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  1. #3601
    Every day I'm wafflin'
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    Yeah, I remember CoP Dynamis being the favoured option over cities or Beau/Xarc, especially later in the game's life. By that point no one needed any AF from the older zones, so doing CoP allowed for the chance (albeit a very slim chance) to get some much rarer gear. I remember always being "excited" to do Valkurm because of the 0.1% chance that this time, just maybe, I might get Petasos -1 or Chapeau -1. The anticipation was what made it less dull. Plus the variety of mobs was more interesting and it was shorter. Oh, and everyone wanted to see the almost mythical 4x 100 currency drops from the bosses. And Tav had the cool music changes.

    CoP Dynamis had a lot more intrigue than the regular zones everyone had farmed clean dozens if not hundreds of times.

  2. #3602
    2600klub
    I donated 5 bucks and all I got was this shitty title from Zet

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    CoP Dynamis was a lot more entertaining but my ls was formed around sponsorship and thus we didn't do much in the way of CoP runs (once or twice a month at most). What really pissed me off the most about CoP Dynamis was that there was literally no point in trying to defeat Diabolos in Tav aside from getting the title. Would a guaranteed 100 (or perhaps a random pool of -1 AF's) be too much to ask? Fuck. I remember it was always a debate between the people going, win or farm? Once most people had the title, the rest of the people that still wanted it got blown off. Stupid design decision.

  3. #3603
    Hydra
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    The problem was that the general reason CoP Dynamis was really like by most people I've known was because it was short not necessary because it was more fun. After awhile you could only do so many city runs before you either have all the relic you actually need and you were coming for up to 7-8 hours a week to help others and to gather Currency for the LS leader.

    Though this does present quite a bit of irony, now that system has been abolished entirely sometimes I almost wish I could spent 3-4 hours in Dynamis farming currency.


  4. #3604
    Ridill
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    Good news everyone!

    Quote Originally Posted by Camate
    Howdy everyone!

    Thanks for all the feedback thus far.

    I will have another post ready in just a little while to share some more information about Legion, but in the meantime I would like to share a post from Director Mizuki Ito with you which gives some insight into the new Legion content http://forum.square-enix.com/ffxi/im...lies/smile.png

    Quote Originally Posted by Mizuki_Ito
    Hello! This is Director Mizuki Ito.


    With the test server update, we have implemented “Legion (formerly The Last Stand)”

    We have already mentioned this in the overview, but Legion is a new type of battle content that is geared towards 18-36 players with high level characters. Since it is a reserved area system, it might be easy to understand what it is if you imagine the atmosphere of Limbus.

    With the large scale Legion content and the smaller scale Nyzul Isle Uncharted Region, our goal is to increase the options to you depending on how many people you have.

    We added this to the test server with this recent update so that you could get an idea what kind of system Legion is as well as get a feel for the general flow of the content from beginning to end.

    We will be constantly adjusting the system, meaning battle balance of course, as well as drop rates and the amount of Legion point rewards, so please let us know all of your feedback
    Balance? Well that isn't good news at all.

    Quote Originally Posted by Camate
    Sorry to bump this thread, but I bring some information about your request. Hopefully it will shed some light on where the development team stands.

    Currently for ranger, when you’re afflicted with double weakness, ranged attacks will always miss. Since this makes WS miss as well, it’s not possible to exploit weaknesses in VW and other content. Could you please make these misses act as zero damage instead of a pure miss?

    Elemental magic is also penalized while under the effects of double weakness, but it does not miss, it only becomes zero damage, thus allowing it to be used to exploit weaknesses in VW.
    Could you please look into this?
    It’s not that it will always miss, but when you become K.O.ed while under the effects of weakness, your attack accuracy becomes extremely low. The method of determining accuracy for close range attacks and ranged attacks is different, and this effect is more noticeable for ranged attacks where the accuracy floor is much lower.

    I believe that your request is asking whether we can increase this floor; however, if we did this, monsters would also need to undergo this change.
    *Monsters will never be under the effects of weakness, but think of this as ranged attacks from lower level monsters hitting players with a greater degree of accuracy.

    Also, when you are KO’d while weak, limitations are set to lower your contribution to the battle and making adjustments in the direction of negating these limitations is like putting the cart before the horse.

    While the thought is to have a penalty and have players be mindful in battle so they don’t get KO’d repeatedly, for the example you gave about Voidwatch, we understand that currently there is a lot of AoE damage and it is easy to get caught up in it and die. For this, we would like to make adjustments to the content itself so as to not create situations where you need to fight while weakened.
    Quote Originally Posted by Camate
    As Economizer has added to his most recent post, there was in fact a post in regards to magic skill caps on the Japanese forums. The below is the official translation:

    There are caps placed on the amount abilities/magic effects are increased due to skill values.

    There are two meanings to this:

    • In order to achieve balance at level 99, it’s necessary to establish a cap somewhere
    • Set up some leeway to be able to have creativity/trial-and-error for enhancing other parameters and having a choice of equipment
    Similar to how we raised the caps on traits from level 75 and up, we will be making continuous adjustments and it’s not like we won’t be raising the caps in the future. However, in the meantime, based on the current cap when reaching level 99, we would like to get a wide variety of feedback.

    When giving feedback, please have discussions separating them into elements such as the below:

    • How to consider the cap itself in the future
    • Exploration of other growth methods once the cap is reached
    • Ideas and concepts of abilities/equipment with caps
    Quote Originally Posted by Camate
    Sorry for the late announcement, but with the recent test server update, we have added/changed the below to Nyzul Isle Uncharted Region.

    • Added option to take a single item or all items when obtaining temporary items from the "Vending Box"
    • Made change so that when you reach each floor, the objective for that floor will be automatically announced
    • Adjusted the amount of tokens received
    • Added Alexandrite to the possible rewards
    ※The option to take all temporary items as well as the automatic announcement of floor objectives has been changed for Nyzul Isle Investigation as well.

  5. #3605
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    More good news everyone!

    Quote Originally Posted by Camate
    Hey everyone!

    Thank you for all of your feedback.

    I would like to answer some of the questions that have been raised in response to the planned adjustments that I announced last week, as well as provide more detailed information on the battle adjustments that will be made.

    Now, I am sure that some players are worried that this content will become more difficult to complete or that it will become more difficult to obtain loot, but I would like to assure you that none of the planned adjustments will be disadvantageous for the players.

    Freezing issue in certain zones

    A lot of players have been reporting freezing issues with Voidwatch in Fort Karugo-Narugo [S]. This issue is being addressed with the highest priority.

    As a temporary fix, we plan on implementing a Voidwatch battle with the same content as Fort Karugo-Narugo [S] in a different area.

    Battle adjustments
    My opinion on Voidwatch is that it is content in which the player must proc weaknesses with the correct timing and use temporary items wisely.
    That is exactly what our idea for Voidwatch was at the time of first implementation.

    However, recently the issue of only tanks being able to get near the target due to powerful AoE spells has shifted the balance. As a result, players have become more dependent on temporary items and more often than not, players continually proc weaknesses in order to use temporary items. We agree with the players saying that “it’s ridiculous that one hit from an AoE spell kills me,” and this is the issue that we are placing a high priority on resolving.

    As a future adjustment, we’re considering lowering the damage that non-targeted characters receive from AoE spells. We will re-evaluate the overall balance once we reduce the damage from AoE spells, but if further adjustments are necessary, we may look into the effects of weaknesses.

    ※With regard to battle balance, I would like to note that we do not assume that every player has the best armor, such as Aegis and Ochain, or Relic/Mythic/Empyrean Weapons. It is definitely advantageous to have the best gear, but we are making adjustments so that even players without the best gear are able to creatively finish all content.

    The separation of exploiting weakness and loot

    A specific adjustment we have planned is to set blue and red alignment at their maximum values at the beginning of the battle.
    ※It would be possible to raise these values even more through ascent items.
    As a result, players will not have to worry about exploiting weakness in order to obtain better loot. Our aim is for players to only have to consider exploiting weakness as part of their battle strategy. Also, this adjustment will address the difficulty of smaller parties obtaining loot.
    Quote Originally Posted by Camate
    Alrighty, now for the promised post. Sorry it took me a bit!

    I would like to apologize for the inconvenience of not being able to properly test this content due to a bug. (This has been fixed!)

    Many players have requested that this content be accessible to smaller parties, but as Director Ito stated, Legion is meant for large parties. This does not mean that we do not plan on implementing new content for smaller parties. As the “Nyzul Isle Investigation” is meant for smaller parties, Legion is meant for larger parties. We hope you understand.

    I understand that this content involves claimed zones, but is it possible for multiple parties to simultaneously enter the same zone?
    I really hope that the tragedies of the old Dynamis and Limbus areas are not repeated.
    Similarly to the “Nyzul Isle Investigation,” the claimed zones in Legion will turn into an instance. Although there will be a limit, multiple parties will be able to simultaneously enter the same area.
     
    I am genuinely happy that we are given 30 minutes for this content.
    However, I would like the difficulty to be adjusted based on the number of players participating.

    If one legion pass is traded, the difficulty will be set for 18 players.
    If two legion passes are traded, the difficulty will be set for 18 players plus the number of additional players in the second pass (6, 12 or 18 players).
    We adjust the difficulty based on the number of players participating by adjusting the strength of the monsters that appear.

    Other than that, there are no differences based on the number of players, so players will be able to enjoy the same battle content and obtain the same loot and legion points whether they have 18 players or 36.
    ※Although the content may be the same, it is possible for an alliance of 36 players to be able to obtain more loot, since they will be able to defeat more monsters.
     

    I do not want items to be dropped using the lotting system! I want items to be dropped as individual rewards!
    The reward system for Legion is separated into the lotting system and trading for legion points. Trading for legion points is more similar to the individual reward system that you bring up.

    Also, since this content has a time limit, we decided that obtaining loot from treasure chests would take up too much time. There is no limit to the number of monsters that appear, so players can maximize their obtained loot by defeating more monsters within the given time.

    I would like players to creatively strategize to obtain as much loot as possible in one run.

  6. #3606
    Resident Moogle
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    Oh, hey...look! Another VW update! It still completely avoids the real problem with it!

    I'm also curious how many tokens you have to blow through for the all-temps option for Nyzul, cause it looks like a complete waste if it's the full amount.


    The freezing issue goes beyond just Fort_K, so I hope they actually 'fix' the problem rather than band-aiding it for that one extreme instance of the problem.

  7. #3607
    So hard we fuck rocks
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    Here's a fucking idea - give RDMs a spell that reduces AoE dmg. Beyond phalanx or shell.

    Edit- just realized I haven't played in months and that comment is probably dumb. Disregard if so.

  8. #3608
    =^.^=
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    Quote Originally Posted by shepardG View Post
    Here's a fucking idea - give RDMs a spell that reduces AoE dmg. Beyond phalanx or shell.
    Done! Single target non-accessionable self buff only.

    Balance.

  9. #3609
    I Am, Who I Am.
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    Im probably over looking something..
    But why are there complaints of RNG vs BLM on double KO? A Miss and 0 Damage are the same in this case, is it not?

  10. #3610
    Can you spare some gil?
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    you can still proc with 0 damage, you can't proc with a miss.

  11. #3611
    I Am, Who I Am.
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    Oh, procing.
    Meh.

  12. #3612
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    Harharhar. You silly noobs! Double weakness effectively makes your level really low that's why we can't allow you to hit things during it.

  13. #3613
    An exploitable mess of a card game
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    Quote Originally Posted by Byrthnoth View Post
    Harharhar. You silly noobs! Double weakness effectively makes your level really low that's why we can't allow you to hit things during it.
    Not sure if serious.

  14. #3614
    They're just like us
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    Well at least they acknowledged that there's a problem with rapega, right? I know its not the fix everyone wants, but I avoid VW on melee jobs because its less skill and more 'use fanatics before anything else' with some fights.

  15. #3615
    E. Body
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    Changing VW to be less mindless fools/fanatics spam and more actually fighting? Sounds nice.

  16. #3616

    I'd rather have the mindlessness, it's not like the drop rate is getting higher. Longer fights means longer time to spend doing this shit.

  17. #3617
    Trigun
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    I avoided VW a long time, it can seem like a grind but it is enjoyable once you understand it.

    Just killing stuff with a large group (I go to random pickups I dont have a LS), you get teleported to each fight. Its alright.

  18. #3618
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    Quote Originally Posted by Yugl View Post
    Not sure if serious.
    Of course not serious. How is "We would have to change how that mechanism works in order to implement the mechanism change you requested." an actual answer?

  19. #3619
    An exploitable mess of a card game
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    Quote Originally Posted by Byrthnoth View Post
    Of course not serious. How is "We would have to change how that mechanism works in order to implement the mechanism change you requested." an actual answer?
    Hit rate is a function of level. SE's statement, though difficult to understand initially, made sense when you phrased the issue like that. Namely, how SE implements the accuracy penalty may be by reducing the player's level when cranking out the hit rate. Thus, if they changed the mechanics (Rather than the level reduction) so that you have a non-zero hit, then that would ultimately allow lesser level mobs to hit you more often when using ranged attacks (As they described). There are obvious ways around this that they could implement, but if that is their current system, their response would at least make sense.

  20. #3620
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    Quote Originally Posted by Trigun View Post
    I avoided VW a long time, it can seem like a grind but it is enjoyable once you understand it.

    Just killing stuff with a large group (I go to random pickups I dont have a LS), you get teleported to each fight. Its alright.

    It would be better of some of the droprates werent THAT ricidulus. One famous shouter on Baha is now 680/0 on Body from Akvan - I mean rly? srsly?

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