Item Search
     
BG-Wiki Search
+ Reply to Thread
Page 12 of 42 FirstFirst ... 2 10 11 12 13 14 22 ... LastLast
Results 221 to 240 of 828
  1. #221
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Matsui: Job Adjustments in the Next Version Update

    In the next version update, we plan on making the following job adjustments.

    Since some of the details have not been confirmed, this is just intended as an overview. As we get more detail around the adjustments, we will give you an update as soon as we are at a stage where we can provide additional information.

    • Adjust elemental magic
      We plan to make the adjustments reported earlier.
    • Adjust attribute correction on one-handed weapons
      In the March 27 version update, the maximum attack/defense ratio of one-handed weapons was adjusted to match two-handed weapons. Subsequently to this, we will be adjusting how attribute correction is applied to one-handed weapons.
    • Adjust pet jobs
      Since player and pet levels will not increase, we will continue to strengthen pets through additional player equipment. Some methods we plan for enhancing pet jobs are as follows:
      • Beastmaster
        Add additional pet(s) to be called.
      • Dragoon
        Add polearm attributes which raise the stats of the called wyvern.
      • Summoner
        Add grips with attributes which raise the stats of avatars.
      • Puppetmaster
        Add animator attributes which raise the stats of automatons [[sounds like he's referring to something easier to get that will bridge the gap between previous animators and the new Alternator, not something to beat out Alternator]].

    • Geomancer and Rune Fencer
      We plan to add Artifact equipment, merit points, and the limit break quests.

  2. #222

    Was originally posted by Mocchi but Slycer didn't translated:

    http://forum.square-enix.com/ffxi/th...063#post433063
    Quote Originally Posted by Camate
    Greetings everyone (and happy Friday!),

    I'd like to follow up a bit about the planned wyvern enhancements for dragoon.

    To give a simpler idea of what we have planned, by equipping a high content level weapon, we are envisioning that the stats of your wyvern also increase along with you. It's somewhat close to what a player mentioned about making it so your wyverns damage value, delay, attack, and defense increase based on your own values.

    Currently there are pieces of equipment that have pet enhancing stats and by equipping them they influence your pet's strength (for example, there are already polearms in existence that enhance wyverns); however, this is not what we will be doing this time with polearms. With that said, it'll help a lot if you think of this as the polearms that are to be introduced from here on out will allow you enhance your wyvern, and the enhancements will not only increase specific stats. (We will be making it possible to enhance your wyverns after we implement the RME revamps.)

    Also, the reason we didn't choose grips was because there are varieties of strong pieces of equipment that can be selected based on the situation, and if we were to make these enhance wyverns, it would be difficult to choose other options.

    With that said, we felt it would be best for dragoons to be able to enhance their wyverns with their weapons.

  3. #223
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Mocchi: Ammunition

    Thank you for your opinions on the adjustments to Recycle and regarding ammunition.

    In the next version update, we are planning to add new ammunition. For archery and marksmanship ranged attacks, we will be adding ammunition which corresponds to the power of the ranged weapons that are available from Delve.

    The current plans are as follows:

    • Obtaining
      Exchange Mweya Plasm corpuscles obtained from Delve.
    • Obtainment Conditions
      Ability to exchange for the corresponding weapons (Speleogen Bow for arrows, Surefire Arquebus for bullets, Illapa for crossbow bolts)
    • Performance
      Commensurate with the content level for which the weapons' DMG rating is adjusted (bullets and arrows for content level 14, bolts for content level 20).
    • Other
      Ammunition will be obtained as a quiver.

  4. #224
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Mocchi: Bivouac Updates

    Hello!
    This is a follow-up regarding bivouacs.

    Please note that this is just a general overview as the details have not yet been finalized.

    • Compensation for Coalition Assignments
      We are considering giving an added bonus to the rewards from assignments based on certain conditions. For example, an added bonus may be provided based on the distance to a bivouac, etc.

    • Maintaining the Bivouacs
      In addition to the added bonus for assignments rewards, we plan to make adjustments which will lengthen the period of time for which Bivouacs are maintained.

      Specifically, similarly to how we adjusted the attenuation of the colonization rate, we will reduce the rate of reduction of the Bivouac supplies.

      Also, in addition to the added bonus rewards and reviewing the maintenance period, we may also consider additional measures which will allow for supplies recovery at the Bivouacs such as trading gil to the NPCs.

    • About Bivouac Status
      Because of the hardware verification required, displaying the information throughout the region would be very difficult.

      Therefore, we plan to allow for review of the Bivouac status from the NPCs at the Coalition, the Frontier Stations in each area, and the Frontier Bivouac.



    Mocchi: Ammunition Follow-up

    [[Posted as a direct response to several posts with questions.]]

    There is no plan to lock Delve ammunition to Delve weapons; they can be used with all existing ranged weapons. However, they will be treated the same as other Delve-obtained equipment (they will have an Ex attribute and cannot be bought/sold/transferred to other players).

    For the DMG ratings, although it may still fluctuate a little from here as it is still being adjusted, we are currently considering the following approximate values:

    Arrows: DMG:74 (content level 14)
    Bullets: DMG:196 (content level 14)
    Bolts: DMG:93 (content level 20)

    With that said, it will certainly exceed Damascus.

    [[Do they understand that this will force rangers and corsairs to do Delve forever while other people will be done once they get the equipment they want? At least if the stuff was sellable/transferable there would be an alternative....]]

  5. #225
    Nidhogg
    Join Date
    Aug 2007
    Posts
    3,613
    BG Level
    7
    FFXI Server
    Bahamut

    Posting from Camate on official forums.
    Quote Originally Posted by Camate
    Greetings,

    To give you all a better idea of what we have planned for the grips we announced for summoner, you can think along the lines of what the newly added Alternator does for puppetmaster’s automaton. Also, there will not be grips specific to each avatar, so don't worry about clogging your inventory with one for each avatar!

  6. #226
    Impossiblu
    Join Date
    Mar 2010
    Posts
    10,384
    BG Level
    9
    FFXIV Character
    Prothescar Centursa
    FFXIV Server
    Balmung
    FFXI Server
    Valefor

    Quote Originally Posted by FFXI_EN Twitter
    To celebrate the 11th anniversary of #FFXI we’ll be holding the "Twice the Double Campaign" starting on May 30th! (1/2)

    This time not only EXP, but Salvage design plan drops will also be doubled! NA:http://sqex.to/Q5z EU:http://sqex.to/qYq (2/2)
    https://twitter.com/FFXI_EN/status/337117660263366656
    https://twitter.com/FFXI_EN/status/337117668853301248

    Starting on Thursday, May 30th, 2013 at 8:00 am (PDT)
    Ending on Sunday, June 16th, 2013 at 7:59 am (PDT)

  7. #227
    Flowery Twats
    Join Date
    Jul 2008
    Posts
    3,583
    BG Level
    7

    Edit: Sorry wrong topic

  8. #228
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Matsui: RMEC Follow-up

    Hello, it's Matsui.

    I'd like to thank you again for your feedback on Relic, Mythic, Empyrean, and Coin weapons (RMEC). The posts both in favor and opposed to the suggested changes were very helpful.

    Since I have thoroughly read through your opinions, at this point we will close this thread and begin development work based on the following policies (even though this is almost the #1 thread).

    • Perform the adjustments for Relic, Mythic, and Empyrean weapons.
    • All weapons that have been upgraded to level 99 will be subject to this adjustment (with or without Afterglow).
    • Instruments and shields will be outside the scope of these adjustments.
    • The upgrade will not happen in multiple small intervals, like with Trial of the Magians.
    • The performance of the weapons will be adjusted to allow them to fall into the category of the strongest available options.
    • We will continue to look into unlocking the exclusive weapon skills from Coin weapons.


    For coin weapons, although I think the general idea and direction is good, there is a need for some further analysis, so we will continue to consider these upgrades.

    Once we have some more solidified information on upgrades to the RME weapon groups and further studies on the Coin weapons, I will get back to you with more detail.

    Thank you very much!



    Mocchi: Reive Adjustments

    Hello.

    Earlier this month, Matsui made the following post:

    [[Matsui's post about the lack of smooth transition between content levels and the need to fill out the levels.]]

    In order to smooth the transition between content levels and allow the content to be challenged properly, we made adjustments to the trigger items for Skirmish and also planned adjustments for Lair and Colonization Reives.

    For Reives, we got a variety of opinions from the players, but we haven't yet told you about the adjustments, so that's what I'll be discussing today.

    Reive Adjustment Strategy
    1) Make it easier to participate.
    2) Create player-friendly steps of difficulty.
    The adjustments to be made should be based on these two points. The following is a summary of the planned adjustments.

    Reive Adjustment Overview (Next Version Update)
    • Change the evaluation method, Part 1
      For physical and magical damage as well as evaluations from other mechanisms such as HP recovery, all of these will be aggregated as a single action. As a result, it will be easier to get better evaluations.
    • Change the evaluation method, Part 2
      Change the experience point and bayld value to correspond to both the decrease in the amount of HP of the obstacles or boss as well as the accumulated time. Once a certain time period is evaluated, that value will be subtracted from the accumulated value.
    • Reive Reward Conditions
      With the change in evaluation method, rewards can be received from the accumulation of all actions performed.
    • Add Reive Rewards
      We will add to the types of rewards that can be received from Reive.
    • Adjust Monster Behavior
      We will review the behavior of Reive monsters with a specific focus on Area of Effect abilities and knockback techniques.
    • Yahse Hunting Grounds / Ceizak Battlegrounds Reive Adjustments
      In the two areas above, colonization and lair reive difficulty will be the lowest. It is expected that it will be completable solo or with a small group.
    • Foret de Hennetiel / Morimar Basalt Fields Reive Adjustments
      In the two areas above, colonization and lair reive difficulty will be slightly higher. It is expected that it will be completable with approximately 3 people.
    • Wildskeeper Reive Adjustments
      We will be adjusting the amount of Bayld necessary to obtain key items to participate in Wildskeeper Reives. The current plan is as follows:

      Ceizak Battlegrounds: 50,000
      Foret de Hennetiel / Morimar Basalt Fields: 75,000


    As a subsequent adjustment, we will be introducing mechanisms to allow NPCs to compete in Lair Reives and Colonization Reives. We will raise the level cap of adventuring fellows and allow them to be called in Seekers of Adoulin areas, and we are also examining other ways of allowing solo/small group participation such as hiring NPC mercenaries.

    In addition to the Reive adjustments, we are also planning the Frontier Bivouac adjustments previously discussed. We are also planning to add new equipment that can be obtained in exchange for Bayld as well as other general adjustments to colonization reives for the next version update.

  9. #229
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Translation below. No new info, really, just a bunch of images.

    -----

    Fujito: Mog Gardens

    Hello!

    We've updated the Mog Gardens graphics so I've taken some screenshots.

    ★ The Ship



    You'll get to the Mog Gardens by riding on this ship. Check out the colorful fish under the water!

    ★ The Grove



    From the grove, you can perform harvesting and logging. The first trees and bushes you'll find are small, but as the rank increases and additional trees are planted, it will become a fully-grown grove as in the image.


    ★ The Quarry



    This is a mining site. You can dig in here with your pickaxes. As the rank increases, the area will develop by having more and more of the rocks removed, exposing the ore veins beneath.


    ★ Moogle Field



    Here, the crops you plant will grow in a field packed with Moogle secrets. While at first there will be fewer rows on which you can plant, as the Moogle Magic increases, you'll be able to use more than one row as in the image. Other mysterious crops may grow on the field; there may even be some that can grow without seeds....

    ★ The Coast

    Here's the beach umbrella that you saw in the original post.



    And when the sun goes down....

    Spoiler: show
    The lamp on the table gently lights the area....



    Oh, one other thing. The Mog Gardens island itself is not very large. It's roughly the space of three mog houses.

    Also, this area will have its own dedicated background music. If you have the Seekers of Adoulin soundtrack, please listen to Track 8:Mog Resort. The faint sounds of female vocals will draw you to the island.

    At this time, we still have about 20% left to complete. We're still planning on releasing this summer, but it might take a bit longer.

    When we have more information to share or show, I'll post it here.

  10. #230
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Matsui: Random Posts

    None of this is direct translation, but from a few different Matsui posts, the following details were dropped:
    • They're considering 50,000 bayld flat rate for all Wildskeeper Reives, rather than differing by areas. This will still be affected by fame reduction, and they won't be changing the drop rates.
    • In addition to the adjustments in the Reive post, they're also planning adjustments for the areas not mentioned (Sih, Moh Gates, Cirdas), but they don't know whether or not they'll make it for the next version update.
    • They are considering adjustments to the repop time of Reives, but they don't want to mess with it too much as there are positive and negative aspects about changing the repop time in either direction.
    • HP/attack/defense of Reive monsters will be adjusted in tandem with taking a look at the AoE ranges and knockback effects.
    • They do not have a confirmed date yet, but the next version update is planned for "early summer."

  11. #231

    http://forum.square-enix.com/ffxi/th...623#post438623
    Quote Originally Posted by Okipuit
    Implementation of Clear Mind as a Job Trait should also be added to GEO.
    We will be implementing this!

    Honestly my main issue right now is just the long cast time and high MP cost of geocolure spells (luopans). I would not be bothered that much having to dispel them and summon them again if the party moves, but the fact that it takes so long and takes a huge amount of MP for the debuffs makes usage of the job very difficult in events where parties move around a lot.
    Geo-spell casting times are currently being looked into. While it won't be through a fast cast job trait, spell casting time will be reduced further through abilities, gear, or other methods.

    Since Geo-spells consume a lot of MP, we will be be easing up on the HP loss for luopons, and making it possible for the user to give it HP. We'll also be making it possible to reduce the cool downs on Life Cycle and Lasting Emanation via merit points. Also, we're enhancing the conserve MP trait to increase the frequency it activates.

  12. #232
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Mocchi: Geomancer Adjustments

    Thanks for your feedback.

    In the next verson update, in addition to adding the job specific merit category, we are also planning the following Geomancer adjustments:
    • Reduction in casting time for Geomancy (for both the Indi- and Geo- systems).
    • Adding the "Clear Mind" job trait
    • Adding the "Max MP Boost" job trait
    • Adjust the levels for learning the "Conserve MP" job trait
    • Add the spells "Sleep" and "Sleep II"

    With the addition of Sleep/Sleep II, we will also be adding enfeebling magic skill for Geomancer.

  13. #233
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    First translation, couple more coming. "Knowledge" is the direct translation from JP, but it may have an English-specific translation that differs slightly.

    ____

    Iwagami: Implementation of Play-as-a-Monster on the Test Server

    It's Iwagami, and I'd like to join in the discussion!

    Hello! It still feels a little strange to see my name on the side of the forum. I'm excited today since I have an avatar now!

    In the test server update planned for this week, part of the update will be to add the "Play as a Monster (provisional name)" system. Additionally, please note that the details of the implementation may change in some cases.

    What is Play-as-a-Monster (temporary name)?
    In Play-as-a-Monster, you can change into one of many types of monsters around Vana'diel. It is content that you can enjoy casually. The idea is not only to become the strongest, but also to explore various locations around the world to become different kinds of monsters. You may find some new things you haven't noticed before. Here's our first commemorative photo!





    [[Rabbit Family Knowledge 1
    HP+2% AGI+5 Attack+10
    Cost:3]]


    [[Bee Family Knowledge 1
    AGI+5 Attack+10 Evasion+5
    Cost:3]]


    [[Crawler Family Knowledge 1
    HP+3% Attack+5 Resist Slow+30
    Cost:5]]

    The performance of the system discussed below is still in development, but the plan is that you will be able to add new attributes to a monster using what we're calling "Knowledge." We are working hard in development so that [Many Monster Species x Set Knowledge x ? = Immeasurable Fun!].

    How to Begin/End Participating in Play-as-a-Monster on the Test Server


    In Northern San d'Oria (L-9), Port Bastok (J-12), and Windurst Waters (K-10), NPCs named "=TEST=Monster Playing" as in the screenshot above have been added. A description of what you can partake in at this time can be read by speaking with the "=TEST=Monster Playing=" NPC. You can make the necessary preparation to begin playing as a monster by selecting the second option.

    After you have finished preparing, you can examine the hazy (?) next to the Moogle to move the lobby area.

    You will be changed to a monster when you move to the lobby area. Time to start playing as a monster!



    In Play as a Monster, starting from the three countries described above, players will be moved to a dedicated lobby area.

    You can return by the following three methods:
    1. Use the "Return (temporary)" monster ability (not available in lobby area.)
    2. Select "Exit Play-as-a-Monster (temporary)" by examining the hazy (?) in the lobby area.
    3. Select "Stop Play-as-a-Monster (temporary)" from the choices that appear when you are defeated by another monster.

    In the May 31 test server update, you will be able to choose from four creatures: rabbit family, mandragora family, bee family, and lizard family, and you will be able to battle with other monsters on the field with previously set monster knowledge. The fields on which you can play are the two areas surrounding each of the three nations.

    Unimplemented items at this time:
    *PVP
    *Unlocking new monster tribes
    *Acquiring new monster knowledge
    *Adjustment of the respawn positions
    Items currently being adjusted:
    *Performance of individual tribes, techniques and magic used
    *TP consumption of monsters when using techniques
    *Performance/Cost of Knowledge
    *Amount of EXP required to level up
    Test Server-specific Items
    *Selecting the species to change to
    *Setting knowledge

    When you change into a monster now, you should be able to get a good idea of what the future play in the system will feel like. We have been working to add new elements to the system in brief intervals, so please try it out, see what you think, and give us your feedback.

    If you'd like to participate, click here [[link removed]] for information about joining the test server.

    Thanks in advance!

  14. #234
    Old Odin
    Join Date
    Oct 2006
    Posts
    6,198
    BG Level
    8
    FFXI Server
    Asura

    [dev1143] One-handed and Ranged Weapon Adjustments

    Status adjustments for one-handed weapons (hand-to-hand weapons included) and ranged weapons will be increased as given below.
    The end result is that status adjustments for main-hand weapons will be the same as for two-handed weapons.

    One-handed Weapons
    Main Weapons Pre-adjustment Post-adjustment
    Attack (STR) 50% → 75%
    Accuracy (DEX) 50% → 75%

    Sub Weapons Pre-adjustment Post-adjustment
    Accuracy (DEX) 50% → 75%

     

    Ranged Weapons
    Ranged Weapons Pre-adjustment Post-adjustment
    Attack (STR) 50% → 75%
    Accuracy (AGI) 50% → 75%

  15. #235
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Iwagami: Delve Bosses

    Hello! It's Iwagami.

    Let me tell you about the status of the Delve Boss monsters.

    Many of you may know already, but some groups have successfully defeated the Delve boss monsters! The bosses were defeated gradually starting about 10 days ago. Both Muyingwa and Tojil have been defeated at this time.

    The groups had many different jobs, but geomancers, rangers, scholars, and dragoons were prominently incorporated. The job organizations of party members are quite different where the focus was on defeating the bosses, and it's interesting to see the unique strategies that have arisen.

    Please try to take on these bosses when you can, including Dakuwaqa, who has yet to be defeated.

  16. #236

    Other posts today that NA team caught:

    Quote Originally Posted by Camate
    Greetings everyone!

    I’d like to apologize for any confusion and also for the misinformation on this.

    The number of design plans that drop is not what is being doubled; it is actually a doubling of the drop rates.

    Due to this error we will be extending the campaign until Wednesday, July 3, 2013 at 7:00am PDT. We will also be making an announcement on PlayOnline early next week and changing the name of this campaign to “Design Plan Drop Rate Doubled Campaign.”
    Quote Originally Posted by Camate
    Greetings summoners,

    The development team has not forgotten about the implementation of Cait Sith and Atomos as new avatars; however, when it comes to job related content they are currently prioritizing adjustments and merit point categories for geomancer and rune fencer, as well as the new special abilities.
    (They are prioritizing the new special abilities because they are being added to all jobs.)

    With that said however, we are planning to implement Cait Sith and Atomos at the same time.

    We mentioned this previously, but Caith Sith will be a type of avatar that will fight alongside you, while Atomos will be a special type of avatar similar to Odin and Alexander.

    Once we have some new information to share on the status of these two new avatars we will be sure to let you all know!
    Quote Originally Posted by Okipuit
    We are currently working to make it so you can once again skill-up in Campaign.

    While it might be difficult to implement in the next version update, we will be sure to let you know when we can add this into the game.
    Quote Originally Posted by Okipuit
    Hey Geomancers!

    Just as another tiny bit of information related to the upcoming geomancer adjustments; the enfeebling magic skill that will be added to geomancer will be the same rank as that of a black mage.

    Also, the recast timer reductions for abilities that affect luopons will be located in the group 1 merit point category.

  17. #237
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Bunch of translations below. For the most part, I left out the JP questions/comments unless Iwagami's answers/comments made no sense without them.

    ______


    Iwagami: Monstrosity Follow-ups

    I'll answer some questions.

    [[Bunch of different player proposals about how to display the name of the monster/player.]]

    In this week's test server update, we plan to have the monster species' name [[rather than your character's name]] to appear as a test. We would appreciate your impressions after you check it out.

    There are two points we are considering regarding this:
    * This could support group content in the future for ease of play.
    * This could make it more difficult to report player harassment.

    As an example for the former, it might be easier to understand if you imagine 30 rabbits named "Rabbit" present when you come out of town.

    For the latter, when reporting that you were harassed, you might not have the proper information to report who harassed you since you would only know that you were harassed by, for example, a Rabbit in West Ronfaure. It's possible to identify the player(s) involved by reviewing the log, of course, but this will take additional time to respond to the situation. This might create situations where players just endure the harassment rather than reporting it.

    In either case, we want to carefully consider deterrent measures.

    _____

    Healing is not possible at this time, but in the next test server update, HP and MP will recover if you do not do battle for a certain period of time. If you deal or receive damage, the recovery condition will be cancelled, and we are currently considering the rate of recovery.

    _____


    It's not reflected in the test server update at this time, but in the next update we plan to make it so that you will not be attacked for a certain period of time when you transfer from the lobby area as a monster.

    _____


    [[Apparently there's no way to cancel when you start exiting from the area?]]

    Please wait a little as plan to make it possible to cancel the return from the area.

    _____


    You can use /ms or /monsterskill to activate monster skills.

    _____


    In the next test server update. The amount of experience needed for the next level is set assuming basic solo play. Additionally, we do not plan to add any death penalty, so you'll always be accumulating positive experience.

    _____


    Activation of monster techniques will be cancelled when you move, similarly to casting magic spells, so be careful not to move upon activation.

    _____


    [[Apparently some of the monsters can melee attack from a farther distance than normal PCs.]]

    Please pardon this, we are adjusting the settings of the different species, and the attack distances will be adjusted to normal in the next test server update. Thanks for your report!

    _____


    [[One guy asks, among other things, to allow players to transform into the Lapinion style rabbits]]

    The ears are fluffy! So fluffy!



    _____


    [[One guy comments that he saw someone running around in a Moogle costume on the test server.]]

    That suspicious fellow was me, sorry I missed you.

    I plan on popping on the test server today around 20:00, so I'd appreciate it if anyone else was around at the time.

    _____


    There were a lot of questions that we received about species and knowledge selection that may be answered by the images below. Please wait a while as this will be implemented in the test server update following the next update.


    Species Setting Screen:


    Knowledge Setting Screen:



    You can freely customize the knowledge (within the constraints of the costs)!

  18. #238
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Mocchi: Elemental Magic Adjustment Follow-ups

    [[Someone reports incorrect table values for tier V nukes on INT+100]]

    Thank you for pointing that out, we're sorry for the discrepancy. The item you pointed out was adjusted prior to updating the test server, but the adjustment was not reflected in the original table. It has been corrected now.

    [[Stone V: 1200
    Water V: 1210
    Aero V: 1220
    Fire V: 1230
    Blizzard V: 1240
    Thunder V: 1250

    (Used to be 1200/1220/1240/1260/1280/1300)]]

    [[Someone asking about earth nukes' now vastly superior MP efficiency compared to thunder]]

    Thanks for your feedback. Matsui has previously posted the following comment, so this is roughly intended to move in that direction.

    [[Repost of comment about relative MP efficiency and INT scaling of various types and tiers of nukes.]]

    As you level up, we would expect the utilization of tier I magic to fall to some extent. We assume the basic fighting strategy will be something like mainly casting tier II~III nukes and occasionally casting tier IV, or mainly casting tier III~IV nukes and occasionally casting tier II, etc.

    Of course, since the tables posted do not take into account magic attack power, it will be dependent on the situation as the impact of magic attack power, the casting player's stats, and the target will need to be taken into account.

  19. #239
    Old Odin
    Join Date
    Oct 2006
    Posts
    6,198
    BG Level
    8
    FFXI Server
    Asura

    Some preview from the german forums:

    "What a giant bird, maybe a Boss monster!"

    http://forum.square-enix.com/ffxi/at...6&d=1370249649

    "This looks like it could be a villain!"

    http://forum.square-enix.com/ffxi/at...7&d=1370249652

  20. #240
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Mocchi: Geomancer and Rune Fencer Artifact Armor

    The artifact armor for Geomancer and Rune Fencer (also known as AF1) is planned to be introduced as level 99 equipment.

    Since the artifact armor has traditionally been introduced for level 50~60 in the past, I will explain why we are planning to introduce these at level 99.

    Because the locations of Adoulin are balanced at level 99 or higher, expanding the quests within Adoulin areas will include monsters that are level 99 and above. In a place where monsters were level 99 or above, you would not be obtaining level 50~ equipment.

    Also, more importantly, because we would like the artifact armor to be utilized in battle in Adoulin, we determined that we should introduce it at a more practical level.

    We are currently planning for the artifact armor to be approximately item level 105, but since it is currently being adjusted, this may change.

    With the item level set like this, the difficulty of the quests will be set to match, and will be like when the original artifact armor was added, likely requiring a party to complete.

Similar Threads

  1. Dev Tracker: Discussion (Old)
    By Yugl in forum FFXI: Official News and Information
    Replies: 7339
    Last Post: 2013-10-22, 21:02
  2. Dev Tracker
    By Burningthought in forum FFXI: Official News and Information
    Replies: 7282
    Last Post: 2012-09-25, 10:52
  3. Dev Tracker - Job adjustments 3rd June 2011
    By Eldelphia in forum FFXI: Official News and Information
    Replies: 200
    Last Post: 2011-06-15, 14:27