Information on the new Skirmish.. looks like it's gonna happen in Outer Ra'Kaznar...
Skirmish The Third
Note: Looks like that headless armored dude will make an appearance in this Skirmish... can't wait for this new skirmish and upgrade my gear :D
Information on the new Skirmish.. looks like it's gonna happen in Outer Ra'Kaznar...
Skirmish The Third
Note: Looks like that headless armored dude will make an appearance in this Skirmish... can't wait for this new skirmish and upgrade my gear :D
Trailer:
wrong thread
Yugl said this top one was already translated, but translating for fun anyway. Other one is about Terpsichore effects which apparently wasn't translated (which is kind of ironic since it specifically mentioned corrections for the English version of the game).
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Future Dancer Adjustments
For jobs which fulfill a number of roles, such as dancer, there are often difficulties finding a place in parties among jobs which have more specified roles. Since we've received a lot of feedback stating that it's been difficult to find a place in parties, I wanted to provide an update about the upcoming adjustments for dancer which should make it easier to participate in party content.
In February, the first dancer adjustments will be performed to Waltz. Since dancer's damage dealing potential is inferior to jobs such as dark knight and monk, when attacking more difficult enemies, this will allow dancers to become an attacker that can also assist with healing. Since this is a fairly large specification change, we will only be introducing this adjustment at this time.
In the future, we will make adjustments to the main roles of a dancer by increasing the effectiveness of Steps so that dancers can contribute to parties in beneficial ways that make use of their characteristics. We are also considering adjustments to the specifications which make it difficult to accumulate Finishing Moves when Step effects have reached their maximum.
Terpsichore Effects
Let me explain dancer's Mythic weapon, Terpsichore.
The performance of the effect "Increases Steps Accuracy and Performance V" [[English version: "Increases 'Steps' Accuracy V" and "Augments 'Steps' V", see note* below]] expressed in standard terms is "Step Accuracy +60" and "Finishing Moves from Steps +1."
Since it has been expressed as non-specific term with a Roman numeral, it has made it difficult to understand the specific effects provided; however, there is no special hidden effect or glitch with the performance of the weapon itself.
Additionally, we will be updating the text for the English version in the future because the description used is misleading.
*[[FYI, the reason the English one is improperly translated is because in the JP one it's one term "Increases Steps Accuracy and Performance V" -- whoever split it into two terms on the localization team must haved incorrectly assumed that both the accuracy and the "augment" increased with each upgrade.]]
In Regards to Equipment with Treasure Hunter
Tonight there will be a maintenance that will result in Assassin's Armlets being reforgable. Through this method armor that already has Treasure Hunter can be upgraded.Originally Posted by GJGJ
There is no plan on adding a successor weapon to the Thief's Knife. We believe that by necessitating the addition of Treasure Hunter onto knives that it will remove the fun of choosing which weapon you wish to use.
As for Treasure Hunter itself, after a certain point increasing it will have no significant impact on your drop rates.
"But I feel uncomfortable unless the treasure hunter level reaches 10 or 12!" is an opinion we sometimes see, but understand that after a certain point it makes no significant difference in drop rates, so please keep that in consideration when you choose how to balance your equipment.
In Regards to /checkparam
The greater requests were for the physical side of attributes, as well as pet accuracy and attack were put as the priority for implementation.Originally Posted by Rukar
The need for magic accuracy and magic attack also requires it to reference skill levels and parameters such as MND and INT, which can vary, so a unified notation would be difficult.
There is room for expansion of the /checkparam command, and it is not limited to just magic accuracy and attack, We will continue to review which displays are in high demand, for now we are considering adding a display for the magic accuracy correction you receive from your equipment.
For now, we appreciate any feedback in regards to the usability of this feature we are adding in the version update tonight.
In Regards to Equipment with Treasure Hunter
There was an error in the previous post, so I wish to correct it.Originally Posted by Lomloon
In regards to increasing levels of treasure hunter becoming less effective, that was in reference to items that regularly drop frequently.
In regards to the high-value items that players may be more concerned about, "Increases in the level of Treasure Hunter will results in an almost consistent increase per level (Although each level is small)" would be more accurate.
I apologize for the lack of specification in the previous post.
I have expressed the thoughts of "It is difficult to let go of my Thief's Knife when considering party play and reaching TH12" to the development team.
We have discussed the possibility of adding a higher-level Thief's Knife to the game, but we fear this may turn into a situation where Thieves are stuck forever wearing "High-Level Thief's Knife + Thief's Knife", further narrowing the choices of weapons that is already present. We also wish to avoid having to weaken the original Thief's Knife.
In order to solve this problem, we are considering introducing a hard cap to the total amount of Treasure Hunter players can gain through equipment.
It would become a situation where you would feel comfortable saying "Since I have reached the cap, I don't have to worry about bringing my Thief's Knife anymore! (Similar to a situation we wish to create with haste)" I should add that such a cap would not be below the level of what is currently possible for players.
I cannot promise an exact timeframe for implementation yet- I simply wished to convey our current plans to the players.
In Regards to Enmity
From here any adjustments to enmity will apply to equipment as well as abilities.Originally Posted by katatataki
Thus, using Innin will increase your enmity loss when taking damage, and Yonin will decrease it.
edit
In Regards to Home Point Warping Changes
Thank you for your feedback.Originally Posted by Atrici
The reason for the change this patch was because we plan on adding more home points in the future, and in the previous setup this would've quickly let to a very large list.
I realize this patch comes at a time when players may have already grown used to the previous system, but please understand why we deemed it necessary to make this change due to the reasoning above.
As for the cursor, in principle we stick to having the cursor default to "No, thank you." While there may be some objections, right now we are working to keep it consistently with "top choice is no", and "the default cursor position is also there" as a rule. It is difficult to go back and change every prompt that's been in the game so far, but from here on out we plan on keeping this as the rule.
The reason for this design is that we wish to make it easier for you to return a single page instead of hitting the cancel button, in which case the entire window would close.
There is also the request for it to be similar to waypoints, where players can choose whether or not the final confirmation appears at all, however we must consider that providing such an option takes up space within the user memory, so we must discuss this carefully before making a decision.
In Regards to Displaying Trusts of Other Parties
Thank you for your feedback.Originally Posted by Azmaria
You may have tried this already, but I first suggest to change your config settings for weather to off and to reduce the player display to the minimum value.
In addition, we are now discussing the possibility to provide you the option to toggle display for Trusts in the March update.
It is possible it will be delayed if a glitch is found, but we will work to bring you this change as soon as possible.
We apologize for the inconvenience and ask you to wait a bit longer.
I must also note that if you turn the display for other parties' Trusts off, when you are in an event such as Reives you may not receive the log message when they apply songs. I hope you can accept this as part of the specifications for this option.
Re: In Regards to Geomancer
Thank you for your feedback.I raised to level 99 through Coalition Assignments, and finally skilled up to about 340, however every time I change equipment my Indi-spells will replay their animations. My Party members end up telling me "That's annoying don't change equipment", but even if you say that... lol
As you pointed out, the situation is that the effect of Indi-spells is played when PCs are displayed on screen.
It is difficult to solve this due to the fundamental design, however in the March Update we plan on adding an option to "temporarily freeze the display of a PC to the current setup", with this it can suppress the problem.
With this if a player changes armor during battle they will not blink (however slots related to animation such as weapons and bells will continue to make the player blink).
If you only change armor then your Indi-spells will not be repeated. Please wait a bit longer for the March update.
Re: Random Suggestions Thread
Thank you for your Feedback.Originally Posted by Rukar
As of this moment there is no plans to adjust the Timeworn Talisman, however similar to the recent changes made to the "Shadows of the Departed" and "Apocalypse Nigh" quest, missions or quests that span the course of several days are likely to be adjusted in the future. In particular, we put priority on the ones that are required in obtaining a Trust companion.
Re: Version Update Chat Thread
We are preparing to add porter slips for the Relic Armor 109 and 119 in the March Update.Originally Posted by mistrar
We wanted to make it in time for the February update, but there is some adjustments that need to be made since these items have augments, and we were not able to add it in time.
Please wait just a bit longer.
Summary of The 4th Fresh-Picked Vana'Diel
Gonna be a bit lazy here and not translate most of it since a lot of it is just them talking about what they just added, so some points of interest I picked out:
-RUN's Vivacious Pulse restores MP when you are harboring Tenebrae
-Future vision for DNC sees them wanting to enhance their support abilities more, possibly by improving steps
-Aware that PUP's automaton still has some accuracy issues and they wish to solve this with food
-Considering just removing XP loss on death altogether but asking what the players think
-Possible to adjust the time weakened based on the level of raise used
-Lehko Habhoka is next in line for becoming a Trust in the next Login Campaign (bleh, really wanted him to have his own quest myself)
-Planning on adding ability to check price history when putting something up for auction
-Equipment appearance lock to avoid blinking planned for March
Re: New Skirmish
The NMs we added to Skirmish this time have abilities that can cause encumbrance, however many of these NMs have special behavior implemented in a way such that if you use certain techniques or strategies on them that prevents them from using these abilities.
However, because there were no hints this time I'll let the players in on a little secret...
It seems if you don't deal a certain type of damage to iron giants then mumble grumble...something like that!
There is a trick to each NM, so we encourage players to try many different strategies!
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Matsui here.Originally Posted by isonoyakyusiyouze
Let me add to what has been stated in the past.
In principle, we will not add encumbrance effects onto monsters from now on unless we feel it is necessary for the fight.
The difficulty comes with monsters that already have techniques that cause encumbrance. For these we have decided to go the route of "they will not use encumbrance abilities if players use certain strategies".
The issue right now is that there are no in-game hints to help players along, (and while this might take a bit of time) we wish to improve in this regard.
We recognize that encumbrance is a very heavy penalty with the ilevel system in place, thus we will prepare countermeasures in such cases.
I would be happy if players would understand our approach, and please keep trying!
Item Level Summary
I have summarized the current items into the following table, please use it as a reference when considering what you should aim for next.
Code:119 Delve NM Weapons/Artifact Reforged Armor II/Relic Reforged Armor II Ra'Kaznar (U) Skirmish Weapons and Armor/High Level Mission Equipment 118 117 Records of Eminence Equipment/Delve Boss Crafted Equipment 116 115 Wildskeeper Reive Added Equipment 114 1/21 Version Update Crafted Weapons and Armor 113 Delve Weapons/Skirmish Yorcia Weald (U) Weapons and Armor 112 111 110 Delve Armor 109 Reforged Artifact Armor/Reforged Relic Armor SKCNM Weapons and Armor/Coalition Weapons and Armor III 108 107 106 Wildskeeper Reive Armor/Coalition Weapons and Armor II 105 Skirmish Rala (U) Cirdas (U) Weapons 104 103 102 101 100 Coalition Weapons and Armor
Pet Accuracy Correction
Thank you for your feedback.Originally Posted by Vaporeon
We have confirmed that there is a bug that limits accuracy increase to +30 on pets. We plan on fixing it in the March Update. Please wait a little longer and we apologize for the inconvenience.
Race HP/MP Changes
This was reported on before, but I will report on a change in the situation.
This was being worked on being released soon, but it turns out if you adjust race HP there are monsters that have HP adjusted in tandem (Program-wise, there are enemies that consult the race stat tables to determine their own statistics).
Because a significant amount of time is needed to adjust all of these, we will have to delay the adjustment of race HP to the April update.
You will have to wait a bit longer, but I hope you can understand.
Follow-Up: Cannot Exit Ra'Kaznar
I must apologize- as a result of examining the area, we have found that there is indeed no way to exit the area if you are too deep in.
Although a way to circle back to the entrance originally existed, I'm sure players have noticed that blockades were set up at certain points prior to the version update took place, and for this reason an incorrect response was given before. As of right now, the only way to exit the area once the player has descended into the lower corridor is through methods such as Warp.
Until we add an alternate way to exit the area in March we recommend players take methods to exit such as a Scroll of Instant Warp when they enter the area. We apologize for the inconvenience.
Trusts
Good evening, I'll answer a couple questions.
In the March Update Trusts will be able to accompany you into a portion of battlefields.Originally Posted by concoro
They will be able to accompany you up to Rank 5 of the Nation Missions and Chapter 4 of the Promathia Missions.
We are working on allowing Trusts in past areas and Campaign battles as well. This is estimated for either the March or April Update.
We confirm there is an issue with Trusts increasing in Parry and Blocking skill based on the player's item level. While in the January update notes it may seem like we included all skills, currently attack and accuracy are rising as expected.Originally Posted by Rolanberry
As for parry and blocking, we cannot promise a precise time, but we will work on it. We apologize for the inconvenience.
~Originally Posted by Camate
Campaign
Hello, I have a report regarding planned Campaign Adjustments.
In the March Update, the following changes will occur:
-Skill Ups
When in possession of the Allied Tags, players will skill up when attacking campaign monsters and fortifications.
-Changes in Area Influence
Influence when allied forces win will increase by a greater amount. Influence when allied forces lose will decrease by a smaller amount.
There are no plans to adjust allied notes or treasure obtained at the end of Campaign Battles as this time, but with this adjustment it is expected it'll be easier to hold control over forts and thus avoid the frequency of city battles.
Still worse than Cair's DressupThe following text command will be introduced.
/lockstyle on/off
Using this command keeps the player's appearance the same even after changing equipment. However, it will be automatically disabled under the following conditions:
Zoning in to a different area
Equipping equipment that affects character motions, such as weapons
Being the recipient of an attack that removes one's equipment
Logging out
This command cannot be enabled while participating in the following content:
Monstrosity
Ballista
Brenner
* The command will remain in effect even when changing into equipment that covers multiple slots.
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Enjoy adventuring in your favorite outfits or ones that hold particular sentimental value to you.
http://forum.square-enix.com/ffxi/threads/40436
[dev1184] New Records of Eminence Objectives
New categories, "Tutorial (Quests)" and "Fishing," will be introduced.
Tutorial Objective Examples
Expand one's Mog House exit.
Obtain alter egos.
Obtain a support job.
Obtain a chocobo license.
Unlock additional jobs.
Fishing Objective Examples
Speak with the master of the Fishermen's Guild.
Reel in one fish.
Reel in the requisite number of small fish.
Reel in the requisite number of big fish.
Reel in the requisite number of enemies.
In addition, a new quest in the Records of Eminence storyline will also be introduced.
Trust Performance
As has been pointed out by several people, the performance of Trusts while wearing high level armor has been purposefully inhibited. Trusts were designed to help solo players and low level play, and as such unsatisfactory performance may emerge when entering high level areas such as the Ra'Kaznar Palace.Originally Posted by Ryogi
That being said, we understand that players want to be able to use their Trusts in higher level content as well, I have asked for some tips regarding using Trusts:
1. Wear high level armor
Trusts consult your average item level when determining stats. Thus, even if the parameters of the armor are not satisfactory, you should wear high level armor in cases where you are using Trusts. As an example, changing only 2 pieces of level 109 armor to level Eminence 117 armor caused an hit rate increase of nearly 10% for Trusts.
2. Take advantage of support effects
Like real party members, Trusts receive the effects of magic, songs and rolls from players. If you take advantage of this by using things such as appropriate subjobs, it can further increase the strength of your Trusts.
I hope these points will help you in your adventuring with Trusts.
It is also a bit early to talk about it, but we have more elements in development that can further increase the usefulness of Trusts, so please stay tuned.
Vial of transmelange
I asked the development team how players can increase their odds of obtaining these Vials.
-Completing your secondary objective before clearing allows for a higher drop rate of the vials than completing your primary objective
-Higher ranks of Visages allows for a higher drop rate of the vials as well as Pulchridopt Wings
In addition the drop rate of the new Skirmish content has been set at a level less than that of the Yorcia Weald Skirmish content.
In concept, it is to allow many players to clear the Yorcia Weald content and obtain armor in order to challenge the new Skirmish content as a goal.
Compared with other level 119 content it is easier to obtain the armor from the new Skirmish content, so we hope people will continue to challenge it.
New Avatar:
http://forum.square-enix.com/ffxi/threads/40460
http://static.ffxiah.com/images/polnews/11883.jpg
[dev1185] A New Avatar, Cait Sith, Will Be Added
A new avatar, Cait Sith, will be made available to summoners.
New blood pacts will be made available to summoners.
Blood Pact: Rage
Name Required Level Effect
Regal Scratch SMN Lv. 1 Delivers a threefold attack
Mewing Lullaby SMN Lv. 25 Puts all enemies within area of effect to sleep and lowers their TP.
Eerie Eye SMN Lv. 55 Silences and inflicts amnesia upon the target.
Level ? Holy SMN Lv. 75 Deals light damage to enemies within area of effect.
Blood Pact: Ward
Name Required Level Effect
Raise II SMN Lv. 15 Revives target from KO.
Reraise II SMN Lv. 30 Grants you the effect of Raise II when you are KO'd.
Altana's Favor SMN Lv. 1 Minimum Requisite MP: Level x2. Grants the effects of Arise and Reraise III to party members within the area of effect.
A new quest will be added in which Cait Sith may be acquired. Players must have completed the Wings of the Goddess mission "A Token of Troth" in order to undertake this quest.
http://forum.square-enix.com/ffxi/th...l=1#post496750
[dev1186] Delve Additions
Delve has been expanded to include veils in the following areas.
Marjami Ravine
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Kamihr Drifts
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Yorcia Weald
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Read on for the details on Delve.
Pulling back the veil
While veils will exist in the above areas, the battles themselves will take place in Yorcia Weald [U].
* Enemies will differ depending on the area from which adventurers enter.