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Final Fantasy XIV |OT| ARR: Alpha Closed. Beta mid-Feb

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Teknoman

Member
Moobabe said:
I always have one eye on this thread after playing the beta. What's changing? I skim the patch notes but not a lot of it makes sense to me - the new settlement things look nice, especially given that all of the ones I saw in the beta were identical.

Is this still f2p? Is it good/better yet?

The patch notes arent up yet, those are just mini-previews. All will be revealed once the notes hit.
 

Moobabe

Member
Teknoman said:
The patch notes arent up yet, those are just mini-previews. All will be revealed once the notes hit.

I've been looking through some previous patch notes - they're pretty vague. Like "changes" are coming to Leves but it's not at all specific about what the changes are. And some kind of companies? I gather those are just missions though?
 

Carlisle

Member
Hey hey, just joined the party! I've been getting the MMO itch again lately and was flirting with reactivating my FFXI content ID. But now that I've got an engagement ring to pay off and a wedding/honeymoon to save for FFXIV and it's current F2P status made so much more sense. I completely forgot about this game after it came out and I just realized my PC can play it. So pumped to get into a new FF!

I started a character on Lindblum, in Ul'dah. I played the opening sequence up through
Quicksand
and so far it's a lot more impressive than I expected. Obviously I haven't really gotten into the parts of the game that make it "broken," but goddamn is it cinematic, especially for an MMO. Very impressive so far.
 

Teknoman

Member
Moobabe said:
I've been looking through some previous patch notes - they're pretty vague. Like "changes" are coming to Leves but it's not at all specific about what the changes are. And some kind of companies? I gather those are just missions though?

Leves are going to be changed to be more solo oriented (quick quests) instead of being the main way to level up overall. They are going to focus on making field battles and other party situations the best way to level up. Companies are basically going to be like Guilds or organizations you take missions from (most of that stuff should be revealed in the actual patch notes today). I think most of what you've read are just letters from Yoshi-P and not actual patch notes.

Either way:

http://forum.square-enix.com/ffxiv/forums/137
http://forum.square-enix.com/ffxiv/threads/10879-Battle-Reform-Blueprint

These two are the best ways to catch up on whats going on, and of course the patch notes for today when they hit.

Carlisle said:
Hey hey, just joined the party! I've been getting the MMO itch again lately and was flirting with reactivating my FFXI content ID. But now that I've got an engagement ring to pay off and a wedding/honeymoon to save for FFXIV and it's current F2P status made so much more sense. I completely forgot about this game after it came out and I just realized my PC can play it. So pumped to get into a new FF!

I started a character on Lindblum, in Ul'dah. I played the opening sequence up through
Quicksand
and so far it's a lot more impressive than I expected. Obviously I haven't really gotten into the parts of the game that make it "broken," but goddamn is it cinematic, especially for an MMO. Very impressive so far.

Thats what made it so bad that there werent many things to do aside from leveling up and doing the odd story mission. So much work is put into the cutscenes, its unbelieveable everything else was so rushed.

But after this, we shouldn't have to worry about that again. Of course this patch will most likely be the first "visual example" of the new team's work, so heres hoping everything goes great.
 

Allard

Member
Moobabe said:
This is still F2P isn't it? If so - when are the plans to implement payments?

Its still F2P and there is no timeline for when that will change. My guess is sometime when we get closer to the PS3 release at this point, which isn't even on the radar at the moment.
 

Moobabe

Member
Allard said:
Its still F2P and there is no timeline for when that will change. My guess is sometime when we get closer to the PS3 release at this point, which isn't even on the radar at the moment.

Ah cool - I might pick it up. It's only £5 on amazon.
 

frequency

Member
All these changes sound nice and cool and all but... Is there any chance of an auction house?

I tried selling stuff yesterday and just gave up after like an hour. I had to run back and forth from the wards and the retainer bell so I could properly price stuff. Also, the lag transferring items to and from the retainer is so annoyingly bad. After all that work, I finally had my stuff ready to sell (10 items only bleh). So I go to the appropriate ward to sell my stuff but the ward was full. So I tried another ward, and another, and another. I gave up and logged out for the night.

I'm still really digging the game, but the retainer thing is a real downer. I'll even take the weird FFXI auction house over this. Increasing the ward size doesn't fix the issue with that system.

I also got a bugged leve yesterday. I was going "Revenge of the Dodos" at Camp Drybone. I got the 5 Dodos down when the 6th ran and spawned 2 others. I died to the 3 and I think they despawned because I couldn't find them anymore. The leve tracker thing on the top left was gone too, but I couldn't start another leve because it said I was still on this one. I logged out and back in and it abandoned the leve. The reward was a nice 8000 gil too, which I really need :(

And speaking of logging out to abandon leves... I was doing a Botanist leve when I got disconnected. Came back to an abandoned leve that I'll have to wait for the reset to redo now.

The transition from The Black Shroud to Thanalan is weird. It just loads you into a completely different environment. Going to Limsa Lominsa had a boat, which makes sense. I used up like half my anima teleporting around yesterday.

Last night was a real bummer. But I still enjoy the game.
 

Allard

Member
frequency said:
All these changes sound nice and cool and all but... Is there any chance of an auction house?

I tried selling stuff yesterday and just gave up after like an hour. I had to run back and forth from the wards and the retainer bell so I could properly price stuff. Also, the lag transferring items to and from the retainer is so annoyingly bad. After all that work, I finally had my stuff ready to sell (10 items only bleh). So I go to the appropriate ward to sell my stuff but the ward was full. So I tried another ward, and another, and another. I gave up and logged out for the night.

I'm still really digging the game, but the retainer thing is a real downer. I'll even take the weird FFXI auction house over this. Increasing the ward size doesn't fix the issue with that system.

I also got a bugged leve yesterday. I was going "Revenge of the Dodos" at Camp Drybone. I got the 5 Dodos down when the 6th ran and spawned 2 others. I died to the 3 and I think they despawned because I couldn't find them anymore. The leve tracker thing on the top left was gone too, but I couldn't start another leve because it said I was still on this one. I logged out and back in and it abandoned the leve. The reward was a nice 8000 gil too, which I really need :(

And speaking of logging out to abandon leves... I was doing a Botanist leve when I got disconnected. Came back to an abandoned leve that I'll have to wait for the reset to redo now.

The transition from The Black Shroud to Thanalan is weird. It just loads you into a completely different environment. Going to Limsa Lominsa had a boat, which makes sense. I used up like half my anima teleporting around yesterday.

Last night was a real bummer. But I still enjoy the game.

The retainer issue is supposed to be alleviated somewhat after this coming patch. There is a notice for it on the main page that they are increasing the amount of retainers that can be in one ward space at a time, its enough of change that they have to momentarily rollback the mechanism that allows retainers to stay in one place after a maintenance/server reset (although I think its only just for this server reset). Its small and doesn't solve the underlying problem you have with the system, but hopefully it will cut some frustration off.

AH is supposedly still coming but is likely sidelined while they work on an overhaul of the server architecture. This is important because apparently its the reason we don't have a proper search function and mail services in game yet. As long as the Market Wards are serviceable (Read I can buy anything I need if Its available) I have feeling it will be one of the last features on their blueprint to be added.

Guild Leve issues I hope they address in the near future, and maybe with them forcing the main reward on the finish they might rollback their standing on forcing people to wait for a reset, but for now it stays as is unfortunately :(

Environment issues I hope are worked on as part of the world map overhaul which likely won't be coming till the end of the year, perhaps even into next year... one can hope for sooner but that is likely to take a while as not only they need to spend man power to redesign the terrain, they need to also go through extensive testing for bugs. But yes it is very jarring to go from drybone into the Blackshroud. I hope the new zonelines will have foliage thinning out as you get closer to Thanalan, and some shrubbery and a couple trees show up when you get closer to the Blackshroud etc so it actually feels like you are heading into a new region instead of just getting planted there upon zoning.
 

Rentahamster

Rodent Whores
To anyone who wants a pearl: send a tell to Renta Hamster in-game.

frequency said:
All these changes sound nice and cool and all but... Is there any chance of an auction house?

I tried selling stuff yesterday and just gave up after like an hour. I had to run back and forth from the wards and the retainer bell so I could properly price stuff.

I also got a bugged leve yesterday. I was going "Revenge of the Dodos" at Camp Drybone. I got the 5 Dodos down when the 6th ran and spawned 2 others. I died to the 3 and I think they despawned because I couldn't find them anymore. The leve tracker thing on the top left was gone too, but I couldn't start another leve because it said I was still on this one. I logged out and back in and it abandoned the leve. The reward was a nice 8000 gil too, which I really need :(
No word on an auction house. A

The leve wasn't bugged, it was just stupidly designed. Yes, the map indicator vanishes after you spawn the last dodos, and what happened was that they just ran off somewhere after you died. You can find them, but it's a real pain in the ass.
 

Bento

Member
Rentahamster said:
To anyone who wants a pearl: send a tell to Renta Hamster in-game.
Me and Lin Lin are making new characters with the new patch so we'll send you a tell. Really looking forward to seeing what improvements they've made :eek:) Have we gotten full details on the jobs and their abilities? Would really like to know what Class I should go with for the Bard job :p
 

Teknoman

Member
Cant wait to run around town shouting for repairs and party for stuff. Man i've missed the social aspects of the early XI days. Welcoming a new Eorzea era where people dont just talk to LS members.
 
Teknoman said:
Cant wait to run around town shouting for repairs and party for stuff. Man i've missed the social aspects of the early XI days. Welcoming a new Eorzea era where people dont just talk to LS members.

With the advent of things like Ventrillo, TeamSpeak, Mumble, etc., I don't think we'll ever see those days again. With a healthy population it can be plenty social but nothing will match the launch days of FFXI and prior MMOs.
 

Teknoman

Member
Dat note:

http://forum.square-enix.com/ffxiv/threads/17007?p=241517&#post241517

Woo lowered scenario quest requirements!

For those who cant view the site:

dev1084] The rank required to partake in several of the main scenario quests has been lowered.

Quest Name Before After
Never the Twain Shall Meet 15 → 13
Beckon of the Elementals 15 → 13
Calamity Cometh 15 → 13
Fade to White 20 → 18
Together We Stand 26 → 22

[dev1085] Main scenario and class quests will now reward skill points upon completion.
NPCs offering quests which grant skill points as a reward can be identified by the blue exclamation marks over their heads.
* Completing a quest using a class ranked lower than the one recommended will result in a smaller skill point reward.

[dev1001][dev1002] Several new sidequests have been implemented.

[dev1003] Grand Company quests for all three city-states have been implemented.

Grand Company headquarters for each city-state can be accessed via the same entrances used to enter market areas.

* The first Grand Company quests for each city-state require adventurers to have achieved rank 22 in any Discipline of War or Magic.

Completing a company quest will earn you an amount in Grand Company Seals commensurate with the difficulty of your assigned task.
Each organization issues its own unique type of seal (see below), which serves as a currency of sorts and can be used to redeem myriad useful items.
  The Maelstrom: Storm Seals
  The Order of the Twin Adder: Serpent Seals
  The Immortal Flames: Flame Seals

Maelstrom Command (Limsa Lominsa)
Storm Sergeant Second Class Grizzly Gnat

The Adders' Nest (Gridania)
Serpent Sergeant Second Class Sorainne Haurtelle

The Hall of Flames (Ul'dah)
Flame Sergeant Second Class U'sanzi Rahz


[dev1010][dev1011] The following adjustments have been made to guildleves:

≪All Leves≫

Levequests yielding guild marks will be limited to city-states hosting the corresponding guild only. For example, Blacksmiths' Guild marks can only be earned in Limsa Lominsa, while Conjurers' Guild marks will be exclusive to Gridania. Guild marks earned when meeting class recommendations will be yielded at a higher rate.
Gil rewards for guildleves have been reduced.

≪Regional & Faction Leves≫

Skill points are now awarded upon levequest completion.
Additional points will be awarded for early completion of quest objectives.

* Skill point rewards will be reduced by changing classes during a levequest or completing a levequest as a class 10 or more ranks above the recommended level.
* Completing a regional levequest as any class other than those recommended will yield no skill points.
* The amount of skill points rewarded will differ between leve owner, and those leve sharing.

The skill point bonus for defeating levequest targets has been abolished.
Players must now be within 5 levels of the recommended class rank for a guildleve to become available.
Class-specific guildleves will only be made available to players who have met the rank requirements of the corresponding class.
Guildleve rewards have been adjusted to better reflect the characteristics of their city-state of issue.

* Rewards for levequests accepted before patch 1.18 will not change.

Changing levequest difficulty will now have a more profound effect on levequest target ranks.
The following changes have been made to select levequests:
Adjustments to levequest target types
Adjustments to levequest target spawn areas
Adjustments to levequest item drop rates
Adjustments to several guildleve-related system messages
Adjustments to the content of treasure chests that appear during levequests
Guardian's Aspect is now available for use during select faction levequests.
The following changes have been made to leve linking and leve sharing:
Skill point bonuses for defeating levequest targets have been abolished
Leve sharing players will receive a small skill point bonus for every player in their party who is leve linking
The maximum number of guildleves that can be linked has been raised from 3 to 7
A red seal is now applied to all completed regional leves.
Icons have been assigned to the three factions.


988_3.jpg


The status icon for Guardian's Aspect has been changed.
Selecting cancel in the guildleve selection window will return you to the previous menu.
Levequest commencement and completion messages have been adjusted.
Levequest exchanging and accepting messages have been adjusted.
Minimap marker position will now update automatically.

≪Local Leves≫

Skill points are now awarded for completing leve objectives.
Skill points will be awarded to the class required to complete the leve, regardless of what a player's class is when the items are delivered.
Bonus skill points granted during synthesis have been abolished.
Bonus rewards for high evaluation marks on certain items have been adjusted.

[dev1069] The following changes have been made to behests:

Skill points are now awarded upon behest completion.
Bonus points will be awarded for early completion.
Gil rewards for behest completion have been reduced.
Gil/Skill point bonuses will be awarded to those who complete behests in areas where there have been no participants for several cycles, or where operations have repeatedly ended in failure.
Players who participate in behests will now have to wait a set amount of time before participating again.
A behest timer can be viewed on the Timers tab located under Attributes in the main menu.
The number of enemies that appear during operations has been adjusted.
Enemy rank will now fluctuate based on the strength of operation participants.
Enemy variation has been adjusted for several operations.
Enemy spawn location has been adjusted for several operations.
Minimap marker position will now update automatically.

[dev1079] New party-based battle content known as "instanced raids" has been introduced.

An array of rich rewards awaits those who would brave these domains, and can be obtained by defeating enemies, fulfilling certain conditions within the area, and, of course, plundering treasure chests. To participate in instanced raids, players must first have accepted a quest to access the areas in question, as well as met several requirements (listed below).
* Once players have completed the aforementioned quest, they will be able to access the instanced raid areas at any time, as long as they meet party and rank requirements.


The following instanced raids have been added:

The Thousand Maws of Toto-Rak The Dzemael Darkhold
Class/rank requirements Disciples of War or Magic
rank 25 or higher Disciples of War or Magic

rank 45 or higher
Party requirements 4 members 8 members
Time limit (Earth time) 60 minutes 60 minutes
Waiting time for reentry (timer starts upon entry) 5 minutes 5 minutes
Entrance location Silent Arbor, the South Shroud Dragonhead, Coerthas Central Highlands
Requisite quests for first play-through (one of each) Imperial Devices (Gridania)
Imperial Devices (Limsa Lominsa)
Imperial Devices (Ul'dah) Into the Dark (Gridania)
Into the Dark (Limsa Lominsa)
Into the Dark (Ul'dah)
* Only one "Imperial Devices" and "Into the Dark" quest can be accepted at a time. To partake in another city-state's version of the quests, players must first complete or abandon the one currently undertaken.
* Each instanced raid area has a limit on how many parties can enter at once.
* Players who lose their connection or log out while in an instanced raid will be relocated to outside the area entrance when logging back in.

[dev1077] The following mini-settlements have been added to fields around Eorzea:

Name Location
Red Rooster Stead Bloodshore, Eastern La Noscea (36,25)
The Coffer & Coffin Horizon's Edge, Western Thanalan (9,27)
Buscarron's Fold Tranquil Paths, South Shroud (35,43)
Halfstone Bald Knoll, Western La Noscea (7,20)
Mythril Pit T-8 Halatali, Eastern Thanalan (40,28)
The Hawthorne Hut Nine Ivies, East Shroud (50,32)
Kobold Encampment Iron Lake, Upper La Noscea (30,13)
Kobold Garrison Iron Lake, Upper La Noscea (18,13)
Amalj'aan Encampment Halatali, Eastern Thanalan (47,27)
Amalj'aan Altar Halatali, Eastern Thanalan (41,33)
Ixali Clearing Emerald Moss, North Shroud (23,14)
Ixali Encampment Fields of Glory, Coerthas Eastern Lowlands (48,32)


988_5.png
988_5.png


[dev1086] A New NPC, Ronan Kognan, can be found in Gridania at (5,5).

Battle

[dev1022] Auto-attack has been implemented.

Whereas players used to have to execute normal attacks via the action bar, with auto-attack, players need to merely enter active mode, target an enemy, and approach the foe to begin their assault.

* Auto-attack will be implemented for Disciples of War and Magic only, and will take the form of a melee attack for all applicable classes. For instance, archers will strike with their bare fists, while conjurers and thaumaturges will deliver a blow with their equipped weapon.
* Disciples of the Land and the Hand will still require entering active mode and selecting Stone Throw from the action bar to perform an attack.
* Players must be facing their targets to auto-attack.
* Auto-attack will stop when a player moves too far from a target, is not facing a target, enters passive mode, or untargets an enemy.

The speed of normal auto-attacks is determined by an attack delay value given to weapons, while manual actions are regulated by recast timers.

* Attack delay for archers is a set value unaffected by the type of bow and arrows equipped. The delay value given to bows indicates the recast time for the action Light Shot.

 In conjunction with the implementation of auto-attack, the following basic attacks have been removed:
Pugilist: Heavy Strike
Gladiator: Light Slash
Marauder: Light Swing
Lancer: Light Thrust

* Light Shot (Archer), Spirit Dart (Conjurer), Phantom Dart (Thaumaturge), Throw, and Stone Throw remain as executable actions, but have all been issued recast timers.

Variations to auto attack motions, as well as the ability to cast spells while in passive mode will be implemented in a later patch.

[dev1022] The stamina gauge has been abolished.

Consequently, certain actions that were dependent upon the stamina gauge have either had their effects revised, or have been made to affect attack delay. All weapons have been given a "delay" value which indicates the number of seconds in between auto attacks.
* The casting gauge for spells has not been moved or adjusted.

[dev1065] The action bar, by default, will now remain on-screen at all times.
* This setting can be switched off in the Configuration menu.

[dev1065] Recast timers for actions are now visible on the action bar.


988_7.jpg


[dev1088] Toggling between active and passive modes can now be done while moving.

[dev1023] The enmity algorithm has been adjusted.

Enmity is now a culmination of all actions taken in battle with one point of damage equalling one point of enmity.

Actions that contribute to enmity can be divided into two distinct groups:
1. damage and enfeeblement inflicted on the target
2. enhancement and healing granted to party members

Not only does the amount enmity garnered differ between the two aforementioned groups, but varies based on the amount of damage dealt/HP restored. Enmity is reset when a player cannot participate in battle for an extended period of time (is KO'd, etc).

[dev1023] In conjunction with the enmity algorithm change, the amount of enmity earned by certain actions has been adjusted.

[dev1023] An icon displaying enmity has been introduced.

This icon is located to the left of an enemy's HP bar.
Not only does the icon indicate that a player has garnered enmity, but approximately how much enmity, and whether or not the player is the enemy's current target.


988_8.png


No icon You have garnered no enmity.
Solid green/orange/red icon You have garnered some enmity, the amount indicated by one of three colors: Green (low), Orange (mid), Red (high).
The higher your enmity level, the greater the chance that you will be targeted by the enemy.
Flashing red icon You have garnered the most enmity in your party and the enemy is now targeting you.
* The enmity icon can be turned on/off in the Configuration menu.

[dev1032] The following conjurer-specific spells have been introduced:

Raise II

Restore the breath of life, reviving a KO’d target.
Weakness and Brink of Death effects last for 1 minute.
Learned: Conjurer, Rank 38
Cast Time: 10 sec. Recast Time: 2.5 min. / MP Cost: 186 / Action Bar Cost: 2

Rebirth

Restore the breath of life, reviving a KO’d target.
Target suffers no Weakness or Brink of Death effects.
Learned: Conjurer, Rank 50
Cast Time: 10 sec. Recast Time: 30 min. / MP Cost: 231 / Action Bar Cost: 2

Curega

Grant succor and ease suffering, restoring HP of the target and nearby party members.
Learned: Conjurer, Rank 16
Cast Time: 2 sec. Recast Time: 10 sec. / MP Cost: 112 / Action Bar Cost: 2

Curega II

Grant succor and ease suffering, restoring HP of the target and nearby party members.
Learned: Conjurer, Rank 30
Cast Time: 2 sec. Recast Time: 10 sec. / MP Cost: 187 / Action Bar Cost: 2

* Those players who achieved the aforementioned ranks before patch 1.18 must switch their class to conjurer once before the spells will appear in the Actions & Traits menu.

[dev1032] The follow actions have been adjusted:

Pugilist

Action Adjustment
Concussive Blow Obtainable rank lowered from 2 to 1
Second Wind, Second Wind II Recast time lowered from 60 to 45 seconds
Haymaker Potency increased
Taunt Recast time raised from 20 to 60 seconds
Taunt II Recast time raised from 20 to 50 seconds
Victimize, Victimize II Bonus changed from critical hit rate to attack power
Simian Thrash Potency increased
Light Strike 30 second recast timer implemented
Now requires 10 MP to use
Physical defense and evasion bonus increased
Pummel 30 second recast timer implemented
Now requires 20 MP to use
Flurry 60 second recast timer implemented
The conditions required for execution have been removed
Attack power bonus increased

Gladiator

Action Adjustment
Red Lotus Obtainable rank lowered from 2 to 1
Provoke, Provoke II No longer automatically forces the enemy to temporarily target the caster
Onion Cut Recast time lowered from 40 to 10 seconds
Ambidexterity Now increases chance of blocks while guarding
Sentinel No longer increases enmity generation rate
Riot Blade Restricted to use by gladiators
Potency increased
Light Stab 30 second recast timer implemented
Accuracy bonus increased
Rage of Halone Restricted to use by gladiators
Now delivers a five-fold attack dealing piercing damage
PC motion changed
Heavy Slash 60 second recast timer implemented
Attack power bonus increased
Heavy Stab 60 second recast timer implemented
Accuracy bonus increased
Attack power bonus increased

Marauder

Action Adjustment
Trunksplitter Obtainable rank lowered from 2 to 1
Bloodbath, Bloodbath II Recast time lowered from 60 to 45 seconds
Storm's Path Restricted to use by marauders
TP cost raised from 1000 to 1500
Potency increased
PC motion changed
Broad Swing 30 second recast timer implemented
Heavy Swing 60 second recast timer implemented
Attack power bonus increased
Full Swing 60 second recast timer implemented
Attack power bonus increased

Archer

Action Adjustment
Light Shot A bow's delay value directly influences this action's recast time.
 I.e., a delay rating of 3.5 would equal a 3.5 second recast time
Puncture Obtainable rank lowered from 2 to 1
Puncture II Will now deal damage to the enemy body part "other - right" (see Play Guide - Battle)
Quickstride No longer switches player to active mode when executed
Barrage Now deals fourfold damage when used by classes other than archer
Foeseeker Accuracy increased
A bonus to attack power has been added
Multishot is now removed when Foeseeker is activated
Bloodletter Restricted to use by archers
Potency increased
PC motion changed
Multishot 15 second recast timer implemented
Heavy Shot 30 second recast timer implemented
Now reduces the target's TP (as opposed to the TP dealt by the blow)

Lancer

Action Adjustment
Skewer Obtainable rank lowered from 2 to 1
Speed Surge, Speed Surge II Now affects attack delay
Leg Sweep PC motion changed
Doomspike II Restricted to use by lancers
PC motion changed
Twisting Vice No longer reduces a target's TP to 0
Chaos Thrust Potency increased
PC motion changed
Heavy Thrust 60 second recast timer implemented
Pierce 30 second recast timer implemented
Attack power bonus raised
Full Thrust 60 second recast timer implemented
TP increase improved

Conjurer

Action Adjustment
Spirit Dart 10 second recast timer implemented
Cure Effects only a single target
MP cost raised from 12 to 45
Cure II Effects only a single target
MP cost raised from 20 to 75
Cure III Effects only a single target
MP cost raised from 36 to 135
Raise Obtainable rank lowered from 38 to 14
Recast time raised from 60 to 300 seconds
MP cost raised from 0 to 101
Chainspell Effect on stamina removed
Flare Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Freeze Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Tornado Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Quake Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Burst Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Flood Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Elemental Shroud 30 second recast timer implemented
Nature's Fury 30 second recast timer implemented

Thaumaturge

Action Adjustment
Phantom Dart 10 second recast timer implemented
Scourge Potency increased
MP cost raised from 11 to 22
Scourge II Potency increased
MP cost raised from 22 to 44
Banish Potency increased
MP cost raised from 11 to 22
Banish II Potency increased
MP cost raised from 22 to 44
Sacrifice Effects only a single target
MP cost raised from 10 to 35
Sacrifice II Effects only a single target
MP cost raised from 18 to 68
Sacrifice III Effects only a single target
MP cost raised from 32 to 120
Siphon MP
Siphon MP II Effects only a single target
Drain Potency increased
MP cost raised from 30 to 60
Drain II Potency increased
MP cost raised from 45 to 90
Siphon TP Effects only a single target
Siphon amount reduced
Resurrect Obtainable rank lowered from 38 to 14
Recast timer raised from 60 to 300 seconds
MP cost raised from 0 to 101
Emulate Effect duration lowered from 60 to 30 seconds
Shadowsear Damage dealt now determined by player's magic attack rating
Elemental aspect changed from none to umbral
MP cost raised from 88 to 176
Silhouette 30 second recast timer implemented
Shadowfall 30 second recast timer implemented

Other

Action Adjustment
Throw 5 second recast timer implemented
Stone Throw 5 second recast timer implemented


[dev1032] Overall action accuracy has been increased.

[dev1032] To coincide with adjustments to actions, the strength of several enemies has been adjusted.

[dev1032] Recast timers will now be displayed for all actions.

[dev1089] Enemy distribution has been tweaked.

[dev1118] The behavior of several enemies has been adjusted.

Some monsters that would sense a nearby adventurer, move to investigate, then attack, will now attack immediately upon sensing.

[dev1119] The drop rate for items carried by select NMs has been lowered.

[dev1090] The amount of gil dropped by the following enemies has been reduced:

Plains Footpads / Westroad Footpads / Plains Highwaymen / Westroad Highwaymen / Plains Raiders /Westroad Raiders / Dodo Poachers / Eft Poachers / Bandit Spearmen / Nightblade Assassins / Venomtongue Assassins / Deathstroke Assassins / Vulture Poachers / Rhotano Buccaneers / Stormcry Quartermasters / Stormcry Boatswains / Stormcry Powder Monkeys / Serpent Reaver Claws / Serpent Reaver Fins / Serpent Reaver Eyes / Amateur Footpads / Amateur Highwaymen / Amateur Raiders / Xha Viqqoh the Nibbler / Palemoon Parazuzu / Ser Aucheforne of the High Tide / Godwin Goodgoat / Mathistien of the Cloven Hoof / B'khenna the Phoenixfire / Wolf Poachers / Raptor Poachers / Boar Poachers / Rorogun the Tailtamer / Coiled Adder / Alvara Sourkiss / Toadsquatter Femomo / Unsavory Characters / Bloodied Buccaneers / Windborn Buccaneers / Bilge-soaked Buccaneers

[dev1120] The fatigue system and surplus points have been abolished.
Any surplus points accumulated before the patch will be lost.

[dev1091] KO penalties have been adjusted.

Weakness

Players who are raised will be afflicted with the Weakness status, which has the following negative effects:
25% HP reduction
25% MP reduction

Brink of Death

Players who are KO’d when under the effect of Weakness and are subsequently raised will be subjected to the Brink of Death status, which inflicts the following negative effects:
50% HP reduction
50% MP reduction
50% attack power reduction
50% magic potency reduction
50% defense reduction
50% magic defense reduction

Return

A further penalty will apply to equipment durability for players who revive themselves via the Return command.

[dev1065] The HP bar of invincible targets will now be displayed in grey.
 

Amneisac

Member
Wow, these patch notes look awesome! I was on Lindblum for the launch, but I re-rolled on another server a few months ago. I think I may head back to Lindblum after the patch!
 

Teknoman

Member
Part II




Items

[dev1092][dev1013] Several new items have been implemented.
Several of the newly added items will require players to meet certain rank requirements in order to equip.
This information is displayed in an item's help text.

[dev1012] Items with "optimal" ranks can still be equipped by anyone, though penalities may be incurred based on current class and rank.

[dev1022] A delay rating (the number of seconds between attacks) has been added to all main hand weapons.

[dev1093] The defense rating for the following items has been increased:

Item Before After
Thalassian Targe 8 → 22
Shield of the Savage 11 → 33

[dev1094] The shop selling price for the following items has been lowered:

Item Before After
Eye Drops 139 → 27
Throat Drops 156 → 31
Dawn Drops 174 → 34
Spine Drops 191 → 38
Nerve Drops 270 → 54
Blood Drops 226 → 45
Lung Drops 243 → 48
Heart Drops 261 → 52
Ironhide Unguent 247 → 49
Ironwill Unguent 270 → 54

[dev1095] The cost of NPC repairs has been reduced.

[dev1070] The following changes have been made to the repair system:
All repair materials have been replaced with a universal item called dark matter.

Dark matter comes in five grades, each of which can be used to repair equipment whose optimal rank falls within a certain range. As long as the range is correct, dark matter can be used to repair equipment of any class.


988_9.jpg


Grade 1 Dark Matter Used to repair equipment for class ranks 1–10.
Grade 2 Dark Matter Used to repair equipment for class ranks 11–20.
Grade 3 Dark Matter Used to repair equipment for class ranks 21–30.
Grade 4 Dark Matter Used to repair equipment for class ranks 31–40.
Grade 5 Dark Matter Used to repair equipment for class ranks 41–50.
* Dark matter can be obtained from vendor NPCs, as guildleve rewards, and through gathering.
* Class requirements for repairs have not changed, and are still based on the lower of the following two values: the required level to craft an item and the required/recommended level to equip the item.

If all repair requirements are met, repairs will now have a success rate of 100%.
* The repair command will no longer be available to those who have not met an item's repair requirements.
[dev1096] Skill points earned from gathering has been increased.

[dev1097] An skill bonus based on the difference between class rank and the level of the item harvested has been implemented.

[dev1098] All schools of fish rated grade 6 or higher have been lowered to grade 1.

[dev1099] A record of all previously visited gathering points is now saved for each Disciple of the Land class.


System

[dev1102] The following changes have been made to the Return command.
Anima cost has been reduced to zero.
A recast time of 15 minutes has been imposed.
* The above recast time is not imposed on players who are KO'd.
A penalty applies to equipment durability for players who revive themselves via the Return command.
[dev1103] The following tabs have been added to the Attributes interface in the main menu:
Grand Companies

Lists the Grand Companies you have joined, your standing within their ranks, and your company seal totals.


988_10.jpg


Timers

Displays the following information:

Time remaining until guildleve lists are updated
Time remaining until you may participate in another behest
Time remaining until you may participate in another instanced raid


988_11.jpg


[dev1104] The Sort button in the Item interface can now be toggled on and off via mouse-click.

[dev1121] Journal map markers for several sidequests have been updated.

[dev1079] Two new options have been added to the party search and recruit features.

Instanced Raid
Seek Invite


* Players using "Seek Invite" as their purpose when searching for a party will appear in recruit searches only when the recruit purpose is also set to "Seek Invite." "Purpose: none" recruit searches will not turn up players who have set their searching for party purpose as "Seek Invite."

[dev1105] The font color of your own name in the Party interface has been changed to yellow.

[dev1106] Party invites can now be made directly from linkshell member lists.

[dev1064] All settings within the Configuration menu have been categorized.
To coincide with this change, menu terminology has been adjusted.


988_12.jpg


[dev1064] The following options have been added to the Configuration menu and its sub-menus:

System
Action Bar Display
Toggles action bar display method.
Corresponding text command:

USAGE: /actionbar (/abar) [subcommand]
 >>Subcommands:
 on Always display action bar.
 off Display bar only when executing a command.
 Toggle between on and off when no subcommand is specified.

Name Display
Enmity
Turns on/off enemy enmity icons.
Corresponding text command:

USAGE: /enmity (/enm) [subcommand]
 >>Subcommands:
 on Display enmity icons next to enemies' HP bars.
 off Hide enmity icons.
 Toggle between on and off when no subcommand is specified.

Target Settings
Target Cursor Type
Set the default position of the target cursor.
Type A (Central)
Type B (Floating)
Type C (Both)
Corresponding text command:

USAGE: /targetcursor (/tcursor) [subcommand]
 >>Subcommands:
 a Set to central.
 b Set to floating.
 c Set to both central and floating.

Direct Targeting
Keyboard
<Targeting>
Target Nearest Enemy
* The same effect can be achieved via the /targetenemy text command
Face Target
Toggle Through Enemy Targets
Target Last Enemy to Attack You
<Other>
Toggle Magic Area of Effect
Use Item
Camera
Reset Camera Position
Save Camera Position

[dev1064] The following options have been added to the Configuration menu:

Enemy Icons (On/Off)
Ranks (On/Off)
HP Bars (None/All)
Targeting Type

* These settings can still be changed via the text commands implemented in previous patches.

[dev1107] "Toggle Through Party Members" has been removed from the Targeting tab under the Keyboard category.

[dev1061] Camera speed has been improved allowing for consistent-speed revolving around the PC regardless of the distance between the camera and player.

[dev1061] The default camera position can now be set and saved by the user.

Using the Configuration menu:

"Save Camera Position" and "Reset Camera Position" are located under the Camera category.

Using the keyboard:

Ctrl+End saves camera position
Shift+Ctrl+End resets camera position

Using a controller

Simultaneously pressing the buttons mapped to Camera Mode and Autorun Mode saves camera position.
Camera position cannot be reset using the controller.

Using the text command:

USAGE: /camera (/cam) [subcommand]
&#12288;>>Subcommands:
&#12288;reset&#12288;Reset position to system default.
&#12288;Set the current camera position as default when no subcommand is specified.

[dev1108] The following categories have been added to the auto-translate dictionary:

Regional Levequest
Local Levequest
Quest

* In addition to the list of quests they have already accepted, players will also be able to access auto-translated quest names appearing in their text log.
Levequest names viewed at guildleve counters or the names of completed quests viewed in the Journal can also be accessed via the auto-translate dictionary, but only for the duration of the current login. Logging out will clear this data cache.

[dev1109] The main scenario quest confirmation interface and Journal interface have been redesigned.

[dev1122] A pop-up message indicating experience point rewards will now appear upon the completion of quests.

[dev1110] The interface displayed when releasing a retainer from service has been revamped.

Players will now have to check a confirmation box before the button confirming the release is accessible.


[dev1111] Retainers can now only be released from service at summoning bells.

[dev1112] The game guide accessable at aetheryte camps, "The Call of Adventure," has been updated to reflect recent gameplay changes.

[dev1114] The maximum number of retainers dispatchable into a single market area has been increased.

[dev1115] Players will now face the same direction when returning from market areas.

[dev1078] Collision detection has been disabled for most small height discrepancies in the field, alleviating the need to make lengthy detours.

[dev1078] Collision detection has been disabled for the fences along the La Thagran Eastroad and De Nevelle Westroad in La Noscea.

[dev1116] A new access point to and from the Fishermen's Guild in Limsa Lominsa has been added.

[dev1117] The BGM for several select areas has been changed.


Bug Fixes

The following issues have been addressed:
Players being able to fish in areas not suitable for fishing in certain dungeons in the Black Shroud.
The Prince of Pestilence and the Bomb Baron dropping the wrong items.
Items such as paralyzing powder not being removed from a player's inventory after being used but having no effect.
Players not targeting anything automatically targeting a PC who uses an action on them.
Players receiving extra TP when using an action in conjunction with a normal attack while receiving the Comrade in Arms effect.
A journal update message appearing twice after talking to the five NPCs in the sidequest "Seeing the Seers."
The macro palette remaining open when pressing Ctrl after using the macro to identify a subtarget.
Text macro not properly working in conjunction with certain actions.
Lalafell graphics not displaying properly.
Incorrect levequest name and objectives being displayed.
Erroneous NPC messages.
The following item names have been changed (please adjust macros accordingly):

Canvas Half Apron (Black) -> Velveteen Half Apron (Black)
Bronze Magnifiers (Red) -> Brass Magnifiers (Red)

The help text for Sentinel has been changed.


Known Issues

An issue wherein battle regimens cannot be performed on certain enemies within instanced raids.
An issue wherein the game stops at the Now Loading screen shown when exiting an instanced raid.
* In the case that the Now Loading Message is displayed longer than 5 minutes, it is recommended that players preform a forced close of FINAL FANTASY XIV and reboot the client.




Whew! Seek invite finally, and new music? Nice icing.

*Not to mention all the new stuff and another enemy rearrangement/strengthening along with equipment improvements.
 

Kaper

Member
So are those of us that did the main scenario quests before the patch boned out of class skill points? I'd assume so, and it sucks since I just did all of those listed yesterday :/
 

Allard

Member
Looks like the pace of battle has been slowed and more deliberate. No more cure spamming, no more zerging a mob without any recourse (You get hate on a character not designed to tank, you either die or force the healer to use more MP on someone then the tank and it will likely put the healer in danger itself), probably more focus on actual tanking (since single target cure is the only one not on a recast timer), no stamina means easier use of situational abilities for CCing, buffing, debuffing etc. Hopefully they also re-tuned the mobs with it though, I see a lot of fights in the field getting longer and more dangerous with lots of down time if not re-tuned properly, but that too might be intentional.
 
Aren't the real battle/stat algorithm changes coming in 1.19, along with the new jobs? I think fighting in 1.18 is going to be a bit off, balance wise.
 

Rentahamster

Rodent Whores
Hanningfield said:
Aren't the real battle/stat algorithm changes coming in 1.19, along with the new jobs? I think fighting in 1.18 is going to be a bit off, balance wise.
Yeah, 1.18 is the initial implementation, and 1.19 is the refinement.
 

Allard

Member
Hanningfield said:
Aren't the real battle/stat algorithm changes coming in 1.19, along with the new jobs? I think fighting in 1.18 is going to be a bit off, balance wise.

Auto-attack and animation algorithms are to be adjusted in patch 1.19. Stat Balancing will also occur during this time in coincidence with the removal of Physical Level. Jobs sound like they are coming in patch 1.20.
 

frequency

Member
So it looks like CON will be the only one with AOE heal? So I can safely assume CON will be the main healing class now?

At least until Jobs come out.
 

Allard

Member
A certain NSFW site already posted some .dats pics from a Japanese source. Rank 50 weapons for all DoW classes, a new rank 50 armor piece (one seen previously in the last dungeon update), several mid rank armors, new shield, and multiple variations of the bikini top shown earlier. That's it for now.
 

jiggle

Member
lame nerf of conj and leve
sounds like some clusterfuck idea from tanaka
i thought the new dir is supposed to be better than that

reinstalled and made a new toon in lindblum last night
but now i don't know if i'll even play at all

just give me my panties and i'll be gone :/
 

Rentahamster

Rodent Whores
Allard said:
A certain NSFW site already posted some .dats pics from a Japanese source. Rank 50 weapons for all DoW classes, a new rank 50 armor piece (one seen previously in the last dungeon update), several mid rank armors, new shield, and multiple variations of the bikini top shown earlier. That's it for now.
Yep, there it is.
 

Teknoman

Member
jiggle said:
lame nerf of conj and leve
sounds like some clusterfuck idea from tanaka
i thought the new dir is supposed to be better than that

reinstalled and made a new toon in lindblum last night
but now i don't know if i'll even play at all

just give me my panties and i'll be gone :/

The leves are supposed to head toward a more solo oriented role. As far as nerfs for conj, seems like they got the good end with new spells, upped damage, and faster casts.
 

Allard

Member
Looks like more model .dats are being found by the Japanese. The company generals and the queen (sultanist whatever she is) finally have in game models.

Edit: Also looks like Cid shows up this patch. Kind of a pretty boy >.>
 

jiggle

Member
well i'll give it a try and see
hopefull it works better than the notes sounded

Allard said:
Looks like more model .dats are being found by the Japanese. The company generals and the queen (sultanist whatever she is) finally have in game models.

Edit: Also looks like Cid shows up this patch. Kind of a pretty boy >.>


where is said NSFW link for ppl N@W :p
 

jiggle

Member
thanks buttons and kyudo

edit: the white wizard set looks pretty neat
everything else look kinda the same...even the colors..
 

Buttons

Member
Could also be only NPC armour for now or just an un-finished .dat file since jobs and their artifact gear will only be coming in patches 1.20 and later. ^^
 

Allard

Member
Kyudo said:
the blm af wasnt just white in the artwork right? i remember it having color

Its an unfinished model. Looks like it just has a specular map and nothing else. Guessing the textures and model fitting will come in a later update. We had a lot of unfinished armor/weapons in the .dats at launch and they got finished a couple patches later and added as the NM gear.
 

Kyudo

Neo Member
Allard said:
Its an unfinished model. Looks like it just has a specular map and nothing else. Guessing the textures and model fitting will come in a later update. We had a lot of unfinished armor/weapons in the .dats at launch and they got finished a couple patches later and added as the NM gear.
Makes sense. Thanks for clarifying~
 
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