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This is what we need as the next update (Funish Thread)Follow

#1 Oct 06 2010 at 5:39 PM Rating: Excellent
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Event-related

-Chocobo Stables have been unlocked for adventurer's to use.
*In order for Adventurers to access chocobo mounts, they must be Rank 15 or higher, and must have completed; “Calamity Cometh”, “Never the Twain Shall Meet”, or “Beckon of the Elementals.”
*Chocobo mounts will be able to take adventurers between Ul'dah, Gridania, and Limsa Lominsa at a price of 1,000 gil a trip. Chocobo mounts are computer automated and cannot be controlled.

-Levequest have gone under a major change.
*One regional and one local Levequest can be undertaken every two hours.
*If you do not partake in a levequest every two hours, the NPCs who distributes Levequest will store up to 16 quest. (8 region and 8 local individually)
*As a result to increased availability to levequest, gil rewards have been slightly lowered.

-Market Wards
*An NPC has been added to all instances of the Market Wards which will be able to find precise information of what retainers all selling.
*When talking with this NPC, they will bring up a menu in which you will be able to search all retainers.
*The NPC will display information following this patern:
[Marmot Pelt 500g. (Unit Sale) 1/11 (Retainer Name/Market Ward Location)]
*This NPC will be able to buy the item directly from the retainer and place it in your inventory for a 3% surcharge.
*Items will be displayed in the order as followed:
Rank->Name->Price (If a item does not have an optimal rank, they will be displayed by Name->Price)

Arms
-Bows
-Swords
-Knuckles
-Axes
-Polearms
-Conjury
-Thaumaturgy
Armor
-Head
-Body
-Hands
-Legs
-Feet
-Undershirts
-Undergarments
-Waist
-Rings
-Earrings
-Neck
-Wristbands
Tools
-Armorsmith
-Goldsmith
-Weaver
-Leatherworker
-Alchemist
-Culinarian
-Armorer
-Miner
-Botanist
-Fisher
Raw Materials
-Minerals
-Wood
-Meats
-Food
-Grass
-Bone
-Furs
Crafting Parts
-Armorer
-Blacksmith
-Weaver
-Goldsmith
-Alchemy
-Tanner
-Woodworking
Other
-Ammunition
-Medicines
-Throwing Weapons
-Shards
-Meals

Combat-related
-Skill points gained in parties will now be distributed in a different fashion.
*All skill points gained between all party members will now be added up and distributed evenly across all participating members.
*Players who's rank is 10 ranks bellow the highest party member will not be able to receive the distributed skill points.

-Two new colors have been added to the color scheme of mobs.
*White circle indicates that the mob will yield no or very little skill gain.
*Purple circle indicates that the mob is far above your skill rank and is very dangerous.

-When a player disconnects from the server in the middle of a leve-quest, they will be able to continue the quest when they return to the Aetheryte crystal.
*Players will not be able to change the difficulty of the leve
*The countdown timer will still continue even if you are logged out

-Killing a mob will now have a base skill gain.
*Any skill points gained during a fight, will be added to the base of skill points gained.
*White orb mobs will have no base skill gain. Blue orb mobs will have a 50 skill gain base. Green orb mobs will have a 100 base skill gain. Yellow orb mobs will have a 150 skill gain. Orange orb mobs will have a 200 base. Red mobs will have a 250 base. Purple orb mobs will have a 300 base.
*The base skill gained will still be effected by the Bonus Skill Points.

-The AoE radius of all enhancing spells have been increased.

-Mob placement of aggressive mobs have been adjusted. Aggressive mobs will no longer be placed on or near paths, most notably in The Black Shroud.

-Mobs who are grouped together will now be displayed in a window when fighting the group. Each mob will have their HP and MP displayed.

Item-related
-Items with damaged durability will now be grayed out in the inventory screen. Items below 50% durability will now turn their name yellow, while items below 25% difficulty will turn their name red.

-Items suffering the “Gear Damaged” debuff will now display the damaged stats next to the original stats.

Other
-While Synthesizing and using the Menu, chat will no longer be interupted while typing.

-Using your map when in a party will now display friendly party members as blue orbs.

-Anima recharge timer has been reduced to one anima every hour.

-An “Auto Sort” option has been added to the inventory menu.

-Merchant NPCs have been added to all Aetheryte crystal camps.

-Repair NPC have been added to all Aetheryte crystal camps.
*These repair NPCs will only be able to bring the durability of items to 75%.

-If you bring the repair item needed to repair a damaged item to the Repair NPC, the Repair NPC will bring the durability to 100% for an extra 5% charge.

-Repair NPCs will now be able to fix accessories.

-Animations of certain attacks will no longer move the position of a character.

-Party members can now be targeted using F1-7 and using ALT/CTRL+F1-7.

-A message will now be displayed informing the player that they have the attention of certain aggressive monsters.

-Retainers can now be called at Aetheryte Camps, but you will not be able to manage your bazaars.

System-related
-Server lag issue has been addressed. Players should experience a substantial amount of less lag in towns and around camps. PCs and NPCs should now load much faster.

-UI interface lag issue has been addressed. Players should experience a substantial amount of less lag when navigating the menu, and during synthesis.

-All battle action lag has been reduced. The lag between selecting an action and the time is takes to initiate has been severely reduced.

-All keys can now be bound.

-HUD display can now be customized.
*Mini-map, Chat display, Action Bar, Stamina Bar, Target HP, HP, MP, TP, Party Members, and Enemy Party displays can all be moved.



Did I get everything? If we got this as an update, what would be your opinion of the matter? This is just a fun thread, and I don't mean to start up any flames.


Edited, Oct 6th 2010 8:27pm by Aristio
#2 Oct 06 2010 at 5:46 PM Rating: Excellent
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I vote this guy president of SE.
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#3 Oct 06 2010 at 5:50 PM Rating: Excellent
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237 posts
* party members locations displayed on world map.

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#4 Oct 06 2010 at 5:54 PM Rating: Excellent
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80% of this should have been fixed before they even released the game.
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#5 Oct 06 2010 at 5:58 PM Rating: Excellent
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DjinnRB wrote:
80% of this should have been fixed before they even released the game.


And I vote THIS guy as president of SE.
#6 Oct 06 2010 at 5:58 PM Rating: Good
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Quote:
-HUD display can now be customized.
*Mini-map, Chat display, Action Bar, Stamina Bar, Target HP, HP, MP, TP, Party Members, and Enemy Party displays can all be moved.


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#7 Oct 06 2010 at 6:04 PM Rating: Excellent
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The only thing I'd tweak on that is the automated chocobos. I want to drive it!

The only thing I'd add to that is when players pay for crafting support, be it repair, camp, or guild support, they should be transported into an instanced room where they can craft with the bonus. Once they're finished crafting, they can choose to leave the room.

That way you don't need to keep going back to the NPC and paying for the support when you're trying to craft, and your support wont fade mid-synth. On top of that, all those players who are right now lagging up the repair NPC and guilds by crafting right around the NPCs in clusters will all be moved to instanced areas. That means cities and camps would be a lot less laggy.

Edited, Oct 6th 2010 8:05pm by theweenie
#8 Oct 06 2010 at 6:15 PM Rating: Decent
38 posts
this would make me a happy camper if it will happen
#9 Oct 06 2010 at 6:36 PM Rating: Decent
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265 posts
Ksamim wrote:
I vote this guy president of SE.

Too bad the president of SE doesn't have much actual power, too much institutional stubbornness from the managers who have been there since the beginning and haven't kept up with the times.
#10 Oct 06 2010 at 7:01 PM Rating: Decent
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No other ideas to add to this list? I want to see what people would add if they could. Small changes like customizable font colors, or a search function (Which I'm surprised I completely forgot about the whole Search and Party functions).
#11 Oct 06 2010 at 7:18 PM Rating: Excellent
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Aristio wrote:
-Chocobo Stables have been unlocked for adventurer's to use.
*In order for Adventurers to access chocobo mounts, they must be Rank 15 or higher, and must have completed; “Calamity Cometh”, “Never the Twain Shall Meet”, or “Beckon of the Elementals.”
*Chocobo mounts will be able to take adventurers between Ul'dah, Gridania, and Limsa Lominsa at a price of 1,000 gil a trip. Chocobo mounts are computer automated and cannot be controlled.

Needs more horsebirds.
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#12 Oct 06 2010 at 8:37 PM Rating: Good
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516 posts
Health Bar targeting. Check Bazzar hot key.
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#13 Oct 06 2010 at 8:39 PM Rating: Good
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SudoNemesis wrote:
Ksamim wrote:
I vote this guy president of SE.

Too bad the president of SE doesn't have much actual power, too much institutional stubbornness from the managers who have been there since the beginning and haven't kept up with the times.

Correction: I vote this guy the dictator of SE.
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#14 Oct 06 2010 at 9:04 PM Rating: Excellent
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2,285 posts
Aristio wrote:
Event-related

-Chocobo Stables have been unlocked for adventurer's to use.
*In order for Adventurers to access chocobo mounts, they must be Rank 15 or higher, and must have completed; “Calamity Cometh”, “Never the Twain Shall Meet”, or “Beckon of the Elementals.”
*Chocobo mounts will be able to take adventurers between Ul'dah, Gridania, and Limsa Lominsa at a price of 1,000 gil a trip. Chocobo mounts are computer automated and cannot be controlled.

-Levequest have gone under a major change.
*One regional and one local Levequest can be undertaken every two hours.
*If you do not partake in a levequest every two hours, the NPCs who distributes Levequest will store up to 16 quest. (8 region and 8 local individually)
*As a result to increased availability to levequest, gil rewards have been slightly lowered.

-Market Wards
*An NPC has been added to all instances of the Market Wards which will be able to find precise information of what retainers all selling.
*When talking with this NPC, they will bring up a menu in which you will be able to search all retainers.
*The NPC will display information following this patern:
[Marmot Pelt 500g. (Unit Sale) 1/11 (Retainer Name/Market Ward Location)]
*This NPC will be able to buy the item directly from the retainer and place it in your inventory for a 3% surcharge.
*Items will be displayed in the order as followed:
Rank->Name->Price (If a item does not have an optimal rank, they will be displayed by Name->Price)

Arms
-Bows
-Swords
-Knuckles
-Axes
-Polearms
-Conjury
-Thaumaturgy
Armor
-Head
-Body
-Hands
-Legs
-Feet
-Undershirts
-Undergarments
-Waist
-Rings
-Earrings
-Neck
-Wristbands
Tools
-Armorsmith
-Goldsmith
-Weaver
-Leatherworker
-Alchemist
-Culinarian
-Armorer
-Miner
-Botanist
-Fisher
Raw Materials
-Minerals
-Wood
-Meats
-Food
-Grass
-Bone
-Furs
Crafting Parts
-Armorer
-Blacksmith
-Weaver
-Goldsmith
-Alchemy
-Tanner
-Woodworking
Other
-Ammunition
-Medicines
-Throwing Weapons
-Shards
-Meals

Combat-related
-Skill points gained in parties will now be distributed in a different fashion.
*All skill points gained between all party members will now be added up and distributed evenly across all participating members.
*Players who's rank is 10 ranks bellow the highest party member will not be able to receive the distributed skill points.

-Two new colors have been added to the color scheme of mobs.
*White circle indicates that the mob will yield no or very little skill gain.
*Purple circle indicates that the mob is far above your skill rank and is very dangerous.

-When a player disconnects from the server in the middle of a leve-quest, they will be able to continue the quest when they return to the Aetheryte crystal.
*Players will not be able to change the difficulty of the leve
*The countdown timer will still continue even if you are logged out

-Killing a mob will now have a base skill gain.
*Any skill points gained during a fight, will be added to the base of skill points gained.
*White orb mobs will have no base skill gain. Blue orb mobs will have a 50 skill gain base. Green orb mobs will have a 100 base skill gain. Yellow orb mobs will have a 150 skill gain. Orange orb mobs will have a 200 base. Red mobs will have a 250 base. Purple orb mobs will have a 300 base.
*The base skill gained will still be effected by the Bonus Skill Points.

-The AoE radius of all enhancing spells have been increased.

-Mob placement of aggressive mobs have been adjusted. Aggressive mobs will no longer be placed on or near paths, most notably in The Black Shroud.

-Mobs who are grouped together will now be displayed in a window when fighting the group. Each mob will have their HP and MP displayed.

Item-related
-Items with damaged durability will now be grayed out in the inventory screen. Items below 50% durability will now turn their name yellow, while items below 25% difficulty will turn their name red.

-Items suffering the “Gear Damaged” debuff will now display the damaged stats next to the original stats.

Other
-While Synthesizing and using the Menu, chat will no longer be interupted while typing.

-Using your map when in a party will now display friendly party members as blue orbs.

-Anima recharge timer has been reduced to one anima every hour.

-An “Auto Sort” option has been added to the inventory menu.

-Merchant NPCs have been added to all Aetheryte crystal camps.

-Repair NPC have been added to all Aetheryte crystal camps.
*These repair NPCs will only be able to bring the durability of items to 75%.

-If you bring the repair item needed to repair a damaged item to the Repair NPC, the Repair NPC will bring the durability to 100% for an extra 5% charge.

-Repair NPCs will now be able to fix accessories.

-Animations of certain attacks will no longer move the position of a character.

-Party members can now be targeted using F1-7 and using ALT/CTRL+F1-7.

-A message will now be displayed informing the player that they have the attention of certain aggressive monsters.

-Retainers can now be called at Aetheryte Camps, but you will not be able to manage your bazaars.

System-related
-Server lag issue has been addressed. Players should experience a substantial amount of less lag in towns and around camps. PCs and NPCs should now load much faster.

-UI interface lag issue has been addressed. Players should experience a substantial amount of less lag when navigating the menu, and during synthesis.

-All battle action lag has been reduced. The lag between selecting an action and the time is takes to initiate has been severely reduced.

-All keys can now be bound.

-HUD display can now be customized.
*Mini-map, Chat display, Action Bar, Stamina Bar, Target HP, HP, MP, TP, Party Members, and Enemy Party displays can all be moved.



Did I get everything? If we got this as an update, what would be your opinion of the matter? This is just a fun thread, and I don't mean to start up any flames.


Edited, Oct 6th 2010 8:27pm by Aristio


I had to stop reading halfway through because I forgot these weren't real update notes and I started getting my hopes up Smiley: lol
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#15 Oct 06 2010 at 11:21 PM Rating: Decent
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Nice fanfic?

So sad how many things need to be done...
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#16 Oct 07 2010 at 12:02 AM Rating: Decent
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What would be kinda cool is if you could go to a ward and summon one of your retainers and they become the AH browser for that particular ward like mentioned above.

So it would be like you talk to one of your retainers and she/he tells you all the things she/he has seen in the ward. how much they are and if you want to buy them.
#17 Oct 07 2010 at 12:35 AM Rating: Good
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108 posts
-Targeted party members will now display an arrow next to their names in the Party frame.
-A "Classic" interface option has been added to recreate the look and feel of FFXI's interface.
-Players no longer need to be facing their target to cast spells.
-When attempting to equip an item into an equipment slot, only items able to be equipped to that slot will be displayed.
-Chat colors can now be changed in the Configuration menu.
-A new item, the "Tiny Shield" has been added to the game. This Rank 1 shield can be purchased from any NPC that sells the Weathered Gladius item for 1267 gil.
-We have streamlined the Synthesis process, removing many unnecessary windows.
-We have added a Recipe Book, which allows players to quickly populate the Synthesis window with items from their inventory, simply by selecting the item to be made from a list. The window will not populate unless all items are present in the player's inventory, and will instead produce the message "You do not have the required materials to make that item." By default, the Recipe Book will attempt to use the lowest quality items in the player's inventory. This behavior can be changed to use the highest quality items instead. Further details will be posted on the Final Fantasy XIV Lodestone site.
-Many Synthesis recipes have had their Rank Point rewards increased.
-Many low-level Synthesis recipes have been streamlined to require fewer cross-discipline materials. Most higher-level recipes have not been changed.
-Bronze Cross-Pein Hammers and Birdsbeak Hammers no longer require Undyed Canvas as a material. That was very silly and we are sorry. No, seriously. That was our bad, guys. The Undyed Canvas has been replaced with Undyed Sheep Leather Strap for the Bronze Cross-Pein Hammer and Dodo Leather Strap for the Birdsbeak Hammer.
-Upon reaching Physical level 30, players will be able to raise their very own chocobo. We apologize for not having this feature ready at launch, because it's just so obvious and we've done it pretty well before. Details will be posted on the Final Fantasy XIV Lodestone site.
-Players who have viewed the Bonus DVD available in the Collector's Edition know that Tanaka is a fan of American Progressive rock band King Crimson. We are happy to announce that the music played during the second half of a Battlecraft leve has been changed to King Crimson's "Level Five"
-We totally got you guys with the cutpasted terrain. We're rolling out the real zones today.
-We got you with those emote quests too. Oh man, you guys are fun to play jokes on. Those have been removed.
-Players can no longer recover lost Hit Points without returning to an Aetheryte Crystal.



If you're perceptive, you can see the point where I got a little annoyed and needed to add some silly.

Edited, Oct 7th 2010 2:36am by DragoonRising
#18 Oct 07 2010 at 12:53 AM Rating: Good
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DragoonRising wrote:

-We totally got you guys with the cutpasted terrain. We're rolling out the real zones today.


I loled
____________________________
-Character Name: Djinnrb (old)
-Server: CaitSith
-Jobs:BLU75 BRD75 THF67 PLD 44 DRG 44 DNC39 NIN37
----------------------------------
-Character Name: Lightpalm
-Asura
-Jobs: WAR54 WHM53 RNG35 SAM70 RUN70
----------------------------------


http://ffxiv.zam.com/wiki/FFXIV_Leveling_Guide

Mithsavvy wrote:
Everything Square Enix does puts out a vibe that says, "I was programmed by someone who read C++ for Dummies after obtaining my degree in MIS"
#19 Oct 07 2010 at 12:58 AM Rating: Default
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152 posts
Quote:
-Market Wards
*An NPC has been added to all instances of the Market Wards which will be able to find precise information of what retainers all selling.
*When talking with this NPC, they will bring up a menu in which you will be able to search all retainers.
*The NPC will display information following this patern:
[Marmot Pelt 500g. (Unit Sale) 1/11 (Retainer Name/Market Ward Location)]
*This NPC will be able to buy the item directly from the retainer and place it in your inventory for a 3% surcharge.
*Items will be displayed in the order as followed:
Rank->Name->Price (If a item does not have an optimal rank, they will be displayed by Name->Price)


Good job on everything you posted! My only question is why not just add an AH?



#20 Oct 07 2010 at 1:03 AM Rating: Default
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2,815 posts
Quote:
-When a player disconnects from the server in the middle of a leve-quest, they will be able to continue the quest when they return to the Aetheryte crystal.
*Players will not be able to change the difficulty of the leve
*The countdown timer will still continue even if you are logged out

Wrong.
The correct approach is that the levequest timer should simply pause at any time the player is not online. The levequest will resume at it's abandonned point as soon as the player logs back in.

This is basically a pause button function on levequests. And you can tell me no legitimate reason why it would be a bad thing to be able to log out anytime you want and pick up where you left off.

The reason you can't 'pause' a MMO is that others are also experiencing that world. Levequests being instanced to the player and generally invisible to anyone else in the world, make this the perfect instance to finally allow such 'pausing'.

Quote:
-While Synthesizing and using the Menu, chat will no longer be interupted while typing.

This also happens while gathering, entering/exiting battle, even while simply having your inventory open and idling!!!!

Edited, Oct 7th 2010 3:06am by RattyBatty
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#21 Oct 07 2010 at 1:13 AM Rating: Decent
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RattyBatty wrote:
Quote:

[quote]-While Synthesizing and using the Menu, chat will no longer be interupted while typing.

This also happens while gathering, entering/exiting battle, even while simply having your inventory open and idling!!!!


QFT
____________________________
-Character Name: Djinnrb (old)
-Server: CaitSith
-Jobs:BLU75 BRD75 THF67 PLD 44 DRG 44 DNC39 NIN37
----------------------------------
-Character Name: Lightpalm
-Asura
-Jobs: WAR54 WHM53 RNG35 SAM70 RUN70
----------------------------------


http://ffxiv.zam.com/wiki/FFXIV_Leveling_Guide

Mithsavvy wrote:
Everything Square Enix does puts out a vibe that says, "I was programmed by someone who read C++ for Dummies after obtaining my degree in MIS"
#22 Oct 07 2010 at 1:14 AM Rating: Good
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1,675 posts
RattyBatty wrote:
Quote:
-When a player disconnects from the server in the middle of a leve-quest, they will be able to continue the quest when they return to the Aetheryte crystal.
*Players will not be able to change the difficulty of the leve
*The countdown timer will still continue even if you are logged out

Wrong.
The correct approach is that the levequest timer should simply pause at any time the player is not online. The levequest will resume at it's abandonned point as soon as the player logs back in.

This is basically a pause button function on levequests. And you can tell me no legitimate reason why it would be a bad thing to be able to log out anytime you want and pick up where you left off.

The reason you can't 'pause' a MMO is that others are also experiencing that world. Levequests being instanced to the player and generally invisible to anyone else in the world, make this the perfect instance to finally allow such 'pausing'.

Edited, Oct 7th 2010 3:04am by RattyBatty



This is a great idea.

It amazes me, or maybe it doesn't, that the people working at SE didn't bother to think about these things or try to incorporate certain ideas like this, and/or anything in this thread.

Did this team have ANY round table discussions? Or did Tanaka dictate everything? Was there some meek assistant who refused to speak up? Or was the push to release too much too fast?

#23 Oct 07 2010 at 1:34 AM Rating: Good
33 posts
One more thing to add in my opinion would be a way to cancel levequests from your journal. There are times when people grab the wrong one and would like to cancel it. Make it so that if you cancel it you cannot replace it for the set ammount of time but it does not stay on your list beyond that.

The reason that I say this is that I currently have a few from Grid that I was going to do yet linkshell mates needed me in Limsa, have yet to be able to make the return trip back so I'm out of luck as it is one that I need to pick up the supplies from the client and not the leve counter.
#24 Oct 07 2010 at 8:52 AM Rating: Decent
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RattyBatty wrote:
Quote:
-When a player disconnects from the server in the middle of a leve-quest, they will be able to continue the quest when they return to the Aetheryte crystal.
*Players will not be able to change the difficulty of the leve
*The countdown timer will still continue even if you are logged out

Wrong.
The correct approach is that the levequest timer should simply pause at any time the player is not online. The levequest will resume at it's abandonned point as soon as the player logs back in.

This is basically a pause button function on levequests. And you can tell me no legitimate reason why it would be a bad thing to be able to log out anytime you want and pick up where you left off.

The reason you can't 'pause' a MMO is that others are also experiencing that world. Levequests being instanced to the player and generally invisible to anyone else in the world, make this the perfect instance to finally allow such 'pausing'.

Quote:
-While Synthesizing and using the Menu, chat will no longer be interupted while typing.

This also happens while gathering, entering/exiting battle, even while simply having your inventory open and idling!!!!

Edited, Oct 7th 2010 3:06am by RattyBatty


Well, I had the notion that if you chose a levequest that was much too difficult for you, you could sort of "Pause" the levequest in order to find someone who was willing to join your group or PL you outside the group, so that way you could continue on with it worry free. If you wanted to "Pause" the quest, I could see a feature where only the people who were leve sharing/linked at the start of the leve could continue on. It would be too complex in my view and I designed it more like dynamis or abyssea from FFXI. I hope that makes sense.
#25 Oct 07 2010 at 9:00 AM Rating: Good
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Automate Chocobo's and i'll have to kill a kitten! unless they give me my own airship i can control
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#26 Oct 07 2010 at 9:02 AM Rating: Decent
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Ksamim wrote:
I vote this guy president of SE.


This. Freakin' this!
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#27 Oct 07 2010 at 9:05 AM Rating: Decent
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I like the method of EXP gain, however, the base would be nice. So you would earn no less than x amount of Skill per fight, but if you gain skill during combat exceeding the base, it wouldn't be added, if you earned less you would receive the base (e.g. a blue mob gives a base of 50 skill, you fight and only get 25 during combat, at the end of combat you are rewarded the 50, not the 25. However, another blue mob you fight gives you 200 skill, so at the end of the fight, you gain 200, not 50).

I don't like the idea of shared party exp, it leaves too much potential for exploit.

On a side note to that, purple mobs should yield zero exp. As they are mobs you should not possibly be able to defeat, any successful fight would actually be a flaw in the game. Red should be as high as one should be able to go.

The only concern here is that mobs con based on party. So, if a partied mob is killed, it's friend cons lower than the previous mob (but meh, I am sure that will mean little), as well, a person who is 10 or more levels below in a party should cause all mobs to con at his level... Ok, now I am over-analyzing it, but meh. I would see it as balanced, and very functional, with little chance of exploitation.
#28 Oct 07 2010 at 9:58 AM Rating: Decent
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Brushy wrote:


Good job on everything you posted! My only question is why not just add an AH?



Square worked so hard to implement their retainer system, but it flopped. If you just added a pure auction house, it would get rid of the retainer system completely. I figured this is what SE wanted when they said were adding a "Detailed search option" for the retainers. That way we have our "Auction House," while Square gets to keep their retainers, everyone wins.

rfolkker wrote:
I like the method of EXP gain, however, the base would be nice. So you would earn no less than x amount of Skill per fight, but if you gain skill during combat exceeding the base, it wouldn't be added, if you earned less you would receive the base (e.g. a blue mob gives a base of 50 skill, you fight and only get 25 during combat, at the end of combat you are rewarded the 50, not the 25. However, another blue mob you fight gives you 200 skill, so at the end of the fight, you gain 200, not 50).

I don't like the idea of shared party exp, it leaves too much potential for exploit.

On a side note to that, purple mobs should yield zero exp. As they are mobs you should not possibly be able to defeat, any successful fight would actually be a flaw in the game. Red should be as high as one should be able to go.

The only concern here is that mobs con based on party. So, if a partied mob is killed, it's friend cons lower than the previous mob (but meh, I am sure that will mean little), as well, a person who is 10 or more levels below in a party should cause all mobs to con at his level... Ok, now I am over-analyzing it, but meh. I would see it as balanced, and very functional, with little chance of exploitation.


I was debating on adding a base gain to purple conned mobs, but I went ahead with the idea and just added it for the sake of pattern. I wanted the system to go like this:
-White are below 10 ranks below you/your party.
-Blue are below 6-10 ranks below you/your party.
-Green are 1-4 ranks below you/your party.
-Yellow are 0-2 ranks above you/your party.
-Orange are 3-6 ranks above you/your party.
-Red are 7-10 ranks above you/your party.
-Purple are 11 ranks or higher above you/your party.

Also, I hadn't thought about the base EXP in that way, and I agree with your view on it 100%. But the reason I wanted people to gain 0 skill/experience points if they are 10 ranks or below is to stop the exploiting of power leveling through levels. It wouldn't matter if the combined strength of a party conned a red mob blue, the rank 1 GLD won't gain any skill points if the highest ranked party member is 11 or higher. Seems like a decent way to handle it in my view, would you have a better way to limit people from shared skill points? Remember, that system was my solution to help the healers/tanks in your party who gained about 100-200 skill a fight, while the melee and nukers are gaining anywhere between 400-500.
#29 Oct 07 2010 at 10:16 AM Rating: Decent
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Up/Down on a D-pad while using a controller will now cycle through party members and highlight who you have selected in the party list

Left/Right on the D-pad while using a controller will now cycle through mobs

We have added a global search function and added a looking for group tag with an icon / comments that people can read

Parties can now be created from anywhere within your region and do not need to be selected anymore.

Chat box can now be toggled to full screen to view chat history. The background for the chatbox may also be edited now.
#30 Oct 07 2010 at 10:18 AM Rating: Decent
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Dnied wrote:
Up/Down on a D-pad while using a controller will now cycle through party members and highlight who you have selected in the party list

Left/Right on the D-pad while using a controller will now cycle through mobs


I think you need to remap your controller, because thats exactly how mine works.
____________________________
[sm]FFXI: Flix 75THF/RNG/NIN/WAR/MNK/DRK/SAM/DRG/BLM Retired: Sept 2009.
SW:TOR Maim (Assassin) Sai'kou (Sniper) GM: Ultimatum. Retired: When 1.2 failed miserably.
FFXIV: Flix Skyfall (Behemoth) 50BRD: River of Blood for dayzzzzzz


#31 Oct 07 2010 at 10:22 AM Rating: Decent
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I'm using an xbox controller and using the gamepad config I set my d-pad to all the menu buttons (left right down up)

I've tried a few things but when Im in a party the only thing I can use to target anything but myself I have to scroll left and right constantly until I have the npc/player selected
#32 Oct 07 2010 at 10:24 AM Rating: Decent
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Dnied wrote:
I'm using an xbox controller and using the gamepad config I set my d-pad to all the menu buttons (left right down up)

I've tried a few things but when Im in a party the only thing I can use to target anything but myself I have to scroll left and right constantly until I have the npc/player selected


Weird, I'm the same setup but it works for me. I was actually surprised when it worked with party members, I discovered in on accident.
____________________________
[sm]FFXI: Flix 75THF/RNG/NIN/WAR/MNK/DRK/SAM/DRG/BLM Retired: Sept 2009.
SW:TOR Maim (Assassin) Sai'kou (Sniper) GM: Ultimatum. Retired: When 1.2 failed miserably.
FFXIV: Flix Skyfall (Behemoth) 50BRD: River of Blood for dayzzzzzz


#33 Oct 07 2010 at 11:46 AM Rating: Good
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39 posts
I will have to triple check now.. haha

on a side note though, if it is like that, then they should take the targeting of friendlies out of the left-right d-pad, that should just cycle through npc's

or does it do that too? lol
#34 Oct 07 2010 at 12:42 PM Rating: Decent
9 posts
This is an excellent list of changes that would make the game a lot more fun without compromising gameplay. Good job. Any professional programmer should be able to implement at least 90% of those changes in a few days. Sadly, SE probably won't even do 10% of them by 2012, at the earliest. Tanaka very much needs to see this thread ASAP so they can get started.
#35 Oct 07 2010 at 12:52 PM Rating: Decent
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2,214 posts
aristio wrote:
Also, I hadn't thought about the base EXP in that way, and I agree with your view on it 100%. But the reason I wanted people to gain 0 skill/experience points if they are 10 ranks or below is to stop the exploiting of power leveling through levels. It wouldn't matter if the combined strength of a party conned a red mob blue, the rank 1 GLD won't gain any skill points if the highest ranked party member is 11 or higher. Seems like a decent way to handle it in my view, would you have a better way to limit people from shared skill points? Remember, that system was my solution to help the healers/tanks in your party who gained about 100-200 skill a fight, while the melee and nukers are gaining anywhere between 400-500.


If they increase the amount of rank gained on partial and full parry, as well as the rank proc rate for gladiators attacks I think that would help the tanks level off, as for mages, decrease the amount of Rank gained per cure, and increase the proc rate of it. I find it a little sick that Mages can get 100-200 rank per cure, but when fighting more moderate level fights (e.g. douing), you can easily go an entire fight and not get a single rank point from curing, and only 20-40 points from darts (and god help you if you try to cast a spell, mob will be dead before the spell goes off). Or if you are fighting a very tough mob, you can get 500-600 rank points without batting an eye.

That should balance it out nicely.
#36 Oct 08 2010 at 8:35 AM Rating: Decent
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Bump.

But I called it:

SquareEnix wrote:

- Made an adjustment to how experience points are distributed amongst party members. Instead of dividing a total number of experience points by the number of players who participated in the battle, it now distributes the total amount of experience points equally amongst all players in the party.

- The chat log will no longer close while entering text during the following processes:
- When viewing a bazaar
- When setting up a bazaar
- During gathering
- During synthesis
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