I'd have to start typing a legible summary of an idea, especially the ones that were particularly bad but wordy.

    While I don't particularly like certain ideas, the people I like the least out of this whole process were those who couldn't even be bothered to make their idea make sense or be something I could confidently summarize while keeping the intent - or even know if there was an actual suggestion behind the wall of words that was just short of them rolling their face on the keyboard.

    Quote Originally Posted by Tarage View Post
    Adjust names of Magian Trial weapons so they macro properly.
    Finish your damn trial.
    Astolfo.

    Quote Originally Posted by Tarage View Post
    I want to throttle these people...
    Considering I was one of the people that suggested both of these (although I was not alone):

    Spoiler: show
    Quote Originally Posted by Tarage View Post
    Allow melee mage setups to be more powerful.
    I genuinely wish every melee mage outside of BLU would go jump off a cliff.
    Quote Originally Posted by Tarage View Post
    Add Hastega as a spell players can cast.
    Garuda.


    I think I take offense. More towards the Hastega one, because cycling Haste is an unnecessary pain in the ass for anyone playing a mage. As a commenter in the OF pointed out, nobody invites Summoner for Hastega.

    I don't see why giving White Mages and Red Mages everywhere Hastega would be remotely unbalancing for the game nor even harmful to Summoners. It would purely be a quality of life adjustment that SE could also tie into a long questline as an added bonus.

  6. #6846
    TIME OUT MOTHERFUCKER

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    Quote Originally Posted by Economizer View Post
    I think I take offense. More towards the Hastega one, because cycling Haste is an unnecessary pain in the ass for anyone playing a mage. As a commenter in the OF pointed out, nobody invites Summoner for Hastega.

    I don't see why giving White Mages and Red Mages everywhere Hastega would be remotely unbalancing for the game nor even harmful to Summoners. It would purely be a quality of life adjustment that SE could also tie into a long questline as an added bonus.
    I've been hastegaing the melee parties in Legion and it works just fine. At least let SMN have something useful beyond PD.

    And you are never going to convince me that melee mage should be a thing. No, not even RDM.

  7. #6847
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    Messages from JP World. This first guy's tugging on my heart strings (I brought up this issue a while back, but of course never got any feedback here on the NA side), but sadly receives a response that doesn't even touch on his main topic:

    Edit: This is my translation of a JP dev tracker post.

    1): Regarding Meeble Burrows Expedition 5 Boss Battles

    Yo dawgs,

    Quote Originally Posted by JP Bro
    At 20 hours to get back one sack of moblin pheremones, it means that currently it takes 100 hours, at minimum and assuming no failures, to try one boss battle. It feels a little too long to only be able to try one every four or five days. And, it is possible that you can get no compensation from a boss (I'm assuming this - sorry if I'm wrong).

    To achieve all three goals for a party of six members in one expedition will probably not take more than 10 minutes. Also, since every member needs to have all of the first four expeditions cleared to try the boss battle on a tier, every member has to be there for every expedition, and then everyone's progress is reset after the boss. And people might just overlook the lower ranks (1-3) to go for the higher credits/bosses from the upper ranks.

    This is not immediately apparent because there is an endless supply on the test server.
    Thanks for your comments. Here's a response that doesn't even come close to addressing the main point of your post, but focuses completely on one aspect which is fairly irrelevant to your main point!

    Expedition 5 (the boss battle) does drop items as loot (we have not yet added treasure at the moment, it will be added in the next test server update). [[I think this is wrong, at least on the NA side, we already saw drops from the expedition 5 bosses, but I think they ignored or misinterpreted the guy's point that drops are probably not guaranteed so there's a chance you get nothing but research marks to buy crappy accessories for 100 hours worth of tags.]]

    In addition, as you mentioned, it is only necessary for expedition 5 (boss battle) that everyone has cleared expeditions 1-4 for that particular rank.

    For the previous expeditions, as long as the leader meets the criteria, the party members can participate. This is useful to complete expeditions out of order or repeat individual expeditions as needed as there is no requirement for the other members besides the leader. Please note this point.

  8. #6848
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    It sort of touched on his point I think.

    Say you have a static of 6 people. Instead of 6 people working on one path, they can split up and do 2-3 different paths (idk how dificult this would be since I haven't tried meeble's yet). Since only the party leader needs the clears for the whole party to fight a boss, you can effectively do 2-3 bosses in almost the same amount of time (only needing to wait an extra day or w/e to fight an extra boss).

  9. #6849
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    Quote Originally Posted by Eurell View Post
    Since only the party leader needs the clears for the whole party to fight a boss
    Quote Originally Posted by JP community team
    In addition, as you mentioned, it is only necessary for expedition 5 (boss battle) that everyone has cleared expeditions 1-4 for that particular rank.
    No. Everyone needs clears of expedition 1, 2, 3, and 4 in a particular rank to try expedition 5 (the boss). Being able to do the other four expeditions out of order will serve exactly zero purpose in a group that does this as a static (it will only help if you, for some reason, pick up randoms who need individual clears). So one boss every 100 hours, at most, is the case as currently implemented.

  10. #6850
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    Quote Originally Posted by Slycer View Post

    For the previous expeditions, as long as the leader meets the criteria, the party members can participate. This is useful to complete expeditions out of order or repeat individual expeditions as needed as there is no requirement for the other members besides the leader. Please note this point.
    This is what I read, well, misread obviously. For some reason I completely skipped over the word 'previous'. I stand corrected.

  11. #6851
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    My brain explodes at the profound obviousness of some of the answers provided to this post. Note that while the JP post calls out macaroons in particular, the response doesn't refer to any particular food items.

    Edit: This is my translation of a JP dev tracker post.


    2): Regarding Synthesis Success Rates

    Hello

    Quote Originally Posted by Another JP Bro
    [[Not sure how to translate the first sentence of this, something about needing to statistically look at 10,000 synths or something... idk]] With respect to failure rates, macaroons only seem to affect a little, but since it cannot go below 1%, I'm not worried too much about them. I am not in the mood to figure out whether they are a 5% additive or multiplicative bonus to the success rate since I would need to use a synth with a 10-15% break rate or more.

    Anyway, please eliminate the 100% material loss rate on certain materials in specific synths!! (´・ω・`)

    For example, orichalcum, ores, cashmere fabric - on certain synthesis failures, these items never survive! However, for example, when I make an Orichalcum Ring, the loss rate is no longer 100% on synthesis failure. So obviously the loss rate is purposefully set to 100% on certain synths.

    Having lost 100% of materials on certain synths for what used to be top tier items at the time of implementation... I hated it.

    What is the reason that you set the loss rate to 100 on certain synths when the monetary and emotional damage [[lol, but I get the guy's point]] is huge when you fail? I am not saying there should be no loss rate, but why wouldn't you set it the same as the usual loss rate for most other synths?

    Also, if by some lucky chance you do lower the rate, I won't be happy if you lower it from, say, 100% to 98%. [[Goes on a bit more...]]
    Success Rate of Particular Recipes
    The probability of successes for a variety of syntheses have been rumored from a long time accumulation of player experience, and in fact, it has been adjusted for each recipe. The effects of synthesis equipment, guild support, elemental bonus, and food benefits also come into play.

    However, if a recipe requires multiple synthesis skills, the probability of success is likely to drop because it is based on the combination of the required skills.

    For desynthesis recipes, the success rate is not comparable to synthesis. These recipes are more likely to fail, in that sense.

    Maximum Synthesis Success Rates
    At higher synthesis skills, the success rate increases, but there is no skill limit that ensures 100% success. Since you cannot perform synthesis without the risk of failure, the focus should be on how far you can increase the probability of success.

    By maxing out the bonus effects using food items, it is possible to increase the probability of synthesis success further than it can be increased with skill alone. They can be used in combination to max out the success rates. I think the next bit says they may want to increase this cumulative effect in the future.

    Regarding Material Loss
    When synthesis is failed, it is often the case that materials are lost. Just as the success rates differ, the probability of losing materials upon synthesis failure has been set for each material, with a trend that materials are more easily lost on more difficult synths.

    Of course, some in particular may intentionally be set lower or higher, but since the guaranteed losses can be an extreme inconvenience, there is room to possibly review the loss rates. Please give us your opinion (it means a lot to us) and specific examples, such as those already mentioned.

  12. #6852
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    Translation:

    3) Regarding Changes in Resistance after Introducing Immunobreak
    Hello. Thank you for your reports. Regarding the two NMs Isgebind and Long-Armed Chariot - we have confirmed the data from before and after the introduction of Immunobreak.

    For Isgebind, there was previously a low probability of success at landing Paralyze effects, but we found that there is now complete resistance due to a bug. We are working to correct this.

    For Long-Armed Chariot, there was no difference before and after the introduction of Immunobreak (this NM was already completely resistant to Stun before the addition of Immunobreak). We are thinking there was possibly some confusion here because out of the four Salvage bosses, only Long-Armed Chariot is completely resistant to Stun, so you may have assumed that Stun was possible based on the other three bosses.

    If you see any other NM resistances that may have changed after the introduction of Immunobreak, please report it here.

  13. #6853
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    Translation:

    4) Regarding the Implementation of New Two-Hour Abilities
    Hello,
    In this week's test server update, we will be introducing the new two-hour ability for monk, in addition to the 18 introduced so far. Please provide as much feedback as possible.

    We are still a little bit away from the announcement of the next version update. We have received concerns (literal translation for lulz: voices of fear) that the deployment of the update will occur without any changes from the current state of the test server. As we said the other day, we will not rush the introduction of the new two-hour abilities and we will definitely consider them to make sure they each have a clearly useful value.

    In addition to feedback on the individual abilities, we also continue to receive feedback from a more general perspective such as:
    *Change 2hr ability effects significantly
    *Change 2hr abilities completely
    *Eliminate the shared timers

    Currently the development and management teams have been considering the possibility of the larger changes. While it has been postponed for a little while to address the feedback on individual abilities, it is expected that we will discuss the direction of the more general framework at the policy meeting that is scheduled for the near future. Once I receive the results of that meeting, I will reply again, so please wait just a bit longer.

    Additionally, while all comments are helpful, as we've said in the past, concrete suggestions about individual abilities are most helpful and the feedback we are most looking for. Thank you for your cooperation.

  14. #6854
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    Last one:

    5) Regarding Resting
    Hello,
    Quote Originally Posted by i<3resting
    Although there is a lot of HP recovery while healing gear, most people tend not to own them because of inventory limitations. In addition, the usefulness of the Sigil and Signet resting bonuses as they were implemented long ago have greatly faded.

    So, I thought about reviewing the effect of resting HP and made this thread. The rough idea I came up with is as follows (I was feeling greedy, so you don't have to consider everything here):

    * TP will not decrease during healing (similar to the bonus effect that can already be enabled by Signet).
    * HP recovery gear should be modified to add a percentage to HP recovery rather than incremental HP (with about 10% as maximum on one piece).
    * For each resting HP recovery +10, add +1 TP recovery when HP is restored (with a maximum TP recovery of +50~70 regardless of how long you rest for).
    * With larger values of resting HP recovery, increase the recovery rate from negative status effects (e.g., the effects of silence/paralysis/curse would be restored after about 30 seconds of resting with about +25 HP recovery gear)
    * With a certain recovery healing value (+50?) DoT effects can be offset.

    As far as MP recovery, except for content like Abyssea, I think that it is already adequate and there's no need to review.
    In the past few years, since there has been a huge increase in the amount of regen and refresh recovery techniques, we greatly reduced the importance of HP and MP recovery gear, as you have said. Since the flow of battle is often faster than before, long periods of resting are now unsuitable. While we can review the effects of enhancing HP recovery gear, I think there should be more focus on how resting works in general. Since resting is currently not very useful (or utilized) right now in general, there is a lower priority on looking into this, but if the opportunity does arise, we will consider a more fundamental change to the way resting works.

  15. #6855
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    Had they not added refresh out the ass, an hMP % piece would be amazing. Back in the day it would have made healing much less of a chore.

  16. #6856
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    so in any case they just said fuck you to everything just in nice words.

  17. #6857
    HABS SUCK!!!!!
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    Quote Originally Posted by Economizer View Post
    Astolfo.
    I'm sorry but macroing weapons as a melee is a dumb idea, of course the only people who would do such a dumb thing are BST's, and fuck BST.

  18. #6858
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    I like they are actually responding to the 2 hour issues. I am curious what this meeting decides.

  19. #6859
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    Quote Originally Posted by Damane View Post
    so in any case they just said fuck you to everything just in nice words.
    lol I was just thinking of this.

  20. #6860
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    Quote Originally Posted by ronin sparthos View Post
    Given some of the events we've seen SE draw up from scratch I'd say the FFXI dev team is headquartered in a sewage treatment plant.

    That being said, many of the requests by players are pretty fair on the surface level.
    Maybe fair, but are they balanced? And by "balance," I mean "BARANCUUUUUUUUU!!!!!!!"

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