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your comprehensive guide to the Nov 24th updateFollow

#1 Nov 23 2010 at 1:19 PM Rating: Excellent
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It seems there are lots of folks who are confused about what exactly is being updated tomorrow, so here's a list I've compiled based on the lodestone posts on the subject:


Anima Costs

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.

* Aetheryte plazas within cities cannot be set as Favored Destinations.

Guildleves

The November version update will introduce an option that allows players to change the difficulty setting for levequests that are currently underway. This option will be available only with those levequests for which players were able to assign a difficulty level at the onset, and can only be used to lower the setting. Balancing adjustments have also been made to the strength of enemies targeted by levequests, and the minimap has been reworked to continue to display these enemies regardless of differences in elevation in relation to the player. Furthermore, 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.

With the December version update will come a number of new guildleves, including those that will provide players with the opportunity to face off against notorious monsters.

Still more changes are in store for behests and the loot system. Details will be released in future Topics posts.


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Character Progression
Accuracy


The accuracy rates for actions in general, both physical and magic, have been increased, making it easier for players to land attacks. This will, subsequently, result in more skill points.

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.

The above changes will serve to increase the tempo of battle, and also allow players to obtain more skill points than was previously possible. To further facilitate the process of ranking up, 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, as we would like to enable players the ability to engage in more goal-oriented content, such as the hunting of notorious monsters, at an earlier stage of play. Further information regarding these changes will be released in the version update details Topics post of November 24.



Balancing Adjustments to Actions

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. Below is a sampling of these changes.

Pugilist
Featherfoot
Active duration increased from 15 to 30 seconds.
Evasion rate increased.

Gladiator
Luminous Spire
MP cost reduced from 20 to 10.

Marauder
Foresight
Stamina cost reduced from 5 to 3.5.
Active duration increased from 15 to 30 seconds.
Parry rate increased.
Bloodbath
Stamina cost reduced from 6 to 3.5.

Archer
Trifurcate
MP cost reduced from 30 to 15.

Lancer
Speed Surge, Life Surge
Active duration increased from 120 to 180 seconds.

Conjurer
Cure, Cure II, Cure III
Enmity generation adjusted.

Thaumaturge
Scourge

Amount of damage dealt increased.
Sacrifice, Sacrifice II, Sacrifice III
Enmity generation adjusted.
Amount of HP healed increased.


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The large-scale version update tentatively scheduled for November 25 will bring about a number of changes to the user interface (UI). Among these will be improvements to controls on various menus and screens, an item-sorting feature, and further improvements to targeting and chat systems. In addition to reworking numerous facets of the UI, we will also be implementing a number of new features. This Topics post will introduce and detail a portion of these planned.


Menus

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. Improvements to menu navigation when using a gamepad or keyboard will be made. And finally, 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 in the same manner as the HP bar.

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.



Inventory
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 Wear value for items can currently be viewed at the bottom of the Items tab by clicking on the arrow icon in the lower right, pressing left or right on the directional pad of a gamepad, or by pressing the left or right arrow keys on a keyboard. To eliminate this additional step, an item's Wear value will be incorporated into its details window in the December version update.
A sort feature will be added to player inventories.
* Enabling the sort feature will organize an inventory by item type. While disabled, items will be listed in the order in which they entered the inventory.
* Future version updates will bring additional sort options, both automated and manual.
Selecting an item will open a menu containing the Sell Item, Purchase Item, Seek Repairs, Repair, Discard, and Toggle Sort options.
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.

Journal
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.

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.

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.



Configuration
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.
* Key mapping will not be possible while the Chat-specific Keyboard setting is enabled.
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.



Other
Chat Feature

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.

Text Commands
The <pos> command will be usable to display coordinates on the map.
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.

Targeting
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.


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finally, these are split across the nov/dec updates


Additional Items: November, December

The majority of items will be added in the December version update. We also will be introducing gear with all-new graphics for each class in order to provide something for all players.

Below are some of the items scheduled for release in the December patch.



Additions and Adjustments to Synthesis Recipes
Released Recipes: November, December


The following adjustments will be made in the November version update in order to balance the degree of difficulty for synthesis.
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

These changes will be ongoing in the December version update as well, as we continue to focus on improving and balancing synthesis.

New Recipes: November, December

In addition to the balancing changes planned for existing recipes, we will also be introducing a number of new synthesis recipes.
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#2 Nov 23 2010 at 1:37 PM Rating: Good
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Sadly on the list for November at least, there is no repeat button for synthesis :(

Biggest downer.
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#3 Nov 23 2010 at 1:42 PM Rating: Decent
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Quote:
Sadly on the list for November at least, there is no repeat button for synthesis :(

Biggest downer.


On the upside it looks like Decmber patch will be almost as big as the November one. Although instead of simply adjusting features they will implement all the new ones at the same time. It will probably be a "feature" focused patch nonetheless, even though they have split some of the adjustments for Dec which probably wasn't the initial plan.
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#4 Nov 23 2010 at 1:42 PM Rating: Decent
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Kazuyakun wrote:
Sadly on the list for November at least, there is no repeat button for synthesis :(

Biggest downer.


while that does suck
the lowering of shard cost, overall material costs, and new recipes....is a huge step forward for us crafters
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#5 Nov 23 2010 at 1:46 PM Rating: Decent
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Yeah , it does seem like mostly bug fixes and a few feature improvements tomorrow. The bulk of the new stuff is coming in Dec and after the first of the year. I'm totally ok with that though. Some things, like anima costs, that are coming tomorrow I've been waiting for since the first beta. To say I'm extremely excited about the patch tomorrow is an understatement.
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#6 Nov 23 2010 at 1:52 PM Rating: Decent
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Quote:
The bulk of the new stuff is coming in Dec


Now I wouldn't say that is the case. Adjustments are as important as new features, at this point.. and the Nov. update has some already.
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#7 Nov 23 2010 at 2:05 PM Rating: Decent
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Hyanmen wrote:
Quote:
The bulk of the new stuff is coming in Dec


Now I wouldn't say that is the case. Adjustments are as important as new features, at this point.. and the Nov. update has some already.

They are as important for sure, that statement wasn't meant to downplay the importance of tomorrow's update at all, just a clarification. SP adjustments and market wards search for example are the most important things they can do to improve the current state of the game
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#8 Nov 23 2010 at 2:10 PM Rating: Decent
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Nm's for November?
#9 Nov 23 2010 at 2:13 PM Rating: Decent
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Quote:
Nm's for November?


No, just a couple of new items probably obtained via crafting and normal mobs.

Quote:
market wards search


This might be a December addition? Not sure.

Edited, Nov 23rd 2010 11:16pm by Hyanmen
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#10 Nov 23 2010 at 2:35 PM Rating: Good
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One of the things I didn't like in the beta were the controls. This was one of the main reasons I didn't buy the game. I can put up with a lot of things but getting frustrated just trying to move my character isn't one of them. I wanted to be able to control the camera with the arrow keys. I know at some point they had said they were enabling remapping of all keys except ESC. Has this been implemented yet or is it part of the update tomorrow?
#11 Nov 23 2010 at 2:37 PM Rating: Decent
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Quote:
Has this been implemented yet or is it part of the update tomorrow?


Part of an update... most likely tomorrow's.
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#12 Nov 23 2010 at 2:44 PM Rating: Decent
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I thought that I had read somewhere that multiple retainers would be available after the November update (****, I would kill for just one more retainer let alone multiple).

I also thougt that I read that the search function would be implemented in the market wards.

Doesnt seem to have been any mention of this recently though, is anyone aware whether these 2 changes are being implemented in November - or will we be waiting a little longer?
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#13 Nov 23 2010 at 2:45 PM Rating: Decent
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Interesting reading this how much I've mixed up what was in what release. I could have sworn in this release that they were adding the "8 recently used recipes" feature, as well as "targeting party members via 1-6".

Am I missing something, or is this list not 100%?

That aside, I am 100% stoked for the changes we are getting. Just think about how they are planning changes to the SP system, this may be truly better than XI's system. Equal distribution of SP, parties can be of all different sizes & take many different mob types and gain great SP.

Crabs may be extinct now!

Can't wait!!!
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#14 Nov 23 2010 at 2:46 PM Rating: Decent
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"Character Progression
Accuracy

The accuracy rates for actions in general, both physical and magic, have been increased, making it easier for players to land attacks. This will, subsequently, result in more skill points.

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."

This confuses me. Doesn't the second paragraph contradict the first paragraph? Increase accuracy so you gain more SP but second says SP will come in a lump sum without the number or type of actions performed.

Or is the first paragraph only for solo? If so...that's kinda cool IMO.
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#15 Nov 23 2010 at 2:47 PM Rating: Decent
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Quote:
Doesn't the second paragraph contradict the first paragraph?


Either it does or they mean you will kill stuff faster -> more skill points.
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#16 Nov 23 2010 at 2:53 PM Rating: Decent
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KnocturnalOne wrote:
Interesting reading this how much I've mixed up what was in what release. I could have sworn in this release that they were adding the "8 recently used recipes" feature, as well as "targeting party members via 1-6".

Am I missing something, or is this list not 100%?

That aside, I am 100% stoked for the changes we are getting. Just think about how they are planning changes to the SP system, this may be truly better than XI's system. Equal distribution of SP, parties can be of all different sizes & take many different mob types and gain great SP.

Crabs may be extinct now!

Can't wait!!!


I can tell ya what ya read wrong

the "8 recent recipes" was for the november/december update, it wasnt specified which month


alot of people read it the same way you did, and they read early 2011 as what would be in december



but remember, mid december is only a few weeks away so they are really just finishing up then with the first list, it isnt too muchg further away
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#17 Nov 23 2010 at 3:01 PM Rating: Decent
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I have to say, SE is really showing that they ARE listening with these series of updates planned. I agree that this November update isn't the "Fix-All", but it is the first step in getting things where they need to be. GO GO SE!
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#18 Nov 23 2010 at 3:05 PM Rating: Good
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I haven't logged into FFXIV in a while now, but after reading that, I'm actually excited for tomorrow's patch :)

Great write up, thanks for the info
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#19 Nov 23 2010 at 3:30 PM Rating: Excellent
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"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."

Since this is a clarification thread, I just wanted to highlight the above statement since there were quite a few people in other threads complaining about not being able to set city aetheryte gates as their favorite.

Teleporting costs to cities will be automatically halved (i.e. 2 anima to teleport to gridania when in the black shroud, and 3 anima to teleport to gridania from anywhere else). The favorite crystals will only apply to camps. I thought this was pretty straight forward, but somehow people still got confused.

Thanks to the OP for taking time to organize the update notes.



Edited, Nov 23rd 2010 4:36pm by lightacadi
#20 Nov 23 2010 at 3:30 PM Rating: Decent
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Vedis wrote:
KnocturnalOne wrote:
Interesting reading this how much I've mixed up what was in what release. I could have sworn in this release that they were adding the "8 recently used recipes" feature, as well as "targeting party members via 1-6".

Am I missing something, or is this list not 100%?

That aside, I am 100% stoked for the changes we are getting. Just think about how they are planning changes to the SP system, this may be truly better than XI's system. Equal distribution of SP, parties can be of all different sizes & take many different mob types and gain great SP.

Crabs may be extinct now!

Can't wait!!!


I can tell ya what ya read wrong

the "8 recent recipes" was for the november/december update, it wasnt specified which month


alot of people read it the same way you did, and they read early 2011 as what would be in december



but remember, mid december is only a few weeks away so they are really just finishing up then with the first list, it isnt too muchg further away


That makes complete sense, and I am sure is what I did, but I was trying to be very meticulous about which fix they were specifying for which month.

At any rate, this IS a great start. While it's not addressing EVERYTHING I want/need fixed, it's plenty to make me enjoy the game that much more. Better yet, the items they are not fixing in this update are on 1 of the next 2, what more could you ask for.

Kudos SE & Good Luck on the update! I hope you guys nail it!

p.s. Keep innodating us with information, I much prefer to be over-communicated to than your typical under-communication :)
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#21 Nov 23 2010 at 9:00 PM Rating: Decent
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I can't wait to get to ACTUALLY see my SP go up every fight.
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#22 Nov 23 2010 at 9:33 PM Rating: Good
Good post. Was actually starting to get confusing bouncing between lodestone notes. Appreciate the effort.
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#23 Nov 24 2010 at 6:05 AM Rating: Excellent
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Inventory
The number of items players and retainers may have in their inventory will be increased by twenty.



****. Was hoping it would double.....roll on extra retainers.
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#24 Nov 24 2010 at 6:10 AM Rating: Default
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Delayed.....
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#25 Nov 24 2010 at 10:25 AM Rating: Good
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Tahnks for the list. You have compiled some items that I missed along the line.

The party members being shown on the world map will help very much!

It's hard to believe they are so drastically changing SP distribution. I'm very happy about it though. Sounds like it will be much more like FFXI now. Killing more enemies faster will be rewarded. Sounds great.

Edited, Nov 24th 2010 11:25am by RufuSwho
#26 Nov 24 2010 at 3:47 PM Rating: Decent
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I could have sworn they said the crystal reduction and +20 inventory spaces were in the November update. So they're saying we have to wait another month for those? Nice.
#27 Nov 24 2010 at 4:36 PM Rating: Decent
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jPuff wrote:
I could have sworn they said the crystal reduction and +20 inventory spaces were in the November update. So they're saying we have to wait another month for those? Nice.


re-read whats been said

those 2 things are in the november update

as far as crafting goes, theres a pass in this update on it, and ANOTHER pass coming in the december uppdate too once they see needs more adjusting.
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#28 Nov 25 2010 at 11:47 AM Rating: Decent
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Jefro420 wrote:


The following adjustments will be made in the November version update in order to balance the degree of difficulty for synthesis.
Reduction of rank requirement for several recipes
Changes to materials required for several recipes
Introduction of alternate recipes for several items

Anybody but me not liking this part? so they change the materials for certain recipes and now its a race to find out wtf they are again? booooooo bad SE bad bad..... go in the corner!
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