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  1. #41
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    They boosted the Resist Traits apparently (purposely or it just happened) and it made it so any Resist-Charm monsters will..do just that..100% of the time.

  2. #42
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    Quote Originally Posted by Hirokei Kiaza View Post
    It always amazes me what kind of monkey coding SE uses when after updates something completely random and unrelated breaks.
    That's the problem with large-scale programs like FFXI. I bet even WoW has these kinds of problems.

  3. #43
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    Quote Originally Posted by Melios View Post
    That's the problem with large-scale programs like FFXI. I bet even WoW has these kinds of problems.
    WoW has no problems. It's the perfect MMO and Blizzard has the perfect staff. This is a FFXI exclusive problem, the sooner you learn that the sooner you'll realize why people are so harsh on SE and FFXI.


    <.< seriously though, just about every MMO under the sun does or in some way (as in the devs weaken everything else in order to strengthen something else.)

  4. #44
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    Going off of the programming rambling and the calling of Se as shity programmers and bla bla bla.

    Being a programmer is pretty ruff When you have to try and program code to be able to function on Kick ass Computers decent xbox 360's and absolutly Crap PS2's and emulated Ps2(aka Ps3's).

    So its not that the code is shity its the parameters that they have to work with that suck balls. With all the stupid crap they need to put in so that everything will "Play nice with each other" random shit getting broken/bugged is always going to happen no matter how kick ass or shity the programmers are.

  5. #45
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    Quote Originally Posted by xloppielx View Post
    Going off of the programming rambling and the calling of Se as shity programmers and bla bla bla.

    Being a programmer is pretty ruff When you have to try and program code to be able to function on Kick ass Computers decent xbox 360's and absolutly Crap PS2's and emulated Ps2(aka Ps3's).

    So its not that the code is shity its the parameters that they have to work with that suck balls. With all the stupid crap they need to put in so that everything will "Play nice with each other" random shit getting broken/bugged is always going to happen no matter how kick ass or shity the programmers are.
    They fuck up server code (which is *not* written for three completely different platforms) just as much as client code. Actual platform-specific bugs are fairly rare compared to the massive fuckups in things like damage calculations that seem to happen frequently.

  6. #46
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    Quote Originally Posted by Zosi View Post
    They fuck up server code (which is *not* written for three completely different platforms) just as much as client code. Actual platform-specific bugs are fairly rare compared to the massive fuckups in things like damage calculations that seem to happen frequently.
    not quite what i ment.

    Just because something is coded server side doesn't meen its not required to understand the diff protocols that the other systems use to comuniate back and forth with. yes they do have a some what standered protocol set up for the way ffxi specificly reads and writes info severside to console and vise versa but the code its self can only be as complex as the lowest system that is going to be accessing it so they sometimes will have to call apon other shity code to do functions instead of creating a better complex code to perform the new fuction witch is were alot of the errors can occur.

    ex: please note this is just an example.

    Augment system introduced that will add certain % of random stats and resistances to armour. Instead of creating a better complex code that will not be able to work on all systems because it may cause things to be come slower or not as efficient they decide to call apon another code already working that can perform a spimilar action result they are looking for.

    Well after not being carefull some random instance like Bst's not being able to charm or blumage spell dmg calculation incorect because they are useing some of those mini program engines to calculate new %'s and now interfering with old ones because they cant create a more complex code due to certain limitations.

    I may have completely explained that wrong but ehh I understand were it comes from when making my own programs and can fix them but not to good at explaining it /sigh

  7. #47
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    Quote Originally Posted by grozny View Post
    What blu magic?

    "- Amount of damage done by certain blue magic has decreased."

    I didnt do much yesterday and at work right now, but what I did do yesterday I didnt notice a difference.
    Pinecone Bomb and Feather Storm. (They calculate as Ranged Attack damage)

  8. #48
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    You're still not understanding. Incorrect calculations have NOTHING WHATSOEVER to do with either the network protocol or the various target machines. It's purely a server-side issue - they're calculating the wrong value. It's wrong before it ever leaves the server doing the calculation. The only possible cause is a programming mistake on the server side that has nothing at all to do with any of the reasons you've suggested.

  9. #49
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    I think they broke things more. I am seeing an armor storing NPC in Pashow Marshlands.

    OK I r dumb, didnt know it was for ballista D:

  10. #50

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    They are just trying to make the game easier for us. Shhhhh.

  11. #51
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    Quote Originally Posted by Stubwub View Post
    I think they broke things more. I am seeing an armor storing NPC in Pashow Marshlands.

    I'll post a pic..


    That's for Ballista.

  12. #52
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    Quote Originally Posted by Melios View Post


    That's for Ballista.
    I literally lol'd.

  13. #53
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    Pinecone Bomb is still nerfed slightly after the maintenance. I'm capping at 817 damage on Lv.0 bees and 918 on Lv.0 triple bats. It used to do 1.2k+ no problem. I'm not so sure about Feather Storm, since I never tried it much after I could use Bludgeon. >.>

    (Tried it on greater colibri's once after someone suggested it and only did ~200 with it, so I stopped bothering, but other than that... just for pulling.)

    EDIT: Btw, Feather Storm is doing 500~600 damage on Lv.0 mobs now.

  14. #54
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    Going to check automaton myself in a sec

    Edit: Looks like it's back to normal, one shotting Tiny Lycopodium (423) from the constant 66 earlier

  15. #55
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    Quote Originally Posted by Klain View Post
    Going to check automaton myself in a sec

    Edit: Looks like it's back to normal, one shotting Tiny Lycopodium (423) from the constant 66 earlier
    How's your melee dmg looking? I've read some other's having lowered melee dmg after todays patch that fixed the rng dmg.

  16. #56
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    Only got two hits off, 127 and 130.

    Lv64 as well, with no attachments on.

  17. #57
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    NOSTRADAMUS

    Vamos los Perds!

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    FINAL FANTASY XI Official Web Site

    Qufim ??? has been replaced with a moogle telling you that shit is still fucked. What did they do in those three hours again?

  18. #58
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    I take it the bad FoV augments are working as intended?

  19. #59
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    Quote Originally Posted by Wulfgang View Post
    FINAL FANTASY XI Official Web Site

    Qufim ??? has been replaced with a moogle telling you that shit is still fucked. What did they do in those three hours again?
    Everything else that got fixed.

  20. #60
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    Quote Originally Posted by Zosi View Post
    Hi, I'm a professional programmer. I write a mixture of Python and C++ at my current job (writing programs that interact with QuickBooks via their qbxml API /wrists), and my last job was writing Dynamic C for embedded devices in my employer's hydroelectric dams. I also program in my spare time, or used to before I got hooked on FFXI.

    Based on the randomness of bugs experienced, it's possible that they literally have "spaghetti code" where changing minor things could have a ripple effect that changes completely different things. However, I'd say that it's more likely that their major problem is that they have shitty source code control. I'm sure that they have one hell of a messy code base, but simply messy code can't really account for the kind of bugs we see.

    When you have a large code base, it's standard practice to use a source code control system (CVS, Subversion, SourceSafe, Perforce, git, Mercurial, many others) to keep track of code changes. When an individual programmer wants to work on the code base, they check out code (to a folder on their local PC) and work on it, then sync it back in when they're done. This avoids developers working on the "live" copy - if they want to experiment on something, they can check it out and work on it, and it affects nobody else. It also provides accountability, because you can track the individual person who made any given change. This is completely standard for those reasons, and no sane programmer works on a code base larger than a few files without a SCM of some kind. It's a little more complicated with a large client-server system like this, but that's PRECISELY why they have test servers. It's not a complicated concept, and every large project deals with stuff like this routinely WITHOUT the kind of problems SE has.

    Without source control of some kind, you have something like a shared folder with the source code, and only one developer can work on a file at a time. When people want to experiment, they change stuff directly in the live code and make sure to revert it later if it doesn't work. Of course, they don't always remember to, which means that experimental stuff sometimes slips into releases without being noticed. This fits nearly perfectly with the bugs we experience most updates. It feels like someone was experimenting with code to change how things are done, and forgot to revert to the known-working version before the release version was compiled and made into a patch.

    Either way (messy spaghetti code or lack of version-control) reflects badly on SE's programming as a whole, although as Sono said, not necessarily on individual programmers. Sometimes you get shitty code and bad organization and you just can't get the OK to spend time fixing it. It happens, I'm not going to crucify their devs because they couldn't fix up the shitty code base they inherited.
    Hi, I am a librarian and I know next to nothing about coding.

    What I can tell you is that if what you said was true, then either no major software project has ever done what you describe or the situation is not as simple as you make it out to be.

    Errors happen no matter what you do and the larger the project the more likely errors are to occur.

    As stated before, every update has problems is every MMO. SE is not unique nor alone and the problems are generally fixed very quickly.

    I would also like to assert that the initial coding and design for this game are over 10 years old and trying to assign contemporary standards to something that was designed for several different platforms with different languages in a much different time is useless.

    I have also noticed something about coding from my friends that do it for a living. Just because you know how to code your project doesn't mean you know anything at all about the next project. I have also noticed that my friends that do this for a living like to say that everyone else that works on other projects are idiots for not doing it their way. I have also noticed that they are able to do this without ever looking at the code, knowing it's purpose or anything else. It's almost like they have a sixth sense for crappy coding.

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