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Thread: Dev Tracker: Discussion     submit to reddit submit to twitter

  1. #1341
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    Quote Originally Posted by Prothescar View Post
    Idk, while you could make an argument for this beiong a Kuluu construct (some similarities to Pso'xja), it isn't so remarkably similar that I'm willing to accept that the Kuluu lived on Ulbuka. The entrance in particular starkly contrasts with every other structure that we've ever seen in the game (although, the leypoint in wajaom is slightly similar, albeit a different color).
    To play devil's advocate: They wouldn't necessarily need to be the same style for them to have possibly been made by the Kuluu. The two locations are geographically quite far apart, and if the Kuluu had theoretically made a settlement there, I would fully expect their culture and architecture to drift a bit from that of their parent land.


    Quote Originally Posted by Spiral
    Alzadaal empire, which i assume are the oldest considering the last conflict between Odin and Alexander, then theres the Olduum empire, which is also very old because it involves Ramuh somehow. The Kingdom of Ephramad is only about 200 years old.. and was a small seafaring nation based in Arrapago. theres Al Zahbi, the current western capital of the Aht Urhgan empire which was subjugated (i cant remember when tho) and of course, Aht Urhgan. Quite a diverse history anyway. I really should replay the cutscenes in order to remember all of that.
    Out of curiosity, do you happen to remember if they ever put any kind of date on Alzadaal or Olduum? The only "date" I remember is Meltdown (~10,000 years before the present).

  2. #1342
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    Quote Originally Posted by Kincard View Post
    The only thing that makes those stories "unofficial" is that they're folklore in Vana'Diel, from a writer's perspective it was probably a way for them to write the story in whatever way they wanted so they could go back and retcon something if they ever needed to.
    They're official, to be sure.. since they're stories published on the Vana'diel tribune. The only issue is if they're canon. there was nothing in the game's background story to support or refute the tales, and the problem with legends is that they may simply be inaccurate (as we learn about a majority of them in FFXI). I think the only issue anyone ever had with the stories was how it was tied to the avatars and the protocrystals.

    In any case, the connection between Ramuh and Olduum is 100% canon because it was given effect by what Shantotto said in the ToAU missions. She talks about the Olduum and Ramuh.

    Given all that has ever come out of the game in relation to the tribune articles, I'd say that all of them are canon.. it's just a matter of whether they're factually accurate, since they're all "reported news".

    Quote Originally Posted by Kyte View Post
    Out of curiosity, do you happen to remember if they ever put any kind of date on Alzadaal or Olduum? The only "date" I remember is Meltdown (~10,000 years before the present).
    I believe they put 1 date, which corresponds to the beginning of the Crystal Era, which is approximately 884 years ago. I believe thats the date of the last Ragnarok. The Zilart predate that by around 9000 years. I need to go back and check tho

  3. #1343
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    Never thought a vanity gear system was possible for XI, but I would absolutely LOVE it if they did it. So many pieces of gear that don't see the light of day, even when they bother trying to renew them it won't matter because it ends up being either suboptimal or just get outdated quickly.

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    question tho..
    would non-blinking also = COR roll animation lock and Chocobo Jig "nerf"?

    definitely would LOVE to use the vanity system..!
    can't wait to deck myself out in FULL armor sets that look cool

    1 thing which I hope they'll do is to tie in Vanity sets with the Mannequins, to give you additional pre-set vanitys to work with.
    i'm assuming this isn't necessarily a good idea on the outset cos some functional pieces don't have identical armor pieces that you could place on a mannequin.

  5. #1345
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    They said vanity sets wouldnt stay when you zone so would you have to requip them? Also i wonder if youll need to actually carry your vanity gear with you in order to set it. I cant wait to actually wear full sets too. I wonder if we can wear vanity weapons too. Man this woulda been great years ago, adds more immersion to the game considering most of the powerful gear is rather ugly.

  6. #1346
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    Pfft, full sets. Get those creative juices flowing people, come up with some crazy combos!

    I assume it means you have to carry your vanity set around, yeah. It's an unfortunate effect but I guess that's just a limitation of the system (though maybe they could make an NPC where you "register" your vanity armor and then just default the command to that? I dunno). If that ends up being the case I'll probably have to either construct my vanity set based off stuff I'm carrying around anyway, or maybe stick it in my mog satchel and hope someone comes up with a plugin to quick-vanity, lol.

  7. #1347
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    The 'vanity' system will immediately be flawed IF the requirement would be to house it within your Inventory.
    If they were smart, they should implement it similar to how Mannequin's are used today.

    It only took them so many years to conceive the thought of non-blinking. Amazing.

  8. #1348
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    Quote Originally Posted by Spira View Post
    question tho..
    would non-blinking also = COR roll animation lock and Chocobo Jig "nerf"?
    Probably as well as hurt kiters since most long ago learned to blink out the end of the spell and take off running again. Or people that blink to try to avoid the lock from other people casting on them or to move while bound

    Honestly I'd rather have blinking or at least the option like on bnm where you can make it so you still do but you don't see others

  9. #1349
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    Category 14 actions (many of the DNC JAs, including Chocobo Jig) force your animation to complete before you swap gear. So it would not be a nerf for them.

    It would be a nerf for COR kiting and anyone that doesn't already use GM mode/JA0wait everywhere.

  10. #1350
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    Really though, even considering that, I don't think there's a whole lot of highly mobile fights in the game anymore. I'm sure some people still do it, but slowly kiting something to death just seems like such a waste of time (and kiting in group events is almost unheard of now). It's not like you're even really proving anything other than that you have lots of patience.

    EDIT:
    Someone mentioned how they're adding a JSE cape tradein option- which our community team didn't translate for some reason- and I think there was another post they didn't translate from the 24th, which is Matsui saying instead of adjusting the drops from Voidwatch, he wants to adjust Voidwatch in a way so that you can increase alignment in small parties easier. They want to keep the weakness system in Voidwatch in some way because they feel that that was sort of the unique gimmick of that event.

  11. #1351
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    If you dont blink when you change gesr, what would it look like when you do? Im having a hard time conceptualizing what would happen when you swap gear without blinking

  12. #1352
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    Don't get what's hard to conceptualize when we already have it through plugins, it's the same thing as if you had BMN on right now, it's just that other people will be able to see the armor set you've chosen to display.

  13. #1353
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    Nothing at all...? It would look just like blinkmenot.

  14. #1354
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    One thing they mentioned is that it would automatically be disabled if you get hit with encumbrance, I really hope in that case it'll reapply as soon as it wears off/you wear gear again (referring to whatever their long-term solution is, it sounds like they're only introducing a text command for it as a temporary solution), but it would mean that in any fight where you get hit by encumbrance you'll need to reinput the command again and again.

  15. #1355
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    Anyone feel like this is a waste of time for them? To attempt to code something like this for all 3 platforms, with their modern crew. Surely, there might be more important things to work on that they know they can achieve.

  16. #1356
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    I must have read it wrong. I thought they meant they were getting rid of blinking in general, unrelated to the vanity system. Like if you were wearing armor a and switch to armor b, instead of blinking, armor b would just 'pop' on you without your whole character blinking.

  17. #1357
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    Quote Originally Posted by Ophannus View Post
    I must have read it wrong. I thought they meant they were getting rid of blinking in general, unrelated to the vanity system. Like if you were wearing armor a and switch to armor b, instead of blinking, armor b would just 'pop' on you without your whole character blinking.
    i thought the same, so now I am confused

    on another note, instead of constantly adding new jugs for BSTs, why doesnt SE let BSTs create their own pet via monstrosity so they can customize their own pet via instincts/species choice etc. that is autocaped at ilvl (insert main hand weapon here) when BSTs call them with call beast. NOW THAT would be interesting for BSTs.

  18. #1358
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    Quote Originally Posted by sfchakan View Post
    Anyone feel like this is a waste of time for them? To attempt to code something like this for all 3 platforms, with their modern crew. Surely, there might be more important things to work on that they know they can achieve.
    Everyone makes jokes about the skeleton crew that they're running with, but I'm skeptical of how true that is. Monthly updates, tons of quality of life improvements that have been requested, some requested since over a decade ago (so some of the work may of already been done on them), decent content, etc. If anything, I think their art department for XI might be a bit of a skeleton crew. Think about it, they release months of rehashed BCs. It gives them months of content that we happily do because it's fresh and the drops are desired, while it buys their art team time to prep new areas, gear, etc.

    As far as this change specifically being a waste, definitely not. Ever try and heal without a BMN plugin? Blinking will be missed for certain things (clipping JAs/spells specifically, or moving around in a worm/chest costume! ;P) but for the majority of the game, it'll be a major improvement I think. Nevermind being able to wear some of the really well designed gear from over the years without any loss of performance. I think I might actually have to do Chocobo Racing now and get some of those silks for a light armored job just to pimp it up.

    Wonder if some day it'll ever be able to be done with weapons. Would love to see the Pulse weapons come back into play, simply because a lighting coated GKT, flaming GA, etc, was really cool to see, and now they're just not there. Would love to pull out Himthirge just to see the effect again.

    Quote Originally Posted by Damane View Post
    on another note, instead of constantly adding new jugs for BSTs, why doesnt SE let BSTs create their own pet via monstrosity so they can customize their own pet via instincts/species choice etc. that is autocaped at ilvl (insert main hand weapon here) when BSTs call them with call beast. NOW THAT would be interesting for BSTs.
    That'd be pretty cool really. But wouldn't it be infringing on what Pup offers a bit too much? Always viewed the pet jobs a bit differently. Smn, powerful, easy to replace pets, Bst, many different pets to pick and choose to suite the situation, Pup, super customizable pet to fit your needs. Hell of an idea though, it'd give a major use to Monstrosity that effects our characters (at least one job..) like many have been asking for.

  19. #1359
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    Quote Originally Posted by Damane View Post
    on another note, instead of constantly adding new jugs for BSTs, why doesnt SE let BSTs create their own pet via monstrosity so they can customize their own pet via instincts/species choice etc. that is autocaped at ilvl (insert main hand weapon here) when BSTs call them with call beast. NOW THAT would be interesting for BSTs.
    omg coolest bst idea ever!!! Outside of the odd lazy bst complaining about having to do monstrosity that would be awesome. And have the mage mobs actually cast and shit!!! Plus what bst hasn't wanted to call out Cerberus lol. Hell even if you got rid of instincts because it's too much like attachmenting it'd be great. Must put it in jp OF!

    Even if they didn't do that per se they really should just make all higher level jugs uncapped and based just on mainhand. Part of the reason they keep having to add more is because the have caps lower than our mainhands ilvl.

  20. #1360
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    Quote Originally Posted by dasva View Post
    omg coolest bst idea ever!!! Outside of the odd lazy bst complaining about having to do monstrosity that would be awesome. And have the mage mobs actually cast and shit!!! Plus what bst hasn't wanted to call out Cerberus lol. Hell even if you got rid of instincts because it's too much like attachmenting it'd be great. Must put it in jp OF!

    Even if they didn't do that per se they really should just make all higher level jugs uncapped and based just on mainhand. Part of the reason they keep having to add more is because the have caps lower than our mainhands ilvl.
    Agreed on the idea, and inspired me to bump an old thread of mine

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