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Beta 4 patch notesFollow

#1 Aug 14 2013 at 5:25 AM Rating: Excellent
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http://forum.square-enix.com/ARR-Test/threads/98689-Beta-Test-Phase-4-Patch-Notes?p=1211642#post1211642







Beta Test Phase 4 Patch Notes

Table of Contents
Playable Content
Battle System
Items, Crafting, and Gathering
System
Fixed Bugs

All data from beta test phase 4 is scheduled to be carried over to official service for FINAL FANTASY XIV: A Realm Reborn.
*However, circumstances may necessitate the deletion of character data during phase 4. In this event, character data will be transferred once more before the start of official service.

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Playable Content

The level cap has been set to 20.
*All restrictions will be removed starting from early access.

The following areas have been added:

 
Mist
Wolve's Den Pier
Coerthas
Mor Dhona
Additional sidequest up to level 20 have been added.
*The sidequest "A Relic Reborn" will be available after the start of official service.

Additional class quests have been added.
*Job quests will be available after the start of official service.

Voices have been added certain cut scenes in main scenario quests.

The following changes have been made to guildleves:
Adjustments have been made to the frequency of treasure chests appearing in battlecraft leves.
Guildleves for fisher have been added to fieldcraft leves.
Adjustments have been made to the content of certain guildleves.
Adjustments have been made to gil, experience, and items received from guildleves.
The times at which leve allowances are received have been changed to 5 a.m. (PDT) and 5 p.m. (PDT).
The initial amount of leve allowances received upon unlocking guildleves has been changed.
The following changes have been made to guildhests:
Adjustments have been made to the behavior of certain monsters.
Adjustments have been made to rewards received.
Players will now receive a bonus for completing guildhests without being incapacitated.
The following changes have been made to FATE
New FATE have been added.
Players who exceed the recommended level for a FATE by six or more levels cannot interact with enemies in said FATE without using level sync.
In the event FATE occur consecutively at the same location, characters will remain level synced until all FATE have ended, or they leave the area.
The provoke action will no longer effect FATE enemies.
In order to facilitate testing of PvP environments, the Wolve's Den has been made available during phase 4.
*During phase 4, players can access the Wolve's Den through the Duty Finder after completing the main scenario quest "Lord of the Inferno."

You can travel to Wolve's Den Pier by speaking with the ferry skipper at the Moraby Docks (X:26, Y:35).

Players can now change the name of their personal chocobo by speaking with the chocobokeep in Gridania, Ul'dah, or Limsa Lominsa.

Following features and functions will be added to free company.
During phase 4, only characters carried over from Version 1.0 above level 25 can form a free company.

By forming a free company, players will gain access to a company chest, which can be used to share items between free company members. In addition, members can accrue free company experience points and free company credits.
Accruing free company experience points will unlock the following features:
By speaking with the OIC officer of arms in any of the three cities, players can create a company crest.
The maximum capacity of the company chest will increase.
By speaking with the OIC officer of arms in any of the three cities, players can affix their company crest to gear.



Free company actions will become available
The following actions can be purchased from OIC quartermasters using company credits:
The Heat of Battle - Increases EXP earned through battle
Earth and Water - Increases EXP earned through gathering.
Helping Hand - Increases EXP earned through crafting.
A Man's Best Friend - Increases EXP earned by companions.
Brave New World - Increases the attributes of all members under level 10.
Live off the Land - Increases Gathering.
What You See - Increases Perception.
What You See - Increases Perception.
In Control - Increases Control.
That Which Binds Us - Increases spiritbonding speed.
Meat and Mead - Increases duration of food effects.
Proper Care - Slows gear wear.
Back on Your Feet - Reduces the duration of Weakness.
Reduced Rates - Reduces teleportation fees.
*Because chocobo companions are not available during phase 4, A Man's Best Friend will have no effect.
Purchased actions can be accessed under Actions in the Free Company menu.
Accessible Instanced Dungeons have been restricted.
During phase 4, only the following instanced dungeons can be accessed:
Sastasha Seagrot
Tam-Tara Deepcroft
Copperbell Mines
Halatali
The following changes have been made to instanced dungeon level restrictions:

Dungeon Level Cap
Phase 3 Phase 4
Sastasha Seagrot Level 15-17 → Level 15-18
Tam-Tara Deepcroft Level 16-18 → Level 16-19
Copperbell Mines Level 17-19 → Level 17-20
Halatali Level 20-22 → Level 20-23
*Certain quests must be completed prior to entering instanced dungeons.

In the event one or more members of the party have yet to clear the instance, all party members will receive a bonus upon completion.
*This bonus only applies to instances below level 50.

In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again.

The following additions have been made to the hunting log.
A category for arcanist has been added.
Rank 5 has been added for all classes.
The boarding fee for the ferry has been adjusted.

Players will receive experience points when entering a new area for the first time.
*Experience received is dependent upon your current class.

To facilitate ongoing testing, the Limsa Lominsa housing area, Mist, will be available in phase 4.
The entrance to Mist is located at Red Rooster Stead (X:33, Y:19).

Players can now replay cutscenes in the inn by accessing The Unending Journey.

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Battle System

Arcanist is now available.
Players can now choose to play as arcanist when creating a character.



The effects and attributes of several actions have been adjusted.

After unlocking a second battle class, players will receive an experience point bonus known as the Armoury bonus when slaying enemies and participating in FATE.
This bonus is only applicable to classes other than your highest level battle class.

The following features have been added for personal chocobos.
After acquiring a personal chocobo, a new Companion menu will be accessible from the Character menu.



Players will also be able to change the head, body, and leg pieces of their personal chocobo's barding.



Upon using chocobo barding in your personal inventory, it will be added to your Companion menu's Gear list.

New monsters have been added.

Adjustments have been made to enemy positioning.

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Items, Crafting, and Gathering

Fisher is now available.



Coinciding with the release of the fisher class, the following features have been added.
Fishing locations up to level 50 have been added.
The Fishing Log, Fish Guide, and Records have been added.
New Items have been added.

New crafting recipes have been added.
Level 50 crafting items that are difficult to create will be denoted as "Lv 50★".

The attributes of NQ items have been adjusted.
Item attributes when level synced have also been adjusted.

Gear damage when incapacitated in combat has been reduced.

Armor mending NPCs can now restore gear durability to 100%.
The repair fee will depend on the durability restored.

The requirement to choose NEED when lotting on items has been changed.
Only players who can equip the item in question as their current class or job can select NEED.

By speaking with the Calamity salvager NPC, players can trade season event materials from Version 1.0 for complete items.

The following changes have been made to dyes:
New dye colors have been added.
Newly added colors can be used by all crafters.
When selecting a previously dyed item in the Item Dying menu, the previously selected dye will now be indicated.
By using the chocobo whistle, a chocobo will be added under the Mounts section of the Actions and Traits interface.

The following changes have been made to minions:
New minions have been added.
Adjustments have been made to which areas allow minions to be summoned.
The following changes have been made to materia crafting:
Players can now affix materia to the gear of another player.

≪How to Request Materia Melding≫



Select another player, then select Request Meld from the subcommand menu.


Select the gear and materia to be used.
1. Gear to which you would like to affix materia.
2. Materia to be affixed.


A confirmation window will appear to confirm your request.

3. Materia to be affixed and its parameter enhancement
4. Gear to which you would like to affix materia.
5. Required catalyst.
6. Success rate.
7. Reward
* A Request can be sent without setting a reward.



The player accepting the materia meld request will presented with a confirmation window. Should they select the Meld button, the materia will be affixed to the specified item.

The player accepting the materia meld request will presented with a confirmation window. Should they select the Meld button, the materia will be affixed to the specified item.
Cracked materia that has already been affixed to gear can be converted as is. Players will also have the option to exchange gear affixed with cracked materia for a special currency.

Please review further details on materia system revisions.

The following changes have been made to crafting classes:
Adjustments have been made to the effect and CP cost of several actions.
Adjustments have been made to experience points earned by crafting.
The Quick Synthesis option has been added.



Leveling any crafting class to level 10 will unlock the Quick Synthesis option. Once unlocked, a quick synthesis button will appear in the Crafting Log.
 
The following changes have been made to gathering classes:
New actions have been added allowing gathers to find "unspoiled" gathering locations.
New items obtainable through gathering have been added.
The level of items obtained while gathering and their locations are now displayed in the Gathering Log.
The number of gathering attempts for a single point have been reduced from six to four.
Players can no longer use food or medicine while gathering.
Adjustments have been made to bonuses granted by gathering points.
Adjustments have been made to the attributes, GP cost, and level requirement of certain actions.
Adjustments have been made to gathering rates and the rate of obtaining HQ items.
Dark matter can no longer be obtained through gathering.
The following changes have been made to the market:
Items displayed in the Item Search interface can now be sorted by parameter.
A transaction history of all market sales can now be confirmed by speaking with your retainer.
The following features have been added to retainers:
When hiring a retainer, players can now customize their appearance.



* Players from Version 1.0 will also have the opportunity to customize their retainer's appearance. Any changes will be carried over to official service.

Players can now choose their retainer's personality.
The following item names have been changed:

Phase 3 → Phase 4
Weathered Gladius → Weathered Shortsword
Infantry Barbut → Infantry Bandana
Cavalry Armet → Cavalry Mask
Infantry Harness → Infantry Shirt
Pair of Infantry Mitt Gauntlets → Pair of Infantry Gloves
Pair of Battlemage's Ringbands → Pair of Battlemage's Gloves
Pair of Infantry Calligae → Pair of Infantry Thighboots
Pair of Battlemage's Duckbills → Pair of Battlemage's Crakows
Pair of Battlemage's Crakows → Infantry Belt
Battlemage's Satchel Belt → Battlemage's Belt
Pot of Cereuleum Blue Dye → Pot of Ceruleum Blue Dye

*Grand company gear cannot be equipped during phase 4.

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System

Players can now choose to use either the Micro Menu with mouse and keyboard, or the Main Menu using a gamepad.

 

The following features have been added to the Character interface:


A 3-D model of your character will now be displayed.
Players can now toggle the display of their main hand and off hand weapons, as well as head gear.
Players can now update the contents of their gear sets.
The companion interface has been added.
Help text is now displayed for all elements of the Character interface.
The following features have been added to the hotbar:
Players can now toggle the display of unassigned hotbar slots.
The MP cost displayed on hotbar icons will now change color when targets are out of range.
Players can now choose to share hotbars between multiple classes and jobs.
(Example: If hotbar 10 is set to be shared, changing classes will not affect the contents of hotbar 10.)
The following Features have been added to the target bar:
Enemy signs will now appear on enemy target bars.


 
Right clicking an enemy target bar will now open the subcommand menu.
Players can now view and edit their search information by right clicking their names in the party list.

The online status "Looking to Meld Materia" has been added.

The following features have been added to the map:
Quest names will now appear on the map when their objectives are in a different area.
Selecting region names on the world map will now open maps for the selected region.
The Recommend list has been added, which displays quests or duty available in your area.
The Recommended list can be unlocked by progressing through the main scenario. Settings for the Recommended list can be changed under UI settings in the Character Configuration menu.
Gear that cannot be equipped by your current class or job will now be indicated by an X mark.

The icon for items that cannot be sold will now appear grayed out when speaking with a merchant NPC.

Achievements have been added.
Achievements earned in Version 1.0 will be carried over to FFXIV: ARR.

Players can now select titles earned from achievements.
Titles can be set on the Profile tab of the Character interface.
* Titles carried over from Version 1.0 can be set in the same manner.

The following changes have been made to emotes:
New emotes have been added.
/visor - Open or close helm visors.

 
Certain emotes can now be used while sitting.
Certain emotes can now be used while riding a mount.
First person camera options have been added.
First person camera auto-adjustment settings can be changed under General in the Character Configuration menu.

The following features have been added to the log window:
A time stamp option has been added.
Players can now copy and paste text from the log window.
Additional colors have been added for text in the log window.



The log window can now be expanded using a gamepad.
With the log window selected, press Y (△) to expand its size.



Characters will now lip sync when players chat in the log window.

New weathers have been added.
Fog
Gales
Showers
Thunder
Thunderstorms
Dust Storms
Sandstorms
Heat Wave
Snow
Blizzard
Gloom
The following text commands have been added:
Commands labeled as "Toggle" are generally used for windows which can be opened and closed by repeating the same text command.
Commands labeled as "On/Off" are generally used as shown below.

Example: /busy on (Change online status to Busy.)
Example: /busy off (Change online status back to Online.)
Command Description Toggle On/Off
/meldrequest
/meldrequest [PC name] Sends a materia meld request to the specified PC. Sends request to current target when not specified.
/reply, /r Sends a message to the last player from whom you received a /tell.
/character, /gear Opens and closes the Character interface. ○
/journal Opens and closes the quest journal. ○
/dutyfinder, /finder Opens and closes the Duty Finder. ○
/armourychest, /armoury Opens and closes your Armoury Chest. ○
/fishinglog, /flog Opens and closes the fishing log. ○
/achievements Opens the list of in-game FINAL FANTASY XIV achievements. ○
/search, /sea [condition] Executes a player search based on the conditions given.
Multiple conditions should be separated with a space.
Conducts default search if all no conditions are specified.

Conditions:

【PC Name】
forename "PC name" Search for a specific first name.
surname "PC name" Search for a specific last name.

【Online Status】
leader, away, busy, battle
event, lookingforparty, lookingtomeld

【Class & Job】
GLA, PGL, MRD, LNC, ARC, CNJ
THM, ACN, CRP, BSM, ARM, GSM
LTW, WVR, ALC, CUL, MIN, BTN
FSH, PLD, MNK, WAR, DRG, BRD
WHM, BLM, SMN, SCH
Searches all jobs and classes if none specified.

【Level】
[number] Search for that level only.
[number 1]-[number 2] Search for players with levels between number 1 and 2.
Searches all levels if none is specified.

【Grand Company】
Maelstrom, "Immortal Flames," "Order of the Twin Adder"

【Location】
"Limsa Lominsa," Gridania, Ul'dah<
"La Noscea," "The Black Shroud"
"Thanalan," "Coerthas," "Mor Dhona"
Searches all locations if none is specified.

【Language】
JA, EN, FR, DE
Searches all languages if none is specified.

Example:
/search GLA 20-30 "La Noscea"
(Searches for all gladiators in La Noscea between levels 20 and 30.)

/teleport Opens the Teleport interface. ○
/actionlist, /alist Opens and closes the Actions & Traits interface. ○
/timers Opens and closes the Timers interface. ○
/recommended Opens and closes the list of recommended duty. ○
/inventory, /bag Opens and closes your inventory. ○
/emotelist, /elist Opens and closes the list of available emotes. ○
/activehelp Opens and closes the Active Help interface. ○
/supportdesk, /support Opens and closes the Support Desk interface. ○
/characterconfig, /cconfig Opens and closes the character configuration menu. ○
/systemconfig, /sconfig Opens and closes the system configuration menu. ○
/keybind, /keyconfig Opens and closes the Keybind interface. ○
/macros Opens and closes the user macro editor. ○
/hudlayout Opens and closes the HUD layout editor. ○
/macroicon [action name] Displays icon, recast time, help text, and other information regarding the specified action. Can only be used once in the first line of a user macro
/busy [subcommand] Set your online status to Busy or Online.

Subcommands:
on - Set your status to Busy.
off - Set your status to Online.
Toggle between Busy and Online when no subcommand is specified.
○ on/off
/away, /afk [subcommand] Set your online status to Away or Online.

Subcommands:
on - Set your status to Away.
off - Set your status to Online.
Toggle between Away and Online when no subcommand is specified.
○ on/off
/lookingforparty, /lfp [class] [subcommand] Set your online status to Looking for Party or Online.

Classes:
GLA, PGL, MRD, LNC, ARC, CNJ
THM, ACN, CRP, BSM, ARM, GSM
LTW, WVR, ALC, CUL, MIN, BTN
FSH, PLD, MNK, WAR, DRG, BRD
WHM, BLM, SMN, SCH

A class or job does not need to be specified.

Subcommands:
on - Set your status to Looking for Party.
off - Set your status to Online.
Toggle between Looking for Party and Online when no subcommand is specified.

Example:
/lookingforparty GLA on
(Sets your status to Looking for Party as a gladiator.)
○ on/off
/lookingtomeld, /ltm [subcommand] Set your online status to Looking to Meld Materia or Online.

Subcommands:
on - Set your status to Looking to Meld Materia.
off - Set your status to Online.
Toggle between Looking to Meld Materia and Online when no subcommand is specified.
○ on/off
/search comment, /scomment [comment] Change your search comment.
/nexttarget, /nt Toggle clockwise through on-screen PCs.
/previoustarget, /pt Toggle counter-clockwise through on-screen PCs.
/targetlastenemy, /tle Re-target the last enemy you targeted.
/lockon, /lo [subcommand] Lock on/off current target.

Subcommands:
on - Enable lock on.
off - Disable lock on.
Toggle between on/off when no subcommand is specified.
○ on/off
/focustarget "PC name" Makes the specified PC your focus target.
Makes current target your focus target when none specified.
/autolockon Automatically lock on target when initiating auto-attack. ○ on/off
/autofacetarget Automatically face target when using action. ○ on/off
/targetring Toggle the display target rings. ○ on/off
/targetline Toggle the display of target lines. ○ on/off
/aggroline Toggle the display of aggro lines. ○ on/off
/autotarget Enable auto-target when no target specified. ○ on/off
/displayhead Toggle the display of head gear. ○ on/off
/displayarms Toggle the display of man and off hand weapons when sheathed. ○ on/off
/autosheathe Auto-sheathe weapon when not in battle. ○ on/off
Auto-sheathe weapon when not in battle. Enable or disable clicking on self. ○ on/off
/groundclick Enable clicking on field to remove target. ○ on/off
/chatlog [subcommand] Configure log window settings.

Subcommands:
name [number 0~3] - Change the way names are displayed in your log window.
0 Full Name
1 Last Name Initialed
2 First Name Initialed
3 Initials Only

fontsize [number] - Adjust log window font size.

time on - Add time stamps to all messages.
time off - Remove time stamps from all messages.
time - Toggle time stamps on or off.
time 12 - Set time display to 12-hour format.
time 24 - Set time display to 24-hour format.
time local - Set time stamp clock to local time.
time server - Set time stamp clock to server time.

call on - Play sound upon receiving /tell.
call off - Play no sound upon receiving /tell.
call - Toggle /tell sound on or off.

/battleeffect [subcommand] [setting] Configure battle effects settings.

Subcommands:
self - Configure own battle effects settings.
party - Configure party members' battle effects settings.
other - Configure other NPCs' battle effects settings.

Settings:
all - Show all effects.
simple - Show limited effects.
off - Hide all effects.

/hud [UI element] [subcommand] Toggle on/off various UI elements.

Subcommands:
TargetBar,tbar
FocusTarget,ftarget
PartyList,plist
EnemyList,elist
ParamBar,param
Minimap,mmap
MainMenu,mmenu
ServerInfo,server
Gil
InventoryGrid,igrid
DutyList,dlist
ItemHelp,ihelp
ActionHelp,ahelp
LimitGauge,lgauge
ExpBar,ebar
StatusEffects,sfx

Subcommands:
on Show element.
off Hide element.
Toggle between on or off when no subcommand is specified.

/hotbar [subcommand] [number] Edit and configure hotbar settings.

Subcommands:
set "action name" [number 1] [number 2] - Set the specified action to slot [number 2] in hotbar [number 1].
If [number 2] is omitted, the action will be set to the slot with the lowest available number.
If both [number 1] and [number 2] are omitted, the action will be set to the slot with the lowest number available on the hotbar with the lowest number available.

change [number] - Replace current hotbar with hotbar [number].

copy [class 1] [number 1] [class 2] [number 2] - Copy the contents of [class 1] hotbar [number 1] to the [class 2] hotbar [number 2].

display [number] on - Display hotbar [number].
display [number] off - Hide hotbar [number].
display [number] - Toggle on or off hotbar [number].

share [number] on - Make hotbar [number] shared.
share [number] off - Unshare hotbar [number] and assign it to your current class or job.
share [number] - Toggle between on or off.

remove [number 1] [number 2] - Remove the action assigned to slot [number 2] on hotbar [number 1]. Replace [number 2] with "all" to remove all actions from hotbar [number 1].

/crosshotbar, /chotbar [subcommand] [number] Edit and configure cross hotbar settings.

Subcommands:
set "action name" [number] [slot name] - Set the specified action to [slot name] in cross hotbar [number].
If [slot name] is omitted, the action will be set to the slot with the lowest available number.
If both [number] and [slot name] are omitted, the action will be set to the slot with the lowest number available on the cross hotbar with the lowest number available.

change [number] - Replace current cross hotbar with cross hotbar [number].

copy [class 1] [number 1] [class 2] [number 2] - Copy the contents of [class 1] cross hotbar [number 1] to the [class 2] cross hotbar [number 2].

display [number] on - Display cross hotbar [number].
display [number] off - Hide cross hotbar [number].
display [number] - Toggle on/off cross hotbar [number].

share [number] on - Make cross hotbar [number] shared.
share [number] off - Unshare cross hotbar [number] and assign it to your current class/job.
share [number] - Toggle between on/off.

remove [number 1] [slot name] - Remove the action assigned to [slot name] on cross hotbar [number 1]. Replace [slot name] with "all" to remove all actions from cross hotbar [number 1].

Slot Names:

LT(L2) + ← = LDL(LD1)
LT(L2) + ↑ = LDU(LD2)
LT(L2) + → = LDR(LD3)
LT(L2) + ↓ = LDD(LD4)

LT(L2) + X(□) = LAL(LA1)
LT(L2) + Y(△) = LAU(LA2)
LT(L2) + B(〇) = LAR(LA3)
LT(L2) + A(X) = LAD(LA4)

RT(R2) + ← = RDL(RD1)
RT(R2) + ↑ = RDU(RD2)
RT(R2) + → = RDR(RD3)
RT(R2) + ↓ = RDD(RD4)

RT(R2) + X(□) = RAL(RA1)
RT(R2) + Y(△) = RAU(RA2)
RT(R2) + B(〇) = RAR(RA3)
RT(R2) + A(X) = RAD(RA4)

The following placeholders have been added for macros:

Command Description
<r>,<reply> Displays the name of the last player from whom you received a /tell.
<f>,<focus> Displays the name of your focus target.
<lt>,<lasttarget> Displays the name of your last target when no target is currently selected.
Displays the name of your previous target when a target is selected.
<le>,<lastenemy> Displays the name of your last enemy target.
<la>,<lastattacker> Displays the name of the last enemy on which you inflicted damage or used an action.
<p>,<pet> Displays the name of your current pet.
<se.1>~<se.16> Plays a sound effect when used in party chat.
The following additions have been made to the Actions and Traits menu:
General
Target Forward
Target Back
Pet
Displays all actions acquired by pets.
 
Mounts
Displays all acquired mounts.

Main Commands
Companions
Recommendations
Fishing Log
Fish Guide
Support Desk
Support Desk has been added to the System menu.

The following options have been added to the Character Configuration menu.

Control Settings
General Tab
1st Person Camera Auto-adjustment
Enable camera effects when initiating actions
Standard Type Camera Auto-adjustment
Character Turn Speed
Target Tab
Target Settings
Enable auto-target when no target specified.
Character Tab
Character Settings
Effects while in motion
* Moved from the System Configuration menu.
Inventory Settings
Store all newly obtained items in the Armoury Chest.
Store all newly crafted items in your inventory.
Battle Effect Settings
* Moved from the System Configuration menu.
Shop Settings
Display confirmation prompt when selling items.
Meldable Items
Spiritbound Items
Unique/Untradable Items
UI Settings
General Tab
Map Settings
Restore map when not moving.
Main Menu
Help
Display pop-up help.
Character Information
Duty Recommendations
Party List Tab
Settings
Display Name Settings
Display Name Color Settings
Display Type
Hotbar Settings
Display Tab
Hotbar Display Settings
Hide unassigned slots. (Windows only)
Sharing Tab
Shared Hotbar
Cross Tab
General Settings
Cross Hotbar Display Type
Set Selection
Log Window Settings
Log Window Settings
Name Display Type
Players can now set name displays to full names or initials.
Add time stamp to messages.
Enable lip sync during chat.
The following changes have been made to the System Configuration menu.

Graphics Settings (Windows only)
The following five preset graphics settings are available.
Maximum
High (Desktop)
High (Laptop)
Standard (Desktop)
Standard (Laptop)
Real-time Reflections setting added.
Shadows setting has been subdivided.
Movement Physics setting has been subdivided.
The descriptions of certain graphics settings have been adjusted.
Gamepad Settings
Button configuration for gamepads has been added.
* Action settings may be changed within each group of buttons.

Other Settings
Players can now choose either PNG or JPEG formatting for screenshots.
Players can now choose the language to be used for cutscene audio.
* Please be reminded that depending on the language selected, audio may not match subtitles.
The following options have been added to the Keybind menu.
Movement
Steer
The functionality is the same as pressing the left and right mouse buttons simultaneously.
Targeting
Target Pet or Familiar - F9
Target Filter - LB(L1) + X(□)
Target Filter - LB(L1) + Y(△)
Target Filter - LB(L1) + B(〇)
Target Filter - LB(L1) + A(X)
System
Change Window Size - Ctrl + Home
Hotbar
Pet Hotbar - Slot 1-12
Gamepad
Gamepad button settings can now be bound to keyboard keys.
The following changes have been made to the HUD layout interface:
Window size can now be set to 80%, 100%, or 120%.
Press the following keys to change the size of your currently selected window:
Mouse and Keyboard - Ctrl + Home
Gamepad - R3
To toggle the display of a selected HUD element, right click with your mouse or press Y on the gamepad.

The following changes have been made to character creation:
Character height will now be displayed.
Character appearance can now be randomly generated.
Players can now freely access character appearance options in any order.
Names can now be randomly generated based on the naming conventions of your selected race and gender.
The following commands can be used to adjust the position of the camera.
Mouse and Keyboard - While holding down the mouse wheel, drag the mouse up or down.
Gamepad - While holding down LB(L1), press up or down on the left analog stick.
Camera rotation and environment selection with the left and right analog sticks has been reversed from phase 3.
The following changes have been made to gamepad controls:
Players can now take screenshots using a gamepad. (LB(L1) + START)
Players can now toggle the display of the HUD using a gamepad. (LB(L1) + BACK(SELECT))
Players can now take screenshots while playing on PlayStation 3.
* Saved screenshots can be found under Photo in the Xross Media Bar.

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Fixed Bugs

Numerous bug fixes and specification changes have been made since phase 3 of the beta test.

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Edited, Aug 14th 2013 7:26am by SuikodenXXX

Edited, Aug 14th 2013 7:26am by SuikodenXXX
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#2 Aug 14 2013 at 5:47 AM Rating: Decent
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Wow, that's a lot of information...I wish they would have been a bit more specific with the "Adjustment to..." How much of an adjustment...was it more? Less? Anyway, I'm a returning non-legacy player so I have no idea how these notes are going to affect the community...

Also, does it mean that there is no housing outside of LL for p4?
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#3 Aug 14 2013 at 6:00 AM Rating: Good
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O.o Got something to keep me occupied till start of beta. I'm going to analyze every single word out of it
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#4 Aug 14 2013 at 6:23 AM Rating: Good
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jaggars wrote:
Wow, that's a lot of information...I wish they would have been a bit more specific with the "Adjustment to..." How much of an adjustment...was it more? Less? Anyway, I'm a returning non-legacy player so I have no idea how these notes are going to affect the community...

Also, does it mean that there is no housing outside of LL for p4?

They anounced in the last Live Letter that LL would be the only place with housing during P4
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#5 Aug 14 2013 at 6:44 AM Rating: Good
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:O the much awaited return of the search function (via shortcut, since it was existing before in the social menu)
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#6 Aug 14 2013 at 6:45 AM Rating: Good
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The following changes have been made to gathering classes:
New actions have been added allowing gathers to find "unspoiled" gathering locations.
New items obtainable through gathering have been added.
The level of items obtained while gathering and their locations are now displayed in the Gathering Log.
The number of gathering attempts for a single point have been reduced from six to four.
Players can no longer use food or medicine while gathering.
Adjustments have been made to bonuses granted by gathering points.
Adjustments have been made to the attributes, GP cost, and level requirement of certain actions.
Adjustments have been made to gathering rates and the rate of obtaining HQ items.


This info really intrigues me. Adding unspoiled locations is awesome, as is new items to obtain and levels/locations in gathering log. Less attempts per gathering point really sucks. It just means more endless circling, and not being able to use food sucks too, since that at least gave a small XP boost and some increases to perception/gathering. I'm curious about the "adjustments" which were made to bonuses, gathering rates, HQ rates, and GP Cost/requirements. I sincerely hope it's not a nerf, gathering was already rather slow and monotonous. Here's hoping it's an improvement.

And crafting XP "adjustments", I have to believe that's a nerf, considering how much faster it was to level a craft than anything else. Kinda bummed about that, but who knows... maybe it's really minor, or maybe it's an increase (a man can dream...).
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#7 Aug 14 2013 at 6:45 AM Rating: Good
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After unlocking a second battle class, players will receive an experience point bonus known as the Armoury bonus when slaying enemies and participating in FATE.
This bonus is only applicable to classes other than your highest level battle class.


Looks like they changed their minds about it being applicable only when your highest class is level 50. A welcomed addition.
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#8 Aug 14 2013 at 6:50 AM Rating: Excellent
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Just started going through. Sounds like there will be more general quests to obtain for leveling. Job quests won't be available until August 27th, though. Gives us more time to get our required subclass(es) leveled.
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#9 Aug 14 2013 at 6:55 AM Rating: Good
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jaggars wrote:
Wow, that's a lot of information...I wish they would have been a bit more specific with the "Adjustment to..." How much of an adjustment...was it more? Less?


Standard operating prodecure for Square-Enix in MMOs. They don't state the amount, merely "increased", "lowered", "adjusted", or "adjustment to" except under extremely rare circumstances.
#10 Aug 14 2013 at 6:59 AM Rating: Excellent
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Viertel wrote:
jaggars wrote:
Wow, that's a lot of information...I wish they would have been a bit more specific with the "Adjustment to..." How much of an adjustment...was it more? Less?


Standard operating prodecure for Square-Enix in MMOs. They don't state the amount, merely "increased", "lowered", "adjusted", or "adjustment to" except under extremely rare circumstances.


Pretty much, unfortunately Smiley: lol I'm reading the info on guildhests now, wondering what these adjustments really are. We'll have to wait and see for ourselves.

edit: This is neat.

Quote:
Players will receive experience points when entering a new area for the first time.
*Experience received is dependent upon your current class.


Edited, Aug 14th 2013 8:00am by Atkascha
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#11 Aug 14 2013 at 7:10 AM Rating: Excellent
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BartelX wrote:
Quote:
The following changes have been made to gathering classes:
New actions have been added allowing gathers to find "unspoiled" gathering locations.
New items obtainable through gathering have been added.
The level of items obtained while gathering and their locations are now displayed in the Gathering Log.
The number of gathering attempts for a single point have been reduced from six to four.
Players can no longer use food or medicine while gathering.
Adjustments have been made to bonuses granted by gathering points.
Adjustments have been made to the attributes, GP cost, and level requirement of certain actions.
Adjustments have been made to gathering rates and the rate of obtaining HQ items.


This info really intrigues me. Adding unspoiled locations is awesome, as is new items to obtain and levels/locations in gathering log. Less attempts per gathering point really sucks. It just means more endless circling, and not being able to use food sucks too, since that at least gave a small XP boost and some increases to perception/gathering. I'm curious about the "adjustments" which were made to bonuses, gathering rates, HQ rates, and GP Cost/requirements. I sincerely hope it's not a nerf, gathering was already rather slow and monotonous. Here's hoping it's an improvement.

And crafting XP "adjustments", I have to believe that's a nerf, considering how much faster it was to level a craft than anything else. Kinda bummed about that, but who knows... maybe it's really minor, or maybe it's an increase (a man can dream...).


I think the general consensus during phase 3 was that gathering was way too slow. Yoshi said the dev team would look into it. Hopefully that means we'll get a buff on the exp gain rate. Six to four, though, that's worrying. I assume that because we can't use food anymore, those four chances we have at getting something should be worthwhile.
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#12 Aug 14 2013 at 7:12 AM Rating: Excellent
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I don't know if they had it before, but I like that you can customize/change the armor on your chocobo

Also I like the quick synthesis option.

Edited, Aug 14th 2013 9:15am by Ulman
#13 Aug 14 2013 at 7:29 AM Rating: Good
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Well that was a long read. I'm pretty stoked about them putting in the ability for us ps3 users to be able to screen cap.

Why won't the provoke action affect Fate enemies? What if it was like a world boss in the fate wouldn't that make it impossible to tank?
#14 Aug 14 2013 at 7:33 AM Rating: Excellent
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ArkKenea wrote:
Well that was a long read. I'm pretty stoked about them putting in the ability for us ps3 users to be able to screen cap.

Why won't the provoke action affect Fate enemies? What if it was like a world boss in the fate wouldn't that make it impossible to tank?


Provoke doesn't work the same as it does in FFXI. In XIV it will bump you up to number 1 on the enemy's enmity list (if nothing's changed, that is). Bumping up to number 1 over several people in a FATE might be too tricky to do. Tanks have access to other abilities like Flash and Shield Lob to generate hate.
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#15 Aug 14 2013 at 7:34 AM Rating: Excellent
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I like the materia request functions. That is kind of cool that you can just be walking along minding your own business and someone recognizes your awesomeness and asks you to meld their materia.
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#16 Aug 14 2013 at 7:35 AM Rating: Good
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Atkascha wrote:
ArkKenea wrote:
Well that was a long read. I'm pretty stoked about them putting in the ability for us ps3 users to be able to screen cap.

Why won't the provoke action affect Fate enemies? What if it was like a world boss in the fate wouldn't that make it impossible to tank?


Provoke doesn't work the same as it does in FFXI. In XIV it will bump you up to number 1 on the enemy's enmity list (if nothing's changed, that is). Bumping up to number 1 over several people in a FATE might be too tricky to do. Tanks have access to other abilities like Flash and Shield Lob to generate hate.


Maybe there is coding that exists in certain FATEs where an NPC has to hold enmity so it can die as directed...
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#17 Aug 14 2013 at 7:51 AM Rating: Good
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Yeah i can see why the are changeing the crafting xp, you could get 1000xp from almoat any level recipe if you put some quality in it. Im really wondering what they will do with gathering "unspoiled" spots sound pretty cool, when i was leveling mineing from 17-21, i broke it down and it was about 35-45 mins to level up one level, not too bad in my book, i wonder if they are incressing the xp. All in all just really excited for this game.
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#18 Aug 14 2013 at 8:12 AM Rating: Good
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IMFW wrote:
Yeah i can see why the are changeing the crafting xp, you could get 1000xp from almoat any level recipe if you put some quality in it. Im really wondering what they will do with gathering "unspoiled" spots sound pretty cool, when i was leveling mineing from 17-21, i broke it down and it was about 35-45 mins to level up one level, not too bad in my book, i wonder if they are incressing the xp. All in all just really excited for this game.


I guess the time isn't so bad, it was more the monotony of running back and forth between the same 3 nodes over... and over... and over...

Hopefully the unspoiled nodes and new items help alleviate that a bit.
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#19 Aug 14 2013 at 9:51 AM Rating: Good
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Dark Matter - no longer gathered. How do we get Dark Matter then so we can repair our armor. They left that little ditty of info out.

Any guesses? Will dark matter have to be crafted from other materials? Or just outright bought from a NPC?
I'm glad they have looking for party status.

Thanks for all the information. It made for a nice read with my morning coffee. Its a lot to take in, and no way I'm going to remember it.

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#20 Aug 14 2013 at 9:54 AM Rating: Excellent
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Grandmomma wrote:
Dark Matter - no longer gathered. How do we get Dark Matter then so we can repair our armor. They left that little ditty of info out.

Any guesses? Will dark matter have to be crafted from other materials? Or just outright bought from a NPC?
I'm glad they have looking for party status.

Thanks for all the information. It made for a nice read with my morning coffee. Its a lot to take in, and no way I'm going to remember it.



Well, in Ul'dah near the Market Boards, there was an NPC that sold all levels of Dark Matter. If they're still around for open beta and onward, that should solve the issue. If not...no idea.
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#21 Aug 14 2013 at 10:05 AM Rating: Good
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Grandmomma wrote:
Dark Matter - no longer gathered. How do we get Dark Matter then so we can repair our armor. They left that little ditty of info out.

Any guesses? Will dark matter have to be crafted from other materials? Or just outright bought from a NPC?
I'm glad they have looking for party status.

Thanks for all the information. It made for a nice read with my morning coffee. Its a lot to take in, and no way I'm going to remember it.



Dark matter drops during instances and some npcs sell it. It's also easy to just have a npc fix the gear too.
#22 Aug 14 2013 at 10:11 AM Rating: Excellent
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In the event one or more members of the party have yet to clear the instance, all party members will receive a bonus upon completion.
*This bonus only applies to instances below level 50.


An incentive for helping players in a new dungeon! Cool. This list is awesome, awesome, awesome.

Someone at SE has clearly decided that every single customization option that was ever suggested anywhere should become a permanent part of ARR!

I'm thinking there's even a menu to customize your menus.
#23 Aug 14 2013 at 10:17 AM Rating: Good
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ShadowedgeFFXI wrote:
Grandmomma wrote:
Dark Matter - no longer gathered. How do we get Dark Matter then so we can repair our armor. They left that little ditty of info out.

Any guesses? Will dark matter have to be crafted from other materials? Or just outright bought from a NPC?
I'm glad they have looking for party status.

Thanks for all the information. It made for a nice read with my morning coffee. Its a lot to take in, and no way I'm going to remember it.



Dark matter drops during instances and some npcs sell it. It's also easy to just have a npc fix the gear too.


Given the bother it was to change into 3 different crafting jobs I did use npc's to fix the gear. BUT, I am interested
in the long run to meld materia. Its one thing to to gather dark matter (easy and free) its another to have to go through instances for the chance to get it or have to BUY it. Bleh.

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#24 Aug 14 2013 at 10:19 AM Rating: Excellent
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Atkascha wrote:
Grandmomma wrote:
Dark Matter - no longer gathered. How do we get Dark Matter then so we can repair our armor. They left that little ditty of info out.

Any guesses? Will dark matter have to be crafted from other materials? Or just outright bought from a NPC?
I'm glad they have looking for party status.

Thanks for all the information. It made for a nice read with my morning coffee. Its a lot to take in, and no way I'm going to remember it.



Well, in Ul'dah near the Market Boards, there was an NPC that sold all levels of Dark Matter. If they're still around for open beta and onward, that should solve the issue. If not...no idea.


Gathering it was FREE. This really changes things for those of us who are gil pinchers and don't like to spend it.
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#25 Aug 14 2013 at 10:31 AM Rating: Good
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SuikodenXXX wrote:
Players will now receive a bonus for completing guildhests without being incapacitated.

I don't like this change. People are going to get upset over deaths now because it lowers the reward, and those negative vibes tend to get focused on a single player (i.e. blame the healer, or blame the tank).

Bonuses based on completion time make more sense. The burden is then shared by the entire group, and it's harder to pin the blame on a single player if you fail to get the bonus.
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#26 Aug 14 2013 at 10:32 AM Rating: Excellent
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Im also really excited seeing the level 50 star crafting recipes, seems like some end game crafting. When XIVDB had those level 50+ crafting recipes on there website before they had to take them down, it was from a data mine i guess, i wonder if those will be the star recipes.
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#27 Aug 14 2013 at 10:36 AM Rating: Default
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seriously SE giving away EXP just for entering an area for teh first time?

oh and

"In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again. "

Guess they dont wanna make anyone work for anything any more though the fac that they have to have such a feature iin teh first place proves that some of teh content must be hard enough that not being able to complete it is a possibility... that makes me happy.. now lets hope those buffs for sucking to badly are optional... I wanna earn my victory the hard way not have it given to me out of pity. Just like I (we all) had to do with Maat
#28 Aug 14 2013 at 10:37 AM Rating: Excellent
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Didn't WoW give XP for that? It's trivial I thought.
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#29 Aug 14 2013 at 10:40 AM Rating: Good
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Grandmomma wrote:
Atkascha wrote:
Grandmomma wrote:
Dark Matter - no longer gathered. How do we get Dark Matter then so we can repair our armor. They left that little ditty of info out.

Any guesses? Will dark matter have to be crafted from other materials? Or just outright bought from a NPC?
I'm glad they have looking for party status.

Thanks for all the information. It made for a nice read with my morning coffee. Its a lot to take in, and no way I'm going to remember it.

Well, in Ul'dah near the Market Boards, there was an NPC that sold all levels of Dark Matter. If they're still around for open beta and onward, that should solve the issue. If not...no idea.

Gathering it was FREE. This really changes things for those of us who are gil pinchers and don't like to spend it.

I like it when you get a choice between spending gil or spending time. Unless Dark Matter is dirt cheap from NPCs compared to the cost of having NPCs repair gear, this seems like you now have a choice between spending gil or spending gil AND spending time.

Perhaps Dark Matter was a little too plentiful when it was obtained through gathering. Provided you can still get it from quests and levelquests as a reward at a decent rate, collecting and saving up Dark Matter will feel worthwhile, rather than making it feel trivial. In P3, I easily gathered more Dark Matter than I was ever going to need. It made Dark Matter feel less special than shards, since those I actually made use of on a regular basis.
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#30 Aug 14 2013 at 10:42 AM Rating: Excellent
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DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

It gives incentive to exploration. I don't see a problem with that. You can only get this bonus once per zone for the entire life of a character, so it's not like this makes the game EZ mode.
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#31 Aug 14 2013 at 10:44 AM Rating: Decent
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DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

oh and

"In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again. "

Guess they dont wanna make anyone work for anything any more though the fac that they have to have such a feature iin teh first place proves that some of teh content must be hard enough that not being able to complete it is a possibility... that makes me happy.. now lets hope those buffs for sucking to badly are optional... I wanna earn my victory the hard way not have it given to me out of pity. Just like I (we all) had to do with Maat


I don't like this at all, and I agree that clearing content should be earned, not handed to you out of pity.
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#32 Aug 14 2013 at 10:45 AM Rating: Good
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svlyons wrote:
SuikodenXXX wrote:
Players will now receive a bonus for completing guildhests without being incapacitated.

I don't like this change. People are going to get upset over deaths now because it lowers the reward, and those negative vibes tend to get focused on a single player (i.e. blame the healer, or blame the tank).

Bonuses based on completion time make more sense. The burden is then shared by the entire group, and it's harder to pin the blame on a single player if you fail to get the bonus.


I see what your saying, but i feel it will be more of a motavation to not die and to try your best, if it was time based i feel it would still be the same because if you die youll lose time from haven to run back and what not. Im glad with what they picked, gotta play smart instead of a zerg rush to the end, just how i feel.
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#33 Aug 14 2013 at 11:04 AM Rating: Excellent
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svlyons wrote:
DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

It gives incentive to exploration. I don't see a problem with that. You can only get this bonus once per zone for the entire life of a character, so it's not like this makes the game EZ mode.

Another way to look at is that you're getting experience points for experiencing a brand new experience in lands you've never experienced before. I think that covers it.
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#34 Aug 14 2013 at 11:09 AM Rating: Good
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svlyons wrote:
SuikodenXXX wrote:
Players will now receive a bonus for completing guildhests without being incapacitated.

I don't like this change. People are going to get upset over deaths now because it lowers the reward, and those negative vibes tend to get focused on a single player (i.e. blame the healer, or blame the tank).

Bonuses based on completion time make more sense. The burden is then shared by the entire group, and it's harder to pin the blame on a single player if you fail to get the bonus.


The way it's worded it seems that the bonus/penalty it is character specific, not the whole party. Still, I can see what you mean about the finger of blame getting pointing about.
#35 Aug 14 2013 at 11:51 AM Rating: Excellent
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Quote:
I don't like this change. People are going to get upset over deaths now because it lowers the reward, and those negative vibes tend to get focused on a single player (i.e. blame the healer, or blame the tank).

Bonuses based on completion time make more sense. The burden is then shared by the entire group, and it's harder to pin the blame on a single player if you fail to get the bonus.


No, you should like being rewarded for skillful play. This is a fantastic change.

Quote:
seriously SE giving away EXP just for entering an area for teh first time?


Yes, like every game since the 1940's, you will earn discovery xp.

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#36 Aug 14 2013 at 12:05 PM Rating: Good
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DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

oh and

"In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again. "

Guess they dont wanna make anyone work for anything any more though the fac that they have to have such a feature iin teh first place proves that some of teh content must be hard enough that not being able to complete it is a possibility... that makes me happy.. now lets hope those buffs for sucking to badly are optional... I wanna earn my victory the hard way not have it given to me out of pity. Just like I (we all) had to do with Maat


The exp thing is fine, I'm sure it's minimal for exploration. However, I actually agree on the buff thing. I hope it is optional, as I'd much prefer to be able to beat the content on my own rather than get my hand forcefully held to beat it if it's tough. Hopefully being optional is how it's incorporated.
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#37 Aug 14 2013 at 12:14 PM Rating: Good
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BartelX wrote:
DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

oh and

"In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again. "

Guess they dont wanna make anyone work for anything any more though the fac that they have to have such a feature iin teh first place proves that some of teh content must be hard enough that not being able to complete it is a possibility... that makes me happy.. now lets hope those buffs for sucking to badly are optional... I wanna earn my victory the hard way not have it given to me out of pity. Just like I (we all) had to do with Maat


The exp thing is fine, I'm sure it's minimal for exploration. However, I actually agree on the buff thing. I hope it is optional, as I'd much prefer to be able to beat the content on my own rather than get my hand forcefully held to beat it if it's tough. Hopefully being optional is how it's incorporated.



Im with you guys too, hope its an option!
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#38 Aug 14 2013 at 12:17 PM Rating: Decent
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Gnu wrote:
svlyons wrote:
SuikodenXXX wrote:
Players will now receive a bonus for completing guildhests without being incapacitated.

I don't like this change. People are going to get upset over deaths now because it lowers the reward, and those negative vibes tend to get focused on a single player (i.e. blame the healer, or blame the tank).

Bonuses based on completion time make more sense. The burden is then shared by the entire group, and it's harder to pin the blame on a single player if you fail to get the bonus.

The way it's worded it seems that the bonus/penalty it is character specific, not the whole party. Still, I can see what you mean about the finger of blame getting pointing about.

I could see it going either way (no bonus for the player who died, or no bonus for everyone). Either way, I can see it being a problem. If only the player who died doesn't get the bonus, he may be getting punished for someone else not doing their job properly (i.e. the healer failed the tank, or the tank failed the DD). On the other hand, sometimes deaths happen even if the healer and the tank are doing the best that they can, and the player that dies may want to pin the blame on just the tank or just the healer.
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#39 Aug 14 2013 at 12:19 PM Rating: Good
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Louiscool wrote:
No, you should like being rewarded for skillful play. This is a fantastic change.

I'm not against rewarding skillful play. But I think there should be better ways to do it.
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#40 Aug 14 2013 at 12:22 PM Rating: Decent
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IMFW wrote:
BartelX wrote:
DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

oh and

"In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again. "

Guess they dont wanna make anyone work for anything any more though the fac that they have to have such a feature iin teh first place proves that some of teh content must be hard enough that not being able to complete it is a possibility... that makes me happy.. now lets hope those buffs for sucking to badly are optional... I wanna earn my victory the hard way not have it given to me out of pity. Just like I (we all) had to do with Maat


The exp thing is fine, I'm sure it's minimal for exploration. However, I actually agree on the buff thing. I hope it is optional, as I'd much prefer to be able to beat the content on my own rather than get my hand forcefully held to beat it if it's tough. Hopefully being optional is how it's incorporated.



Im with you guys too, hope its an option!


Oh my!! What a great incentive for running to another city when you are a newbie. Why you could just level up the further you go! *wink*

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#41 Aug 14 2013 at 12:52 PM Rating: Decent
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svlyons wrote:
Louiscool wrote:
No, you should like being rewarded for skillful play. This is a fantastic change.

I'm not against rewarding skillful play. But I think there should be better ways to do it.


I don't understand it. Why are you playing with people that will berate you for dying? If your reasoning for "don't reward skillful play" is that you don't want people being mean to you, you can just NOT play with those types of people.

You think it's gonna be ANY different in a level 50 dungeon boss fight? The stakes are much higher, and by your logic all the bosses should shoot feathers and rainbows and give out participation trophies to each player at the end.

It's not punishing you for dying, it's rewarding you for not. You can't just say "there are better ways" and offer no alternative.

Edited, Aug 14th 2013 2:54pm by Louiscool
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#42 Aug 14 2013 at 12:54 PM Rating: Excellent
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The requirement to choose NEED when lotting on items has been changed.
Only players who can equip the item in question as their current class or job can select NEED.


Well this will end a lot of bickering. I am fairly happy with this change.
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#43 Aug 14 2013 at 2:31 PM Rating: Excellent
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I can't believe this isn't the focus of all discussion right now.

The following changes have been made to emotes:
•New emotes have been added.
•/visor - Open or close helm visors.

That wins on SO many levels. I could honestly care less about the rest of the notes, I just wanna dink around with a bunch of different helms now!!
#44 Aug 14 2013 at 2:40 PM Rating: Excellent
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Louiscool wrote:
svlyons wrote:
Louiscool wrote:
No, you should like being rewarded for skillful play. This is a fantastic change.

I'm not against rewarding skillful play. But I think there should be better ways to do it.


I don't understand it. Why are you playing with people that will berate you for dying? If your reasoning for "don't reward skillful play" is that you don't want people being mean to you, you can just NOT play with those types of people.

You think it's gonna be ANY different in a level 50 dungeon boss fight? The stakes are much higher, and by your logic all the bosses should shoot feathers and rainbows and give out participation trophies to each player at the end.

It's not punishing you for dying, it's rewarding you for not. You can't just say "there are better ways" and offer no alternative.

Edited, Aug 14th 2013 2:54pm by Louiscool

If you use the Duty Finder, you have no guarantee on the kind of people you wind up with. If you don't use Duty Finder and only play with people you know, you may still wind up with some players who just lose their cool at times and want to throw someone under the bus if things don't go perfectly. This bonus system makes finger pointing too easy.

And I did mention an alternative when I mentioned that a completion time bonus made more sense to me.
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#45 Aug 14 2013 at 2:49 PM Rating: Default
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svlyons wrote:
Louiscool wrote:
svlyons wrote:
Louiscool wrote:
No, you should like being rewarded for skillful play. This is a fantastic change.

I'm not against rewarding skillful play. But I think there should be better ways to do it.


I don't understand it. Why are you playing with people that will berate you for dying? If your reasoning for "don't reward skillful play" is that you don't want people being mean to you, you can just NOT play with those types of people.

You think it's gonna be ANY different in a level 50 dungeon boss fight? The stakes are much higher, and by your logic all the bosses should shoot feathers and rainbows and give out participation trophies to each player at the end.

It's not punishing you for dying, it's rewarding you for not. You can't just say "there are better ways" and offer no alternative.

Edited, Aug 14th 2013 2:54pm by Louiscool

If you use the Duty Finder, you have no guarantee on the kind of people you wind up with. If you don't use Duty Finder and only play with people you know, you may still wind up with some players who just lose their cool at times and want to throw someone under the bus if things don't go perfectly. This bonus system makes finger pointing too easy.

And I did mention an alternative when I mentioned that a completion time bonus made more sense to me.

If your in a party with some douche who will get mad because he didnt get 500 extra xp for completeing it on the first try with no wipe, let him get mad and walk.
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#46 Aug 14 2013 at 3:10 PM Rating: Decent
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FrozenSherbet wrote:
svlyons wrote:
DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

It gives incentive to exploration. I don't see a problem with that. You can only get this bonus once per zone for the entire life of a character, so it's not like this makes the game EZ mode.

Another way to look at is that you're getting experience points for experiencing a brand new experience in lands you've never experienced before. I think that covers it.



I really hope you did that intentionally lmao
#47 Aug 14 2013 at 3:18 PM Rating: Good
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Lets look at this from SE's point of view.. Some players liked the difficulty of the class quests and some just couldent do them. Soo to make people happy they left them alone but are giving a buff to players who fail all the time.. Its a win win. Its not like there handing them relics.

If your so good you wont notice it due to winning the first try but new players need to learn and this gives them that chance. I would hate people to hit a brick wall and than quit.
#48 Aug 14 2013 at 3:28 PM Rating: Decent
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silverhope wrote:
Lets look at this from SE's point of view.. Some players liked the difficulty of the class quests and some just couldent do them. Soo to make people happy they left them alone but are giving a buff to players who fail all the time.. Its a win win. Its not like there handing them relics.

If your so good you wont notice it due to winning the first try but new players need to learn and this gives them that chance. I would hate people to hit a brick wall and than quit.




or more like you WONT win teh first time and might take 10 but you still want the satisfaction of beating it the hard way instead or having it given to you after youve lost 3 times.. kind alike in a game when you lose multiple itimes they ask if you would LIKE to play on easy as opposed to FORCING you to play on easy... i.e the buffs should be an option not a must
#49 Aug 14 2013 at 3:48 PM Rating: Good
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BartelX wrote:
This info really intrigues me. Adding unspoiled locations is awesome, as is new items to obtain and levels/locations in gathering log. Less attempts per gathering point really sucks. It just means more endless circling, and not being able to use food sucks too, since that at least gave a small XP boost and some increases to perception/gathering. I'm curious about the "adjustments" which were made to bonuses, gathering rates, HQ rates, and GP Cost/requirements. I sincerely hope it's not a nerf, gathering was already rather slow and monotonous. Here's hoping it's an improvement.

And crafting XP "adjustments", I have to believe that's a nerf, considering how much faster it was to level a craft than anything else. Kinda bummed about that, but who knows... maybe it's really minor, or maybe it's an increase (a man can dream...).


I have a feeling that gatherers will still be able to use food. Perhaps they were able to use food/potion while actually in the gather menu before and they wanted that changed.
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#50 Aug 14 2013 at 3:59 PM Rating: Decent
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Haha ya, I remember doing the Maat fight on my WHM, so it wasn't too bad. If I recall, it was the red mages who had a super hard time. I could be wrong. RDM was pretty difficult from what I can remember. A lot of RDM's came out of the Maat fight weeping. =(

That said, I'm not too concerned over people getting a buff after they fail an event/encounter a few times. It helps some people out and doesn't hurt those who completed it on the first few tries. I suppose it somewhat lessens the accomplishment feeling, but I can live with that. My only concern is people finishing content too easily and quickly. What kept me playing FFXI for so many years was all the difficult encounters and the time it took to get good gear to win those encounters. I'd hate to see FXIV go down the path of it being too easy to get everything. People are talking about getting all the classes they need to level 20 in phase 4, and then being level 50 during early access. That seems a little fast to me. I've always enjoyed the journey and enjoy each level up as an accomplishment. It took me 10 months I think to get my whm to level 75 in FFXI. Whether that is good or not, it made me appreciate the journey a lot more and being level capped felt like an accomplishment of many months of dedicated play that not everyone could reach.
I'd just hate to see everyone walking around at level cap with BIS gear only a few weeks into the game. Having long-term goals is fantastic for this type of game, especially since it's subscription-based.

Edited, Aug 14th 2013 6:10pm by ShonaSeraph
#51 Aug 14 2013 at 4:01 PM Rating: Good
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DuoMaxwellxx wrote:



or more like you WONT win teh first time and might take 10 but you still want the satisfaction of beating it the hard way instead or having it given to you after youve lost 3 times.. kind alike in a game when you lose multiple itimes they ask if you would LIKE to play on easy as opposed to FORCING you to play on easy... i.e the buffs should be an option not a must


but your freaking out about it befor you have any idea what the buff is or how many fails it takes to get it. What if its 25 fails.. and only a protect buff. Or 10 fails and you get a guide to help you. They ahve said ZERO about what the buff is so why pee on everyones cheerios whit all this negative for no reason.
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