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View Poll Results: How do you feel about patch 1.18?

Voters
115. You may not vote on this poll
  • Its looking better, Im still playing and more excited now.

    50 43.48%
  • Its looking better, I might start playing again.

    21 18.26%
  • Its coming along but I wont be playing yet.

    35 30.43%
  • Im not interested in the patch, sorry SE.

    9 7.83%
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Results 1 to 20 of 63
  1. #1
    Ranger
    9900klub

    Join Date
    Apr 2005
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    9,976
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    Sonomaa Kihten
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    Gilgamesh
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    Bahamut
    WoW Realm
    Durotan
    Blog Entries
    12

    FFXIV Patch 1.18 Reception

    So, Patch 1.18 has dropped, as seen here in our updates thread (http://www.bluegartr.com/threads/105...807-21-2011%29). How do you feel about the patch? Are things coming along smoothly or running too slow for you.

    FFXIV has been in its extended free time for a while so are they making the progress needed to make you feel better about its eventual re-launch?

  2. #2
    I might be dumb enough to delete my email accounts
    Join Date
    Aug 2007
    Posts
    946
    BG Level
    5

    They need to fix cure mp cost. 1.18 wasn't all that great, still shitty.

  3. #3
    Yoshi P
    Join Date
    Oct 2006
    Posts
    5,092
    BG Level
    8

    It's a move in the right direction but it's like a drop of water in a pool of things needed, I only played one evening and decided to wait for more. Also, worried about how current content sustain with future updates.

  4. #4
    Mithra Ero-Sensei
    Sex Manthra

    Join Date
    Nov 2005
    Posts
    10,157
    BG Level
    9
    FFXIV Character
    Erosensei Gulkeeva
    FFXIV Server
    Gilgamesh
    FFXI Server
    Cerberus
    WoW Realm
    Magtheridon

    *Waiting on 1.19*
    Considering FFXIV does not have a beta server up yet, and they are "working on pushing out updates"
    I would consider any major overhaul of the system most likely a "beta test" for the public to play with more or less in which case alot of bad things may turn up. In which case I seem right on seeing threads ranging fromf "strange aggro" , slow auto attack, marauder being "craptacular" archer domination, healing costs insanity . new raids are "favored for ranged", THM going from awesome to "sucks" with low dps + no longer good healer" so on.

    Hopefully by 1.19 they fix the 1.18 beta test mess

    *also waiting on swimsuit* >.>

    http://imageboard.neko-sentai.com/_i...26ee4f758e.jpg

    The NA+JP community has shown great interest in the swimsuit, several modders have shown up to work on various alterations of the swimsuit which is a promising for the .DAT community at least

  5. #5
    CoP Dynamis
    Join Date
    May 2009
    Posts
    275
    BG Level
    4
    FFXI Server
    Gilgamesh
    WoW Realm
    Velen

    Imo, I think it's getting to the Final Fantasy-esque point. I don't agree with the threads complaining about curing cost and nerfs. The game was way too easy. It was impossible to tell a decent play from a horrible play when anyone can spam AoE Sacrifice III non-stop with Siphon MP and Exaltation. Same with all the other class moves and weaponskills.

    Overall, I like where it's going. My only complaint is their amount of game content with each patch; however, I can understand that fixing mechanics is more important right now.

  6. #6
    Chram
    Join Date
    Mar 2010
    Posts
    2,759
    BG Level
    7

    engine (graphics) still needs better optimization damn it... SE needs more d00ds working on this project

  7. #7
    D. Ring
    Join Date
    Jul 2006
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    4,945
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    FFXIV Character
    Grey Jorildyn
    FFXIV Server
    Hyperion

    I'm somewhere between the top two... still playing, but I wish there was more to do.

  8. #8
    Justin Bieber
    Join Date
    Oct 2006
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    478
    BG Level
    4
    FFXIV Character
    Justin Bieber
    FFXIV Server
    Masamune

    MP cost might seems to screw with solo players, but it is actually pretty balanced (IMO) when it comes to parties.
    Dungeon is pretty fun, but everything else is pretty much the same. but, at this point i feel it is worth checking back every major patch.

  9. #9
    Falcom is better than SE. Change my mind.
    Join Date
    Jun 2006
    Posts
    17,291
    BG Level
    9

    Kind of a step in the right direction, but still needs a ton of work. Dungeons are fun, but player mindset still seems to be ARC only on Trabia, maybe on a few others. And it doesn't help if you're in a small server.

    EDIT: Quick pro/con list. Aware of putting dungeons on both lists, but it's more of a love/hate thing.

    Pros
    Dungeons.
    Dark Matter for repairs.
    Gathering SP changes.
    Beastmen strongholds.
    Return being free and on a 15 min. recast.
    EXP for completing quests.

    Cons
    Dungeons
    DCing in dungeons boots you (To be addressed in 1.19)
    Auto attack initiation (Just feels odd having to use F to draw my weapon, too used to XI's system maybe?)
    Mob placement around grade 5 logging/mining nodes for Treespeak, Halatali, and Iron Lake.
    Lack of repeatable quests/etc. for grand companies to earn marks.
    MP for Cure/Sacrifice.
    Enmity changes.

  10. #10
    the whitest knight u' know
    Join Date
    May 2006
    Posts
    15,485
    BG Level
    9
    FFXIV Character
    Miya Kai
    FFXIV Server
    Excalibur

    Everything is going in the right direction, but there's still some utterly terrible functions that are hindering the fun new content.

    1) the terrible loot system
    2) disconnections causing leve-failure
    3) disconnections causing instance-ejection
    4) out-of-sync recast timer bug

    These issues need attention very badly.

  11. #11
    New Odin
    Join Date
    Jun 2007
    Posts
    8,825
    BG Level
    8

    Amazingly balanced patch for what it is (a part of the new combat system on top of the old mechanics). Very unexpected, but then again, I didn't expect it to be delayed by this much either, so it evens itself out I guess.

    IMO a lot of complaints have to do with issues that have been there from the beginning ,but haven't been as apparent as they are now due to increased difficulty, like the ARC situation. I don't think it has much to do with 1.18 changes especially.

    If they can put out rehauls every 2-3 months from now on it shouldn't take too long from this point to get where I want the game to be. Frankly, though ,the AA and enmity overhaul is not what I have been anticipating the most, but they're working on every issue so that's fine.

    1.19 looks infinitely more appealing to me though. Content is quite meaningless (to me) until I see the mechanics change. I am certain that the content will be appealing when the time comes, but I'm not so sure whether the scope of gameplay changes will be good enough.

  12. #12

    Sweaty Dick Punching Enthusiast

    Join Date
    Mar 2006
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    Ragnarok

    Quote Originally Posted by AnsemGaga View Post
    They need to fix cure mp cost. 1.18 wasn't all that great, still shitty.
    Fuck off, one of the best parts of the patch.

  13. #13
    Hello. My name is Inigo Montoya. You killed my father. Prepare to die.
    Join Date
    Sep 2007
    Posts
    1,978
    BG Level
    6
    FFXIV Character
    Claire Farron
    FFXIV Server
    Hyperion
    FFXI Server
    Fenrir

    I agree with the recast timers being wonky, and the engine needing more optimization. I came back after ignoring the game for a bit, and I love the new battle system. I think the MP Cost for Sac/Cure is fine, but I wish Raise/Resurrect were on lower recast timers.

    I'm loving the main scenario at the moment, I'm trying to grind to 22 so I can continue it. Looking forward to trying out the first Instance once I hit 25. I'm really anticipating the new job system, I hope they add sustained abilities that'll give you buffs for however you want to play. Like Conjurer getting Afflatus type stuff for curing, cureskin, enhanced potency, lowered mp cost that kind of thing. I can't wait for them to get rid of ranks/levels for just plain levels.

    I really hate the low server populations, at least on Kashuan, it's hard to find people to group up with.

    Edit: Forgot to mention the starter area redesigns that are coming up, apparently there's a huge famitsu dev interview where they touched on a bunch of stuff.

  14. #14
    CoP Dynamis
    Join Date
    Sep 2010
    Posts
    293
    BG Level
    4

    I believe there are two relevant thresholds I'm paying attention to I believe will play and important role to FFXIV's long term success

    1) Reaching a quality of life threshold for its customers that's relevant. If the intention is to keep the FF mmos very challenging, I know they can maintain this and still massively improve the quality of life / enjoyability for its population. The key question for the game design team is "What are your core loops / core challenges?" I know it's not to be a walking simulation or inventory management or UI navigation. Those aren't preferable challenges. I believe the preferable challenges include
    * skillful application of a class in fighting an enemy
    * strategic combinations of skills and abilities to create a class
    * investment of time
    * discovery of game mechanics
    * application of the knowledge of game mechanics

    So whatever those preferable, core challenges are, SE needs to get the player from login directly to those challenges as efficiently and enjoyably as possible.

    2) Being an accessible game for a wide range of customers. I believe this is where a lot of people disagree and feel serving one range of customers happens at the exclusion of another. If the intention is to reach a wider range of customers with wider ranges of difficulty and playstyle, they must respect the established paradigms already present and available in other games. In many ways, this could be argued as a contribution to the quality of life as mentioned in the first threshold.

    A low-time-commitment customer and/or a low-difficulty-customer will look for existing paradigms to quickly get up to speed and focus on the preferred core challenge of an MMO. Obfuscating these paradigms with poor language, ui design or mechanics turn away both of these types of players, which consist of a very large portion of the market.

    Another way to look at this is to ask "Why re-design already well solved problems in the MMO genre, especially if it's not a piece of your preferred, core mechanics?"

    ---
    From the perspective of both of these thresholds, it's my opinion that FFXIV is still a long way from being successful. The efforts since I quit 6-7 months ago show improvement in the right direction, but it's not close yet. Why am I still here? Because the FF series created a whole lot of goodwill for me during my childhood and I'm personally rooting for them to win.

  15. #15
    A. Body
    Join Date
    Jan 2006
    Posts
    4,008
    BG Level
    7
    WoW Realm
    Area 52

    Quote Originally Posted by Corrderio View Post
    Kind of a step in the right direction, but still needs a ton of work. Dungeons are fun, but player mindset still seems to be ARC only on Trabia, maybe on a few others. And it doesn't help if you're in a small server.

    EDIT: Quick pro/con list. Aware of putting dungeons on both lists, but it's more of a love/hate thing.

    Pros
    Dungeons.
    Dark Matter for repairs.
    Gathering SP changes.
    Beastmen strongholds.
    Return being free and on a 15 min. recast.
    EXP for completing quests.

    Cons
    Dungeons
    DCing in dungeons boots you (To be addressed in 1.19)
    Auto attack initiation (Just feels odd having to use F to draw my weapon, too used to XI's system maybe?)
    Mob placement around grade 5 logging/mining nodes for Treespeak, Halatali, and Iron Lake.
    Lack of repeatable quests/etc. for grand companies to earn marks.
    MP for Cure/Sacrifice.
    Enmity changes.

    I agree with everything you said, the patch is a step in the right direction however they need to do a better job at class diversity, there needs to be more challenge outside of "mob is under 50% its tp spam time!"

    I want to see fights where bosses adjust to what your doing, if you stack one class the mob should cycle through immunities or stack debuff's on that type of attack on players causing the group to wipe if someone stacks it too high. I want to see interesting mechanic's in the next group of dungeons.

    I don't know if its a good idea but maybe they should nerf mp costs when your solo but keep them the same while doing group content. I guess they need to figure out the pace they want solo players to go vs group pace, I have not played my con since the changes so I really don't know if its as bad as everyone made it out to be.

  16. #16
    Yoshi P
    Join Date
    Oct 2006
    Posts
    5,092
    BG Level
    8

    Quote Originally Posted by Lordender View Post
    I agree with everything you said, the patch is a step in the right direction however they need to do a better job at class diversity, there needs to be more challenge outside of "mob is under 50% its tp spam time!"

    I want to see fights where bosses adjust to what your doing, if you stack one class the mob should cycle through immunities or stack debuff's on that type of attack on players causing the group to wipe if someone stacks it too high. I want to see interesting mechanic's in the next group of dungeons.

    I don't know if its a good idea but maybe they should nerf mp costs when your solo but keep them the same while doing group content. I guess they need to figure out the pace they want solo players to go vs group pace, I have not played my con since the changes so I really don't know if its as bad as everyone made it out to be.
    PS3 limitations

  17. #17
    CoP Dynamis
    Join Date
    Sep 2010
    Posts
    293
    BG Level
    4

    Quote Originally Posted by Corrderio View Post
    Kind of a step in the right direction, but still needs a ton of work. Dungeons are fun, but player mindset still seems to be ARC only on Trabia, maybe on a few others. And it doesn't help if you're in a small server.

    EDIT: Quick pro/con list. Aware of putting dungeons on both lists, but it's more of a love/hate thing.

    Pros
    Dungeons.
    Dark Matter for repairs.
    Gathering SP changes.
    Beastmen strongholds.
    Return being free and on a 15 min. recast.
    EXP for completing quests.

    Cons
    Dungeons
    DCing in dungeons boots you (To be addressed in 1.19)
    Auto attack initiation (Just feels odd having to use F to draw my weapon, too used to XI's system maybe?)
    Mob placement around grade 5 logging/mining nodes for Treespeak, Halatali, and Iron Lake.
    Lack of repeatable quests/etc. for grand companies to earn marks.
    MP for Cure/Sacrifice.
    Enmity changes.
    Sorry, what SP changes did you mean?

  18. #18
    Tottenham 'til I die
    Join Date
    Jan 2008
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    2,152
    BG Level
    7

    Probably meant how fishing isn't as easy as it once was to rank up. I, for one, really hate what they did to my behests. I don't really see the point to nerfing to the point of uselessness.

  19. #19
    the whitest knight u' know
    Join Date
    May 2006
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    BG Level
    9
    FFXIV Character
    Miya Kai
    FFXIV Server
    Excalibur

    Gathering skill gains have been improved overall. The only 'nerfing' they actually did was remove Grade-7 through Grade-10 fishing waters. It was mostly because the high-grade waters didn't actually contain high-rank fish. You could literally just sit there, getting one-hit-catches of Merlthor Gobies and Vongola Clams with a (favored) Sinking Minnow all day long while getting 300~350+ skill for each catch. Then, when fatigue kicked in, you would still be getting 150~175+ skill for each inevitable fail.

    Oh, and it also now rewards bonus skill when the item you catch/log/mine is of significantly higher-rank.

    Speaking of fatigue... I know they removed the skill-gain fatigue for all classes, but was the gathering fatigue removed (the one that caused you to fail constantly)? I haven't actually fished much since I hit 50 (lol).

  20. #20
    Blue Magic is Best Magic
    Join Date
    Jul 2007
    Posts
    8,215
    BG Level
    8

    They seem to be going in the right direction imo. It's still a bit of a bore leveling up though, the Leve are all the same and very slow xp. Hardly anyone around to team up with for exp.

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