Teknoman said:Looking at Guild Wars 2, arent they using auto attack similar to the first game? Also I thought Tera was auto attack as well (or am I thinking of something else)?
Jinko said:TBH tek the quests they added were complete shit so I wouldn't hold your breath for the next batch to be any better.
The biggest problem is they expect you to travel ridiculous distances to complete them, unlike other MMO's that have the quest NPC and the quest objective within a small radius of eachother.
I really wish they would scrap half the shit in this game and make it a wow clone at times lol.
Unknown Soldier said:As for Tera, if you haven't figured out what's going on with the battle system after I've written novels about it already, I can't help you. Read my posts.
<3Unknown Soldier said:It's like Gary Oldman in The Professional: "EVERYTHIIIIIIIIIING!!!"
Come with us! We only die like, 50% of the time now!Cmagus said:well we tried NM in our other LS and got destroyed seriously so many people in this game have no idea how to play their classes. Anyways I am gonna go on a hiatus of this game for awhile I think if I don't I'm gonna walk away.I don't mind playing but lately have just been throwing hours away doing nothing.Dunno if I am gonna return though depends if these "dungeons" are worth it or if they will be half assed like the new quests were.
Teknoman said:What area is this?
Munba said:Seeing several glitch videos of him/her, i notice there are TONS of still closed places in the game. They probably programmed part of the next 1 or 2 expansions already..
Allard said:Everything but the Coerul and the Gargoyle are in the game already. The beast tribe names are in the game in 'small' form through faction leves, behest and class/mission quests. Ascian shows up in the main storyline you activate at rank 30 (I just did this recently), the imperial agents are in the main storyline at rank 46 and the gunblade is used by the general that shows up at the tail end of the current main storyline.
As for other news from the main site. Yoshida showed up early this morning (2:30 AM JP) and posted a bunch of stuff relating to crafting going forward. Sounds like he wants to implement a socketing/materia like system into the game to place onto armor and weapons by the use of crafting. The goal was to make characters more individualized on their armor while also giving crafting a purpose on the soon to be quest/mob equipment drops. There is more but I'm waiting for a proper translation as right now I'm just using google trans to figure this much out.
Also it sounds like info on companies will come out next week.
these changes are meant to better benefit all the battle classes (being able to adjust the stats that is)
* the system is called "Myteria craft system" and crafters will be able to enhance the items they make by using stones optained by the gathering classes
* this system will enable:
- fighers & mage to better choose specfic gear (guess he means design gear more suited for their play style)
- crafters can contribute by creating items based on the demand
- gathers will get the items needed
* More in regards to this new system will be posted when a specific thread is created to talk about the system.
* they are working on changes to the crafting gauge, and he mentions that the team tested a system that does not use a gauge which seems to easy and boring so they are still reviewing that aspect.
( he talks about being able to make low rank items without time loss, didn't really understand what he meant, maybe he means that after a certain lvl, u can make the item without the gauge but thanks my opinion)
* They are also reviewing the repair system, while crafters benefit from it and can have their presence know, it seems to be not well liked by fighter/mage classes
* Because of the above point, he is thinking of somehow linking the repair system with the "Myteria craft system" in order to balance the repair system better. but since the myteria system is still in the works and not implemented yet, this is something that will require time.
* For now they are planning on making changes to the materials required for repairs.
* There has been alot of complains that it costs to much gil to repair at the npc but this is something, they will wait and see for now. Mainly because the economy in the game does not require the players to use a lot of gil. He wants to first make changes to the economy and based on how gil flows after the changes, he will consider the repair npc price.
* By implementing these changes, he feels that there will be a clear difference between the items you get from quest/monster and from crafters (not sure if hes talking about stats or appearance, he simply says a clear difference)
so that's all of it, if there is something else you need me to translate let me know but remember my japanese is not perfect lol^^
Munba said:Seeing several glitch videos of him/her, i notice there are TONS of still closed places in the game. They probably programmed part of the next 1 or 2 expansions already..
Allard said:Newest post from Yoshida says that he is considering removing Surplus SP (SP fatigue) when the raid dungeon is implemented.
Greetings everyone! We have heard about the possibility on 2 hour ability straight from the development team! Without further ado here's is what Akihiko Matsui, the FINAL FANTASY XIV Battle lead, had to say!
As of now, we are holding an overall review on the battle system, including the review on actions for each class. This may sound like a self-applause but as one of the creators of FINAL FANTASY XI, we feel that a lot of 2 hour abilities were very useful from both tactical and job characteristic perspectives. Thus we are considering about implementing similar kind of actions in each class. However with the action recast, we are considering about giving a further look to see if 2 hours is an appropriate amount of time or not based on the average time spent on upcoming new contents such as dungeon content. This is because the image we are having with these strong actions is to allow the use only once during the challenge.
Hello everyone, this is Yoshi-P!
This is the first post on fixes to the game economy that the crafting and gathering teams are working on under the leadership of Komoto. Sorry its taken so long to post, and thank you all for the great feedback!
In regards to crafting, there have been a number of discussions in a number of threads, but before I actually reply to any of those individually, Id like to first give you a summary of the current crafting system and the direction were taking it.
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Among all synthesis-related fixes, our top priority is revamping existing recipes. We currently see the following problems bogging down crafters:
* Too many recipes requiring too many materials
* Unbalanced rank requirements for obtaining materials and crafting items
Were making considerable changes, all aimed at bolstering the role of Disciples of the Hand in Eorzeas economy. Once the revised recipes are worked out, Ill be sure to post in this thread again.
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We also plan to introduce the below adjustments to the Discipline of the Hand character arc, together with the recipe changes mentioned above:
* Ease of solo crafting activities up to rank 20
* More focused crafting and economic activity from rank 20 on
To start, well be making progression to rank 20 for Disciples of the Hand and Land relatively easier. Beyond rank 20, well have crafters participating in the market, and playing a more active role in the in-game economy.
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We are planning a number of adjustments to the stats on crafted items, aimed at the following two ends:
* Create a characteristic uniqueness for Disciples of the Hand
* Allow Disciples of the Hand to craft items in high demand
For any given rank, there are differences between the important stats on pieces of gear suited for different classes. In line with this, we will be making adjustments that let crafters tweak the stats on crafted gear to customize it for certain classes. (Of course, well be balancing Discipline of War and Magic classes at the same time.)
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I mentioned this in one of my previous letters. These new concepts are not limited to simply new elements in the synthesis process, but also aim to stimulate the economy as much as possible. Through crafting, we plan to breathe new life into the games economy by improving gilflow and the distribution of items, and ultimately improving both the merits of, and motivations for, all classes.
Among the devs, we are tentatively calling this the Materia System, though that name may change. This new system will allow Disciples of the Hand to fuse materia to weapons and armor using special catalyst items gathered by Disciples of the Land.
* Disciples of War and Magic can customize and personalize their gear
* Disciples of the Hand can answer the materia-fusing needs of others
* Disciplies of the Land can gather catalyst items to meet the realms demands
Ill be posting more details on the Materia System at a later date.
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Weve received a lot of feedback from players regarding the crafting gauge. So we actually tested the synthesis process without a gauge, and had our quality assurance team do the same. In the end, we thought it would be fairly simple to do away with the gauge altogether. Well be checking this out more carefully, however, so that future additions to the system will not negatively impact gameplay. This might take some time, so I have to ask for your patience until Im in a position to write more about the direction we decide to take.
On the other hand, were thinking of bringing in some low-level instant craftingquick recipes players can bang out without having to invest too much time.
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Last but not least, we have the repair system. While the current repair system serves as a way for crafters to put themselves in demand, its also obvious that its not very popular among Disciples of War and Magic. But, after the release of the Materia System (see above), I think that the repair system will begin to balance itself out a bit more. Its going to take some time before that system is ready, though, so in the meantime well be reassessing the required materials for making repairs.
Weve also received feedback on the high costs of repairing items via NPCs, but ask that you give us a little more time to keep an eye on this. Unfortunately, there arent many ways to take gil out of the game right now, but once we get a few more in, well look at adjusting repair NPC costs.
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By ushering in all of these changes, well be drawing sharp distinctions between quest rewards, loot from battle, and the fruits of gatherer and crafter labors. In addition, it will also help to create more specific demands within the game economy. As always, were looking forward to your continued feedback and further discussion! For now, this is just an overview, and Ill be making more posts in individual threads later.
Thanks!
Patch 1.17 Outline (04/12/2011)
As promised in the seventh Letter from the Producer, we are happy to announce that patch 1.17 is on schedule for release in a matter of days.
◆ Patch 1.17 Release Date
Thursday, April 14, 2011 (following server maintenance)
◆ Patch 1.17 Maintenance Time
21:00 p.m. to 23:00 p.m. (GMT)
The following is a brief outline of the planned changes:
◆ Patch Outline
[dev1002] [dev1003] The implementation of new sidequests
[dev1011] The balancing of guildleve rewards
[dev1020] Adjustments and additions to the party system
Maximum party size has been reduced to 8 members.
Parties with 4 to 7 members are now called "light parties."
Parties with 8 members are called "full parties."
Special status enhancements will be granted to light and full parties. (Changes to party member display UI still under consideration.)
[dev1021] Adjustments to battle content in conjunction with the new party system
Adjustments to behest difficulty and bonuses to accommodate new full party size of 8 members.
Adjustments to the behest schedule.
[dev1029] Adjustments to environment collision detection
[dev1030] Adjustments to enemy distribution
[dev1031] The addition of new notorious monsters
[dev1038] The implementation of new equipment and items
[dev1039] The reduction of randomness affecting the approach phase in gathering
[dev1040] Adjustments and additions to active icons
A more detailed report can be found in the 1.17 patch notes, scheduled for release on April 14.
[dev1002] [dev1003] The implementation of new sidequests
[dev1011] The balancing of guildleve rewards
[dev1020] Adjustments and additions to the party system
Maximum party size has been reduced to 8 members.
Parties with 4 to 7 members are now called "light parties."
Parties with 8 members are called "full parties."
Special status enhancements will be granted to light and full parties. (Changes to party member display UI still under consideration.)
[dev1021] Adjustments to battle content in conjunction with the new party system
Adjustments to behest difficulty and bonuses to accommodate new full party size of 8 members.
Adjustments to the behest schedule
[dev1029] Adjustments to environment collision detection
[dev1030] Adjustments to enemy distribution
[dev1031] The addition of new notorious monsters
[dev1038] The implementation of new equipment and items
[dev1039] The reduction of randomness affecting the approach phase in gathering
[dev1040] Adjustments and additions to active icons
Teknoman said:I wouldnt think about it too much. I'm still hovering around late 20s with my main class, and i've barely touched the other classes i'm interested in (Marauder, Harvester, Miner) since the game is just now trying to pick up steam.
Coldsnap said:Gatherers are going to be rich after patch
Jinko said:Materia won't be in patch, and probably won't be in the game for 6 months or more.
Giant cactuar do 10'000 needles how the hell would you beat it ?
Jinko said:Materia won't be in patch, and probably won't be in the game for 6 months or more.
Giant cactuar do 10'000 needles how the hell would you beat it ?
10k/8 = 1250 enough damage to spread around for a full party.Jinko said:Materia won't be in patch, and probably won't be in the game for 6 months or more.
Giant cactuar do 10'000 needles how the hell would you beat it ?
Teknoman said:Community team has been on overdrive mode over the last few days:
Hello everyone! This is Producer/Director Yoshida!
Thanks so much for the discussions on surplus points. There have been a lot of threads in other regions on the same topic and many of the comments have been the same. Along with the implementation of new dungeon and raid environments, were looking towards the direction of basically eliminating this system.
I feel that its ideal that players decide on the play style.
http://forum.square-enix.com/ffxiv/threads/600-Please-get-rid-of-surplus-SP/page32
The development team is aware of your concerns but due to the fact that their current priority is the battle system, changes cant be made right away, but they are thinking about doing this after. In order to implement these features, they would like to first implement text commands before this.
Please continue to send in your ideas for the dev. team!
http://forum.square-enix.com/ffxiv/threads/2755-Lackluster-boat-ride/page5
We confirmed with the dev. team that they are not only looking into boats, but all modes of transportation. Once we receive more information we will be sure to let you know!
http://forum.square-enix.com/ffxiv/threads/2755-Lackluster-boat-ride/page5
Say what you want, but the boat ride really does need alot of work (water animation, monster attacks, different routes).