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

  1. #5481
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    I think he did that more to appease the idiots on the board... His direction from the get-go seemed to signify that DoL/DoH was just gonna be side-shit (as it should be).

  2. #5482
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    It's funny because I can't think of any artifact armor that they could use. Maybe...Cid's FF6 armor for alchemy? Quina armor for culinarians....? Waste of time

  3. #5483
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    I have no interest in nostalgia-inducing AF for DoH/DoL, so I look forward to what they come up with. I like new things. I once heard someone mention that they wanted a hard-hat with a light on top that they could either toggle or automatically turn on/off depending on the amount of light around them; sounds like a good option for miner.

    I also wouldn't mind if the DoH/DoL AF was added as pure vanity gear (no stats) if they do implement some kind of vanity gear slots or something similar. As with the rest of the jobs, if the AF is good, nobody's going to want anything else, and if it sucks, nobody's going to want to wear it.

  4. #5484
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    Actually, for DoH, XI-style AF would work really well. If, for example, CRP got a piece that let you use Perfection twice, or ALC got a piece that doubled the duration of Preserve? Godlike, no matter which slot it's in. And since there is no "battle" swap restriction, you can simply gear up for what you are doing at the moment.

  5. #5485
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    Quote Originally Posted by Kurokikaze View Post
    I think he did that more to appease the idiots on the board... His direction from the get-go seemed to signify that DoL/DoH was just gonna be side-shit (as it should be).
    Yeah, but at the time I remember crafters rage-emoing on the forums about not being "important enough" then Yoshida drops the first teaser about Materia. This would have been one of the most interesting features had it been implemented right, interchangable materia's that could be done in a few clicks with its own storage place on the UI kinda like crystals/clusters are stored and it could have given real customization. The whole system is just bland, its honestly a worse socketing system than you find on many other games. There could have been unique traits or abilities granted by materia to go along with stats, the whole thing just screams convoluted for little reason other than to appease those people who were raging on the forums about crafting not having a bigger purpose in the game.

  6. #5486
    the whitest knight u' know
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    Why do people think it matters whether or not crafting/gathering are technically separate classes? He has already stated that main storyline/missions/content is going to be designed just for DoW/M (none of this Parley-ing through the story shit). It's obviously getting pushed to the side in regards to being able to play through the game as just a crafter and/or gatherer.

    Mechanically, it doesn't make much of a difference from XI's crafts, they both level up on their own. Just in this game, you get a lot more equipment options to move through as you level instead of just long-term-goals of Lv.1 aprons/spectacles and a retarded Hocho, which is good thing.

  7. #5487
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    The sad fact of it is that it's all but guaranteed that any gear (or any major system issue) problems at the moment will persist until 2.0. And then the ball is in SE's court to not screw it up.

    I don't have the comment verbatim at the moment (searching), but I recall devs were saying that AF will be (paraphrase): better than vanilla gear, but outstripped by 2x melds. Thus if they want any of it to be valid, it needs to have a unique stat for the slot (say, Heal potency on WHM hands) or have a unique XI-AF-like bonus (say, BRD hands having +1 shot to Barrage or extra TP on Quelling Strike) that, while it may be worse after extensive testing, is not as cut and dry as VIT+7 > VIT+5.

  8. #5488
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    See, I just don't see how DoW AF can compete with single-meld without gear swapping, unless the ability bonuses are just retarded.

    For example, situationally-useful bonuses like "extended Shadowbind duration" or "increased Wide Volley radius" just won't be able to compete with body/hands/legs (/p.crown) gear. You'd need something crazy like "halves Quick Nock recast," and even then it's sketchy if it's on hands or body.

    I just hope the shoes are good.

  9. #5489
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    They need to have really good stats along with enhancements for abilities/traits. Also should have Set Bonus to make sure people wear multiple pieces.

    Not that hard yo... Thats not even thinking outside the box...

  10. #5490
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    Quote Originally Posted by Kurokikaze View Post
    They need to have really good stats along with enhancements for abilities/traits. Also should have Set Bonus to make sure people wear multiple pieces.
    And then you would see each job in the game wearing the exact same thing at all times.

  11. #5491
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    Not if they are hard to get or outdated.


    They should just add cosmetic gears like they do in every other mmo. It's not a bad reward on its own, and it's always fun to wears something that look good. Balancing look and stats isn't something I want to do.

  12. #5492
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    I'm hoping we get a preview of the AF stats and maybe some of the instance raid stats, since I'm curious as to how well balanced equipment will be with three things coming all centered around 50 gear.

  13. #5493
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    Revamping High-Quality Items
    http://forum.square-enix.com/ffxiv/threads/31773

    Currently, the conditions for producing HQ results during synthesis are not clear, and players are finding it difficult to make HQ items, even when using HQ ingredients. We are therefore reassessing the synthesis process to make it easier to judge the quality of finished items. We are also changing the specs for the following features: adjusting the Quality of a finished item, touching up, and displaying the HQ odds of a finished item. With this overhaul, it will be easier than before to synthesize an HQ item when using HQ materials.

    Furthermore, equipping HQ gear will now boost bonus parameters in addition to base parameters.

    Changes to the Synthesis Process

    Quality and HQ odds will be changed as follows:

    • During synthesis, HQ odds will be displayed as a percentage.

    • When synthesis materials consist exclusively of normal items, the initial Quality will be close to zero. If all materials are HQ items, then the initial Quality will be around 500.

    • When using Disciple of the Hand equipment and the appropriate abilities, Quality will improve during synthesis by 300 to 600 points.

    (Example)

    When all items are HQ items:

    Final Quality will be between 800–1,000 (odds of producing an HQ item range from 50% to 100%).

    When all items are normal items:

    Final Quality will be between 300–600 (odds of producing an HQ item range from 0% to 10%).

    * Actual figures are still under development. They may be adjusted or changed depending on feedback.


    Changes to Touching Up

    The process of touching up will be changed from "finishing" to "risky finishing," and tweaked as follows:

    • If the synthesis does not result in an HQ item after the HQ assessment is carried out, players may make one attempt to touch up the item.

    • On a touch-up attempt, the odds of successfully producing an HQ item will be half of those on the initial attempt.

    If the touch-up succeeds, the finished item becomes an HQ item.
    If the touch-up fails, the finished item is lost.

    • Should the player decide that the HQ odds are too low and there is little chance of success in touching-up, the process may be skipped to keep the finished item as is.

    • Touch-up can be used with any and all recipes.

    Along with these changes, we also plan to change the name of the feature.


    Changes to Experience Point Bonuses

    The experience point bonus that is given in proportion to the quality of finished items will be increased.


    Changes to the Attributes of HQ Gear

    As before, HQ gear will boost basic parameters (physical defense, damage, attack delay, etc.), but will now boost bonus parameters as well (physical attack, magic attack, evasion, etc.)

    * For each equipped item, only some bonus parameters will be enhanced.
    * The change will also apply to existing HQ gear (with certain exceptions).

  14. #5494
    the whitest knight u' know
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    They really have a boner for that whole BLOWING EVERYTHING UP thing as a downside to pushing your luck.

  15. #5495
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    With this overhaul, it will be easier than before to synthesize an HQ item when using HQ materials.
    Why can't they just get ride of this shit. It takes so much space.

  16. #5496
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    they also have a boner for restricting inventory

  17. #5497
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    Well... at least the "boost to additional parameters" on HQ gear is a welcome change...

  18. #5498
    The Defense is ready, Your Honor
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    PUNISH THE PLAYER! LOSE ALL YOUR RARE MATERIALS~!!! WE'RE JAPANESE!!

    Ugh... get over yourselves, SE.

  19. #5499
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    I don't think this is quite as bad as it initially sounds. You still can get (and with double the chance) an HQ item during the normal synthesis process. Then if your goal is solely HQ, you have a second chance for HQ with half the success rate by sacrificing the NQ.

  20. #5500
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    outside of dodores leather (stupid weather)
    there's nothing "extremely difficult" to get we don't have venomous claws or shining cloths yet... sooo idk why blowing shit up is that much of an issue in 14. IN 11 yea... shit was retarded because you had 0 control and boom there goes 3million in divine logs and shit like that

    this game... nah.. its fine

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