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  1. #821

    Astral Cube (2017/2/6)

    I missed out on the Astral Cube this time, will it be available again?
    It will have to wait until March or later, but we will be bringing it back.

    Omen (2017/2/7)

    How often are objectives displayed? It seems inconsistent to me, which makes preparation difficult.
    The messages are first displayed 20 seconds after the instance is created. After that, it will be displayed every minute. However, there are separate timers for both when the area is created and when the first member enters the instance, so your time to complete the objectives will be safe. There is no need to feel like you are being rushed in when you see that your instance is ready (Though your reservation will be cancelled if nobody enters within 3 minutes).

  2. #822

    Adapa Shield (2017/2/8)

    The proc rate of the Reprisal effect seems to be 1% or lower, is this normal?
    The shield was designed to have a high block rate. The activation rate on the added Reprisal effect was set with consideration of how often the player might be attacked. The intent is that the effect is something you get through a stroke of luck once in a while.

    Ambuscade Voucher (2017/2/9)

    Will the new items be made available on these Vouchers?
    The items added since the introduction of the Ambuscade Vouchers will be made available through a separate new item to be added in the future.

    Synthesis Food/Support Effects (2017/2/9)

    How are my craft results affected if my food or support effects wear off in the middle of a craft?
    The “Synthesis Image Support” and Food effects that improve your crafting ability are applied the moment the player character sits and begins synthesis. However, this does not apply to food that increases skill up rates, which is checked alongside the skill up flag at the end of synthesis.

    For effects other than skill up rates, there’s no need to worry even if the effect cuts off mid-synth.

  3. #823

    Heirroom Necklaces (2017/2/10)

    An option to reobtain the heirroom necklaces from the Adoulin Missions was discussed in the “31st Freshly Picked Vana’Diel”.

    We touched on the following topics:

    -High cost of verification
    The NPC involved in acquiring these necklaces is responsible for handling the flags for the Adoulin Missions, so adjustments require us to verify that all flags will operate properly. This verification workload is comparable to one version update, so we end up needing to decide between the former or the latter.

    -Add a New NPC?
    There is no problem doing this from a system perspective, but we feel that this item is deeply tied to the storyline so we don’t wish to cheapen that. We may decide on a different path if all else fails.

    -Like what?
    Adding items with similar functions.

    Eschuteon (2017/2/13)

    Is it possible to lose this shield while synthesizing with it? If so, when we do further quests does that mean we’ll have to start all over if we break it at any point?
    When synthesizing for the Eschuteon, the shield itself cannot be lost. However, area changes such as getting on a boat, teleporting, or entering content defaults the system to the player losing the items, so we advise players to please be careful.

    Can you add a message telling us when Craftsmanship increases and allow us to trade Crafting Sets at the same time?
    Adding a message for Craftsmanship may be difficult, but we will try to add in a function to allow trading the Crafting Set at the same time.

    Omen (2017/2/14)

    Hello, everyone.

    As promised, I wanted to follow up about obtaining job cards from Omen!

    By completing main and additional objectives in Omen, players earn points which aren't shown in any menu or logs.
    Once players accumulate a certain amount of points, players will receive a card based on the job they were playing at that time.

    The new Omen route we introduced in the February version update will grant bonus points and players can also earn points by defeating enemies as well.
    With this system, players are able to earn more job cards by taking other routes, so we leave it up to you, my fellow adventurers, to decide which route will take you to reach your desired goals~!!

    Ambuscade (2017/2/15)

    When are we going to see the newer sets added to the vouchers or new vouchers being released. There are quite a few sets out now that can't be gotten with the current vouchers.
    Hi there!
    For Ambuscade, instead of using existing vouchers, we're planning to add new vouchers soon which can only be exchanged for the newer items.

    Thanks for your inquiry!

  4. #824

    Gil Repository (2016/2/16)

    Back in June we were told there were plans to increase the storage limit, has there been any progress on this?
    We are working on increasing the limit that can be held. The amount it will be increased to is still under consideration, but we hope players can stay patient a bit longer for it.

    Combat Balance (2016/2/17)

    Hello. After the February 10th (Friday) update, we received some feedback and discussion regarding the changes to combat. We will answer some of the topics touched on below.

    Is combat right now working as the developers envisioned?

    The adjustments we have made this time have had the effect we intended. However, because it was not balanced with some gimmicks in certain encounters in mind, some high level content has become more difficult. The development team recognizes this and we plan on addressing it.

    Attempting content with the same setups as before has become more difficult.

    Up until now, using Geomancy to affect magic accuracy/evasion would result in capped stats (in other words, 95% magic hit rate and 95% magic evasion rate), so naturally compared to that, difficulty has increased.

    Of course, adjusting only Geomancy after taking advantage of these methods had become the norm would result in a massive increase in difficulty, so we lowered monster battle skill/magic skill/magic evasion.

    Even with Geomancy stacked on top of that, however, the same situation cannot be replicated now. The combat balance before forced unintended stable situations for combat. Now it is necessary to compensate for magic accuracy using equipment, whereas with magic evasion the intent is to not let players completely resist all magic as they could up until now.

    Combat Balance has been changed significantly after the update.

    We had told players before that after the update, applying buffs/debuffs as appropriate should result in around the same level of relative strength as before. By this, we did not mean to say that players could simply challenge the content with the same setups and be guarenteed the same results. We wanted to say that by compensating for the lost Geomancy potency via other means (such as equipment or using other buffs/debuffs) the same relative strength between the monster and the player could be achieved. Since the previous combat balance was caused by unintended values of Geomancy potency, we hope players will understand that we cannot guarentee that level of performance when the party’s support is limited to a Geomancer alone.

    Originally the plan was to simply adjust the effects of Geomancy, but as explained in the previous answer, that would completely cripple the popular tactics employed by players, so we adjusted monsters, enfeebling magic, and songs. By adjusting party setups accordingly, players should still be able to tackle the content effectly.

    Couldn’t you have just buffed other classes to the level of Geomancer?

    There were cases where Geomancy was so powerful, doing this simply wasn’t feasible. If you buff players, you also need to buff the monsters, and eventually we would need to use methods such as creating monsters which have a guarenteed hit rate on certain status ailments. We don’t believe this is something anybody wants.

    Furthermore, in consideration of future battle content and the effects it would have on how equipment is designed, it was thought it would be best to instead take care of the parts which were working against the intended design.

    Tranquil Heart (2017/2/22)

    There was an error made in the past when explaining the Job Trait “Tranquil Heart”. Previously, we had said that it considered the same type of enmity decrease as equipment, but when the data was rechecked, we found there was an error in that answer.

    In fact, Tranquil Heart counts separately from equipment, and will continue having an effect even when the player is capped from equipment at -50. The effect the multiplicative with equipment, meaning that at the upper limit of -25 from Tranquil Heart and -50 from equipment, players will have (1-0.5)×(1-0.25)=0.375, in other words 37.5% of enmity generation they would otherwise have.

    We apologize for the incorrect information we had provided.

  5. #825

    Combat Balance (2017/2/27)

    As we mentioned before, we will be adjusting some of the notorious monsters in the next version update due to how the changes we made in the last update affected their difficulty.

    The target will be the high CL content within “Geas Fete”. We plan on adjusting some of the gimmicks present that make these monsters difficult to take down.

    Ambuscade (2017/2/28)

    We will be introducing new vouchers for Ambuscade content in the March update. The Flamma/Tali’ah/Mummu/Ayanmo/Mallquis Armor sets (HQ included) will be available from these tickets.

    Reclamation (2017/3/1)

    I tried trading Miasmic Pants for reclamation points, but the NPC would not take it. Why not?
    One of the rules for trading in items for reclamation points is “No items with enchantments”.

    HQ Adoulin Rings (2017/3/1)

    After turning the ring HQ, do you have to start from the NQ ring again if you want to switch?
    Because the NPC that gives the Adoulin-related Rings and the NPC that turns it HQ are different, obtaining a different HQ ring will require receiving a new NQ ring* and then made HQ again. However, if an HQ ring is discarded, the same ring can be reobtained in its HQ state.

    *Trading Rings is handled by the NPC “Ploh Trishbahk” for the cost of 300,000 Bayld.

    Analysis Crystals (2017/3/2)

    We will work on changing the exchange screen for these items so that players may enter the amount they wish. We will look into making this possible for HQ Crystals as well.

    Stormwaker (2017/3/3)

    The casting order for spells seems to have changed. I have a scanner equipped, and right now it is casting Stoneskin before Phalanx. It used to be hat it casted Phalanx before Stoneskin.
    This is working as intended.

    The Automaton checks the Master’s Main Job to determine its casting order. If the Master is on a job that requires close-range fighting, Phalanx will be prioritized over Stoneskin.

    Omen (2017/3/7)

    Hello, everyone!

    In the upcoming March version update, alliances will be able to take on Omen! This will be added as a way for players to help each other for the clear.

    Please note that when entering Omen as an alliance, the enemies' HP will not scale based on the number of participants nor will this apply to the amount of loot.
    Therefore, players will need to lot against more players when entering as an alliance.

    That being said, we encourage players to think carefully about their manpower before tackling their Omen runs based on the purpose of specifically going for the loot or the clear.

    I hope this won’t mean that objectives will change to “Do 18 skillchains” or something.
    The additional tasks will not be harder than the ones for 6-person parties. There is no need to worry about the tasks becoming harder if you enter with 18 people.

    Forging A New Myth (2017/3/9)

    There seems to be situations where this battlefield becomes impossible to clear involving the NM “Zahak”. Is this intentional?
    First, an explanation of the quest battlefield “Forging A New Myth” (Spoilers below).

    The NM’s HP is kept at 1 until certain conditions are satisfied. In order to cut off the heads of the NM “Zahak”, certain conditions must be met:
    1. Performing a Critical autoattack hit
    2. Doing damage with certain Abilities
    3. Damaging with Weapon Skills
    All have a certain rate of cutting off a head. Furthermore, cutting off the last head requires the use of a weapon skill, which is guaranteed to remove it.

    This means if there is only one head left and you are in a situation where you can’t do damage, you must find ways to gain TP other than damage.

    If the player understands these conditions when entering the battlefield, we believe a dead-end scenario should not be possible. We hope this information will be helpful.

  6. #826

    Battle Content Impact on Conquest (2017/3/17)

    Does content such as Wanted, High Level Mission Battles or Voidwatch affect Conquest influence?
    Any battles within a region are counted for Conquest.

    As a side note, the way Beastmen gain influence in a region is not based on the amount of times a player is KO’d, but rather the amount of times players return to a home point after being KO’d (This takes place whether Signet is obtained or not).

    We looked into which areas where KO rate for players was abnormally high, and we’ll consider some countermeasures for these areas. We will need to figure out how to change areas based on what different kinds of battlefields are found in them, so please give us some time to figure it out!

    Regal Captain’s Gloves (2017/3/17)

    Why isn’t Dragoon on this item?
    This item was designed with the concept of “For Jobs that cannot increase accuracy via Job Traits”.

    There are other items designed with Dragoon in mind, so we hope you try those out!

    Jacknife (2017/3/22)

    Can you change the way clamming works? With the new Escutcheon quest, a large increase in people clamming has occurred, and it seems that like Chocobo Digging, there is a limited number of items to go around.
    Thank you for your feedback. Because Clamming has never been particularly popular, there seem to be many mysteries for how it works. I will explain some parts of it below.

    There is no specification for a limited number of items from clamming like there was for Chocobo Digging. However, we believe you may have mistakenly believed this due to the special way the item list is generated.

    The item lists change with the location where clamming is performed and the tides (Two patterns exist, one for Full Moon to New Moon and another for the opposite). In some cases, the chance to obtain an item may even be 0%, and players might mistakenly believe “They’ve all been taken!”

    For the item “Jacknife”, three of the clamming points on Purgonurgo Isle will always be hotspots. If you are having trouble obtaining this item, you might need to try a different Clamming Point…and may need to move again if you’re still having trouble!

    Cursna (2017/3/28)

    Regarding the spell “Cursna”, we rechecked the data and realized we made an error in the previous announcement.

    The success rate of “Cursna” depends on Healing Magic Skill, with 26% at 500 skill, and will continue to improve beyond that, with 30% at 600 skill. By the way, at 1000 skill, you can expect a 43% effect.

    Forthcoming Ambuscade Update (2017/3/29)

    I'd like to share additional information concerning the forthcoming Ambuscade update that Matsui touched on.

    •Starting from the next version update, players will be able to store upgraded high-quality gear with the Porter Moogle!
    •Players will be able to use both Hallmarks and Gallantry when reforging existing equipment.
    •The usual Tarutaru will be handling the new upgrades. You'll be upgrading the gear by turning in the material and equipment at the same time!

    Omen Objectives (2017/3/30)

    I didn’t get credit for skillchains that killed the enemy, what gives?
    Skillchain damage-related objectives in Omen are not counted if the weapon skill creating the skillchain or the skillchain itself defeats the enemy.

    Another odd thing is with Trusts, when AAEV closed the skillchain with CDC, I did not get credit, yet got credit with Amchuchu’s Dimidiation. Why this inconsistency?
    Originally, “Trust Weapon Skills do not count” was the setting we wanted. However, since we feel many players seem to be relying on Trust Weapon Skills, we will change the settings so that they will all count. Thus, the ones that are not counting right now will be changed so that they do.

    We hope you can wait for us to implement this change!

    Mount Zhayolm (2017/3/30)

    I had thought any area we could Mount in, we could Dig in, but I was disappointed when this wasn’t the case.

    Can you change Mount Zhayolm at least?
    Chocobos have no means to dig into terrain covered with hard rock, so areas like Mount Zhayolm are excluded. Maybe if there was a Chocobo with a super hard beak…but unfortunately, no such breed exists. We hope for your understanding.

    Job Points/Gifts (2017/3/31)

    We apologize for this late response. Currently, we have no plans on expanding on Job Points or Gifts. We apologize to players who have mastered all their jobs, but we wish players will play jobs in various different ways. If we add too many useful Job Points, we feel we may exacerbate the current situation where players will be left out based on their Job Point and Gift progression. We feel it is better we keep things the way they are for the moment.

  7. #827

    Addle (2017/4/5)

    Song+ has no effect on Noctourne. Does that mean equipment does not affect Addle either?
    The cast speed down and magic accuracy reduction of the spells “Addle” and “Addle II” are both affected by the ability “Saboteur” and Enfeebling Magic enhancing properties on equipment. The latter enhances enfeebling magic by a percentage corresponding to the value found on the equipment.

    Weapon Drawing (2017/4/6)

    I’d really like some kind of adjustment to this issue. Maybe if it could be applied to monsters too it wouldn’t be a big deal, but this is a demerit that only applies to players. I hope the same idea can be applies to other fields where players are at a disadvantage.
    “Character stiffness” as it were, is a basic setting of the game by design. With few exceptions, we make it so that players actions are completely displayed. As a basic rule, we don’t plan on changing it.

    Monsters can finish casting a spell regardless of range, yet players will be interrupted.
    Monsters can have their spells interrupted the same way as for players.

    Monsters can run up and down certain ledges but players cannot.
    As a basic rule the maps are designed to give the advantage to the monsters. If you make the playing field even or even advantageous for the player, it would be easy to exploit critical flaws allowing for situations where only players are allowed to attack.

    Furthermore, pet movement uses the same settings as monster movement, so adjustments to the latter would impact players as well.

    Petrification (2017/4/7)

    I was soloing Omen, and I found that Entomb would have its petrification broken due to using Diaga to pull. I tried multiple different times and I found Dia would break petrify each time. When I tested with the Break spell later, Dia did not break petrification. What’s going on?
    Petrification has not be adjusted. Petrification is lifted when a certain amount of time elapses or a certain amount of damage is done. It is somewhat similar to stoneskin, where a certain amount of HP damage will cause the effect to wear off. In the case of “Entomb” specifically, this damage is set as 1 point.

    Ambuscade Eminence Objectives (2017/4/10)

    Can you make monsters in Abyssea count for these objectives or lower the number necessary?
    Because the issues with congestion are related to these objectives, we don’t plan on adjusting these objectives in a uniform fashion. That being said, we realize that with certain Expert objectives that the applicable beastmen can be a bit scarce, so we may consider adjusting the number necessary here.

    Dark Resistance (2017/4/12)

    Death, Kaustra, and Leaden Salute, as well as Frazzle are all in a bad place due to the strong dark resistance in recent enemies. Currently there’s a heavy reliance on light-element abilities, is it possible to re-examine this?

    This is seen especially with the Omen bosses. Magic strategies are also not very useful on these enemies.
    As we mentioned during our adjustments to Geomancy, the magic evasion of certain monsters were already adjusted.

    In regards to specific resistances, we should note that certain monsters have resistances tied to what family of monster they belong to. The Notorious Monster “Ou” for example, is a Caturae, which has high resistance against Darkness. In this case, we have no plans on lowering it.

    Sluice Gate (2017/4/12)

    Hello, everyone!

    From a story persepective, the Sluice Gate at (M-10) of Rala Waterways is a secret passage!
    However, this passage is only permitted to be used by high-ranking townspeople, such as members of the Twelve Orders of Adoulin, and it is not available to adventurers or ordinary townsfolk.

    I was very curious about this as well so thank you for the inquiry!

    Heirloom Necklace (2017/4/14)

    We had announced earlier that we were planning on adding alternatives to the Heirloom necklaces rewarded from the Adoulin Missions, but we wish to note that currently we have many other priorities to take care of, so it may still take some time before these are implemented.

    Race Change (2017/4/18)

    There are currently no plans to introduce a race change service.

    As a side note, there are also no plans on allowing players to send Relic, Mythic, Empyrean or Aeonic weapons through the delivery system.

    Cooking Guild Points (2017/4/18)

    Within a month, if items were turned in every day, you would earn about 350k-400k points for the Cooking Guild, compared to the 450k-500k you would earn for another guild. Over a year this is a difference of a million points- quite a handicap.

    Suggestion 1: Increase GP rewards by 20-30% for Cooking
    Suggestion 2: Reduce the cost of items and Analysis Crystals for Cooking by 20-30%p
    GP gain is determined by the NPC price of the delivered item. Because the Cooking Guild already receives a 50% bonus compared to others, we currently have no plans on adjusting it further.

    We have received feedback about how the Eschuteon quest varies in difficulty by guild, but the items requested by the quest varies by the skill chosen, so the intent was never for the quests to be aligned perfectly with each other.

    Naturally, if the end result of the quest resulted in a reward that was the same across all the quests, there would be a need to make adjustments, but since the Eschuteon varies by skill as well, we don’t think it is necessary to compare different guilds with each other in this context.

    Ambuscade Congestion (2017/4/20)

    Greetings,

    First, I would like to apologize for not sharing this information sooner. When we first made the announcement on the Japanese forums, we saw a large amount of feedback regarding it. Therefore, before moving forward with posting the exact same information, we wanted extra time to confirm that the suggestions made to alleviate the queue times for Ambuscade were just suggestions and not finalized.

    That being said, the development team is currently examining every possible measure to alleviate the congestion issue; however, we are not able to make any further adjustments to the system itself.

    We presented two possible solutions which may make an impact; however, we felt that these options would be poorly received by players. The first option was to place a time based restriction on challenging Ambuscade, similar to what we currently have for Omen. The second option was to remove the equipment and their upgrade materials from the list of rewards altogether.

    Why only these two options?

    There were many suggestions from our players, operations team, and the dev. team; however, when considering the options, we needed to make sure it is something that we can accomplish, and something that will make a clear impact to alleviate the situation. As a result of considering various options, the two suggestions we made above met these conditions.

    We felt both of these options aren't viable for players, and as we can see here on this thread, there are far more comments against such changes. Therefore, we will not move forward with these measures. We will continue to look for other possible solutions; however, please note that the final decision we make may not be the outcome everyone can agree on.

    Again, I apologize again for not bringing up this matter sooner, but we wanted to confirm these points before posting. We ask everyone to continue leaving feedback and possible suggestions, so we can relay them to the dev. team investigate.

    Also, to give you all a better understanding to the situation, here are some common questions we've seen thus far.

    • If you were to place a time based restriction on entry, do you have plans to ease the materials used for other content obtained from Ambuscade?

    We have no plans to make adjustments to other corresponding battle content. For example, we have already made adjustments to the effect of cells for Voidwatch, adjusted the price of the Phase Displacer, removed the restriction on how many can be purchased, and adjusted how many can be purchased at one time. For this reason, we believe the difficulty has been eased. With this adjustment, the difficulty to create Empyrean weapons have also been lower than what we originally assumed. Therefore, we do not have any plans to consider any further adjustments to ease these, as they may lose their purpose entirely.

    • Would increasing the number of NPCs used to enter resolve this issue?

    This adjustment would be only be a visual one, and would not change the number of players that can enter the content on the system end. Instead, by having more NPCs available, we worry that more players will talk to these other NPCs at the same time, causing the queue times to be longer than it is now. At the very least, this would not change the current situation.

    In addition to this, we are not able to increase the amount of players that can enter at once on the system end. This goes without saying that we do require additional resources and staff to do this, but furthermore, the major factor for this content relies on the base foundation of the system. Please note that any type of system-side adjustments to reduce queue times is near impossible.

    • Isn't it possible to lower the amount points needed to obtain items?

    The attributes set on these items were set based on the difficulty and effort required to obtain them. For this reason, we have no plans to adjust this; however, we are able to take another approach, such as adding other ways to obtain items like Abdhaljs Seals. While it does not directly affect the point requirement, it does have the same effect as lowering the points. It is a very subtle change, but we believe we can expand a bit more into making these type of changes.

    ...Worst case scenario, revamp Ambuscade to not be an instanced battlefield...
    This would mean removing Ambuscade and creating a new form of battle content from the ground up. Next, it would be difficult to assess if that new content would be able to hold the same numbers of players that Ambuscade can. Additionally, some content, like Limbus, does not use a layered area system like Ambuscade. One area alone is being reserved for the group participating so if we were to use this type of arena, congestion would become much greater than it is now.

    There have been other suggestions on the Japanese forum as well, so let me share some of the questions and answers which were posted there.

    Q: Currently the Abdhaljs Seal increases the amount of Hallmarks players can obtain from an Ambuscade victory.

    Would it be possible to just give a set amount of Hallmarks?
    Currently, players can earn up to 3,600 Hallmarks using the Abdhaljs Seal. If we were to set it so the item offers 1,000 Hallmarks, those who enter the Intense Ambuscade with the "Very Difficult" settings would earn significantly fewer Hallmarks. If we set it to offer 3,600 Hallmarks, those entering the normal Ambuscade with the "Very Easy" settings would earn too much.

    The main concern here is the difficulty in balancing the amount of rewarded Hallmarks.

    Q: Since the Ambuscade content changes monthly, would it be possible to try out the different suggestions made by the dev. team to see how it may affect the congestion?
    We discussed this internally to see if it would be a good idea to hold a trial period as well.
    However, even if we did this for a month, it may inconvenience players, so we're still debating if this would be the right approach.

    We can consider the trial periods if the majority of players are willing to try out this approach, so please continue to give us your feedback concerning Ambuscade trial periods in order to help us alleviate the congestion problem.

    We encourage the discussion to continue and thank you for your continued feedback.

    Voidwatch (2017/4/20)

    How do the Blue and Red Alignments affect the drop rates for Empyrean materials?
    We tend not to disclose all the mechanics behind how items drop, but we will share with you some information regarding “Red Alignment” and “Heavy Metal”.

    Red Alignment affects the drop rate of “Heavy Metal”. By using the item “Rubicund Cell” to increase Red Alignment by 150%, the item “Heavy Metal” will be added to the list of potential drops! Increasing the alignment further will have no effects on the drop rate of “Heavy Metal”.

    Red Mage (2017/4/20)

    We thank the players for the various suggestions made to improve Red Mage. We will be sure to share them with the development team. When adjusting Red mage, we try to balance it alongside the Bard, Corsair, and Geomancer jobs. The Red Mage is a job that can apply an unlimited number of buffs and debuffs simultaneously, unlike the other 3 jobs, and it tends to have a shorter recast time, and we take this into consideration when adjusting the job.

    The Red Mage holds the role of the all-rounder, so we wish to avoid making it so that it can become a specialist in all aspects, which would push out other jobs.

    In regards to the spell “Frazzle” specifically, as we had mentioned in the past, we will be avoiding adding too many monsters that resist dark in the future to improve its usability.

    /itemsearch (2017/4/21)

    Can you not make it so that /itemsearch allows partial item names? Makes it easier for people like me who always forgets item names too.
    The current command was designed to be lightweight by doing one-to-one matches utilizing the autotranslate system. The suggestion made would change the way this command would be handled, and would put quite a strain on the client each time a search is performed.

    Campaign NPCs (2017/4/21)

    I would like if you could make it so that area-specific troops (such as the Red Rose Condoittieres of Vunkerl [S] or the First Legionnaires of Crawler’s Nest [S]) will be deployed to the Northlands.

    Normally, the possible troops in the Northlands (such as Valaineral’s Royal Guards or Gariri’s Scorpion Casters) will be deployed, but the current settings for the game make it such that if even one region of a nation’s surrounding area is beastman-controlled, there will be no troops deployed. For example, on my server the Bastok army never sends troops to the North because the Pashhow Marshlands are occupied almost every week. If in such cases you instead made it so that area-exclusive forces are sent to the north to compensate, it would make it a lot easier to regain control of these areas.

    I write a lot of this partly because I love fighting alongside these NPCs, and I think this would be a way to let NPCs that normally don’t appear as much get to see more action.
    Thank you for your feedback. Your suggestion would require quite a large specification change. If we were to estimate, such a change would be approximately equal to two version updates. It’s quite a workload, so I’m afraid doing so would be quite difficult.

    Oboro Weapon Delivery (2017/4/24)

    Do you think you can allow us to deliver these items within an account?
    It would be difficult for us to implement this, as due to the way Oboro weapons are obtained, the game tracks multiple flags during the acquisition process. These flags may cause various issues when delivering the item. To avoid this risk we believe it is better to maintain the current settings.

    Barkarole Earring (2017/4/25)

    Why is this item an exception to reacquisition among the Adoulin Quest rewards?
    It is actually possible to reobtain this item. Speak to the NPC “Zaffeld” in Eastern Adoulin, and see if it initiates the event necessary to reobtain the item! If you continue to run into issues, it is possible you are either in a temporary cooldown period due to quest progression, and you must wait a day to reobtain the item. If you still run into issues we ask that you submit a bug report.

    Jug Synthesis Recipes (2017/4/27)

    Sugary Broth, Poisonous Broth, and Sticky Webbing can only be synergized. Will you not be adding normal synthesis recipes for them?
    We’ll look into it. Thanks for your feedback!

  8. #828
    Ridill
    Join Date
    Apr 2011
    Posts
    23,736
    BG Level
    10
    FFXI Server
    Bahamut

    Quote Originally Posted by Sicycre
    Hi, there!

    I just wanted to provide confirmation that the effects of the Chocolate Rusk are the same on the Tiny Rusk:


    Synthesis failure rate -4%
    High-quality success rate +2
    This effect description will be added to the Tiny Rusk in an upcoming update! Thanks for the feedback!
    .

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