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#1 Oct 08 2010 at 3:49 AM Rating: Excellent
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A version update of FINAL FANTASY XIV was performed at the following time.

* The software client will begin updating automatically the next time you run FINAL FANTASY XIV.

[Date & Time]
Oct. 8, 2010 at 10:00 (GMT)

[Affected Service]
-FINAL FANTASY XIV

[Important Update Details]
- 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

- An issue wherein a player would be unable to progress with the quest "Futures Perfect," if they join a party during the cutscene has been addressed.

- An issue wherein a player would be unable to start a levequest if they initiate a teleport at the same time has been addressed.

- Implemented a countermeasure for an issue which prevented players from gaining skill points during battle.

- An issue wherein the FINAL FANTASY XIV client would shut down when a player adds or removes a new party member has been addressed.

- An issue wherein players would take damage when executing a macro command for an area of effect action that is centered on themselves has been addressed.

- An issue wherein messages in tell, party, or linkshell chat would not go through properly has been addressed.

- Implemented a countermeasure for an issue where an item would not display properly under a certain condition.

- A rare issue wherein an item data would get corrupted during a server outage has been addressed.
* We have confirmed that if a player attempts to put this corrupted item into their bazaar, it would cause the server to go down. We are currently in the process of addressing this issue, but until then, we have temporarily restricted the bazaar function for players with these corrupted items. We will be providing an update on this situation once we have a better idea on when the the actual fix will take place. We deeply apologize for any inconvenience this may have caused.

- An issue wherein the login queue would not work as intended during server congestion has been addressed.

- Implemented a countermeasure to prevent server outages under a certain condition.

- Other miscellaneous issues have been addressed.
* The previously announced improvements to the market system are currently in the final preparation stages and will be ready by the version update next week. Please keep an eye out for future announcements regarding this matter.
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#2 Oct 08 2010 at 3:54 AM Rating: Good
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Well at least they're fixin' ****. I like the last little bit that the changes they promised are due next week.
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#3 Oct 08 2010 at 3:56 AM Rating: Good
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Pwn! Awesomeness in a bottle! Or something
#4 Oct 08 2010 at 4:00 AM Rating: Excellent
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Whoa:
Quote:
We have confirmed that if a player attempts to put this corrupted item into their bazaar, it would cause the server to go down. We are currently in the process of addressing this issue, but until then, we have temporarily restricted the bazaar function for players with these corrupted items. We will be providing an update on this situation once we have a better idea on when the the actual fix will take place. We deeply apologize for any inconvenience this may have caused.

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#5 Oct 08 2010 at 4:01 AM Rating: Good
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Some win there, ccredit where it's due. This shows an attention to common specific complaints (typing while crafting/gathering), which at least shows they're working on 'our' list. Good sign for all other problems solved soon.

However..
Quote:
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.


Am I just too high or... Are those 2 options exactly the same thing

(Divide total exp by number of members)
100 divided by 4 players = 25 each.


(Distribute the number equally)
100 equalized between 4 players = .... 25 each... ?


The only difference i see is one where non-participants in the battle get nothing, but how was that causing a bug for people that were wailing on the monster?


Edited, Oct 8th 2010 6:04am by RattyBatty
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#6 Oct 08 2010 at 4:02 AM Rating: Decent
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GusMorgan wrote:
* The previously announced improvements to the market system are currently in the final preparation stages and will be ready by the version update next week. Please keep an eye out for future announcements regarding this matter.


Hope that this will at least reduce the anger that some people ahve towards the game!
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#7 Oct 08 2010 at 4:02 AM Rating: Excellent
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I wonder if they meant:
Quote:
Instead of dividing a total number of experience points among the number of players who participated in the battle

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#8 Oct 08 2010 at 4:03 AM Rating: Decent
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Doing battles with bugs, laying out countermeasures.
#9 Oct 08 2010 at 4:08 AM Rating: Decent
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Yea, this is the scene I was thinking of when I saw the update on Lodestone:



Another torpedo. It went active the moment it was launched.

Left full rudder. Ease off on your bow planes.

I think he's got us.



Way to go, Dallas!

Torpedo is in acquisition.

Range ? yards and closing.

You've done it, Mr. Thompson!

I hope this works.

Chief, put us on the roof.

Countermeasure station, on my mark...

...Release countermeasures.

Emergency blow!

Full rise. Fair water plane.

? feet...

? feet...

Come on, big D. Fly.
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#10 Oct 08 2010 at 4:08 AM Rating: Default
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Quote:
* We have confirmed that if a player attempts to put this corrupted item into their bazaar, it would cause the server to go down. We are currently in the process of addressing this issue, but until then, we have temporarily restricted the bazaar function for players with these corrupted items. We will be providing an update on this situation once we have a better idea on when the the actual fix will take place. We deeply apologize for any inconvenience this may have caused.


Lol. Beta 2.0.
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#11 Oct 08 2010 at 4:11 AM Rating: Decent
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RattyBatty wrote:
Am I just too high or... Are those 2 options exactly the same thing

(Divide total exp by number of members)
100 divided by 4 players = 25 each.


(Distribute the number equally)
100 equalized between 4 players = .... 25 each... ?



Not sure what SE's definition of "participated in the battle" was. For example, if a healer never attacked a mob, would they still be a participant under SE's definition? Maybe this is a way of making sure that everyone (even the people who don't "hit" the mob) gets experience.


Edit: Or it could mean that if you were in the party, but too far from battle to participate, the calculation would be TotalXP/participants, but now it doesn't matter if your party member is nearby or off in another part of the world, it's always just TotalXP/PartyMembers.

Edited, Oct 8th 2010 10:14am by BrickLayer
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#12 Oct 08 2010 at 4:15 AM Rating: Excellent
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BrickLayer wrote:
Yea, this is the scene I was thinking of when I saw the update on Lodestone:



Another torpedo. It went active the moment it was launched.

Left full rudder. Ease off on your bow planes.

I think he's got us.



Way to go, Dallas!

Torpedo is in acquisition.

Range ? yards and closing.

You've done it, Mr. Thompson!

I hope this works.

Chief, put us on the roof.

Countermeasure station, on my mark...

...Release countermeasures.

Emergency blow!

Full rise. Fair water plane.

? feet...

? feet...

Come on, big D. Fly.


Loved that movie Smiley: thumbsup
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#13 Oct 08 2010 at 4:17 AM Rating: Decent
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BrickLayer wrote:
RattyBatty wrote:
Am I just too high or... Are those 2 options exactly the same thing

(Divide total exp by number of members)
100 divided by 4 players = 25 each.


(Distribute the number equally)
100 equalized between 4 players = .... 25 each... ?



Not sure what SE's definition of "participated in the battle" was. For example, if a healer never attacked a mob, would they still be a participant under SE's definition? Maybe this is a way of making sure that everyone (even the people who don't "hit" the mob) gets experience.


That would seem to make sense. Doesn't the current xp/skill system depict what a character receives based upon their actions within the battle rather than previous xp systems where it was given when a mob was killed?
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#14 Oct 08 2010 at 4:38 AM Rating: Good
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The chat log during Synthesis is pretty big for me. That was really, really annoying.

The way I interpret the XP thing is that if a mob gave 200XP it was divided.. now if will give 200XP to everyone. That's my take, at least.
#15 Oct 08 2010 at 4:39 AM Rating: Good
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#16 Oct 08 2010 at 4:40 AM Rating: Decent
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chomama wrote:
BrickLayer wrote:
RattyBatty wrote:
Am I just too high or... Are those 2 options exactly the same thing

(Divide total exp by number of members)
100 divided by 4 players = 25 each.


(Distribute the number equally)
100 equalized between 4 players = .... 25 each... ?



Not sure what SE's definition of "participated in the battle" was. For example, if a healer never attacked a mob, would they still be a participant under SE's definition? Maybe this is a way of making sure that everyone (even the people who don't "hit" the mob) gets experience.


That would seem to make sense. Doesn't the current xp/skill system depict what a character receives based upon their actions within the battle rather than previous xp systems where it was given when a mob was killed?


preupdate: I think if you never engaged the monster for battle you won't get exp. Even if you only healed. I just recall duoing Leves with a a LS mate and I won't get exp for things he killed while i was battling a different monster.

Postupdate: you will

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#17 Oct 08 2010 at 4:40 AM Rating: Good
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Quote:

- 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


Yes! May only seem like a little thing, but it was really irritating.
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#18 Oct 08 2010 at 4:52 AM Rating: Decent
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They still need to increase the chat buffer.
#19 Oct 08 2010 at 6:13 AM Rating: Decent
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ChrisMattern wrote:
Quote:

- 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


Yes! May only seem like a little thing, but it was really irritating.


I'm not sure how did a professional game designer actually think "you know what this code is missing? A line that clears the chat whenever a window pops up"
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#20 Oct 08 2010 at 6:24 AM Rating: Excellent
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MajidahSihaam wrote:
ChrisMattern wrote:
Quote:

- 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


Yes! May only seem like a little thing, but it was really irritating.


I'm not sure how did a professional game designer actually think "you know what this code is missing? A line that clears the chat whenever a window pops up"


yeah.. that's not how programming works. Maybe an action in a different class reset a string buffer somewhere or restarted a loop without saving previous data. its not like they wrote: "close chat when opening synthesis window" in the code.
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#21 Oct 08 2010 at 6:33 AM Rating: Good
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GusMorgan wrote:
MajidahSihaam wrote:
ChrisMattern wrote:
Quote:

- 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


Yes! May only seem like a little thing, but it was really irritating.


I'm not sure how did a professional game designer actually think "you know what this code is missing? A line that clears the chat whenever a window pops up"


yeah.. that's not how programming works. Maybe an action in a different class reset a string buffer somewhere or restarted a loop without saving previous data. its not like they wrote: "close chat when opening synthesis window" in the code.


Pretty much this.
#22 Oct 08 2010 at 8:02 AM Rating: Good
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GusMorgan wrote:
MajidahSihaam wrote:
ChrisMattern wrote:
Quote:

- 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


Yes! May only seem like a little thing, but it was really irritating.


I'm not sure how did a professional game designer actually think "you know what this code is missing? A line that clears the chat whenever a window pops up"


yeah.. that's not how programming works. Maybe an action in a different class reset a string buffer somewhere or restarted a loop without saving previous data. its not like they wrote: "close chat when opening synthesis window" in the code.

I got a chuckle out of the phrasing, it was almost exactly what I was thinking. It seems unlikely that the chat string is being written to outside of it's parent; I imagine this is a case of SE making all user input handled by a single module, and when something prompts the user for input - i.e. when starting synthing or browsing a bazaar - the input module switched mode to "menu" from "chat" causing it to loose all of it's progress in the chat.

At least, that's all I can think of at the moment.
#23 Oct 08 2010 at 8:10 AM Rating: Good
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I'm so happy!

At least this is a good first step for S-E. I wasn't planning on quitting any time soon, but hopefully this may get people to give them a bit more of a chance before they finalize those cancellations.

SP glitch in parties is fixed, supposedly, so that kicks major ****. I think you guys are wrong about the EXP thing, though. I think even if you didn't do anything in a particular fight, you still gained EXP from the fight. I think this is what was changed:

Before: Party gained 1000 EXP for killing random monster A. If there were two people in the party, each gained 500 EXP. If there were four people in the party, each gained 250 EXP. So it was better to stick with smaller groups.

Now: I think it will be more along the lines if you'll get EXP based upon what the monster cons to you, or something. So everyone in the party may get like 350 EXP or 400 EXP, or something. So that people aren't questioning the usefulness of "full-sized" parties instead of just duo setups.

That's just my theory. I'm sure people will figure out what the change is soon enough.

Either way, I'm quite happy to hear about the updates from S-E. Let's just hope it's not too little too late for some people.
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#24 Oct 08 2010 at 8:23 AM Rating: Excellent


Anyone know if this is safe to use?
#25 Oct 08 2010 at 8:26 AM Rating: Good
well, if bazaars fix equals search function, I'm going to be very happy.
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#26 Oct 08 2010 at 8:30 AM Rating: Good
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GusMorgan wrote:

- Implemented a countermeasure for an issue which prevented players from gaining skill points during battle.



I'm sorry everything else is made mute by the fact of this awesomeness right here.
#27 Oct 08 2010 at 8:31 AM Rating: Decent
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good to see, but not what have major issues with. speed up the menus.
#28 Oct 08 2010 at 8:37 AM Rating: Default
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glad to see they are working on stuff. But really this was all just bug fixes, that never should have been this way. I'm waiting on next weeks version update before I make any judgments as to things changing.
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#29 Oct 08 2010 at 9:27 AM Rating: Good
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KujaKoF wrote:
glad to see they are working on stuff. But really this was all just bug fixes, that never should have been this way. I'm waiting on next weeks version update before I make any judgments as to things changing.


news flash. Games release with bugs.
#30 Oct 08 2010 at 9:30 AM Rating: Decent
Good news. The chat thing was getting annoying.
#31 Oct 08 2010 at 9:41 AM Rating: Good
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RattyBatty wrote:
Some win there, ccredit where it's due. This shows an attention to common specific complaints (typing while crafting/gathering), which at least shows they're working on 'our' list. Good sign for all other problems solved soon.

However..
Quote:
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.


Am I just too high or... Are those 2 options exactly the same thing

(Divide total exp by number of members)
100 divided by 4 players = 25 each.


(Distribute the number equally)
100 equalized between 4 players = .... 25 each... ?


The only difference i see is one where non-participants in the battle get nothing, but how was that causing a bug for people that were wailing on the monster?


Edited, Oct 8th 2010 6:04am by RattyBatty


SevenLittleChipmunks wrote:
chomama wrote:
BrickLayer wrote:
RattyBatty wrote:
Am I just too high or... Are those 2 options exactly the same thing

(Divide total exp by number of members)
100 divided by 4 players = 25 each.


(Distribute the number equally)
100 equalized between 4 players = .... 25 each... ?



Not sure what SE's definition of "participated in the battle" was. For example, if a healer never attacked a mob, would they still be a participant under SE's definition? Maybe this is a way of making sure that everyone (even the people who don't "hit" the mob) gets experience.


That would seem to make sense. Doesn't the current xp/skill system depict what a character receives based upon their actions within the battle rather than previous xp systems where it was given when a mob was killed?


preupdate: I think if you never engaged the monster for battle you won't get exp. Even if you only healed. I just recall duoing Leves with a a LS mate and I won't get exp for things he killed while i was battling a different monster.

Postupdate: you will



As i understand this, so long as you are in combat and engaged with the mobs, healing, debuffing, taunting, shooting at them you will gain a total xp / participating number of party members once that mob is dead instead total xp / number of group members so long as you actually gained any xp.
I.E. while you are contributing to the fight you get xp.

If i read this correctly, it's an awesome change. As support caster currently loos out on a lot of xp, both phys and class sp while grouped.

Edited, Oct 8th 2010 11:42am by Vladislaus
#32 Oct 08 2010 at 9:43 AM Rating: Excellent
Progress is progress. I know some people won't be satisfied with today's update, but it's a step in the right direction.
#33 Oct 08 2010 at 9:47 AM Rating: Excellent
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Well it's nice to see some of these fixes. The chat closing during synth was an annoying issue. I'm bummed that I'll have to wait until next week for more retainers though. Still, progress is progress.
#34 Oct 08 2010 at 9:48 AM Rating: Decent
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Ok if you dont want to have an auction house thing fine. What they should have is something similar to what EQ2 had in their day. It was like a board where you can search for an item...and it would tell you which houses had it in their shop. Should do something else like search for Tin Ore and it will tell you which retainer has it and in which wards...something anything. I mean do they really expect people to click on tons of retainers in tons of wards?

Also are we ever going to get chat opacity these colors vs what colors dominate most towns is hard. Green Forest in Giradina and Green = linkshell
Orange for shouts in desert of Limsa and Uldah

Its nuts.

Edited, Oct 8th 2010 11:49am by m3gatl20n
#35 Oct 08 2010 at 10:42 AM Rating: Default
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They attempt to address a game-breaking bug that has been ongoing since Beta (read between the lines, that wording is intentional, they're not at all confident in this "counter measure"), and add stupidly basic functionality (chat while crafting)--suddenly you guys ******* your pants. Give me a break. That might be warranted if they had pushed out a laundry list of basic functionality like a Search/Seek system, Inventory sort, and simple Market Ward improvements, but yea, we got none. Look, no one's realistically expecting an AH, redesigned SP system, or overhauled UI anytime soon, but the list of minor quirks/problems is so long, this update is just offensive.
#36 Oct 08 2010 at 10:52 AM Rating: Good
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m3gatl20n wrote:
Ok if you dont want to have an auction house thing fine. What they should have is something similar to what EQ2 had in their day. It was like a board where you can search for an item...and it would tell you which houses had it in their shop. Should do something else like search for Tin Ore and it will tell you which retainer has it and in which wards...something anything. I mean do they really expect people to click on tons of retainers in tons of wards?

Also are we ever going to get chat opacity these colors vs what colors dominate most towns is hard. Green Forest in Giradina and Green = linkshell
Orange for shouts in desert of Limsa and Uldah

Its nuts.

Edited, Oct 8th 2010 11:49am by m3gatl20n


Based on what they previously described, this is what they will have. You will be able ot search for an item. It will tell you if there is one (or several) for sale and on which floor of the ward it is on. Then you go to that floor and find it. With the seperation of the wards, there should not be very many to search through on each floor (at least no where near as many as Floor 1 currently).

The best thign is that you don't evne have to bother searching until you know that the items you are lookign for actually exists on a retianer somewhere. This alone will cut down 65% of my time I normally waste there.
#37 Oct 08 2010 at 10:53 AM Rating: Decent
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Nice steps in the right direction here.

If they implement the retainer search well and rewrite the UI they may just save the game.

Let's just hope it isn't too little too late.
#38 Oct 08 2010 at 10:55 AM Rating: Good
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Good start. Gald ot hear the Ward updates are coming next week.

But what I really really really think is important is to fix the Search function for other players. This seems like it should be a relatively easy update so I hope it's added soon.

Unfortunately I think the User Interface fixes will take the longest since they have known about the poor design all through alpha and betas and can't seem to make it much better. It is because all of the storage is now server side instead of client side, so it takes a couple of seconds for things to update every time you click on something?
#39 Oct 08 2010 at 10:58 AM Rating: Decent
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GusMorgan wrote:

* The previously announced improvements to the market system are currently in the final preparation stages and will be ready by the version update next week. Please keep an eye out for future announcements regarding this matter.


I think if they put an auction house & mail system in, it would remove 50% of the frustration I have playing this. Everything else would be tolerable & hopefully fixed at some point in the future, but the lack of those two features right now... Just labeling the wards isn't going to work out because most people have just the one retainer to sell all their stuff with.
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#40 Oct 08 2010 at 11:01 AM Rating: Decent
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Nylianna wrote:
KujaKoF wrote:
glad to see they are working on stuff. But really this was all just bug fixes, that never should have been this way. I'm waiting on next weeks version update before I make any judgments as to things changing.


news flash. Games release with bugs.



Yeah, I know. But this doesn't show they have been listening to the community, this doesn't show they will venture out of from their original ideas to make the game more accessible. I'm no more optimistic that they'll work on the other issues that many players have brought up until they actually change something, or say they will.
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#41 Oct 08 2010 at 11:05 AM Rating: Good
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Quote:
- Implemented a countermeasure for an issue which prevented players from gaining skill points during battle.
This was the most important part for me.
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#42 Oct 08 2010 at 11:13 AM Rating: Excellent
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great, now

i can

chat while

synthing without

having to

hit enter

every two

words.

Yay, sounds like things are looking up. Can't wait for the version update!
#43 Oct 08 2010 at 11:17 AM Rating: Good
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Furia wrote:
They attempt to address a game-breaking bug that has been ongoing since Beta (read between the lines, that wording is intentional, they're not at all confident in this "counter measure"), and add stupidly basic functionality (chat while crafting)--suddenly you guys ******* your pants. Give me a break. That might be warranted if they had pushed out a laundry list of basic functionality like a Search/Seek system, Inventory sort, and simple Market Ward improvements, but yea, we got none. Look, no one's realistically expecting an AH, redesigned SP system, or overhauled UI anytime soon, but the list of minor quirks/problems is so long, this update is just offensive.
What exactly they did is not as important as doing something. Since the release they have had very little communication with the playerbase. They're finally opening up and telling us what they're working on, when we can expect changes.

That is a huge improvement over the past 2 weeks.

I have my doubts as to whether they would have released this patch this week had Gamespot not posted the review they did. SE is in damage control mode right now. We've been wanting them to acknowledge that there are problems, and they finally have. No, the patch isn't a huge list of fixes for gamebreaking issues, but it's a step in the right direction. Next week is going to be an even bigger step.
#44 Oct 08 2010 at 11:23 AM Rating: Default
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MajidahSihaam wrote:
ChrisMattern wrote:
Quote:

- 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


Yes! May only seem like a little thing, but it was really irritating.


I'm not sure how did a professional game designer actually think "you know what this code is missing? A line that clears the chat whenever a window pops up"


Because they are still developing the game. You are playing an unfinished product.
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#45 Oct 08 2010 at 11:35 AM Rating: Good
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RattyBatty wrote:

However..
Quote:
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.


Am I just too high or... Are those 2 options exactly the same thing


If taken literally, the key difference between before/after is that the notes said previous it divided the total XP, where now it says it distributes the XP.

This seems to say a 1000 xp mob will be worth 1000 xp to everyone, no matter how many people fight it.

Still, this isn't a big improvement for me, since this has nothing to do with skill points.
#46 Oct 08 2010 at 11:41 AM Rating: Good
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800 posts
jakarai wrote:

Because they are still developing the game. You are playing an unfinished product.


I understand your point, but by definition MMO's are always unfinished and always under development. The day development stops for an MMO is the day it dies. So yeah, I'm glad FFXIV is still under development. :D

Edited, Oct 8th 2010 12:42pm by Hydragyrum
#47 Oct 08 2010 at 11:47 AM Rating: Good
Sage
*
54 posts
ixion13 wrote:
RattyBatty wrote:

However..
Quote:
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.


Am I just too high or... Are those 2 options exactly the same thing


If taken literally, the key difference between before/after is that the notes said previous it divided the total XP, where now it says it distributes the XP.

This seems to say a 1000 xp mob will be worth 1000 xp to everyone, no matter how many people fight it.

Still, this isn't a big improvement for me, since this has nothing to do with skill points.


Do you actually know how SP works? It's basically in "theory" the same as skill ups in FFXI.

Your not going to et SP every hit or after every kill. Based on what they stated they addressed the issue where you wasn't getting SP at all when the game was telling you you was.


Edited, Oct 8th 2010 1:49pm by sodux
#48 Oct 08 2010 at 12:13 PM Rating: Excellent
Sweet, I will now be able to type more then 3 words at a time while crafting.
____________________________
Maka Albarn of Saronia
Conjurer & Botanist
http://lodestone.finalfantasyxiv.com/rc/character/status?cicuid=2547214

"It was my right to murder you anywhere and steal your house!, then Trammel came along and wrecked all the fun."
- Me of course.
#49 Oct 08 2010 at 12:18 PM Rating: Good
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3,178 posts
Wonder Gem MeisterOtome wrote:
Sweet, I will now be able to type more then 3 words at a time while crafting.


You could fit three words? You must be a very fast typer!
#50 Oct 08 2010 at 12:33 PM Rating: Decent
39 posts
Sodux - he wasn't talking about the countermeasures taken for sp, he was talking about the division of exp. Skill Points are for class, Experience Points are for physical level. They're two totally different things.

Fortunately both were adressed in the patch, exp is now distributed to members who don't actually hit the mob (meaning you can heal, buff, or be attacking another enemy in the group) and sp is hopefully fixed to make sure you get what it said you get in a party. But they didn't increase the rate at which you get SP unfortunately >.>
#51 Oct 08 2010 at 12:37 PM Rating: Good
RufuSwho wrote:
Wonder Gem MeisterOtome wrote:
Sweet, I will now be able to type more then 3 words at a time while crafting.


You could fit three words? You must be a very fast typer!


I never said they were spelled correctly
____________________________
Maka Albarn of Saronia
Conjurer & Botanist
http://lodestone.finalfantasyxiv.com/rc/character/status?cicuid=2547214

"It was my right to murder you anywhere and steal your house!, then Trammel came along and wrecked all the fun."
- Me of course.
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