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Thread: Comments from the Devs     submit to reddit submit to twitter

  1. #181
    Mithra Ero-Sensei
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    Supposedly when they do the "battle changes" adjusting all the classes, spells/ability damage etc and auto attack whatever else, they will be boosting the power of stats to be semi-decent I would guess then since you can't just dump 174 into 1 thing anymore and have (possibly?) fixed stats per class.

    Don't think they've given any real details on any of that yet but I'd presume thats what will happen with the combat system change.


    Also with the display of mob levels and such, I hope they add this to the "target" bar that appears when you select a mob (would be nice if it displayed if the mob was claimed or not also). Kinda sucks when you got a warm of mobs... say gnats, ahriman, peiste and other massive mobs, and you can't tell whats claimed because you can't zoom out far enough etc etc
    ever have that moment like "oh hey this guys hitting this, I guess I will too", then one the casters in the back be like "stop hitting unclaimed mobs" and you just stop and act like nothing happened, or see the "randomly running around" guy trying to look like he's doing something...?

  2. #182
    Vuitton
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    i like how we can see the rank of the mobs now, but i dislike how if they're aggro mobs you can no longer see what difficulty color they are. i mean i could do the math by looking at their rank, but i think the need to know which mobs aggro is redundant. you can out run most mobs you aggro since they're on short leashes, unless you're so under rank that they one shot you, and then who cares? thats part of running around dangerous places.

  3. #183
    Ridill
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    Quote Originally Posted by Gulkeeva View Post
    and you can't tell whats claimed because you can't zoom out far enough etc etc
    I thought that was because you're constantly watching hentai, lol

  4. #184
    Mithra Ero-Sensei
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    Quote Originally Posted by Elcura View Post
    I thought that was because you're constantly watching hentai, lol
    Could be! But I could see tarus raging more as they probably can't see anything above the waist line of most people

    /taru rage face

    http://imageboard.neko-sentai.com/_i...2c84bb9590.jpg

    (randomly this reminds me to go check if theirs a new berserk manga out)

  5. #185
    Falcom is better than SE. Change my mind.
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    Speaking of claimed, wonder how hard it would be for the devs to adjust target names to change colors to indicate if it's claimed, yellow, NPC, etc. instead of just the name above the NPC.

  6. #186
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    Probably not any harder than it was in XI... I'm almost positive it showed claimed status through name color in target plate and mob's name.

  7. #187
    Vuitton
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    Quote Originally Posted by Kurokikaze View Post
    Probably not any harder than it was in XI... I'm almost positive it showed claimed status through name color in target plate and mob's name.
    It did. I remember vividly watching the target plate name turn from red to orange when people accidentally called for help...

  8. #188
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    interesting changes planned.. just chiming in since I havent played in months but have been following on and off..
    I personally like the enemy level thing. hiding it has never really added any depth to strategy and even with levels shown it doesn't necessarily mean enemies are what their levels translate in terms of difficulty. It's still a nice gauge to work with tho.

    Aggro icon - I like that too. It may kinda take away from the immersion level, but if the option to toggle off is there then thats better. I was under the assumption that you could already toggle off names to achieve the same effect.

    Spell effects.. definitely yes. I remember when I was playing XIV i was thoroughly unimpressed by spell effects because you could barely see them. The only one i liked a lot is Cure, which is still very cool in my book. A bit of flashiness would be good - FF is a franchise thats known for its over-the-top effects. Even the PSP remakes are getting them good, XIV should have it the same.

  9. #189
    New Odin
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    I also like the beneficial status spell effects (at least the low rank ones), but the offensive magic definitely needs a boost- some of them more than just a size increase, but that's for later I guess.

    The animators are most likely doing something and I don't think they are designing the rank 50+ skills, that's for sure. I dunno what their job entails though. Cutscenes?

  10. #190
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    perhaps.. I've watched a few. Most are ok. the only one that really did impress me was Futures Perfect, especially with the Echo club fighting that guy and all.
    I think itll take them awhile for cutscenes.. just like it took FFXI devs a while to get cutscenes pretty.

    Spells should be no exception tho, since they're always around the game.
    edit: generally buffs look a lot better than nukes in XIV somehow

  11. #191
    Falcom is better than SE. Change my mind.
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    Devs have been notified about inventory/storage space: http://forum.square-enix.com/ffxiv/t...ll=1#post74053

  12. #192
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    curious: has anyone seen anyone mention anything about the excessive delay in sheathing/unsheathing weapons? if not i'm probably gonna put up a proposal to change it.

  13. #193
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    I have noticed this myself, I think it's a server side thing.

  14. #194
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    Quote Originally Posted by kisada View Post
    curious: has anyone seen anyone mention anything about the excessive delay in sheathing/unsheathing weapons? if not i'm probably gonna put up a proposal to change it.
    XI was the same way. Seems to be a coding thing with SE.

  15. #195
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    I've no idea why there was that delay in XI, though you can probably attribute that to "old code". It seems more intentional in XIV based on the active/passive thing, the restrictions on kiting mobs, and stuff like that. Why they feel the game should be coded like that is a question only SE can answer, and I am confident we wouldn't like the answer either.

    Blah blah something about making you play inside this little box.

  16. #196
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    http://forum.square-enix.com/ffxiv/t...5424#post75424

    Well, looks like we're stuck with fatigue...

  17. #197
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    Quote Originally Posted by Corrderio View Post
    Well, looks like we're stuck with fatigue...
    ..Because they explained it to us? What does that indicate? lol

    I wonder why though. They seem to be looking for trouble.

  18. #198
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    Called it. Anti-RMT activities hampering players yet again...

  19. #199
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    We -all- called it, Kuro. Everything about the game's sluggishness and tediousness was a giant RMT-barrier. It was also a "making money" barrier, or a "success" barrier.

  20. #200
    Nidhogg
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    I'm in full support of gathering fatigue. I posted why on the forums but in case you don't go there...

    "As a 40 MIN and 31 BTN I know how fast you can gather items. It would destroy the economy on mats if a player could go gather items all day. I am in full support of this fatigue.

    However, I don't believe a failed gather should give half SP. There should always be the option for a DoL player to rank up their class at a reasonable rate and a system designed to harm RMT should not penalise players who want to do this."

    "If they got rid of gathering fatigue they would have to significantly reduce the amount of items obtained per gather. So how would you feel getting one log per gather, or one iron ore per gather maximum? How would you feel having to mine or log for eight hours to get what currently takes three?

    You simply can't have it both ways. No matter which method SE uses, there HAS to be a limit on the amount of items a single gatherer can bring into the economy each day."

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