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  1. #361
    Sea Torques
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    So the stuff about the FFXIV and Dragon Quest crossover events is official, since it's on Matsui's list of things for the December update.

    Not dev tracker, but info about the event that I've seen around.

    http://www.siliconera.com/2013/11/27...over-detailed/

    Edit: and I'm slow, link was posted in discussion thread hours ago.

  2. #362
    Cerberus
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    http://forum.square-enix.com/ffxi/th...843#post480843
    Quote Originally Posted by Okipuit
    Greetings,

    We have plans to add new item level 119 summoner ammo slot equipment and animators! Not only that, we'll also be adding pets with a base level cap of 119. Hang tight, we'll release more information on this as we receive it!
    http://forum.square-enix.com/ffxi/th...850#post480850
    Quote Originally Posted by Okipuit
    Greetings everyone,

    We'd like to give you a bit of insight on our upcoming plans. In order to reforge rune fencer and geomancer artifact armor, you will need to have access to Limbus.

    We will be announcing more information soon including ways to increase the artifact item level from 109 to 119 for all jobs soon!

    http://forum.square-enix.com/ffxi/th...851#post480851
    Quote Originally Posted by Okipuit
    We currently do not have plans to change the equippable jobs for relic weapons and empyrean weapons. However, In the future, we will be adding mythic-like weapons for GEO and RUN.

  3. #363
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    Matsui: Yumcax, Wildskeeper Reives

    Hello, it's Matsui.

    [[Quoted post about Yumcax asking them to make it easier in a few ways... eliminate the Regen effect, change some of the adds, and change it so the Doom move is only used at certain HP intervals rather than randomly/constantly.]]

    I believe that one of the main causes of prolonged battles with Yumcax is not just that Yumcax has a powerful regen effect, but that the colonization rate of Yorcia Weald is difficult to increase, so Yumcax is not significantly weakened.

    Currently, there is a difference between the efficiency of lair reives and colonization reives in each area, so we would like to eliminate some of these differences in areas like Yorcia Weald where players have had a harder time increasing the colonization rate.

    Some of this is still under consideration so I won't go into too many specifics, but we'd like to allow the colonization rate to increase faster up to a certain value, and reduce the rate of decline once it falls below a certain value. The goal would be to equalize the difficulty of Wildskeeper Reives by performing adjustments so that the colonization rate is maintained at a certain level.

    Regarding any adjustments specifically to Yumcax, we would have to consider them carefully.

    The powerful regen effect of Yumcax is an intended part of the battle and is canceled when a specific condition is met. Also, the monsters that appear as assistants to Yumcax are determined based on the setting that Yumcax is the king of the plantoids.

    While we could perform some of the adjustments you suggested by removing the regen effect or changing the strategy involved to cancel it, some of the uniqueness of the content would then be lost. Since this is one of the features of the Yumcax battle, we would like to leave this in place.

    So, first we'll perform adjustments to the mechanisms behind the colonization rates, which will affect all of the Wildskeeper Reives. After players have tried the battles a few times with the new changes, we will reconsider the balance across the Wildskeeper Reives.


    Matsui: WKR Drops

    Currently, in the Wildskeeper Reives of Marjami Ravine and Yorcia Weald, because of the amount of capes, accessories, etc., compared with other Wildskeeper Reives, it has become more difficult to obtain the weapons and armor specific to those Wildskeeper Reives.

    Therefore, in the December version update we will be making adjustments to increase the rate at which weapons and armor drop from these battles.

  4. #364
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    Bunch of random Matsui replies. Last one is the most interesting, at least to me (assuming people knew about the 25% movement speed already).

    -----

    Matsui: Bunch of Replies

    We are currently planning the addition of powerful new equipment which will require the highest synthesis skills to create. Among other options, we are considering cursed gear which would require abjurations to purify. We will follow up with more information once we iron out the details, so please hang on a bit longer.

    -

    In the December version update, movement speed of adventurers, pets, and monsters will be increased by 25%. However, because of the potential for players to pass through terrain, the upper limit on movement speed will remain the same.

    Movement speed increases due to effects such as equipment or Quickening will work as a percentage of the new movement speed.

    -

    The effect of the Alliance Shirt +1 not only reduces the cost of NPC items by 5% but also increases the value of items sold to NPCs. Please note that the shirt has no effect in Mog Garden as the Mog Garden is a completely separate area from Adoulin.

    -

    We have been considering giving some new usages to Soul Pyres in the future. These changes won't only be for Soul Pyres, but we're also looking into making general changes to gathering systems in Adoulin. We're planning to make it more attractive to gather items, but please wait a bit for these changes.

    Additionally, I have some information about Soul Pyres from the staff. The Soul Pyres function in 16 directions with 16 step increments, for a total of 256 locations. Try using the on-screen compass for some help with finding the correct location.

    -

    In last week's maintenance, the achievements were updated so that the following reward conditions exist:

    1. Defeat Colkhab, Achuka, and Tchakka.
    2. Defeat Yumcax and Hurkan.
    3. Defeat Colkhab, Achuka, and Tchakka after the November 5 version update, and defeat Kumhau.

    -

    In order to help find quest NPCs and improve general convenience, as part of our new policies to make playing more user-friently, starting with the December version update, all jobs will be able to use Wide Scan. We will issue updates for Beastmaster and Ranger which further expands their range for this ability to compensate.

  5. #365
    Cerberus
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    At least CaitSith and Atomos aren't forgotten.. Matsui information from jp exclusive broadcast:

    http://forum.square-enix.com/ffxi/th...954#post481954
    Matsui here.

    I apologize for making you all wait for the Cait Sith and Atomos avatars.

    In order to implement these avatars, we need to not only create their associated spells and effects, but we also need to prepare various things such as the quest to obtain them and the battles related to the quests.

    As there is other work to be done on this to get it ready besides just the avatars themselves, we'd appreciate it greatly if you could give us a bit more time to implement them.

  6. #366
    Old Odin
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    some german dev tracker

    Zitat Zitat von Akihiko_Matsui Beitrag anzeigen
    Der Konsequenz-Effekt „gelegentlich doppelter Schaden“ von Gastraphetes bezieht sich nicht auf Waffenfertigkeiten. Die Eigenschaften von mytischen und Ikonenwaffen wurden so ausbalanciert, dass sich dieser Effekt bei keiner auf die Waffenfertigkeiten bezieht.


    Das Entwicklerteam ist sich aber bewusst, dass die Eigenschaften von „Wahrhaftiger Pfeilflug“ etwas schwach ausfallen und sie beschäftigen sich gerade mit großen Anpassungen an allen elementaren Waffenfertigkeiten. Dann sollten auch Gastraphetes und Todesstrafe wieder etwas sinnvoller einzusetzen sein.


    [[Wurden die Schadenswerte von Gastraphetes und Todesstrafe vertauscht?]]

    Ich muss mich entschuldigen. Wegen einem Bug fallen die Schadenswerte von Todesstrafe viel höher aus, als wir es eigentlich beabsichtigt hatten. Das werden wir aber mit dem Versionsupdate im Dezember beheben.
    Greetings we have recieved some answer from our Producer in terms of Double dmg aftermath on mythics.
    The aftermath does not apply to Gastraphetes WSs, the mythic and empy weapons were balanced in the way that those aftermaths wont apply to Weaponskills.
    The Dev-Team however is aware that the Elemental magic WSs from the corresponding Mythic Weapons Gastraphetes and Death penalty are lacking. They are currently working on adjustments to all magical Weaposnkills to make them more apealing as a source of dmg.

  7. #367
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    not exactly dev tracker, but still official info. they actually released a video trailer for the dec update. thats a first. really pulling out all the stops here.


  8. #368
    Cerberus
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    http://forum.square-enix.com/ffxi/th...522#post482522
    Quote Originally Posted by Okipuit
    Does this, or might this in the future, include the old Nyzul Isle? Some of us never got to unlock weapon skills from there.
    After discussing this further, we have decided to remove the minimum participant restriction for Nyzul Isle Investigation in the December version update!

    Please note that at the moment, we will not be making battle adjustments so it will be difficult to clear solo or in low-man groups. The reason behind this is because there are some system-related aspects that will make it difficult to adjust the way lamps function for solo or low-man groups. In the future, we would like to address this with Trust NPCs and make it possible to clear even with a small group of players.

  9. #369
    She Shoots For The Stars
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    Whoops, I think people missed this!
    Quote Originally Posted by PlayOnline
    After a lengthy respite, the Linkshell Community Beta Version website has returned to duty!

    We sincerely hope that it continues to serve your needs in bringing communities across Vana'diel together.

    Warp on over to the webpage and get linked in to the action.

  10. #370
    Old Odin
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    Huge bump detected! (Apologies!)

    I have some really nice information from Akihiko Matsui in regards to a vanity system, much like what is being requested in this thread.


    Matsui here.
    Thanks for the suggestions.

    We are actually in the midst of discussing a system that would separate the appearance of your equipment and the actual gear you have equipped. However, as this is a very large change it will take us some time. We’ll first be looking into a feature that will allow you to keep a certain appearance temporarily.

    For example, we are imagining a system where you could equip cosmetic equipment and lock your appearance, and then switch to your practical equipment. As an added effect, we are also planning to make it so you no longer blink when switching equipment.

    We’re currently working on this to be implemented sometime after March with the following rules:

    Locked appearances will automatically be removed when changing areas.
    Locked appearance wills be removed when changing your main weapon, sub weapon, and ranged weapon, as this change alters animations.
    Locked appearances will be removed when you suffer the effects of equipment removing abilities to prevent confusion.
    Restrictions will be imposed for PvP content as it could potentially be used to fake-out opponents.
    thank god for no more ugly gear!

  11. #371
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    Looks like SE has posted information on reforging Relic Armor and acquiring Relic Armor for RUN and GEO

    Reforging Armor 109/119

    Relic Armor Quests for RUN and GEO

  12. #372
    Blue Magic is Best Magic
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    New Dev Responses:

    Greetings,

    The development team is currently working on Cait Sith to be implemented in the March version update. I apologize for such a long wait, and once we have additional information to share we will be sure to do so.

    Atomos will come a little while after.
    Greetings, everyone!

    I have a couple of quality of life-related updates I would like to share with you.

    First, the below is a comment from Akihiko Matsui in regards to item stacking.

    Akihiko_Matsui's Avatar
    Quote Originally Posted by Akihiko_Matsui View Post
    Matsui here.

    Items that cannot be stacked are mainly separated into two different groups.

    The first group is items that system-wise cannot be stacked.

    This would be items such as equipment, large fish, and furnishings that cannot stack due to the fact they have additional information added to them such as augments, size/weight, and layout information.

    The other group is items that cannot be stacked from a lore-perspective.

    For example, ore, logs, skins, and other materials before they are processed to ingots or other items have been set so they cannot be stacked due to the fact that their size would make adventurers’ gobbiebags too huge to carry.

    For the former, it would be difficulty system-wise to change this, but for material items and such that cannot stack due to lore, we would like to make it so they can be stacked so players can more easily enjoy synthesis.

    Similarly for ammo, we are planning to make it so Nokkhi Jinjahl will stack the newly added ammo, but in order to address new ammo with this NPC it requires a bit more time, and we appreciate your patience.

    As there are a vast number of items to address in addition to auction house and delivery box adjustments for this, I cannot give a specific implementation time as of yet; however, we are in the process of working on this.
    Also, though not necessarily "quality of life," but still a nice adjustment that is on the horizon, we will be making it so slow affects enemies that only use AoE attacks as their regular attack in the March version update.
    System-wise we were unable to push Gungnir’s added effect further down the priority list and as a result we have to push this back. However, the development team realizes that this is inconvenient and they are currently looking into making it so that Gungnir’s added effect will not activate on an enemy with the effect of Angon. This adjustment is planned for the February version update.

    In regards to adjustments to overall enhancing and enfeebling effects, the extent of the impact is very large which in turn means that the amount of work and testing required is quite large, so as a result we do not have any plans to do this at the moment.
    Greetings,

    The development team realizes that there are some situations and opponents that prove to be quite difficult for a rune fencer to handle and they are planning adjustments so that they can fight with better advantages.

    In the February version update we will be adding the “Accuracy Bonus” job trait to rune fencer. This will enable them to utilize more defensive focused equipment, which was previously difficult to use due to lack of accuracy. Additionally, the new abilities to be added will be created around rune fencer as a tank job. As we announced earlier, we’ll also be adding relic-equivalent armor, and we hope you put this to good use along with the existing artifact armor.

    Naturally this round of adjustments is not the last for rune fencer. Moving forward we’ll be looking into adjustments to their magic spells as well as adding content and equipment that is advantageous for rune fencer.
    Originally Posted by Ryota_Iwagami View Post
    Can you make it so both the winner and loser of PvP matches gain points? For example, the winner would get more, but the loser would at least get something.
    Hello,

    Monstrosity lead Iwagami here.

    If we were to make a system where both the winners and losers gained points, it would become possible to continue gaining points if you collaborated with someone.

    The things that can be obtained by earning 10,000 infamy or prestige have been prepared as achievement-type elements, so we feel that the above type of system is not desirable.

    On the other hand, we don’t want to make it so if you are not able to emerge victorious from PvP that you cannot obtain anything, so we are currently looking into easing the obtainment requirements for some of the monipulator and gladiator rewards, and gradually lowering the obtainment difficulty in the future.

    Also, regardless of the amount of points you currently possess, we’ve made it so a set rate of prestige and infamy will be lost, and due to this, when players who have a lot of points battle players with a low amount of points, there are times when the risk/reward will be different. As such, we will be making the below adjustments:

    Prestige and infamy variation

    Before:
    30% of points in possession
    (10% collected by the system + 20% given to opponent)

    After:
    30% of the highest points possessed
    (10% collected by the system + 2x the amount of opponents points OR 20% of the points of the player with less points)
    *The amount of points lost will not become greater than it was pre-adjustment.


    With this change, we feel that the risk and reward will balance out.

    When will the level 90 cap be lifted to 99?
    We are currently looking into implementing uncapped areas and special content for level 99 battles. However, we would first like to prioritize the addition of new monster families and the expansion of support areas, so please give us a bit more time to do this.

  13. #373
    An exploitable mess of a card game
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    http://forum.square-enix.com/ffxi/fo...ng-in-Progress

    [dev1175] Puppetmaster Job Adjustments

    Overdrive will be adjusted.
    In addition to their current affects, equipped maneuvers will receive three effects.
    * Only three effects may be gained, even if multiple maneuvers of the same type are equipped.
    * This does not affect the priority queue for weapon skills used by the automaton.

      

    The Turbo Charge and Turbo Charge II attachments will be adjusted.
    The haste effects granted by this attachment will now be affected by the total value of magical effects rather than the total value from equipment.
    [dev1174] Dancer Job Adjustments

    The following Dancer abilities will be adjusted.

    Curing Waltz / Healing Waltz / Divine Waltz
    The recast timer for these abilities will no longer be shared.
    * Abilities of the same type will continue to share the same recast timer.
    The recast timer for Curing Waltz IV. Curing Waltz V, and Healing Waltz will be decreased.
    [dev1173] Rune Fencer Job Adjustments

    The following new abilities have been added to the Rune Fencer job.

    Swipe
    dev1173_01.jpg
    Consumes one rune* to deal elemental damage to the target.
    * The most recently applied rune will be consumed.

    Vivacious Pulse
    dev1173_02.jpg
    Restores the caster’s HP.
    * When cast with a rune active, the amount healed will be modified by types of rune(s) harbored. Using this ability does not consume any runes.

     

    The following job trait has been added:

    Trait Level Acquired
    Accuracy Bonus 50
    * The effect will increase in stages as the player levels.

     

    The rune fencer ability Rune Enchantment will be adjusted.
    Runes will no longer be nullified by the effects of Dispel. In addition, the recast time and enmity generated from harboring runes will be halved.
    * This adjustment will occur in light of the need to quickly change runes due to the implementation of the above new abilities.

  14. #374
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    Other things:
    * They're adding a 117 Animator/Sachet in March? I thought Eminent shit was already 117? - http://forum.square-enix.com/ffxi/th...730#post491730

    * They are again apologizing for the AA BC congestion. They seem to say that they've considered making it a "Layer zone" like Salvage but (iirc) decided not to for feasibility reasons. It's either that or they decided to do it and it'll be in February - http://forum.square-enix.com/ffxi/th...727#post491727

    * Adjusting the repop time of the 3 ToAU Beastman Kings - http://forum.square-enix.com/ffxi/th...716#post491716

  15. #375
    An exploitable mess of a card game
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    Reives will undergo the following adjustments.

    New colonization and lair reives will accompany the additional area being introduced in the next version update.

    Two exclamation points will display above the heads of Naakuals when players succeed in changing the beasts' battle mode during wildskeeper reives.
    A new NPC who will reside outside the entrances to wildskeeper reives will inform players of the corresponding Naakual's remaining HP.
    Adjustments.

  16. #376
    An exploitable mess of a card game
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    http://forum.square-enix.com/ffxi/threads/39866

    Prishe
    Ulmia
    IronEater
    Gadalar

  17. #377
    An exploitable mess of a card game
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    [dev1178] New Records of Eminence Objectives

    General Battle-related Objectives

    Defeat a specific enemy that prowls the new area the requisite number of times.
    Defeat the requisite number of enemies in Zilart areas.
    Defeat the requisite number of enemies in Promathia areas.
    Deal enemies a certain range of damage the requisite number of times.
    Use weapon skills the requisite number of times.
    Heal either yourself, a party member, or an alliance member the requisite amount.

     

    Reive-related Objectives

    Emerge victorious from the requisite number of Lair Reives in the new area.
    Emerge victorious from the requisite number of Colonization Reives in the new area.

     

    Synthesis-related Objectives

    Synthesize certain items the requisite number of times.

     

    Harvesting-related Objectives

    Successfully harvest materials in the new area the requisite number of times.
    Successfully harvest materials in Zilart areas the requisite number of times.
    Successfully harvest materials in Promathia areas the requisite number of times.

     

    Other Objectives

    Succeed at chocobo digging the requisite number of times.
    Unlock the requisite number of Treasure Chests or Treasure Coffers.
    Details.

  18. #378
    Resident Moogle
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    Quote Originally Posted by Byrthnoth View Post
    * They are again apologizing for the AA BC congestion. They seem to say that they've considered making it a "Layer zone" like Salvage but (iirc) decided not to for feasibility reasons. It's either that or they decided to do it and it'll be in February - http://forum.square-enix.com/ffxi/th...727#post491727]
    http://forum.square-enix.com/ffxi/th...809#post491809
    English translation from the Community Rep.
    As previously mentioned, we will be continuing to release other attractive content in addition to these new battlefields, which will aid in the reduction of congestion. To give you an example, we will be adding new skirmishes and also making adjustments to Delve to make it easier to access with fewer members.

    The development team is currently in the midst of looking into other improvement measures as there is still congestion as well as items that can only be obtained from the ark angel battles.

    We’ve been receiving a lot of requests and feedback mentioning that the best way to deal with this congestion is to just add more instances. However, to actually do this it would be roughly the same amount of work and testing as adding a whole new type of content or could even require more time. Likewise, the same goes for having ark angels spawn in other battlefields. The reason being that if something is added to existing battlefields there is a possibility that bugs will arise in the existing elements, and it would take time to test for this.

    Based on the above, we would like to see the conditions after the February version update and then make a decision about adding instances. I apologize that we are not able to fix this issue right away, and we appreciate your understanding.

  19. #379
    Cerberus
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    http://forum.square-enix.com/ffxi/threads/39914
    [dev1179] Various Restrictions Will Be Eased in the Coming Version Update

    The amount of time that oil lamps in Phomiuna Aquaducts can be used will be increased.

    A new method for opening the doorto Sacrarium will be added.
    Trading a sealion crest key and coral crest key to Quelveuiat in Tavnazian Safehold (I-10) will provide the player with a Temple Knight key. While in possession of this key, players will be able to open the door by themselves by examining either the large keyhole or small keyhole in Sacrarium (H-7).

    The amount of fame required to undertake certain quests in the Kingdom of San d'Oria, the Republic of Bastok, the Federation of Windurst, the Grand Duchy of Jeuno, Selbina, Mhaura, the Tenshodo, and other areas that require fame rank will be reduced.

    The minimum number of players required to participate in the following battlefields will be lowered from three to one.
    Scouting the Ashu Talif / Royal Painter Escort / Targeting the Captain

    The amount of experience lost due to being knocked out will be reduced to one-fourth of the current value.

    The order of homepoint selections will be adjusted.
    The "Travel to another homepoint" option will be displayed at the top, and the possible destinations will be displayed by region.

    Bazaar taxes will be abolished in all areas.

    Listing fees for items on the Auction House will be lowered.

  20. #380
    E. Body
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    Dev posts: One is just a misspelling report, the other is asking about the general direction of DNC going forward. tl;dr DNC is being worked on as a support DPS that won't reach damage levels comparable to DRK or MNK. They want to monitor Waltzes further going forward, make steps more effective when DNC is your main job, and making it easier to build finishing moves when you have maxed out step debuffs.

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