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  1. #121
    Ridill
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    Quote Originally Posted by Qeomash View Post
    Exactly. There is actually room for 160 inventory slots in memory at once. However, this is already reserved for one important thing: swapping items in your MH. That's where there is a small delay when you open a new inventory type in your mog house: it's loading that one into the 80 open slots beyond your individual inventory.

    Having more sets of 80 open at the same time is impossible. They could, however, add (potentially) an infinite number of Mog Lockers.
    I dunno, I guess I'm just having difficulty wrapping my fingers around maybe 1kb or 2 of data being such a bottleneck. Would it be possible if removing mini item graphics in the menu would free up enough? The pages don't even need to be 80 slots, either. 20-30 would probably be more than enough per slot while still giving some reason for a safe and storage.

  2. #122
    Nidhogg
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    Seraphus Highwynn
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    Gilgamesh
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    Convert items into key items. Key items take up wayyyyyyyyyyyyyyy less data than normal inventory items because normal inventory items have thumbnail icons which are relatively huge. You could have thousands of key items since they're text based but only a few hundred inventory items(includes storage/locker/safe)

    Honestly do potions and food need to have icons?

  3. #123

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    Gilgamesh

    OK, I have to apologize for the DRG Mythic WS part. I basically collapsed into bed after posting everything, but rechecking now, I see that it appears they already buffed the DRG weaponskill. This is be why everyone is commenting on how strong it already is.

    Here is how the part should read:

    I see. Are there any front-line jobs you want to expand upon now?

    Gondai: Well, for example, with Dragoon we wanted to improve the damage output of their Weaponskills, and therefore strengthened their Mythic Weaponskill. Similar to that, there are various minor tweaks we are tossing around. I can't say what order this will all be done in, but we're always looking at all jobs. We aren't really looking to nerf anything.
    So, in essence, the strength of the DRG's WS in comparison to other Mythic WS was intentional to help their track record of poor performing WS.

    I apologize for the inconvenience.

  4. #124
    Ridill
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    Shiva
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    Azuremyst

    Ahhh THAT makes more sense. Thank you Elmer.

  5. #125
    Sea Torques
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    Vega Castro
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    Midgardsormr
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    Ragnarok

    Sundi: "We’re also developing a one-time password system to be implemented within a year."

    ?

  6. #126

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    Gilgamesh

    Quote Originally Posted by Elites View Post
    Sundi: "We’re also developing a one-time password system to be implemented within a year."

    ?
    I assumed he was referring to the USB plug-in password thing that WoW did? Like instead of having a set password, the device would generate a new one for you each time.

  7. #127
    BRP
    BRP is offline
    Banned.

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    I think this is the first time they've confirmed 80 slot limit.

    Very nice interview, a complete lack of Bee Mage question is a plus.

  8. #128

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    Gilgamesh

    Quote Originally Posted by ringthree View Post
    Elmer, a very specific translation question for you. After reading this and hearing from Kallo about specific questions that he asked the Dev team, I was wondering if the translation of the term "negotiation" is exact or if it is just the closest possible term?
    I looked up where I used "negotiation" and perhaps you can provide other examples if you wish. The one I found was Fujito talking about "negotiations" for Maze Mongers adding to development time.

    In that case, he used ネゴシエーション, which is just the phonetic spelling of our English word, "negotiation."

    It seems to me what happens is that they do pretty much have a give-and-take relationship when designing content. You can see in the interview that when the idea for Fields of Valor was proposed, Tanaka's main concern was that RMT should not be able to exploit it, and the developer then had to work with that in mind.

    Hypothetically, let's say Fujito comes to Tanaka and wants to make Maze Mongers. He wants to reward players with gil, but Tanaka says that will be exploitable. They discuss the issue and agree upon a Pachinko-based economy, wherein you accumulate Marbles and trade them for prizes. Fujito wants new graphics for the prizes, like the Eye-patch. Tanaka points out that graphics cost money, as someone is needed to design them, make icons, etc. They discuss the issue and agree upon X number of new prizes, along with whatever else is available for purchase with Marbles.

    The members of the Development Team all specialize in separate areas of the game, so there is probably lots of negotiation as to how much a particular new event can match the original plan of the maker without interfering with, or disrupting the balance of, content that is managed by another developer.

  9. #129
    TIME OUT MOTHERFUCKER

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    Elmer, how can we get you hired by SE? Seriously, you do more work in one translation making sure what they actually say gets transmitted to us that Sundi has in his entire life.

    Down with Wut, up with Pointy!

  10. #130
    Sandworm Swallows
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    Quote Originally Posted by Elmer the Pointy View Post
    I looked up where I used "negotiation" and perhaps you can provide other examples if you wish. The one I found was Fujito talking about "negotiations" for Maze Mongers adding to development time.

    In that case, he used ネゴシエーション, which is just the phonetic spelling of our English word, "negotiation."

    It seems to me what happens is that they do pretty much have a give-and-take relationship when designing content. You can see in the interview that when the idea for Fields of Valor was proposed, Tanaka's main concern was that RMT should not be able to exploit it, and the developer then had to work with that in mind.

    Hypothetically, let's say Fujito comes to Tanaka and wants to make Maze Mongers. He wants to reward players with gil, but Tanaka says that will be exploitable. They discuss the issue and agree upon a Pachinko-based economy, wherein you accumulate Marbles and trade them for prizes. Fujito wants new graphics for the prizes, like the Eye-patch. Tanaka points out that graphics cost money, as someone is needed to design them, make icons, etc. They discuss the issue and agree upon X number of new prizes, along with whatever else is available for purchase with Marbles.

    The members of the Development Team all specialize in separate areas of the game, so there is probably lots of negotiation as to how much a particular new event can match the original plan of the maker without interfering with, or disrupting the balance of, content that is managed by another developer.
    The reason I mention it is that because when Kallo was doing a mini-interview with the Dev team at the Fan Fest and he asked about the skinning on the ZNM gear and if their was any chance that it would be reskinned with an "original" skin rather than a recycled one. They told him that the skins were recycled because they needed to complete the ZNM's by the update and they just didn't have time to fit in new skins. They then said that they would go back and try to "negotiate" to have the ZNM gear reskinned (which they agreed should happen). I found the term negotiate used similarly in both cases, and I thought it was a curious word to use rather than "discuss" or even "determine the viability, resources, etc". It definitely shines an interesting light on SE's development process.

  11. #131
    Melee Summoner
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    I've seen this in a forum post somewhere but can't find it right now.

    Wouldn't it be simple to just have a seperate mode for campaign where you didn't get or lose exp (still got AN) but did get skillups?

    The only thing then they'd have to do is create a rank of monster that a 75, or at least 70, could skill to cap on.

    Jugner had a four hour campaign once several months ago, and I got 20 or 25k for the four hour run as pld/dnc, constantly checking in tags, the most survivable solo job combo I can find there. (nin/dnc is good but not quite the same hate machine).

    As others have said, the other problem is that campaign isn't reliable, you can jump around through three or four that last 5 or 10 minutes before finding a good one, or to the point where the map is clear of the reliable locations.

  12. #132
    assburgers
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    Quote Originally Posted by Xanthe View Post
    I was going to make a lengthy explanation as to why not, but I'll just say no thanks. I would much prefer a multi-hit critical WS than a multi-hit damage varies with TP WS.
    Funny, because I was jumping with joy over having a multi-hit Dmg with TP ws after having a Multi-hit Crit.

    I'd still trade either for Drakesbane though, fuck you Drgs and your 50% Str mod Crit TP ws with Fusion properties.... /wings up.

  13. #133
    Relic Horn
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    Xanthe Celaeno
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    Hyperion
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    Quote Originally Posted by Max™ View Post
    Funny, because I was jumping with joy over having a multi-hit Dmg with TP ws after having a Multi-hit Crit.

    I'd still trade either for Drakesbane though, fuck you Drgs and your 50% Str mod Crit TP ws with Fusion properties.... /wings up.
    Would have preferred that Drakesbane was Fragmentation/Reverberation (chains nicely with SAMs), but I'll take a strong Fusion/Transfixion WS over nothing. I've just always been sad that there's no good way for DRG to make Fragmentation. And no, Vorpal Thrust does not count.

  14. #134
    Puppetmaster
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    im happy with more inventory space :D
    but still think they should have a npc that can store r/ex gear/accessories that doesnt fit in a group
    like jelly ring, bb,brutal earrings etc.

  15. #135
    New Merits
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    This is a great job, but I noticed something that's translated somewhat different than what SE is saying.

    The real trouble with Level Sync was the adjustments made to equipment. At first, we thought that restrictions made to equipment through Level Sync could wear off after a set period of time. However, we were told by community managers that we needed the adjustment system added with Level Sync “no matter what,” so we had to implement it in a hurry.
    Actually, what they're saying is
    レベルシンクで大変だったのは装備

  16. #136
    DAKPluto
    Guest

    God why does it feel like everytime I read one of these interviews they have no idea what they are doing with the new avatars.

  17. #137
    A. Body
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    Caitsith

    Quote Originally Posted by DAKPluto View Post
    God why does it feel like everytime I read one of these interviews they have no idea what they are doing with the new avatars.
    Because what they want and want to do are completely different from what players want.

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