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#1 Dec 15 2010 at 3:05 PM Rating: Excellent
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#2 Dec 15 2010 at 3:06 PM Rating: Excellent
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Thank you, sir!
#3 Dec 15 2010 at 3:07 PM Rating: Good
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Quote:

Quests
Players can reselect their Path Companion at any point in the main scenario.
A selection prompt can be accessed by speaking to the Lalafell NPC Tataru in Ul'dah's Merchant Ward.

*New guildleves have been added.
**Battlecraft Leves (regional)
**Faction Leves (regional)

*New types of treasure chests that appear during levequests have been added.
A chest's type determines the quality of its contents.
(picture of a green/bronze, blue/silver, and red/gold chest shown)

*New items have been added as possible regional levequest rewards.
*The graphic effects representing regional levequest destinations have been adjusted to be more visible.
*The following adjustments have been made to local guildleves.
**Local guildleves can now be abandoned.
Players with the maximum of 8 guildleves wishing to undertake another may freely select the guildleve they wish to abandon.
** Abandoned guildleves are treated in the same manner as failed guildleves, and cannot be reacquired until the next reset.
**Local guildleve clients are not displayed on the map.
*The NPC Rowena, to whom Allagan runestones can be exchanged for gear, has set up shop in the Ul'dah Merchant Strip [5,4].



Battle
*Notorious monsters have been added.

* The strength and toughness of an NM will increase exponentially should they be engaged for longer than 30 minutes. This change is accompanied by a log message stating, "[NM] becomes enraged!"

*New enemy types have been added.
(pictures of a flan and goblin)

*The cactuar ability Thousand Needles now deals damage in proportion to the number of party members hit.
*Enemy distribution has been adjusted near specific gathering points.
*Dying two times in succession while under the effect of Weakened will temporarily prevent the activation of active mode.
Active mode may be used again once the player is no longer weakened.
*An "Impossible to gauge" icon has been added to the icons representing an enemy's toughness.
(A purple "incredibly tough" icon with a yellow question mark shown)



Item
*New items have been added.

*The class required to repair an item is now displayed on the item details screen.
*The name of the item stat Wear has been changed to Condition.
The value of the Condition stat is now displayed in percent format.
(Picture of an item with 5 bars similar to a cell phone reception shown with 100% listed. Also, it lists the repair material and class that repairs it.)

*Certain pieces of gear for Disciples of War and Magic below rank 20 can now be purchased.
These items are available at the following locations.
*New synthesis recipes have been added.
*Certain synthesis recipes have been changed.
*A Recipes option has been added to the synthesis interface.
This option displays the last 8 recipes a player has crafted, as well as the last 8 recipes learned via levequests. Selecting a recipe will automatically prepare the required materials.
** When a player possesses varying qualities of a single material, the lowest quality item will be used first.
*Repair materials are now automatically prepared when an item is selected for repairs.
** When a player possesses varying qualities of a single material, the lowest quality item will be used first.
*The loot dropped by the following enemies has been changed.
Miteling, Molting Miteling, Diremite, Dwarf Diremite, Banemite, Dwarf Banemite, Needletail, Widowmaker



System
*Players may now employ up to two retainers simultaneously.
** Each PC on an account is now alloted two free retainers rather than one.
** Players may be unable to employ new retainers in-game during periods of heavy congestion. Should this happen, please try again later.
*The response time of the retainer exchange interface has been improved.
*The naming and organization of market locations has undergone the following changes.

Name (Limsa Lominsa) Tax-reduced Item Types

Tinkerers Ward Sundries, Beastcoins

Battlecraft Ward Gladiator's Arms, Pugilist's Arms, Marauder's Arms, Lancer's Arms, Archer's Arms, Shields, Arrows, Throwing Blades, Throwing Stones, Throwing Circles, Throwing Axes, Throwing Spears

Spellcraft Ward Conjurer's Arms, Two-Handed Conjurer's Arms, Thaumaturge's Arms, Two-Handed Thaumaturge's Arms

Fieldcraft Ward Carpenter's Primary Tools, Carpenter's Secondary Tools, Blacksmith's Primary Tools, Blacksmith's Secondary Tools, Armorer's Primary Tools, Armorer's Secondary, Tools, Goldsmith's Primary Tools, Goldsmith's Secondary Tools, Leatherworker's Primary Tools, Leatherworker's Secondary Tools, Weaver's Primary Tools, Weaver's Secondary Tools, Alchemist's Primary Tools, Alchemist's Secondary Tools, Culinarian's Primary Tools, Culinarian's Secondary Tools

Tradescraft Ward Miner's Primary Tools, Miner's Secondary Tools, Botanist's Primary Tools, Botanist's Secondary Tools, Fisher's Primary Tools, Fisher's Secondary Tools

Armorfitters Ward Helms, Full Plate, War Garb, Gauntlets, Greaves

Lower Tailors Ward1 Hats, Headwear, Masks, Undershirts, Attire, Hooded Attire, Undergarments, Pants, Gloves, Armbands, Shoes, Sandals, Belts, Sashes

Middle Tailors Ward2 Hats, Headwear, Masks, Undershirts, Attire, Hooded Attire, Undergarments, Pants, Gloves, Armbands, Shoes, Sandals, Belts, Sashes

Upper Tailors Ward3 Hats, Headwear, Masks, Undershirts, Attire, Hooded Attire, Undergarments, Pants, Gloves, Armbands, Shoes, Sandals, Belts, Sashes

Jewelers Ward Necklaces, Earrings, Bracelets, Rings, Crowns, Eyewear

Grocers Ward Meat Dishes, Egg Dishes, Grain Dishes, Vegetable Dishes, Mushroom Dishes, Sweets, Drinks, Seafood Dishes, Soups & Stews, Eggs, Dairy Products, Vegetables, Grains, Spices, Fruits, Mushrooms, Seasonings, Foodstuffs, Freshwater Fare, Saltwater Fare, Meats

Chirurgeons Ward Potions, Remedies, Ethers, Toxins, Panaceas, Reagents, Dyes, Paints, Oils

Ironmongers Ward Metals, Unrefined Metals, Metal Sheets, Metal Wires, Weapon Parts, Weapon Heads, Weapon Butts, Weapon Grips, Arrowheads, Shafts, Hooks, Chainmail Meshes, Armor Metals, Clasps

Woodcutters Ward Raw Wood, Lumber, Planks

Tanners Ward Hides, Leathers, Furs, Armor Hides, Armor Leathers, Footwear Parts,Bones, Teeth & Claws, Wings, Armor4

Masons Ward Ores, Stones, Gemstones

Clothiers Ward Fibers, Cloth, Hooded Attire Cloth, Cloth Bodies, Smallclothes Cloth, Cloth Sleeves, Front Cloth, Back Cloth, Armor Cloth, Feathers, Fletchings, Armor Parts

Crystaliers Ward Crystals

Menders Ward -

The names of the above locations vary slightly between nations. Known as wards in Limsa Lominsa, they are rows in Ul'dah, and dens in Gridania.

1 This section of the market ward specializes in gear with an optimal rank between 1 and 20.
2 This section of the market ward specializes in gear with an optimal rank between 21 and 40.
3 This section of the market ward specializes in gear with an optimal rank between 41 and above.
4 The Armor item category will be changed to Scutes & Scales in the next version update later this month.

*The Condition stat of items is now displayed on the primary item detail screen.
Item icons now change in both the inventory list and Gear screen when items become damaged.
*Using the Seek Repairs option now toggles a specific icon next to the player's display name.
(Image of a player with the repair icon next to his name)

** Players simultaneously seeking repairs and running a bazaar will have both icons displayed.
*The position of the gathering and synthesis interfaces has been changed.
*The area of effect widget for spells can now be moved freely about the screen.
** New positions will automatically be saved.
*Status effects are now displayed with a timer indicating their remaining duration.
*The number of characters allowed in the chat prompt has been increased.
*Ctrl+T can be used to bring up a /tell prompt addressed to the last person to whom a /tell was sent.
This command can be repeated to scroll through the last 20 such players.



Bug Fixes
*An issue wherein the help text for the conjurer ability Fastcast erroneously described the increase in cast speed as 10% has been addressed.
** The correct increase is 20%.
*An issue wherein the thaumaturge ability Firm Conviction would take effect when not being cast has been addressed.
*An issue wherein an incorrect amount of HP was being absorbed when attacking with an HP absorb status in conjuction with a multi-attack action has been addressed.
*An issue where the /tell chat mode could not be properly activated using the chat log button located above the text prompt has been addressed.
** Activating the /tell chat mode using this button will set the last recipient of a /tell as the default addressee.
*An issue wherein the "/tell " text command was not functioning properly has been addressed.
*An issue wherein the background music for certain levequests would not play has been addressed.
*An issue wherein setting the following traits resulted in certain class-specific actions becoming available for use with other classes has been addressed.

Pugilist: Seasoned Veteran
Gladiator: Swordsmanship
Marauder: Axemanship
Lancer: Pikemanship
Archer: Bowmanship
Conjurer: One With Nature
Thaumaturge: Transcendence

*An issue wherein controlling the game camera with the keyboard resulted in limited vertical mobility has been addressed.



Known Issues
*After receiving access to synthesis facilities from certain NPCs, the status information is not displayed in the synthesis interface.
*The motion and effects of area of effect attacks executed by enemies are not displayed when there are no valid targets within range.
*Using the keyboard to execute a castable action while already in the process of executing another action causes the former's name to be displayed in the log.
** The resulting effect will be that of the original action.
*Stackable items being sold in a retainer's bazaar may still appear in the bazaar list after they have been purchased.
** Removing the improperly displayed item from the bazaar may cause the game to crash.
*The aetheryte situated in Camp Bentbranch may not display properly when Shadow Detail (located under General » Video Settings in FINAL FANTASY XIV Config) is set to either Lowest or Highest.


Edited, Dec 15th 2010 4:51pm by Cowgomoo
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#4 Dec 15 2010 at 3:13 PM Rating: Good
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Market Wards win and fail....

New first ward is huge win. More freaking wards is a fail. /facepalm that just doesn't solve anything. >.<
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#5 Dec 15 2010 at 3:13 PM Rating: Good
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Awesome stuff.

A lot of good fixes in this one. I especially like the Seek Repairs option and the Recipe option in synthesis :) Can't wait to check it out
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#6 Dec 15 2010 at 3:13 PM Rating: Default
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Think the link is enough?
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#7 Dec 15 2010 at 3:14 PM Rating: Decent
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Suhee wrote:
Think the link is enough?


I prefer a link to someone throwing up unformatted (or even formatted) text all over the post.

Just me probably tho.

Edited, Dec 15th 2010 4:14pm by rikkuotaku
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#8 Dec 15 2010 at 3:17 PM Rating: Decent
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They're putting NPCs in the wards now, selling 1-20 gear, interesting concept, and it'll regulate prices...

Hmmm
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#9 Dec 15 2010 at 3:18 PM Rating: Good
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Thanks for copying and pasting the information for me.

Pretty much what they said earlier in the topics post that it would be. I think the splitting up of the wards into certain level groups might help to find stuff you need if people use it. It isn't a search feature but its an improvement til the search feature is implemented.

NMs go into rage mode after 30 minutes.

I kind of like the condition as a % change. I'd rather see 50% than 25000/50000

Everything else sounds nice. Can't wait til we can test it out.



Edited, Dec 15th 2010 4:23pm by Libtech
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#10 Dec 15 2010 at 3:21 PM Rating: Good
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rikkuotaku wrote:
Suhee wrote:
Think the link is enough?


I prefer a link to someone throwing up unformatted (or even formatted) text all over the post.

Just me probably tho.

Edited, Dec 15th 2010 4:14pm by rikkuotaku


Not everyone can access the lodestone from their workplace. I figured it would be nice for the group that falls into that category.

Personally, I am interested to see what the different treasure chests can hold.
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#11 Dec 15 2010 at 3:22 PM Rating: Good
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I want to know what the new recipes are...
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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.


#12 Dec 15 2010 at 3:23 PM Rating: Good
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This option displays the last 8 recipes a player has crafted, as well as the last 8 recipes learned via levequests. Selecting a recipe will automatically prepare the required materials.
* When a player possesses varying qualities of a single material, the lowest quality item will be used first.
Repair materials are now automatically prepared when an item is selected for repairs.
* When a player possesses varying qualities of a single material, the lowest quality item will be used first.


This makes me a happy crafter^^

Quote:
I want to know what the new recipes are...


I'm guessing that they would include the new repair materials listed on this page as well as others, I hope.

Edited, Dec 15th 2010 2:26pm by taliph
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#13 Dec 15 2010 at 3:24 PM Rating: Decent
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I'd like to have some more in-depth information about new leves and recipes :/

Plus, why do they not implement an NPC for the Runestone equip thing in each city, instead of just one in Ul'dah?

Other then that, I just hope the "new content" will make playing with it more worthwhile.
#14 Dec 15 2010 at 3:27 PM Rating: Decent
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...LW Spetches are now required to fix glasses? huh?
#15 Dec 15 2010 at 3:27 PM Rating: Good
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Olorinus the Vile wrote:
I want to know what the new recipes are...

Haven't seen those yet, but I found this list of recipe changes and items for sale at the vendors.
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#16 Dec 15 2010 at 3:28 PM Rating: Excellent
Update's looking great!

Thank you Seph and Aur for posting the update notes as well, but as this thread was more active, and linked to the front page news story, I've locked the other two for the sake of keeping today's update discussions more centralized.
#17 Dec 15 2010 at 3:28 PM Rating: Decent
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Shezard wrote:
Plus, why do they not implement an NPC for the Runestone equip thing in each city, instead of just one in Ul'dah?


Because Ul'dah is the place to be,

Overall good things in this update, wonder what will come in the next one this month as well cept the market ward search feature.
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#18skamgdi14, Posted: Dec 15 2010 at 3:28 PM, Rating: Sub-Default, (Expand Post) unimpressed.... content can i have it ..............
#19 Dec 15 2010 at 3:29 PM Rating: Decent
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The cactuar ability Thousand Needles now deals damage in proportion to the number of party members hit. -hurrah!

Dying two times in succession while under the effect of Weakened will temporarily prevent the activation of active mode.
Active mode may be used again once the player is no longer weakened. -uh oh


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#20 Dec 15 2010 at 3:30 PM Rating: Good
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unimpressed.... content can i have it ..............


Everything that was promised for mid-december update, is in this update. Plus some more.

But do not mind me.
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SE:
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We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#21 Dec 15 2010 at 3:32 PM Rating: Excellent
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Ok, I'm very pleased with a lot of this... such as the recipes being remembered, changes to durability, changes to wards, and NMs... but I can't help but be slightly depressed that there still hasn't even been a MENTION of party SP mechanics. All I want to know is if it's working as intended, because that to me is a big factor on whether or not I keep playing. Just give me some kind of definitive answer please!!! :(

...other than that, solid update.
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#22 Dec 15 2010 at 3:33 PM Rating: Good
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The cactuar ability Thousand Needles now deals damage in proportion to the number of party members hit


yay
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#23 Dec 15 2010 at 3:33 PM Rating: Good
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I wonder if we should still hold our breath on the group SP issue or just give up and accept that coblyn/doblyn/behest is how it's going to be...

/sigh
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#24 Dec 15 2010 at 3:34 PM Rating: Decent
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there still hasn't even been a MENTION of party SP mechanics


I heard it's more of an issue for higher rank people?

Let's see what these new guildleves do first. If they're for rank 50... you following me?
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SE:
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We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#25 Dec 15 2010 at 3:36 PM Rating: Decent
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BartelX wrote:
Ok, I'm very pleased with a lot of this... such as the recipes being remembered, changes to durability, changes to wards, and NMs... but I can't help but be slightly depressed that there still hasn't even been a MENTION of party SP mechanics. All I want to know is if it's working as intended, because that to me is a big factor on whether or not I keep playing. Just give me some kind of definitive answer please!!! :(

...other than that, solid update.


This. The beating that people are getting post-20 is kinda freaking ridiculous.

Edited, Dec 15th 2010 4:38pm by Zanist
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#26 Dec 15 2010 at 3:39 PM Rating: Decent
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If the majority of players refused to use the market wards appropriately before, what makes them think they will use them appropriately now? Still wish there was more penatlies to selling in wrong wards, especially with the addition of an extra retainer. But now I foreseentwice as many useless retainers in the wrong wards which leads to more congestion and frustration.

I was a little disappointed with the market ward fixes, but there are some nice fixes in this patch to the game.
#27 Dec 15 2010 at 3:40 PM Rating: Default
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The changes to the Wards are cosmetic. Without a true search function you will still have the problem of wasting hours looking for something that may or may not be there. Even with a second retainer most people will have a hodgepodge of items in their Bazaars. This is a failure to provide what was promised. Another failure is that the problems with the Gear Damage system were not addressed. If either 1 of these systems remain in their current state they will be game breaker for me
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#28 Dec 15 2010 at 3:40 PM Rating: Good
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geezus! Natron is impossible to get as it is! Making it go from synthing 12 to 6 will do nothing for cooks.

>.>
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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.


#29 Dec 15 2010 at 3:41 PM Rating: Good
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Anyone noticed how they mention that NM get stronger after 30 minutes of fighting!!. 30 minutes!
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#30 Dec 15 2010 at 3:42 PM Rating: Good
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Quote:
This is a failure to provide what was promised.


Aaaand I challenge you to find the source for this "promise", because I can assure you there was no such thing.

Item Search Feature was promised to be implemented in the November & December updates. I am sure it will be.
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SE:
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We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#31 Dec 15 2010 at 3:43 PM Rating: Decent
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Yea I follow but at that level 8 leeves every 36 hours isnt going to get you far. And its still really more about the fact that people in parties want to enjoy our grinding as much as the solo / duoers. It really is an issue that I had hoped to see addressed as this is a game breaker for me also. I do not want to solo or spurt level off leeves. Please oh please SE hook us up with at least info that it is being examined.
Thanks,
Big Jer
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#32 Dec 15 2010 at 3:47 PM Rating: Excellent
PerrinofSylph wrote:
Quote:
The cactuar ability Thousand Needles now deals damage in proportion to the number of party members hit


yay



And double OMGWTFYAY for text input limit being upped!
#33 Dec 15 2010 at 3:47 PM Rating: Good
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Kazuyakun wrote:
Anyone noticed how they mention that NM get stronger after 30 minutes of fighting!!. 30 minutes!


If the reason for this is the same as it was in FFXI (which I'm pretty sure it is) it's to keep people from just sitting on NMs indefinately. Because you can't really fight an enemy that gets 100% haste and a 100% damage bonus, especially if it was already strong.

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#34 Dec 15 2010 at 3:47 PM Rating: Good
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Libtech wrote:
I think the splitting up of the wards into certain level groups might help to find stuff you need if people use it. It isn't a search feature but its an improvement til the search feature is implemented.

I am actually more interested in the fact that each ward is not sorted by Craft type rather than slot. This will do a lot to alleviate the problems crafters are facing selling all of their products. It will have to be seen if anyone actually uses the new organization, but at least it's an improvement. With the search function in a couple weeks, Wards could be quite serviceable.

Edited, Dec 15th 2010 4:50pm by Hulan
#35 Dec 15 2010 at 3:48 PM Rating: Good
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Lol, my ffxi character was named Libtech, best boards in the world.
#36 Dec 15 2010 at 3:48 PM Rating: Decent
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Aldgoat Horn Bow Grip now only use Aldgoat Horn instead of Antelope Horn...

This made many Archers happy =]
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#37 Dec 15 2010 at 3:51 PM Rating: Good
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unclejer wrote:
Yea I follow but at that level 8 leeves every 36 hours isnt going to get you far. And its still really more about the fact that people in parties want to enjoy our grinding as much as the solo / duoers. It really is an issue that I had hoped to see addressed as this is a game breaker for me also. I do not want to solo or spurt level off leeves. Please oh please SE hook us up with at least info that it is being examined.
Thanks,
Big Jer


I am not super happy about the SP changes myself.

I notice there really isn't a thread on the feedback forum on it. I would suggest people make a stink there to have max effect.
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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.


#38 Dec 15 2010 at 3:52 PM Rating: Excellent
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An "Impossible to gauge" icon has been added to the icons representing an enemy's toughness.


Anyone else wish there would be the equivilant of a "too weak" gauge for monsters that are far enough below your level? Could still drop items/crystals, just no SP/XP. And before anyone says it, multiple MMOs have this; it's not just a fallback to XI standards.
#39 Dec 15 2010 at 3:53 PM Rating: Decent
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Osarion, Goblin in Disguise wrote:
And double OMGWTFYAY for text input limit being upped!


I'm still only going to use one liners in LS chat... IF I even talk ^.~
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#40 Dec 15 2010 at 3:56 PM Rating: Good
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Kazuyakun wrote:
Anyone noticed how they mention that NM get stronger after 30 minutes of fighting!!. 30 minutes!


Yea...I would have to say they would be termed "bosses" instead of NM's. Doesn't sound like the open world NM's are something you can to tackle without being in a prepared group. And since individuals probably cannot take them down...they may be easier to spot since they will be alive, wandering about, until a group takes them down.
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#41 Dec 15 2010 at 3:58 PM Rating: Excellent
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Kinda what I had expected. I think if you liked the game, you'll like this patch as it improves a lot of things a little bit. If you were disappointed and were waiting on something that would make you want to play, keep on waiting.
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#42 Dec 15 2010 at 4:04 PM Rating: Decent
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Lol, my ffxi character was named Libtech, best boards in the world.


That was my name in ffxi as well \m/

I rode their longboards for years until I found this really nice land yahtz (which is like the cadillac of longboards imo)

Then i broke my elbow cap off and haven't been skating much anymore /sigh

Edited, Dec 15th 2010 5:05pm by Libtech
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#43 Dec 15 2010 at 4:05 PM Rating: Decent
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KujaKoF wrote:
Kinda what I had expected. I think if you liked the game, you'll like this patch as it improves a lot of things a little bit. If you were disappointed and were waiting on something that would make you want to play, keep on waiting.


My thoughts exactly. Upsetting a little that this is the case. They need to really get a move on adding stuff to help the disappointed bunch.

Edited, Dec 15th 2010 5:08pm by Axel
#44 Dec 15 2010 at 4:05 PM Rating: Decent
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I can't agree with Big Jer enough...I play MMO's so I can grind big mob's in a group. SE has completely and utterly failed to address party SP with this patch. The game just doesn't encourage grouping anymore, and that's a game breaker for me.

Hope the back-end of December patch addresses this issue...
#45 Dec 15 2010 at 4:13 PM Rating: Good
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thejones wrote:
I can't agree with Big Jer enough...I play MMO's so I can grind big mob's in a group. SE has completely and utterly failed to address party SP with this patch. The game just doesn't encourage grouping anymore, and that's a game breaker for me.

Hope the back-end of December patch addresses this issue...


Have you done leves in a party, or behest?
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#46 Dec 15 2010 at 4:20 PM Rating: Decent
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Seventhblood wrote:
thejones wrote:
I can't agree with Big Jer enough...I play MMO's so I can grind big mob's in a group. SE has completely and utterly failed to address party SP with this patch. The game just doesn't encourage grouping anymore, and that's a game breaker for me.

Hope the back-end of December patch addresses this issue...


Have you done leves in a party, or behest?


I think what he means is that it does not encourage party play in an obvious way. New players aren't going to know that Behest occurs every hour on the dot, or that it is even a viable way to gain EXP. Nor do most people have a party of friends to do Leves with.
#47 Dec 15 2010 at 4:21 PM Rating: Decent
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Osarion, Goblin in Disguise wrote:
Quote:
An "Impossible to gauge" icon has been added to the icons representing an enemy's toughness.


Anyone else wish there would be the equivilant of a "too weak" gauge for monsters that are far enough below your level? Could still drop items/crystals, just no SP/XP. And before anyone says it, multiple MMOs have this; it's not just a fallback to XI standards.



I thought that's what the blue dot was... Mobs that can be abused in seconds, and are farm level, and at some point even stop aggroing.
#48 Dec 15 2010 at 4:22 PM Rating: Default
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I am a little disappointed, but perhaps I missed it... is there any mention of Hamlet Defense?
#49 Dec 15 2010 at 4:23 PM Rating: Good
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9,526 posts
bunsisbuns wrote:
I am a little disappointed, but perhaps I missed it... is there any mention of Hamlet Defense?


No. That may be late december or January update.
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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.


#50 Dec 15 2010 at 4:27 PM Rating: Decent
35 posts
There as some great things here,
but please fix our skill points SE!!
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Diamonds are Forever!

FFXI - Carby - Embers: WHM 85 THF 85 RDM 80 SAM 80 MNK 75 SMN 75 ALC 78

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#51 Dec 15 2010 at 4:28 PM Rating: Decent
rikkuotaku wrote:
Market Wards win and fail....

New first ward is huge win. More freaking wards is a fail. /facepalm that just doesn't solve anything. >.<



This.

I think the market wards is getting worse by every update... lol (just bring on the AH already!)

Besides that I am quite please with the update though.
The "seeking repairs" symbol, the double weakened penalty and the cactuar thousand needles fix especially!
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