Dreamwriter
Member
First picture there were 2 dodos, second picture there were 2 dodos and 2 goats. Thus, doubled.notworksafe said:Doubled? C'mon now.
Also the tree moved.
First picture there were 2 dodos, second picture there were 2 dodos and 2 goats. Thus, doubled.notworksafe said:Doubled? C'mon now.
Also the tree moved.
notworksafe said:Hm I guess I mistook a rock in the first picture for a goat's ass. Damn my poor eyesight.
...It went from 3 beasties to 4.Dreamwriter said:I dunno, the creatures doubled in number and variety
notworksafe said:Doubled? C'mon now.
Also the tree moved.
To me I see 2 beasties and a rock in the first pic.Rentahamster said:...It went from 3 beasties to 4.
Furthermore, I see the "after" scene all the time. Don't look any different than it is now.
That rock is an Aldgoat ass.Dreamwriter said:To me I see 2 beasties and a rock in the first pic.
notworksafe said:Doubled? C'mon now.
Also the tree moved.
Shouta said:Double the goats!
Pai Pai Master said:Someone mind copying the text? I'm at work.
One area of focus for the November 24 version update is battle balancing. Among the many adjustments being made are changes to the accuracy of physical and magic attacks, enmity rates, actions for all classes, and reductions to the amount of skill points needed to rank up, and more.
Character Progression
-Accuracy
The accuracy rates for actions in general, both physical and magic, have been increased, making it easier for players to land attacks. This will, subsequently, result in more skill points.
-Skill Points in Parties
Skill points earned in battle are now awarded after an enemy is defeated. Additionally, discrepancies in the amount of skill points awarded to party members have been reduced. Together with these changes, the overall number of skill points awarded has also been increased, making progression easier even in smaller parties.
The above changes will serve to increase the tempo of battle, and also allow players to obtain more skill points than was previously possible. To further facilitate the process of ranking up, the amount of skill points required to attain ranks 11 through 31 has been reduced. The reductions are most significant for the rank range of 11 through 20, as we would like to enable players the ability to engage in more goal-oriented content, such as the hunting of notorious monsters, at an earlier stage of play. Further information regarding these changes will be released in the version update details Topics post of November 24.
Balancing Adjustments to Actions
In order to improve the uniqueness and flavor of each class in party battle, we have made a number of adjustments to the effects, durations, execution costs, and enmity generation rates of a number of actions. Below is a sampling of these changes.
-Pugilist
Featherfoot
Active duration increased from 15 to 30 seconds.
Evasion rate increased.
-Gladiator
Luminous Spire
MP cost reduced from 20 to 10.
-Marauder
Foresight
Stamina cost reduced from 5 to 3.5.
Active duration increased from 15 to 30 seconds.
Parry rate increased.
Bloodbath
Stamina cost reduced from 6 to 3.5.
-Archer
Trifurcate
MP cost reduced from 30 to 15.
-Lancer
Speed Surge, Life Surge
Active duration increased from 120 to 180 seconds.
-Conjurer
Cure, Cure II, Cure III
Enmity generation adjusted.
-Thaumaturge
Scourge
Amount of damage dealt increased.
Sacrifice, Sacrifice II, Sacrifice III
Enmity generation adjusted.
Amount of HP healed increased.
Following the Topics post of November 17, entitled New Features and User Interface Improvements, the FINAL FANTASY XIV community has expressed interest in and provided feedback regarding several of the changes planned for the coming version updates.
In today's post, the development and management teams address some of the most prominent questions and concerns in an ongoing FAQ series.
Changes to User Interface
Q.
I see that the inventory space for PCs and retainers is going to be expanded. Will this require me to complete a quest of some sort like the item-fetch gobbiebag quests of FINAL FANTASY XI?
A.
Not at all. The inventory expansion will take effect for all players and retainers immediately following the version update on November 24.
Q.
What is the difference between the automated and manual item sort features that are planned for release?
A.
The automated item sort feature will organize a player's inventory by grouping together items of the same kind. Within these groupings, items will further be listed alphabetically. By using the manual sort option, however, players may arrange the items in their inventories however they see fit. Additional sort options will be added in future version updates, as well.
Q.
What kind of features will be added to the Keyboard Settings section of the Configuration menu?
A.
The new commands that can now be mapped to the keyboard are listed below.
Targeting Functions
Target Party Member 1
Target Party Member 2
Target Party Member 3
Target Party Member 4
Target Nearest PC
Target Nearest NPC
Other Mappable Functions
Open Attributes window
Open Gear window
Open Actions & Traits window
Open Point Allotment window
Open Loot window
Open Inventory
Open Journal
Open Bazaar
Examine target
Begin Synthesis action
Begin Gathering action
Enemy Distribution
Q. The before and after screenshots in the previous Topics post illustrating the changes to the distribution of enemies made absolutely no sense to me whatsoever. What changed exactly? And why are they gazing into my soul?
A. What the pictures come up incredibly short of depicting is an approximately 50% increase in the number of enemies. This figure is subject to some variation across areas. Soul-gazing may or may not be addressed in a future Topics post...
Enemy Distribution
Q. The before and after screenshots in the previous Topics post illustrating the changes to the distribution of enemies made absolutely no sense to me whatsoever. What changed exactly? And why are they gazing into my soul?
Clever Pun said:At least they are starting to have a sense of humor about things.
Skill Points in Parties
Skill points earned in battle are now awarded after an enemy is defeated. Additionally, discrepancies in the amount of skill points awarded to party members have been reduced. Together with these changes, the overall number of skill points awarded has also been increased, making progression easier even in smaller parties.
Azzurri said:So are they awarding us the SP we would of gained with the new system? They made the grind from lvl 11-31 cost less SP, so are they giving us that extra sp?
Azzurri said:So are they awarding us the SP we would of gained with the new system? They made the grind from lvl 11-31 cost less SP, so are they giving us that extra sp?
I've been doing that for the past few weeks.Azzurri said:Anyone just stop playing till the patch? I see no point to lvl anything.
Azzurri said:Anyone just stop playing till the patch? I see no point to lvl anything.
xelios said:
I agree - enmity management seems a lot like FFXI's enmity, where you actually have to think about it. You can't just spam heals right from the start without grabbing aggro, you have to wait for the tank to get some hate, and even then if you heal a bit too much you grab aggro and have to stop and let the tank get it back.DrDogg said:So... the only thing that was even the slightest bit challenging about playing CON, enmity management, just got easier.
What. The. Fuck.
-_-
Teknoman said:I'm sure it wont. It'll be as close to XI as possible. In XIV pre patch, you could do one heal and bam, death.
DrDogg said:Sorry, but no. If you played CON well, you didn't get hate from Cure spells. I learned how to judge the enmity from Cure spells in my second party. Very rarely do I get hate from Cures. Now I'll probably never get hate from Cures. Which makes an easy game even easier.
Rentahamster said:We need to make a plan to hunt NMs once the patch hits.
There's probably weaker ones too.Unknown Soldier said:Aren't we going to barbs Lord Morbol to death before the patch hits? We should do that tomorrow if enough people log on.
And should be focusing on hitting the level cap before we run off to hunt the NMs.
Rentahamster said:There's probably weaker ones too.