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Thread: Patch 1.20 Notes~     submit to reddit submit to twitter

  1. #121
    the whitest knight u' know
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    Quote Originally Posted by LD View Post
    slow game play doesn't create better strategy/decision making.
    When I mentioned strategy/decision making, I was talking about utilizing the current battle pace "real estate" to fill in with other/new gameplay mechanics. The current additions being reactive positioning (Ifrit) and intermittent difficulty toggles (Batraal). It's great when battles become more than optimizing damage output per time unit... which they did a halfway-decent job at with Ifrit. I think a good balance allows people to max out their damage-dealing potential while maneuvering whatever additional interactive obstacles might be present in the battle. It becomes less fun (in my opinion) when you have to essentially pause your duties to meet additional objectives as opposed to using your existing "downtime" to do the same thing. Speeding up battle pacing as a whole would make things less fun (to me) than simply adding more to actually do in a battle.

    That's all I was saying. I'm not against using some high-demand twitch/reactionary gameplay as a viable mechanic for certain players to enjoy if they so choose... However, forcing it on everyone in a generally unrelated genre is a touchy subject for a lot of people (see FFXIII-2).

    P.S. I don't believe "we are in a twitch era" at all. Gaming is a whole hell of a lot less "twitch" now than 20~30 years ago to appeal to a larger market.

  2. #122
    SPOONY BeARD
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    Quote Originally Posted by miokomioko View Post
    When I mentioned strategy/decision making, I was talking about utilizing the current battle pace "real estate" to fill in with other/new gameplay mechanics. The current additions being reactive positioning (Ifrit) and intermittent difficulty toggles (Batraal). It's great when battles become more than optimizing damage output per time unit... which they did a halfway-decent job at with Ifrit. I think a good balance allows people to max out their damage-dealing potential while maneuvering whatever additional interactive obstacles might be present in the battle. It becomes less fun (in my opinion) when you have to essentially pause your duties to meet additional objectives as opposed to using your existing "downtime" to do the same thing. Speeding up battle pacing as a whole would make things less fun (to me) than simply adding more to actually do in a battle.

    That's all I was saying. I'm not against using some high-demand twitch/reactionary gameplay as a viable mechanic for certain players to enjoy if they so choose... However, forcing it on everyone in a generally unrelated genre is a touchy subject for a lot of people (see FFXIII-2).

    P.S. I don't believe "we are in a twitch era" at all. Gaming is a whole hell of a lot less "twitch" now than 20~30 years ago to appeal to a larger market.
    I wanna go fast!

  3. #123
    Strider/Doom/Cyclops
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    Quote Originally Posted by Rocl View Post
    Axis & Allies or get out of here w/ your weak ass Risk shit
    Have you played 2210? It's a much better game.

  4. #124
    Relic Weapons
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    Quote Originally Posted by SilverBreeze View Post
    It's hard to ever see combat in this game ever becoming fast paced when it takes 2-3 seconds to use an ability, instead of just applying the effect to you, in addition to making you stand still before and after the animation. Abilities like Quickstride are nigh useless in combat and make things worse than not using it at all. It's silly because when you need to get away from something it should be what you would want to use.
    The notes state that action delay is being reduced to 1 second. Also, action queuing is being brought back. Should be less of a problem now.

  5. #125
    Ridill
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    The "action delay" stuff doesn't refer to using actions, rather commands you use in macros etc. like /equip and so on.

  6. #126
    Ridill
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    Quote Originally Posted by Spider-Dan View Post
    In theory, yes... but you needed all 8 hits of Asuran to get back to 100%, and back in the pre-sushi era, that wouldn't have been particularly easy (especially against anything that mattered).
    I don't think it was used against anything that really mattered, just abused in Dynamis which was enough to nerf how TP worked.

  7. #127
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    At the following time, we will be performing maintenance on FINAL FANTASY XIV to implement patch 1.20. During this period, FINAL FANTASY XIV will be unavailable.

    We apologise for any inconvenience this may cause and thank you for your understanding.

    * Clients will update automatically upon launch after release of the patch.

    * Patch download rates may vary depending on server congestion.

    * Comprehensive patch notes will be posted on the FINAL FANTASY XIV Forums the day of the patch's release.

    [Date & Time]
    From Dec. 15, 2011 21:00 to Dec. 16, 2011 01:00 (GMT)

    * The completion time may be subject to change.

    [Affected Service]
    - FINAL FANTASY XIV

  8. #128
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    Quote Originally Posted by sceptre View Post
    At the following time, we will be performing maintenance on FINAL FANTASY XIV to implement patch 1.20. During this period, FINAL FANTASY XIV will be unavailable.

    We apologise for any inconvenience this may cause and thank you for your understanding.

    * Clients will update automatically upon launch after release of the patch.

    * Patch download rates may vary depending on server congestion.

    * Comprehensive patch notes will be posted on the FINAL FANTASY XIV Forums the day of the patch's release.

    [Date & Time]
    From Dec. 15, 2011 21:00 to Dec. 16, 2011 01:00 (GMT)

    * The completion time may be subject to change.

    [Affected Service]
    - FINAL FANTASY XIV
    Thursday night > Friday morning

    Welp looks like im taking friday off.

  9. #129
    Fake Numbers
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    Quote Originally Posted by shidobu View Post
    Thursday night > Friday morning

    Welp looks like im taking friday off.
    I had to LOL that one. At Least its not on a tuesday and ill be sleeping.

  10. #130
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    lol cuz my ls is fairly active and want to get on moogle asap. My ls leader is obsessed with "Server first" lol

    And lodestone synthesis lists got updated
    the new 50+ weaver is on there

    And im mad i thought deerstalker gear was ranger related.. looks like its gonna be crafter related
    fuck you SE =(

  11. #131
    Ridill
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    Quote Originally Posted by shidobu View Post
    lol cuz my ls is fairly active and want to get on moogle asap. My ls leader is obsessed with "Server first" lol

    And lodestone synthesis lists got updated
    the new 50+ weaver is on there
    Wow... was it really necessary to list every single item there is? Seeing a full page of woolen berets is stupid because they're basically all the same with different names. Does SE think we're so stupid that we can't figure it out?

  12. #132
    Yoshi P
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    Have you ever ventured to the official forums by any chance? Yes, people appear to be that stupid unfortunately <_<.

  13. #133
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    Quote Originally Posted by Elcura View Post
    Does SE think we're so stupid that we can't figure it out?
    us no, other people running around in over lvl'ed dated gear and weapons. Yes

    2nd @ tacos statement. That place is horrible i wish SE devs would come read our forums. Sure we get into our shitty arguments but half of our ideas are valid and not bum-fuck retarded like it is over in the official forums.

  14. #134
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    They said dyed items right now are basically new items (to be changed in 2.0) so I think they were just lazy when it came down to pulling item lists off their databases.

  15. #135
    LD
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    Quote Originally Posted by miokomioko View Post
    I don't believe "we are in a twitch era" at all. Gaming is a whole hell of a lot less "twitch" now than 20~30 years ago to appeal to a larger market.
    Less =/= not.

    You're speaking as if movement and positioning doesn't exist in MMOs with faster game play. Every MMO has it, it's just a question of how complex it becomes when you integrate normal gameplay.

    But you know what, talk is cheap. How would YOU increase the quality of gameplay with a mechanic that ISN'T already used in a faster game? How would you make it meaningful without making it obnoxious? How would you make it interesting without making it completely alien?

  16. #136
    RIDE ARMOR
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    Well on my site the date is from 1pm to 5 pm on the 15th so I think they ninjaed it on you all again

  17. #137
    Yoshi P
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    That's because your's is listed in PST and the one posted here was in GMT.

  18. #138
    /lick
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    Quote Originally Posted by Dein View Post
    Again, we'll have to see how battles feel after this update to really say. It just seems odd to regress to such long CDs on skills when it seemed they wanted to make combat feel faster earlier on. Also, since this current system with auto-attacks and long CDs reminds me most of XI I'm not seeing how they're going to create good strategy/decisions with slow combat but that comes down to personal opinion.
    Hopefully each job having multiple combo paths will help ease the pain. I can't help but suspect that combat at low levels will get significantly more boring, but could be an improvement at higher levels.

    Each job seems to have enough combo options (and both GLA and MRD have intermediate WSs to burn TP on while tanking, with conveniently short recast, even if they do have an activation requirement) that the limiting factor may be the ability to generate enough TP to feed all the various combos a job is capable of executing.

    A big part of it is going to come down to how the TP waiving mechanic ends up working. The big question mark for me is twofold - are you going to have to have the TP on-hand for the combo WSs after #1 (which I assume will cost its normal TP regardless, based on the wording of the patch notes and the fact that it's not causing a combo in and of itself), and if so, what's the deal with 3000 TP combo finishers? I would assume that yes, you will, but that does leave me some question as to how 3000 TP finishers are supposed to work in practice, which we'll have to wait and try out to figure out.

  19. #139
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    I originally assumed the TP waiving applied to all of the weaponskills except the last one. That would require you to build up extra TP to do the combo chain that includes the 2000/3000 TP weaponskills, but this quote totally flipped my assumptions on their head.
    Quote Originally Posted by 1.20 patch notes
    For instance, performing 2 immediately after landing 1 will grant you Enmity+50%. Furthermore, the TP cost for performing 2 will be waived.
    Unless I'm understanding that wrong, it sounds like you'd always* want to combo because everything past the first is TP-free. Why ever do your 3000TP WS when you could combo it and only cost yourself 1000 (and get bonus damage/effects)?
    * Barring combo closers on cooldowns, insufficient MP, battle circumstances, etc.

    Seems strange.

  20. #140
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    I think it's more Opener (costs TP)> Combo1 (Free) > Closer (Costs TP). The question I have is, will there be a timer, and how constricting will it be if thereis. I can't imagine Ifrit is going to be very easy to combo on if there's a even moderately strict timer.

    If there is a timer, I'd assume that will be the situations in which not comboing is the smart option.

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