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One more day 'til the major patch...Follow

#1 Nov 23 2010 at 8:44 AM Rating: Decent
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So, with the patch only being a day away, what's your thoughts, hopes, fears, etc?



Edited, Nov 23rd 2010 10:21am by ThinkDeeply
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#2 Nov 23 2010 at 8:53 AM Rating: Good
I really don't think much is going to change with this patch. They're not adding enough yet to make people come back. I honestly think we'll have to wait after the december update to see if people stick around/ return. What they're doing is great, but it's not enough at this point to really attract people, not until the PS3 release comes along with hopefully new content.
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#3 Nov 23 2010 at 9:01 AM Rating: Default
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People are hyping themselves just to fall down crashing a soon later.

This thread isn't helping!

Anyway, if they don't do anything stupid and all changes can be regarded as positive adjustments.. that's enough.

Because let's face it, the game needs more than 3 months to get fixed. It is not unreasonable to assume it'll take a year for the game to become really good and pick up. Shouldn't take that long for the playerbase to start increasing rather than decreasing though.
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#4 Nov 23 2010 at 9:02 AM Rating: Good
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Conspicuously interested.
#5 Nov 23 2010 at 9:05 AM Rating: Decent
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It is a major patch, but it seems like more of a maintenance patch. It is fantastic that they will be doing tweaks to remove lag and streamline the UI, but I too believe that it will be the December update that will have the content that would be required to bring people back.
#6 Nov 23 2010 at 9:06 AM Rating: Decent
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While I am confident in the long term, I don't believe we should get caught up in any "hype" about this upcoming patch.

The update is going to fix many things, but a few of the major items seem to not be addressed in this update. Personally I am in it for the long haul and welcome the coming changes.
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#7 Nov 23 2010 at 9:35 AM Rating: Decent
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Looks to be a very strong general concensus.
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#8 Nov 23 2010 at 9:41 AM Rating: Good
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I will come play see how it all fairs out, do my usual stuff and see if it annoys me less then usual ;)

I will occasionally play anyway till PS3 version. I will pay for it and keep it :)
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#9 Nov 23 2010 at 9:47 AM Rating: Good
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I think that the patch will be a step in the right direction, but I don't think it's the panacea some are may be expecting. SE seems to have listened to the community and responded with some grand promises, now it's time to start delivering. Baby steps to greatness...

I sincerely hope that this improves SP distribution in parties so that partying is more a viable option. I also hope that the SP boost to leve's makes soloing and leveling via leves more viable. Adventuring SP is a disgusting grind atm. I just want a decent return on my time investment. I can live with a clunky UI and menu lag for a while longer, just show me a decent return on my investment (better SP is a nice start).

My fear is that this is too little, too late; that the community has already turned their back on this game and this isn't going to bring them back. My fear is also that this "November patch" has been WAY over-hyped. I don't think it's going to be earth-shattering and game changing like some may be expecting.

I'm personally guilty of buying into the hype as well. I've been hypothesizing about how it's going to change the game (which I don't think it will). Since the announcement of the patch particulars were released (and translated), I've been reluctant to log in to grind SP.

My thoughts have been "why log in now, spend 2 hours grinding only to get 15,000 SP, when I can log in next week and get 25,000SP in those same 2 hours?" I sure as **** hope that SE delivers on my unrealistic expectations.
#10 Nov 23 2010 at 10:03 AM Rating: Good
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I think this update will pave the way in terms of usability. W/O the game performing to mainstream standards (keyboard/mouse, hot key function, general UI improvements ect ect.) All future content would be crippled w/o this update.

While not a miracle patch, It may very well allow players to access and experience the current content with ease. While making future content that much more enjoyable.

This i'm stoked about this update:

Party members locations on the map

Only slot appropriate equipment shows up when selecting gear (equip a glove slot, only gloves show up)

Sorted Inv.

SP adjustments

Class tweaking ( will there be more tweaks than te brief summary the devs gave us? I think so)

chat changes (will we finally be able tp chat to multi LS? i hope so, but more tabs is cool too)

its more than a maintenance patch, it's not a huge content patch but it's a starting point for the betterment of FFXIV.
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#11 Nov 23 2010 at 10:11 AM Rating: Decent
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Haven't had the motivation to play since I know there's fixes on the way.

I have gear to start leveling GLD but I haven't bothered since they are going to make it easier to 20.
Travel is tedious, still low on anima.
Not enough item space (or sort) for me to grind a craft and still battlecraft.

I'm holding out on the patch which I am looking forward to.

Edited, Nov 23rd 2010 11:12am by SabastianSeraph
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#12 Nov 23 2010 at 10:22 AM Rating: Good
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While I enjoy the game and am happy about all of the improvements the patch should make. I still sit dumbfounded that SE could have released this game with all of its glaringly obvious shortcomings. I would love to see one of those 2 hours specials on T.V. like the ones where they retrace the events that allowed a serial killer to evade police for so long. Except this one would be about the events that allowed SE to ***** so many things up. Like who was involved, what was going through their heads when they decided to actually release the game, what they expected when they released it. Did they know it would bomb but just had to meet a deadline? Did they really think people would like it? What did they think when they played it? Stuff like that.
#13 Nov 23 2010 at 10:27 AM Rating: Decent
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I still sit dumbfounded that SE could have released this game with all of its glaringly obvious shortcomings.


2+ months isn't enough to get over it? Come on. The dead horse needs to rest in peace.
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#14 Nov 23 2010 at 10:37 AM Rating: Good
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I'm just excited about being able to sort my inventory.
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#15 Nov 23 2010 at 10:41 AM Rating: Good
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Nainz wrote:
I'm just excited about being able to sort my inventory.


+1
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#16 Nov 23 2010 at 11:17 AM Rating: Good
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Excited about almost all of the features.

Fears that the equipment window will still not be a grid and thus hellish to navigate with the controller D-pad.


Now that we have the "tools" to use for playing the game I'm looking forward to the "beef" to use it on which would be NPC-quests!

Actual content and goals other than leves will make these changes worthwhile (for me) once they come.

*goes back to press A near NPCs trying to bring them to life*

Edited, Nov 23rd 2010 12:18pm by seiferdincht
#17 Nov 23 2010 at 11:19 AM Rating: Decent
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I think we can all agree this patch won't be the miracle fix of all the problems still plaguing the game....but i'm really looking forward to it nonetheless, because its the first major step they've taken to fix those same problems. So long as things go smoothly for the most part, (i'm sure some issues will arise from this patch) it'll make the game at least a tiny bit better/easier to play so for that i'm very excited. Also the timing is great since i'll have the next 5 days off from work because of thanksgiving break :D.



Edited, Nov 23rd 2010 11:21am by Ipwnrice
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#18 Nov 23 2010 at 11:21 AM Rating: Good
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Well one of the bigger changes in the November patch will be the fact that SP now works like EXP did in FFXI for the most part.

Skill Points in Parties

The amount of skill points earned in battle is now determined by the enemy being encountered, rather than by the number or type of actions performed. As a result, players will no longer receive several skill points awards throughout the duration of combat. Instead, there will be only one lump sum of skill points awarded after an enemy is defeated.

Additionally, discrepancies in the amount of skill points awarded to party members of varying ranks have been reduced. For players of the same rank, this amount will now be the same, regardless of activity during combat. Together with these changes, the overall number of skill points awarded has also been increased, making progression easier even in smaller parties.


This edit in the "Balancing is half the battle" lodestone post should've been front page news everywhere imo.
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#19 Nov 23 2010 at 11:39 AM Rating: Good
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I get more inventory space and can add extra retainers in this patch correct?

Well that is enough to allow me to at least use my character again then. I have been unable (or unwilling) to play for the past 3 weeks because of lack of inventory. I will give it another go around after Thanksgiving and see what has improved. It should at least allow me to start playing again casually through most of December and then I will make a decision after the next patch.
#20 Nov 23 2010 at 11:44 AM Rating: Good
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Teknoman wrote:
Well one of the bigger changes in the November patch will be the fact that SP now works like EXP did in FFXI for the most part.

Skill Points in Parties

The amount of skill points earned in battle is now determined by the enemy being encountered, rather than by the number or type of actions performed. As a result, players will no longer receive several skill points awards throughout the duration of combat. Instead, there will be only one lump sum of skill points awarded after an enemy is defeated.

Additionally, discrepancies in the amount of skill points awarded to party members of varying ranks have been reduced. For players of the same rank, this amount will now be the same, regardless of activity during combat. Together with these changes, the overall number of skill points awarded has also been increased, making progression easier even in smaller parties.


This edit in the "Balancing is half the battle" lodestone post should've been front page news everywhere imo.

This is f'ing huge IMO! My LS is planning a big *** grind session starting only 30 minutes after the patch is implemented to fully test it out too.
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#21 Nov 23 2010 at 11:46 AM Rating: Decent
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I'm excited for the patch... It will be nice to see things start to move in a much more positive direction :)

I'm not expecting a completely new game.. but atleast a better functioning one~
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#22 Nov 23 2010 at 11:48 AM Rating: Decent
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Quote:
I'm not expecting a completely new game.. but atleast a better functioning one~


May as well call a functioning XIV a completely new game...
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#23 Nov 23 2010 at 11:50 AM Rating: Good
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i'm really interested to see the changes in group strategy after the sp update. When it's more efficient to form a strategy than press 1 over and over the battles will be much more interesting and might even go a lot faster!

Now, where the exp chain?
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#24 Nov 23 2010 at 11:50 AM Rating: Excellent
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Haven't had the motivation to play since I know there's fixes on the way.


This sums it up for me. I don't want to spend too much time getting SP if it's just going to be made easier in a few days.

I'm very excited for after the holiday, when I'll have time to sit down and play!
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#25 Nov 23 2010 at 11:52 AM Rating: Decent
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Hyanmen wrote:
Quote:
I'm not expecting a completely new game.. but atleast a better functioning one~


May as well call a functioning XIV a completely new game...



Haha, touche!!

I too have lost my motivation to level since I read that the reqs for 1-31 are going to be decreased.... I've been distracted by other things, but tomorrow I'll be eager to try everything out!
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#26 Nov 23 2010 at 12:01 PM Rating: Good
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I agree with Teknoman, changing SP is a good idea. I hate fighting a long battle and getting no sp and then getting 150 the next. Before I would spam spirit dart in order to get the most amount of hits, now I can just focus on killing the mob rather than toying with it. Add in some experience chains and it'll be more fun! Im also looking forward to the fixed UI, fixed targeting, lower anima costs, lower exp requirement and 20 more inventory slots.
#27 Nov 23 2010 at 12:04 PM Rating: Decent
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ctrl R for /tell will be a good addition and actually help people talk to each other more, get into parties etc.

When forced to use a gamepad, it's essential they make it as easy as possible for us to communicate quickly, especially when one is trying to balance beer on ones leg.

It will also help us to tell RMT to f%^k off quicker.

#28 Nov 23 2010 at 12:18 PM Rating: Decent
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I hope they add turtles to every zone.
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#29 Nov 23 2010 at 12:25 PM Rating: Good
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More or less like some one else said, in the long term this COULD be an amazing game. This upcoming patch at the very most will make it a tolerable game for those who dislike it. Sadly as far as some are concerned it's too late. Nothing but WoW 2.0 could sway some people, and that's fine. The problem is, folks who've only played Beta (or worse, not at all) will complain until the day this game dies in hopes of being the cause of its demise. Same as people vote for the worst on American Idol (or over here like they are doing with X Factor). Some people just enjoy being the cause of chaos.

I have high hopes that the patch will be a step in the right direction for those of us who HAVE stood by this game (and I supose a handfull of people who were on the fence might jump back on the fun side)... No matter what, this day in age people enjoy complaining and others' failure more than anything else.
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#30 Nov 23 2010 at 12:34 PM Rating: Decent
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Hyanmen wrote:
People are hyping themselves just to fall down crashing a soon later.


But that's never happened before!
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#31 Nov 23 2010 at 12:39 PM Rating: Good
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I am excited.
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#32 Nov 23 2010 at 12:40 PM Rating: Excellent
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Here is pretty much how tomorrow's patch notes will look like (just more detailed). If you expected more than this, time to lower your expectations a notch.

Adjustments to existing guildleves
*An option that allows players to change the difficulty setting for levequests that are currently underway. It can only be used to lower the setting.
*Balancing adjustments have also been made to the strength of enemies targeted by levequests.
*The minimap has been reworked to continue to display these enemies regardless of differences in elevation in relation to the player.
*Changes to leve linking will result in larger skill and experience point awards, and give individual party members the option to participate in the link.

Adjustments to existing behests

Adjustments to classes
*In order to improve the uniqueness and flavor of each class in party battle, we have made a number of adjustments to the effects, durations, execution costs, and enmity generation rates of a number of actions.

Adjustments to combat balance
*The accuracy rates for actions in general, both physical and magic, have been increased, making it easier for players to land attacks.
*The amount of skill points earned in battle is now determined by the enemy being encountered, rather than by the number or type of actions performed.
*The amount of skill points required to attain ranks 11 through 31 has been reduced. The reductions are most significant for the rank range of 11 through 20.

Improvements to the targeting feature
*While engaging multiple enemies, a player's cursor will automatically move to the next target when the current target is defeated.
*Players with no target who are attacked by an enemy will automatically target that enemy. It will be possible to open treasure chests by targeting and selecting them, rather than via the Interactions menu.
Adjustments to monster population and territory

Adjustments to existing synthesis recipes
*Reduction of rank requirement for several recipes
*Changes to materials required for several recipes
*Introduction of alternate recipes for several items
*Adjustments to the effect of each synthesis action on durability and quality
*Reduction in the number of crystals required for synthesis
*Increase in the number of crystals obtained as rewards for local leves

Few new items

The addition of new synthesis recipes


*Adjustments to gathering balance
*Adjustments to stack totals on select items

Adjustments to retainers
*Simply selecting an item will move that item to a retainer's inventory.
*It will become possible to easily exchange gil with retainers from the new Currency tab.
*Sale prices will be displayed next to items in player and retainer bazaars.
*Icons representing Unit Price, Set Price, Purchase Item, and Seek Repairs will be added to player and retainer bazaars.

Improvements to the Main Menu
*Under the main menu, the Attributes & Gear option will be split into two options, Attributes and Gear. There will also be a Loot option that will be displayed under the Interactions menu whenever an item occupies a player's loot list
*The experience and skill point bars currently displayed in the upper left portion while the main menu is open will now be visible on the screen at all times

Changes to how statuses are displayed
*Attributes
The general layout of the Attributes window is being redesigned.
Character information will be organized into General Attributes, Skills, and Key Items tabs.
*Gear
Selecting a slot will restrict the items displayed in the gear list to only those that may be equipped in that slot.
Mousing over an item will display that item's icon, statistics, and other information.

An increase in player inventory capacity
*The number of items players and retainers may have in their inventory will be increased by twenty.

*Currency and Loot tabs will be added.
*The upper portion of the Inventory window will display a list of items in a player's possession. Highlighting an item will display its icon, statistics, and other information below.

The addition of an auto item sort function

*Selecting an item will open a menu containing the Sell Item, Purchase Item, Seek Repairs, Repair, Discard, and Toggle Sort options.

Journal adjustments
*Area names will be displayed on the journal map screen.
*A player's current location will be displayed on the journal map screen.
*A history of completed quests will be added.

Improvements to the Map
*Zoom-in and zoom-out functionality will be added to the map screen.
*Scrolling on the map screen will be possible by dragging the mouse.
*The log will remain visible while the map screen is open.
*A map menu will be added in the upper right of the map screen.
*The location of party members will be displayed on the map screen in real-time.
*The <pos> command will be usable to display coordinates on the map.


The addition of new customizable keyboard commands
*A Chat-specific Keyboard setting will be added for players using gamepads. When enabled, this setting allows text to be entered directly without first pressing the spacebar to open the chat prompt.
*It will be possible to create new chat log tabs with unique filter settings from the Chat Filters screen. Tab display will be locked regardless of whether the log is active or inactive.
*Chat filter options will be added for synthesis- and gathering-related messages.
*Font colors for different chat modes will become selectable.

The new commands that can now be mapped to the keyboard are listed below.
*Targeting Functions
Target Party Member 1 Target Party Member 2 Target Party Member 3 Target Party Member 4
Target Nearest PC Target Nearest NPC

*Other Mappable Functions
Open Attributes, Gear, Actions & Traits, Point Allotment, Loot, Inventory, Journal, Bazaar window(s)
Examine target
Begin Synthesis action
Begin Gathering action

*The /equip and /item commands will accommodate high-quality items (i.e., items with names containing a +1, +2, etc.).
*Simultaneously equipping multiple items of the same name to multiple slots with the /equip command will become possible.
*Improvements to the action bar, allowing players to freely position the widget
*The addition of a party invite feature to the friend list

Improvements to chat functionality
*The input bar of the chat log will be displayed continuously.
*Pressing Ctrl+R will open a /tell prompt addressed to the last player from whom a /tell was received.
*Pressing Ctrl+S, Ctrl+T, Ctrl+H, Ctrl+P, and Ctrl+L will open /say, /tell, /shout, /party, and /linkshell chat prompts, respectively.
*The text commands /s, /t (/t <player name>), /p, and /l will be usable to set the chat mode to /say, /tell, /party, and /linkshell modes, respectively.


The further alleviation of server-load issues
*We have pinpointed heavy-traffic areas and split up their processing duties over multiple servers, reducing the chances that a single server will become overloaded.

The reduction of various anima costs and the introduction of a feature that allows players to set "favorite" teleportation destinations
*The anima cost incurred by the Return and Teleport commands has been halved.
*This reduction applies to teleportation to the aetheryte plaza within any of the three city-states, as well as to any aetheryte camp set as one of a player's Favored Destinations. Up to three camps may be saved as Favored Destinations.
*The cost of the Return command has also been halved, and now requires only one anima.

Changes to the loot system(?)
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#33 Nov 23 2010 at 12:46 PM Rating: Excellent
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I don't want to spend too much time getting SP if it's just going to be made easier in a few days.

I'm very excited for after the holiday, when I'll have time to sit down and play!


Same. Can't really bring myself to log in since patch was announced, but looking forward to sinking my teeth into this stuff post-holiday.

Hope people remember to eat turkey, drink heavily, watch football, and spend time with family this holiday weekend.....unless the SP is really really good.

Edit: Great summary Hya, rate up ^^ I'm very interested to see how the crystal / shard requirements for crafting gets scaled back. I must have overlooked that in previous patch notes, but that sounds kinda huge for crafters...


Edited, Nov 23rd 2010 1:52pm by thejones
#34 Nov 23 2010 at 1:10 PM Rating: Decent
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This is a patch that should have happened between Alpha and Beta, or early Beta at the latest.

It will not bring any players back.
#35 Nov 23 2010 at 1:20 PM Rating: Excellent
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LyleVertigo wrote:
I hope they add turtles to every zone.


Turtles would be awesome to see ^__^ I think it would be cool to be exploring and you stand right beside this huge boulder. But then you hear a noise coming from it and realize that the boulder is actually a huge turtle. It pops its legs and head out, turns to face you and then immediately kills you. Or, it just scares the **** out of you lol.

I'm excited for the patch, though I know that this update isn't going to fix everything. But, if they are really going to follow through with their promises, they are going in the right direction. They shouldn't have released the game so soon, but they did and it seems like they are working on making the game more playable. The thing is, some of the stuff they are fixing on this update may not work properly. Which does happen at times when dev teams update their game. So, I hope that everyone doesn't go psycho crazy if there are a few problems during the update.
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#36 Nov 23 2010 at 1:29 PM Rating: Excellent
Ararmoire wrote:

I'm excited for the patch, though I know that this update isn't going to fix everything. But, if they are really going to follow through with their promises, they are going in the right direction. They shouldn't have released the game so soon, but they did and it seems like they are working on making the game more playable. The thing is, some of the stuff they are fixing on this update may not work properly. Which does happen at times when dev teams update their game. So, I hope that everyone doesn't go psycho crazy if there are a few problems during the update.



Couldn't have said it better myself.
#37 Nov 23 2010 at 1:37 PM Rating: Good
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I want more inventory space.

The fact that I will be getting so much more is gravy.
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#38 Nov 23 2010 at 1:50 PM Rating: Excellent
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SE isn't doing these patches just to bring people back. They're trying to improve the game for the people who are still playing, too. Getting tired of everything being compared to whether or not it will bring people back. They're gone. **** them. They'll be back or they won't.

With that in mind, there is a LOT in this patch that will improve the experience of the people currently playing and yes, this patch alone will be enough to bring a lot of people back even if only to take a look.

Scrapping the durability loss on undies and reducing the rate of durability decay on everything else will be a welcome change. I was doing a bunch of crafting last night and I'm not joking when I say every half hour I was having to stop and repair a newly damaged piece of gear. It was redonkulous.

Anima cost reductions and addition of favorite destinations will also be welcome. It's a long bloody run to Camp Iron Lake/Broken Water/Crimson Bark for 4.2k gil and a half dozen water shards (wtf?).

Improvements to the UI are always welcome. Inventory list filtered when equipping gear so that you don't have to scroll through your entire inventory to find your boots will be one of those little tweaks that never makes or breaks a game but still just eases things in just the right ways.

Changes to crafting are something I'm interested to see play out.

Reduction in SP requirements from 11-31 will affect primarily my combat classes. Most of my favored DoH classes are already in their twenties, but every little bit helps.

I'm looking forward to the patch. Something is almost always better than nothing.
#39 Nov 23 2010 at 1:56 PM Rating: Decent
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Quote:
reducing the rate of durability decay on everything else


Where was this mentioned? I'll add it to my list if there is a source.
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#40 Nov 23 2010 at 2:28 PM Rating: Decent
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Hyanmen wrote:
Quote:
reducing the rate of durability decay on everything else


Where was this mentioned? I'll add it to my list if there is a source.


They said they're adjusting it in the same statement where they mentioned they're doing away with durability loss on "smallwears". The only way they can afford to adjust it is to reduce it.
#41 Nov 23 2010 at 2:36 PM Rating: Decent
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3,416 posts
Quote:
They said they're adjusting it in the same statement where they mentioned they're doing away with durability loss on "smallwears".


I only remember them talking about the smallwears.. and can't find the statement now either, sigh.
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We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#42 Nov 23 2010 at 2:37 PM Rating: Excellent
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Aurelius wrote:
SE isn't doing these patches just to bring people back. They're trying to improve the game for the people who are still playing, too. Getting tired of everything being compared to whether or not it will bring people back. They're gone. @#%^ them. They'll be back or they won't.


This is funny because it is true. As much as I would like to see people come back, if they don't, fine. The game will be more enjoyable for those that are already enjoying it.
#43 Nov 23 2010 at 2:39 PM Rating: Good
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Hyanmen wrote:
Here is pretty much how tomorrow's patch notes will look like (just more detailed). If you expected more than this, time to lower your expectations a notch.

Adjustments to existing guildleves
*An option that allows players to change the difficulty setting for levequests that are currently underway. It can only be used to lower the setting.
*Balancing adjustments have also been made to the strength of enemies targeted by levequests.
*The minimap has been reworked to continue to display these enemies regardless of differences in elevation in relation to the player.
*Changes to leve linking will result in larger skill and experience point awards, and give individual party members the option to participate in the link.

Adjustments to existing behests

Adjustments to classes
*In order to improve the uniqueness and flavor of each class in party battle, we have made a number of adjustments to the effects, durations, execution costs, and enmity generation rates of a number of actions.

Adjustments to combat balance
*The accuracy rates for actions in general, both physical and magic, have been increased, making it easier for players to land attacks.
*The amount of skill points earned in battle is now determined by the enemy being encountered, rather than by the number or type of actions performed.
*The amount of skill points required to attain ranks 11 through 31 has been reduced. The reductions are most significant for the rank range of 11 through 20.

Improvements to the targeting feature
*While engaging multiple enemies, a player's cursor will automatically move to the next target when the current target is defeated.
*Players with no target who are attacked by an enemy will automatically target that enemy. It will be possible to open treasure chests by targeting and selecting them, rather than via the Interactions menu.
Adjustments to monster population and territory

Adjustments to existing synthesis recipes
*Reduction of rank requirement for several recipes
*Changes to materials required for several recipes
*Introduction of alternate recipes for several items
*Adjustments to the effect of each synthesis action on durability and quality
*Reduction in the number of crystals required for synthesis
*Increase in the number of crystals obtained as rewards for local leves

Few new items

The addition of new synthesis recipes


*Adjustments to gathering balance
*Adjustments to stack totals on select items

Adjustments to retainers
*Simply selecting an item will move that item to a retainer's inventory.
*It will become possible to easily exchange gil with retainers from the new Currency tab.
*Sale prices will be displayed next to items in player and retainer bazaars.
*Icons representing Unit Price, Set Price, Purchase Item, and Seek Repairs will be added to player and retainer bazaars.

Improvements to the Main Menu
*Under the main menu, the Attributes & Gear option will be split into two options, Attributes and Gear. There will also be a Loot option that will be displayed under the Interactions menu whenever an item occupies a player's loot list
*The experience and skill point bars currently displayed in the upper left portion while the main menu is open will now be visible on the screen at all times

Changes to how statuses are displayed
*Attributes
The general layout of the Attributes window is being redesigned.
Character information will be organized into General Attributes, Skills, and Key Items tabs.
*Gear
Selecting a slot will restrict the items displayed in the gear list to only those that may be equipped in that slot.
Mousing over an item will display that item's icon, statistics, and other information.

An increase in player inventory capacity
*The number of items players and retainers may have in their inventory will be increased by twenty.

*Currency and Loot tabs will be added.
*The upper portion of the Inventory window will display a list of items in a player's possession. Highlighting an item will display its icon, statistics, and other information below.

The addition of an auto item sort function

*Selecting an item will open a menu containing the Sell Item, Purchase Item, Seek Repairs, Repair, Discard, and Toggle Sort options.

Journal adjustments
*Area names will be displayed on the journal map screen.
*A player's current location will be displayed on the journal map screen.
*A history of completed quests will be added.

Improvements to the Map
*Zoom-in and zoom-out functionality will be added to the map screen.
*Scrolling on the map screen will be possible by dragging the mouse.
*The log will remain visible while the map screen is open.
*A map menu will be added in the upper right of the map screen.
*The location of party members will be displayed on the map screen in real-time.
*The <pos> command will be usable to display coordinates on the map.


The addition of new customizable keyboard commands
*A Chat-specific Keyboard setting will be added for players using gamepads. When enabled, this setting allows text to be entered directly without first pressing the spacebar to open the chat prompt.
*It will be possible to create new chat log tabs with unique filter settings from the Chat Filters screen. Tab display will be locked regardless of whether the log is active or inactive.
*Chat filter options will be added for synthesis- and gathering-related messages.
*Font colors for different chat modes will become selectable.

The new commands that can now be mapped to the keyboard are listed below.
*Targeting Functions
Target Party Member 1 Target Party Member 2 Target Party Member 3 Target Party Member 4
Target Nearest PC Target Nearest NPC

*Other Mappable Functions
Open Attributes, Gear, Actions & Traits, Point Allotment, Loot, Inventory, Journal, Bazaar window(s)
Examine target
Begin Synthesis action
Begin Gathering action

*The /equip and /item commands will accommodate high-quality items (i.e., items with names containing a +1, +2, etc.).
*Simultaneously equipping multiple items of the same name to multiple slots with the /equip command will become possible.
*Improvements to the action bar, allowing players to freely position the widget
*The addition of a party invite feature to the friend list

Improvements to chat functionality
*The input bar of the chat log will be displayed continuously.
*Pressing Ctrl+R will open a /tell prompt addressed to the last player from whom a /tell was received.
*Pressing Ctrl+S, Ctrl+T, Ctrl+H, Ctrl+P, and Ctrl+L will open /say, /tell, /shout, /party, and /linkshell chat prompts, respectively.
*The text commands /s, /t (/t <player name>), /p, and /l will be usable to set the chat mode to /say, /tell, /party, and /linkshell modes, respectively.


The further alleviation of server-load issues
*We have pinpointed heavy-traffic areas and split up their processing duties over multiple servers, reducing the chances that a single server will become overloaded.

The reduction of various anima costs and the introduction of a feature that allows players to set "favorite" teleportation destinations
*The anima cost incurred by the Return and Teleport commands has been halved.
*This reduction applies to teleportation to the aetheryte plaza within any of the three city-states, as well as to any aetheryte camp set as one of a player's Favored Destinations. Up to three camps may be saved as Favored Destinations.
*The cost of the Return command has also been halved, and now requires only one anima.

Changes to the loot system(?)


Yes, sounds all well and good on paper as nothing but text.

I'll wait until after the patch to see the *real* patch notes. You know, the ones that will say what was actually changed/added and what was *delayed*, *too hard to implement at this time*, *didn't have time for*, etc., etc.
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#44 Nov 23 2010 at 2:45 PM Rating: Good
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3,416 posts
Quote:
I'll wait until after the patch to see the *real* patch notes. You know, the ones that will say what was actually changed/added and what was *delayed*, *too hard to implement at this time*, *didn't have time for*, etc., etc.


All of the above is about a week old info at most. If they weren't sure they could implement it, they wouldn't have mentioned it in the patch notes.

And yes, some of the stuff got delayed, which SE already mentioned about. I obviously didn't include those.
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SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#45 Nov 23 2010 at 3:07 PM Rating: Decent
Sage
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551 posts
Hyanmen wrote:
Quote:
I'll wait until after the patch to see the *real* patch notes. You know, the ones that will say what was actually changed/added and what was *delayed*, *too hard to implement at this time*, *didn't have time for*, etc., etc.


All of the above is about a week old info at most. If they weren't sure they could implement it, they wouldn't have mentioned it in the patch notes.

And yes, some of the stuff got delayed, which SE already mentioned about. I obviously didn't include those.


Let'see.

I've seen Blizzard, EA, SOE, Funcom, NCSoft, CCP, and many more of the "major" mmo developers wait until the patch notes after a patch to inform people of all the things I just mentioned: *delayed*, *too hard to implement at this time*, *didn't have time for*, etc., etc. So you'll forgive me if I don't expect more from SE, considering their track record so far.

You wanna get your hopes up, that's fine. I'll wait until I see them walk the walk, not talk the talk.
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#46 Nov 23 2010 at 3:17 PM Rating: Decent
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3,416 posts
Quote:
I've seen Blizzard, EA, SOE, Funcom, NCSoft, CCP, and many more of the "major" mmo developers wait until the patch notes after a patch to inform people of all the things I just mentioned: *delayed*, *too hard to implement at this time*, *didn't have time for*, etc., etc. So you'll forgive me if I don't expect more from SE, considering their track record so far.


Like I already said, they have mentioned the features that are being left out from this update. They don't call it "a delay", they just state how it is.

SE has a track record of delivering what the update tidbits say.
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SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#47 Nov 23 2010 at 3:24 PM Rating: Good
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1,612 posts
My hope is that SP will finally work correctly, and be divided equally among all members of a pt. My fear is that the old bug will return where SP isn't distributed at all upon mob death. Also fear that they will leave the SP fix out of the patch.
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"Abashed, the devil stood, and felt how awful goodness is..."
#48 Nov 23 2010 at 3:43 PM Rating: Excellent
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106 posts
A lot of great replies, here! My only hope is for storage space.... I know that we and our retainer get an additional 20 spaces per, but do we know for sure (this patch) if/if not we'll be able to purchase the additional retainers if we so desire?
Not trying to cause a flame war with my question, just greedy for space.
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#49 Nov 23 2010 at 5:07 PM Rating: Good
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246 posts
I think I'm greedy for space as well. Glad you brought this subject up, kind of forgot about it lol. I can't remember if they are giving us the option to get more retainers on this update or not and I'm too lazy to go and try to find out lol. I can't wait till we can get more retainers. I'll actually be able to sell more stuff and keep my inventory from being so high. I have so much stuff right now. I start in one craft which leads into another, which in turn leads into another. Hard for me not to when I get all the mats for another job for free from doing leves. Helps me see if I'll ever like the job, and the only thing I have to pay for is the tools.
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#50 Nov 23 2010 at 5:17 PM Rating: Good
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9,526 posts
Unfortunately I think the extra retainers come in the December update. I hope I am wrong, but I don't think I am. I am desperate for more space so the 40 extra slots will help some (even if it isn't enough).
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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#51 Nov 23 2010 at 5:28 PM Rating: Decent
Scholar
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136 posts
I think it'll keep me going for another 2 weeks, leaving me 2 uninspired weeks to wait to play until the december update.
And then when the december update comes out that'll keep me going for 2 and a half weeks...
I imagine this trend will continue until march until i don't get FFXIV blues a week or so before updates.
I can patiently wait though. I'm sure at some point they'll release really interesting content for FFXIV and i'll have the levels, money, and exp to do it.

If its too little too late oh well, i'll still play FFXIV even if they struggle to break 500k users again...
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