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Thread: Games Convention 2008     submit to reddit submit to twitter

  1. #41
    Melee Summoner
    Join Date
    Jun 2008
    Posts
    26
    BG Level
    1

    Question 1
    ------------------------

    Why isn't there a <petmpp> command? We have <pettp> and <pethpp>, but we don't have <petmpp>. This makes playing puppetmaster job very frustrating where we have to go into menu > equipment > automaton everytime when we want to check our pet's mp.

    Question 2
    ------------------------

    For puppetmaster, mage automaton's AI has a lot of issue at the moment. Will this be adjusted?

    Example #1) The Spiritreaver will ALWAYS, no matter what you do, what attachment you equipped, or what maneuver you have up, cast drain if its hp is below 75%. Furthermore, it will ALWAYS, no matter what you do, what attachment you equipped, or what maneuver you have up, cast aspir if its mp is below 75% and the monster has mp. Can this priority be changed? This is very frustrating when we are fighting a monster like crab that has mp and our automaton keeps aspiring it and not nuking.

    Example #2) The Soulsoother AI has several problem. The way it prioritize spells is deadly for party situations. It will ALWAYS cast -na spells before it cast cure no matter which attachment you have and how many maneuver you have up. This is especially frustrating since we have an attachment to remove status spell and the automaton would ignore it and use -na instead of cure.

    Example #3) The way Soulsoother AI proritizing curing is very frustrating. Currently, it is prioritized as Master > Automaton > Party. So if in my party, my tank has critical HP and my automaton has yellow HP, it will ALWAYS, no matter what attachment you equipped, no matter what you do, or no matter what maneuver you have up, cure itself first before curing the tank. This is even worse if the master or the automaton has a status effect on them such as blind or paralyze, it will not cure anyone else but cast -na instead. So if we have a monster that spams blindga, our automaton will froze in blindna mode.

    Example #4) Fellowship has gotten a boost in AI where it does not spam strange spells, yet automaton still do; especial the spell silence. Most noticable case it regular "melee" skeletons, automaton will do nothing but spam silence on it even though it is a melee type.

    Example #5) Automaton will not cure unless it is engaged, this is frustrating. Fellowship can, but we must wait for a monster inorder to cure our comrades.


    Question 3
    ------------------------

    Will there be any consideration on adjusting activation timer for puppetmaster? Because of our activation timer, puppetmaster is unwanted in end game activities. Most monsters have super AoE and it can kill automaton in one shot, renderring us puppetmaster useless for the next twenty minutes in a battlefield. This is extremely frustrating.


    Question 4
    ------------------------

    Will there be any adjustment for Overloading on puppetmaster? As for overloading, it is very frustrating that our overload rate get reset to high after we zone or resummon an automaton. This makes soloing/end game activity where we have to zone to many area very frustrating.


    Question 5
    ------------------------

    Will there be any fix/adjustment towards attachments? For example, our stoneskin attachments has a default value of 100. It is not effected by VIT, maneuver, or level. This is too potent at low level and too useless at high level. Next, scanner attachment makes our automaton freeze and inactive on some monsters such as mage skeletons. Finally, stats boosts such as tension spring(boost atk), armor plate(boost def), tranquilizer(boost magic accuracy), has very little bonus towards automaton even if you have three of the same type maneuver put up. Even with three ice maneuver up, automaton still get resisted often on incredible tough monsters, it is frustrating because we have no power over it.

  2. #42
    Sea Torques
    Join Date
    Apr 2006
    Posts
    706
    BG Level
    5
    FFXI Server
    Cerberus

    Question 3

    To end all the discussion regarding sea gorget vs torque vs pcharm, does the ACC+ of sea gorgets affect all hits during weaponskills like rampage, asuran fist, penta thrust, etc or just the first hit? And how much ACC+.

    Feel free to reword it.

  3. #43
    Campaign
    Join Date
    Oct 2006
    Posts
    6,662
    BG Level
    8
    FFXIV Character
    Heart Underblade
    FFXIV Server
    Hyperion
    WoW Realm
    Stormrage

    Question 5

    Is there any plan to implement auto ranged attack mode? playing RNG can be tiresome pressing ranged attack macro nonstop for long period of time.

  4. #44
    New Spam Forum
    Join Date
    Dec 2006
    Posts
    176
    BG Level
    3
    FFXI Server
    Lakshmi

    Question 1:

    Are there any plans to making more ninjutsu spells such as Monomi: ni or 2 new spells that are light/dark based that will weaken resistance to dark/light? Like the elemental wheel but for the other 2 elements. BRD is the only job that can weaken light/dark as of now.

    Question 2:

    Are there any plans to adding ENM-type BCs to the 3 areas in the past? (Ghoyu's Reverie, Ruhotz Silvermines, and Everbloom Hollow) Having it similar to ISNM where people use Allied Notes for items to enter.

    Question 3:

    You said in a previous interview that changes would be made to dynamis. What and when will these changes occur?

    Reference: http://www.bluegartr.com/forum/showthread.php?t=58147
    (Question 7)

  5. #45
    Relic Weapons
    Join Date
    Dec 2006
    Posts
    380
    BG Level
    4
    FFXI Server
    Odin

    Only have one question:
    Could it ever be possible to examine someone's current merit setup when we /check them?

  6. #46
    Relic Shield
    Join Date
    Aug 2006
    Posts
    1,818
    BG Level
    6

    I would like to propose another question if I may, or more like a suggestion, since it was proved earlier in the thread one of my suggestions had already been seen to.

    Suggestion
    Please could you create a dev. blog. Even if you don't include in depth information, it would be nice to hear about how the game is coming along, dealing with RMT or just random goings on in the offices. When looking at FFXI's site, the information flow seems almost stagnant, and is off putting.

    For example, bungie.net have had a very successful development/random goings on blog for a very long time now, and it really helps fans to get more insight into the company, and to feel like they are really a part of the community, and are being thought about.

    (Post could do with being reworded but the general gist is there...)

  7. #47

    1. It's about time you added more Combat and Magic merit skills.


    It's actually long overdue, use either.

  8. #48
    Sagacious Sundi
    Guest

    In light of the Gamewatch interview, I have changed my fifth question on page 1 to:

    Is there any possibility that we will see quests or "Life in Vana'diel" articles revealing backstory for some of the stranger Notorious Monsters such as the Shijin of Tu'Lia, the Jailers of Al'Taieu, Gulool Ja Ja, and the Pandemonium Warden? Perhaps these can be used to guide players in the right direction regarding mysteries such as Absolute Virtue, the Almighty Apkallu, and the Pandemonium Warden?

  9. #49
    Bagel
    Join Date
    Sep 2007
    Posts
    1,397
    BG Level
    6
    FFXI Server
    Valefor

    Question 1
    What is the intended purpose of the Metal Chip Limbus routes? There does not seem to be any incentive to farm these routes versus the standard routes.

    Question 2
    Would it be possible to color our text as we type? For example, if we are in party chatmode, can our text display in blue while we are typing? This would help to prevent mistells.

  10. #50
    Starless
    Guest

    Question 1: We haven't seen new zones in the present Middle Lands since CoP. They really are feeling neglected. You've shown the land itself is not "fully explored" by adding Grauberg, Vunkerl Inlet and Fort K.N. to the map. Do you think the present time areas will get any love soon? There are plenty of areas that a new zone or two could be attached to, Dangruf Wadi and Labyrinth of Onzozo coming to mind first.

    Question 2: In similar vein as my first question, there's a lot of unused space on the Aht Urghan map. Will that remained unused until the far-in-the-future Far East expansion?

    Question 3: Rumor says we'll be able to change our face soon. Will there every be more than 8 faces? That seemed rather low-key not just now, but 4 years ago when I first played the game.

    Question 4: Last names - NPCs have started having them, will we?

    Question 5: Will PUP ever get the ability to control their automaton's AI to fit the situation? Something like Final Fantasy XII's gambit system perhaps? Nothing too special, just at least the ability to tell it things like "I'm a PUP/WAR. I don't need Silena. Thanks."

  11. #51
    Puppetmaster
    Join Date
    Apr 2006
    Posts
    57
    BG Level
    2
    FFXI Server
    Asura

    Question 4
    Are there any plans to introduce more non-job-specific merits? Examples:

    - increase all elemental resistances
    - lower aggro threshold (each improvement could add one level to the current job for the purpose of calculating whether a monster will aggro)
    - reduce exp loss from KO
    - crafting skill cap (increase the 40 points one can have in all crafts combined above level 60)

    Question 5
    Have you considered activating job-specific merits for support jobs, up to level 3? This would accentuate support job choices and give greater distinction to players who have multiple merited jobs at 75. For example, a 75 red mage who also has a 75 WHM with bar spell and cure cast speed merits would enjoy the benefit of level 3 bar spell and cure cast speed improvements on 75 RDM / 37 WHM.

  12. #52
    Relic Weapons
    Join Date
    Jan 2008
    Posts
    330
    BG Level
    4
    FFXI Server
    Cerberus

    Question 1:
    Has SE considered that perhaps Skillchain damage should outweigh stand alone Weaponskill damage? For example rather then the current:
    WS1: 1000 Damage -> WS2 1000 Damage = SC 500 Damage
    It would go:
    WS1: 500 Damage -> WS2: 500 Damage = SC 1500 Damage.
    This would admittedly require major weaponskill rebalancing & adjustments, however it would almost certainly draw people into using them again.

    Question 2:
    Balista and Brenner are hotly debated topics among the community, while many feel there should be an incentive for players to go (i.e gear rewards for participating) SE seems to feel that its the 'fun' of the games that should draw people into the matches, and I would agree. However Brenner and Ballista become very repetitive and that is generally why people no longer do these activities. They need constant updates too keep them fresh and exiting to the player. Why do they not receive this attention when they player base crys out for PvP?

    Question 3:
    On that note, a lot of older content such as Garrison and Expeditionary Force are also unused and outdated, will SE ever update these activities? After all the effort put into developing these activities in the first place it seems a shame to let all that effort go to waste.

    Question 4:
    In the theme of updating old content, has SE considered going back and altering older equipment to be more useful rather then just adding in new equipment?

    Question 5:
    (As far as I'm aware this still stands in besieged, I don't test it out often~) In a campaign battle, if a player is KO'd at the time the battle finished they will gain the EXP from the fight upon accepting a raise. However in Besieged they gain no EXP if they are KO'd when the battle ends. Can Besieged be altered to reflect the new standard in Campaign.

    Also thank them for the great change of attitude in the past year please ^^

  13. #53
    If you stopped to actually learn something you might not post these uninformed posts.
    Join Date
    Oct 2006
    Posts
    1,497
    BG Level
    6

    Question 1
    PvP:
    Can we expect to see improvements on Ballista, Brenner and possibly new 1on1 features?
    Some people just want a quick (who is better) duel without going through the hassle of reserving matches in diorama.G-Outpost. Can we have a 1on1 feature where 2hour/items are disabled and TP=0% HP=100% MP=100%, after the battle reset recast timers, HP and MP.

    Would you consider making cross-server areas for PvP to revive and boost attendance?

    Question 2
    Failed abilities, magic and items:
    Many items are never in use, and some jobs have access to items that does not make sense to ever use. Could you explain the purpose of having these items and giving them to said jobs?

    Some jobs have unused abilities and magic, and some jobs utilize them all making the job balance unreal. Like the Dark Knight has 256 Elemental Magic and 225 Enfeebling Magic. Dark Knights never cast elemental magic, and few enfeebling spells. Why not give DRK 256 Enfeeble and 225 elemental instead? Will SE revisit all jobs to figure out how to balance them?

    http://img227.imageshack.us/img227/253/uselesson5.png

    Question 3
    Windower and 3rd party tools:
    We were happy to learn that SE recognized that people wanted to play in windowed mode, resulting in a "legit windower".

    However most of the features in the "illegal ones" are harmless, like giving more then 6 macro lines. So some people still use 3rd party tools. What makes this a problem is that SE does not ban these users nor accept the use of the program. Dividing the player base into two groups, users and non-users of the tool. Users of said tool does give an advantage over non-users in terms of performance.

    Will SE add said features or ban users to promote fair play?

    Question 4
    Graphics and system:
    The FFXI engine which is a ps2 emulator makes the game lag even on new systems.
    The forced 30FPS cap makes the game bounce between 15 and 30 FPS.
    Why not lift the FPS to 60 and let the game bounce between 45 and 60 FPS?

    Could you implement oversampling as an option in FFXIconfig (Background resolution can be set to double the amount of the monitor resolution)?

    Question 5
    Graphical user interface:
    There are so many things that can be done in this department. Just look at "World of Warcraft". Players even use 3rd party tools to enhance their GUI (if someone could add a better picture of a screen filled with recast timers, mini-map, etc).

    http://i53.photobucket.com/albums/g5...905_064637.png

    Could we get a better GUI?

  14. #54
    New Odin
    Join Date
    Jun 2007
    Posts
    8,826
    BG Level
    8

    Are there any plans to make an artifical level cap for the storyline missions, maybe with slightly better rewards? In ToAU and WoTG there are no level caps, so 75's can run through these missions with ease, but it would be a good change to get more challenging missions like what we saw in CoP. A system like Assaults have would suffice, even with only one level cap per mission (30 and 75, 40 and 75, et cetera.)

  15. #55
    I ask Dumbass Questions and get Smartass Answers
    Join Date
    Dec 2007
    Posts
    99
    BG Level
    2
    FFXI Server
    Lakshmi
    Question 1
    Whats up with that disappearing moogle in the Whitegate fountain ?
    Question 2
    What's up with the Megrim Crown ?
    Question 3
    What's up with the Sacrifice Torque ?
    Question 4
    How did the development team use their 2hr SP abilities without waiting, during the Absolute Virtue battle?
    Question 5
    Because of terrible frustration caused by spending countless earth days performing repetitive actions such as farming for pop items -or- waiting in large groups for a HNM to appear only to compete against other groups for claim, are there any plans to increase drop rate for items obtained in Tu'Lia, Lumoria, Dragon's Aery, Behemoth's Dominion and so forth ?

  16. #56

    Question 1
    Collecting soulplates to trade in for zeni can be quite annoying esp. for players who carry multiple gear sets. Is it possible to introduce a new item that allows players to bundle 10 soulplates taken of the same mob and convert them into one stackable "album" after calculating the average value for all soulplates?

    Question 2
    Consider a new JA which buffs BST jugpet without overpowering solo BST or BST alliance:
    Bloodlust
    lv50 lasts 3min, 3min recast
    When active, grant significant boost to jugpet acc/attk lower jugpet melee delay based on BST CHR. Drop jugpet defence by 90%, double Callbeast timer and half all jugpet hp and duration.

    Question 3
    Add a series of challenging quests which allow players to convert 8 NQ/HQ elemental staves into one ra/ex staff - Rainbow/Prism staff usable at lv71. Each subsequent quest yields +1 version that lowers usable lv by 10, e.g. Rainbow staff+1 lv61, Rainbow staff+2 lv.51.

    Question 4
    Allow BLMs to recover mp after successfully carrying out magic burst. The amount of mp restored is based on skillchain tier and resistance, e.g. magic burst on unresisted tier III skilllchain gives BLM back 90% of the mp cost of the spell. Does not work on enemy checked as TW or impossible to gauge.

  17. #57
    Relic Shield
    Join Date
    Mar 2008
    Posts
    1,502
    BG Level
    6
    FFXI Server
    Ragnarok

    1) How often do this game's creators(the development staff, to include higher administration), actually experience the world they've created on public servers? How often do they take the time to experience how parties are formed and conducted, how NM/HNMs are camped and claimed, how money is made, how jobs are actually utilized?

    2) Assuming time constraints keep the developers and administration from taking moments to experience the game firsthand, do you employ individuals to do the same? What is the reporting process? How often do these people report their experiences to you?

    3) In previous expansions, a player could gain rank in their respective nation/Assault at their leisure, without worry about losing the progress they've made while focusing on other events or real life matters. The retention of progress did not seem to hinder the value of these events; seeking rank in nation and Assault remains as popular as ever. Why did you feel it was necessary to add the medal penalty to Campaign? Are you aware of the mostly unnecessary pressure it puts on a player to attend, when they might want to attend other events in game?

    4) Besieged is an event that, even after the release of WotG, remains rather popular. In it, the player bears all the advantages native to Campaign, with the exception of skilling up, which is absent from Campaign battles.

    In a recent interview with Gamewatch, the development team gave the impression that Campaign is meant to promote lesser-used play styles, to include uncommon job/support job combinations. Exactly how do you expect a player to capitalize on use on uncommon skills(those rarely utilized in a party), if the even doesn't allow them to skill up?

    For instance, a White Mage might enjoy the opportunity to /NIN and dual wield clubs, but if his club skill is under-level(it sees no use in parties), and since he can't get skill-ups in Campaign, he might see it as an impractical use of time to gain skill ups for a weapon solely for the benefit of Campaign, and simply stick to the use of spells, which is more practical for him. This, of course, limits the amounts of exp/Allied Notes available to that WHM... all because he was unable to gain skill ups in Campaign.

    What was the reasoning behind disallowing skill-ups from Campaign? Why is it allowable in Besieged, which is essentially the same concept?

    5) In a recent Gamewatch interview, the development team hinted that Campaign promotes the use of uncommon roles for jobs, as well as uncommon job/support job combinations. It was said that the best way to gain the maximum point potential was to combine a mix of combat and spell-type actions. It was also implied that the development team had no interest in altering the point allocation to better favor spell usage.

    However, for a job that has sub-par skill rating in a weapon, how can this possibly made feasible? For instance, SCH bears no weapons in which they rate higher than a C, the same goes for PUP. With the dearth of weapon Skill or Accuracy gear available to jobs that were never meant/encouraged to utilize melee weapons, there is no means of improving their combat skills for practical use in Campaign. This means, of course, that their potential for points is lowered than for that of a job with higher weapon rating. Why is the Campaign points system so biased against spell casting? If there is no interest in addressing the balance, how does the development team intend on improving the potential gain for jobs that lack a melee focus?