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#52 Dec 15 2010 at 4:32 PM Rating: Decent
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SE stated thet Hamlet will not come out till next year. I do believe they said it will be in the first patch of the new year. When that patch will be who know's.
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#53 Dec 15 2010 at 4:41 PM Rating: Decent
23 posts
Frebaut wrote:
SE stated thet Hamlet will not come out till next year. I do believe they said it will be in the first patch of the new year. When that patch will be who know's.


Every time I hear next year I go "NOOOOOOOOOOOOOO.....oh wait it's december....YAYYYYYY"
#54 Dec 15 2010 at 4:43 PM Rating: Excellent
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2,120 posts
Axel wrote:
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.


Even beyond that, there's a large % of players who want to party grind outside of leves & behest. It's a big part of playing an mmo for a lot of people. The november patch pretty much ruined that and there's been zero word of changing it. People would like to know if this is working as intended or an issue that hasn't been tackled yet. Even for solo it's pretty jacked up that I can kill a red mob for only a tiny bit more SP than a blue one.

They basically made grinding extremely painful past r20 while pumping up leves & behest to be the best means for SP gains. Great for the casuals and those who enjoy leves & behest, but many hardcore grinders are left thinking "It may be time to move on to something else". Even ones who aren't so hardcore, but just like the grind parties. And still others not in those categories...if you're out of leves your options are: painful grind, gather/craft, wait for behest each hour, shouting to join others' leves or go play somethin' else until the next leve reset.

Like mentioned, some of that can be helped with the addition of new content like the hamlet defenses & such, but you're completely turning off those who like to party grind. Which probably makes up a decent chunk of the player count.
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#55 Dec 15 2010 at 4:52 PM Rating: Good
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Axel wrote:
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.

I understand behest goes every hour and you can do leeves in the 45 mins between restarts. But thats not a party thats a group goal and when the leeves are exhausted I get to stand in camp and .......... for 45 mins woot woot. The point is we need to be able to grind in parties just as easy as the people who solo grind. Even the soloers will be ****** when they start seeing 40k tnl at 80 sp per kill I mean come on now, 500 mobs per level really. If behest and leeves are meant to be the main party mechanic of this game then remove the timers and let me restart as soon as I am done one. Well ok im done raging atm but people just dont seem to understand my point.
thanks for your time,
Big Jer
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#56 Dec 15 2010 at 4:53 PM Rating: Excellent
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Things I like
Quote:

The cactuar ability Thousand Needles now deals damage in proportion to the number of party members hit.

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.

A Recipes option has been added to the synthesis interface.

Players may now employ up to two retainers simultaneously.

The naming and organization of market locations has undergone the following changes.: Crystaliers Ward

Using the Seek Repairs option now toggles a specific icon next to the player's display name. (Players simultaneously seeking repairs and running a bazaar will have both icons displayed.)

Status effects are now displayed with a timer indicating their remaining duration.

The number of characters allowed in the chat prompt has been increased.


OMG Percent format for durability!!! YES!!!!

Extra free retainer is good, but I still want the ability to purchase more (have plans for 3-4 retainers)

Things I am not so sure about
Quote:

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.

Certain pieces of gear for Disciples of War and Magic below rank 20 can now be purchased.


No more Zerging that last Leve mobs with 5% HP

I wonder how the ability to buy <R20 gear will affect crafting, esp low levels.
#57 Dec 15 2010 at 4:55 PM Rating: Decent
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140 posts
If people put their retainers in the proper levels for selling, instead of being stubborn and putting them all in the first ward they see, then the wards would be a much friendlier & kinder place. When I go to the "Glover's Ward" I expect to see only hand ware to be sold there. Not other oddities that makes me think a 9 year old is playing the game.

SE even added a ward level for selling crystals. There is no excuse anymore. By design, the wards look like FFXI AH, but with visual substance instead of text. Every item now has its own section, just like ffxi, but with retainers representing the items for each category.

SE is not changing this feature, I thought they might. But the fact that their adding things, that make sense, to the wards, instead of simply implementing an AH, tells me they want to create a new selling/buying experience.

Those selling crap in the wrong wards are doing it on purpose. Grow up. :)
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#58 Dec 15 2010 at 4:55 PM Rating: Default
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Only one thing from the whole update bothers me is how they changed the repair materials needed for con weapons. Don't get me wrong it makes more sense having to repair the wand with what type of wood it is made of. Just ****** me off after having to made over 100+ alpha/beta's. They should be refunding shards/time in alchemy. Oh well now just means I have to spend some time getting some branches....... dammit should of just saved all those branches instead of npc them all the time.

*end rant*

#59 Dec 15 2010 at 5:01 PM Rating: Default
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31 posts
Lots of things looking very good indeed, but PLEASE SQUEENIX 2 retainers for everyone ? So we double the problem ?

Lets stop talking about penalties for retainers selling inappropriate stuff, just make it impossible. No more mole meat in the battle ward, only items that should be there would make me tend to believe that the wards are actually a viable option.
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#60 Dec 15 2010 at 5:02 PM Rating: Decent
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108 posts
dooglee wrote:
Only one thing from the whole update bothers me is how they changed the repair materials needed for con weapons. Don't get me wrong it makes more sense having to repair the wand with what type of wood it is made of. Just ****** me off after having to made over 100+ alpha/beta's. They should be refunding shards/time in alchemy. Oh well now just means I have to spend some time getting some branches....... dammit should of just saved all those branches instead of npc them all the time.

*end rant*



I had a similar issue with all the Brass Hatchets I'd hoarded for cash. :( But don't worry. No one feels sorry for you. :)

I WANNA Play!!!

Edited, Dec 15th 2010 6:03pm by jwhite1083
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#61 Dec 15 2010 at 5:13 PM Rating: Good
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107 posts
You know what would be nice in a future update?

Retainers automatically going to the correct ward depending on their wares that are set for sale. Instead of the players deciding where the retainers should set up shop (because lets face it, there are always going to be people who do not adhere to the market wards), let the items they are selling decide where the retainers go.

The decision to set up shop in a particular ward could be made either by the number of items to sell or by the total value of items within the same category.

Example:

Retainer has 4 thaumaturge weapons with a total value of 250,000 gil and 6 full stacks of 9999 shards totaling <insert some abnormally large number of gil here>.
Since the total value of shards out value the total value of thaumaturge weapons, the retainer would end up in a ward where crystals and shards are sold.

However, once the shards have been sold or it gets to a point where the value of the shards is less than that of the thaumaturge weapons, the retainer automatically move to the spell craft ward.
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#62 Dec 15 2010 at 5:18 PM Rating: Default
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Quote:
Even beyond that, there's a large % of players who want to party grind outside of leves & behest. It's a big part of playing an mmo for a lot of people.


Dividing the playerbase to leve-sharing and mob grinding camps is not a good thing. If people are too stuck in the "I want XI-2" mindset, that is their problem. They can always go back to XI if they want that sort of gameplay.

Seriously. Leve-sharing kinda depends on there actually being enough people to leve-share with. Mob grinding will always be relevant as long as people want to solo.
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We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#63 Dec 15 2010 at 5:22 PM Rating: Good
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Oh boy, these updates are really coming thick and fast.
They've certainly commited. Cant wait to come back when the games all fixed up.
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#64 Dec 15 2010 at 5:26 PM Rating: Excellent
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227 posts
Quote:
The value of the Condition stat is now displayed in percent format.


Sometimes it is the small things that make things nicer.
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#65 Dec 15 2010 at 5:33 PM Rating: Decent
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Lots of stuff there I guess

But nothing to fix the game breaking SP gain

I'm fine with how long it takes to level

But i'm going to make this very clear

In a Final Fantasy game I want to play with other members and fight large mobs for large rewards, just like every console FF ever made and just like your last MMO.

Do not make me grind on very easy mobs till max level as it is boring and a gamebreaker for me.
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#66 Dec 15 2010 at 5:38 PM Rating: Decent
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800 posts
tylerbee wrote:

In a Final Fantasy game I want to play with other members and fight large mobs for large rewards, just like every console FF ever made and just like your last MMO.

Do not make me grind on very easy mobs till max level as it is boring and a gamebreaker for me.


You do realize the only thing "preventing" you from fighting large mobs is your own mentality that SP/hr is more important than fun, right? If it's so important to you, please tell me WHY you continue to rank up on easy mobs even though you apparently despise it.

No one is "making" you grind on easy mobs but yourself.
#67 Dec 15 2010 at 5:39 PM Rating: Excellent
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Mmm, looks nice.

Been looking forward to the second retainer most of all. I've been wanting to rank up a few more crafting classes, but have been holding off due to lack of inventory space. Alchemist, here I come!
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#68 Dec 15 2010 at 5:41 PM Rating: Decent
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Are you able to get retainers from other cities besides the one you started in?
#69 Dec 15 2010 at 5:42 PM Rating: Good
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tylerbee wrote:
Lots of stuff there I guess

But nothing to fix the game breaking SP gain

I'm fine with how long it takes to level

But i'm going to make this very clear

In a Final Fantasy game I want to play with other members and fight large mobs for large rewards, just like every console FF ever made and just like your last MMO.

Do not make me grind on very easy mobs till max level as it is boring and a gamebreaker for me.


Completely agree. I hope they will reconsider their stance on EXP and SP gain for mobs that are even match or higher. Also, the introduction of experience chains would go a long way in making a party friendly leveling experience.
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#70 Dec 15 2010 at 5:44 PM Rating: Decent
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Hydragyrum wrote:
tylerbee wrote:

In a Final Fantasy game I want to play with other members and fight large mobs for large rewards, just like every console FF ever made and just like your last MMO.

Do not make me grind on very easy mobs till max level as it is boring and a gamebreaker for me.


You do realize the only thing "preventing" you from fighting large mobs is your own mentality that SP/hr is more important than fun, right? If it's so important to you, please tell me WHY you continue to rank up on easy mobs even though you apparently despise it.

No one is "making" you grind on easy mobs but yourself.


Don't be so moronic. That is the stupidest thing i've ever heard.

I might enjoy painting my house with a toothbrush more than painting it with a spraygun but it doesn't mean i'm going to waste time doing that if I can get it done quicker with the spraygun.

PS: I haven't leveled a DOW/DOM class since the SP changes. In fact, I played the game about a week after that and then cut my losses because of how **** they made it. I didn't think the game could get any worse but the latest SP changes just made it not worth playing.

Fix it SE.
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#71 Dec 15 2010 at 5:50 PM Rating: Decent
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Bluetaro wrote:
tylerbee wrote:
Lots of stuff there I guess

But nothing to fix the game breaking SP gain

I'm fine with how long it takes to level

But i'm going to make this very clear

In a Final Fantasy game I want to play with other members and fight large mobs for large rewards, just like every console FF ever made and just like your last MMO.

Do not make me grind on very easy mobs till max level as it is boring and a gamebreaker for me.


Completely agree. I hope they will reconsider their stance on EXP and SP gain for mobs that are even match or higher. Also, the introduction of experience chains would go a long way in making a party friendly leveling experience.


I'm agreeing with this also but,
Don't you mean skill chains?
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#72 Dec 15 2010 at 5:51 PM Rating: Excellent
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2,120 posts
Hyanmen wrote:
Quote:
Even beyond that, there's a large % of players who want to party grind outside of leves & behest. It's a big part of playing an mmo for a lot of people.


Dividing the playerbase to leve-sharing and mob grinding camps is not a good thing. If people are too stuck in the "I want XI-2" mindset, that is their problem. They can always go back to XI if they want that sort of gameplay.

Seriously. Leve-sharing kinda depends on there actually being enough people to leve-share with. Mob grinding will always be relevant as long as people want to solo.


There's no reason why party grinding can't be made worthwhile again while still keeping the importance of leves & behest. It's simply forcing the hand of players into playing a certain way when they'd rather play another. Lots of options for decent rates of progression is much better. I think a game that's hurting like XIV should be doing less dictating of how people should play by crippling certain popular playstyles.
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#73 Dec 15 2010 at 5:52 PM Rating: Good
21 posts
How is adding multiple tiers to an area in the Market Wards really solve anything? With the limited (10) spaces you have to sell your items, is it really feasible that people will focus all their items to say 1-20 gear? Adding more specific areas does not help.

For instance, the Hatters or Cobblers wards, it's a waste of time to try and find some sort of a profitable niche in the market to dedicate your retainer entirely to this. The tiered wards are still going to have a potluck of hodgepodge items with perhaps a few items being in the correct area.

Before anyone states, or better said, hopes that the next December update will have some sort of search function for the wards. I ask this question, What's the point of making multiple tiered wards, when you'll be able to search for it anyways? Unless they implement the search function independently to each ward, instead of being able to search the entire market. Which would only add to the frustration as you are required to stop by all 10-15 wards and search separately. I'm just not seeing the logic here, maybe someone can help me out.
#74 Dec 15 2010 at 5:55 PM Rating: Decent
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ExasperatedDenial wrote:
How is adding multiple tiers to an area in the Market Wards really solve anything? With the limited (10) spaces you have to sell your items, is it really feasible that people will focus all their items to say 1-20 gear? Adding more specific areas does not help.

For instance, the Hatters or Cobblers wards, it's a waste of time to try and find some sort of a profitable niche in the market to dedicate your retainer entirely to this. The tiered wards are still going to have a potluck of hodgepodge items with perhaps a few items being in the correct area.

Before anyone states, or better said, hopes that the next December update will have some sort of search function for the wards. I ask this question, What's the point of making multiple tiered wards, when you'll be able to search for it anyways? Unless they implement the search function independently to each ward, instead of being able to search the entire market. Which would only add to the frustration as you are required to stop by all 10-15 wards and search separately. I'm just not seeing the logic here, maybe someone can help me out.


the logic is that with the addition of the search function, you wont have to go into a ward full of 500 reatiners full of level 1-50 items, and instead itl be split up so that you can search through a smaller ammount

the problem will persist that people will use the wrong wards of course, but thats a player issue and not an issue SE can fix unless they add a massive tax on miplaced items(especialy to those retainers who have NOTHING of the correct item in the ward)
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#75 Dec 15 2010 at 5:55 PM Rating: Decent
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I'm looking forward to trying out the xmas stuff in this patch. Wish more would have happened for the Market Wards, bot there are lots of good things in this patch, and there is probably another patch next week also.

One thing I HOPE wont be like FFXI is the Goblins. They were used to patrol certain areas to keep RMT from being able to bot. But so many times have I been killed by them while in group or soloing at level 1-10. they really started to get on my nerves. hehe
#76 Dec 15 2010 at 5:57 PM Rating: Excellent
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Libtech wrote:
I kind of like the condition as a % change. I'd rather see 50% than 25000/50000


More like 68682/137364.
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#77 Dec 15 2010 at 6:02 PM Rating: Good
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KaneKitty wrote:
Libtech wrote:
I kind of like the condition as a % change. I'd rather see 50% than 25000/50000


More like 68682/137364.


Yes that is what I meant to say, I just didn't want to reach for my calculator to find a tricky 1/2 amount.
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#78 Dec 15 2010 at 6:03 PM Rating: Good
21 posts
Quote:
the logic is that with the addition of the search function, you wont have to go into a ward full of 500 reatiners full of level 1-50 items, and instead itl be split up so that you can search through a smaller ammount


If SE is going to add a search function, why wouldn't they just implement some filters, or ability to browse the area.
eg: "Search > Head Gear > Conjurer > lvl 1-15." If you're going to add something, why not implement it right. The multiple tiered market will definitely help thin out the selling areas, and this is a plus if like you said people place their retainers in the correct markets. I don't think anyone is delusional enough to believe players will do this though.
#79 Dec 15 2010 at 6:06 PM Rating: Good
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ExasperatedDenial wrote:
Quote:
the logic is that with the addition of the search function, you wont have to go into a ward full of 500 reatiners full of level 1-50 items, and instead itl be split up so that you can search through a smaller ammount


If SE is going to add a search function, why wouldn't they just implement some filters, or ability to browse the area.
eg: "Search > Head Gear > Conjurer > lvl 1-15." If you're going to add something, why not implement it right. The multiple tiered market will definitely help thin out the selling areas, and this is a plus if like you said people place their retainers in the correct markets. I don't think anyone is delusional enough to believe players will do this though.


well as far as that goes we will have to wait and see

right now im expecting you to be able to search by item, but youll have to find the npc yourself in the ward it states its in

but if people dont wanna follow the ward system, thats the peoples fault right there, blame the idiots who think everything belongs in the battlecraft ward
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#80 Dec 15 2010 at 6:16 PM Rating: Decent
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ExasperatedDenial wrote:
Quote:
the logic is that with the addition of the search function, you wont have to go into a ward full of 500 reatiners full of level 1-50 items, and instead itl be split up so that you can search through a smaller ammount


If SE is going to add a search function, why wouldn't they just implement some filters, or ability to browse the area.
eg: "Search > Head Gear > Conjurer > lvl 1-15." If you're going to add something, why not implement it right. The multiple tiered market will definitely help thin out the selling areas, and this is a plus if like you said people place their retainers in the correct markets. I don't think anyone is delusional enough to believe players will do this though.


What will happen now in the first couple of wards where everyone and their sister parked their retainers and made those areas so congested that all the retainers wouldn't draw when you entered worse, because now they will have 2x the number of retainers in those first couple of wards.
The only way to make wards work is to force retainers to the proper ward determined by the items in bazar and hope to **** they institute a search function in the next update. without search function this is /fail imo
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#81 Dec 15 2010 at 6:20 PM Rating: Default
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Ok, this is all good and dandy in the update but two big things are missing. Where the heck are my AIRSHIPS and CHOCOBOS!?!? It's DEC the game came out in SEPT where are they?!?!
#82 Dec 15 2010 at 7:03 PM Rating: Good
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rfolkker wrote:
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.



No, what he is saying is; A blue dot does not tell you a mob's minimum rank to still receive exp and sp. Example; When I fight a startail marmet, it is blue, but gives me 0 exp, and 0 sp. He is saying they need to add a indicator which tells you a mob is so low to you, you will not receive any reward for killing it.

"Too weak to be worthwile"
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#83 Dec 15 2010 at 7:30 PM Rating: Excellent
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I'm one of those people who hasn't played in awhile and was waiting on these patches to see if the game was worth coming back to. As far as I understood it, November was supposed to address gameplay issues while December was to address content. The November patch was great in fixing a number of things that needed attention, but to me the game was still horribly dull, boring and empty. So I patiently waited for this patch, and I see no real content additions other than hunting a small number of NM's that I may or may not be able to kill. I'm also quite curious to see what drop rates are like in this game compared to FFXI. I'd like it if they dropped more often, but were the FFXI equivalent of Rare/Ex so they can't be sold for profit by gil sellers.

Anyway, this patch is a step in the right direction, but really offers nothing to the majority of players waiting to come back to the game. I'll probably won't check in on this game again till it's next patch in 2011. Happy and safe holidays!
#84 Dec 15 2010 at 7:30 PM Rating: Default
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Hyanmen wrote:
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.



"For our next step, we plan on introducing additional features to make navigating the Markets even easier. These include the implementation of a search feature that will not only help players locate items in a Market district, but then display an icon next to the retainers who have those items, reducing the hassle of having to look through the inventories of retainers who may not have what a player seeks."


This was from the b10/15/10 post on Lodestone; long before they decided to add a 2nd update to Dec.
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#85 Dec 15 2010 at 7:32 PM Rating: Good
11 posts
Idk, I'm really girly, just looking at the ingame snow and the trees, the chocobos with antlers, and the ffxiv christmasy music just makes me happy :) don't care about the other stuff no more lol.
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#86 Dec 15 2010 at 7:36 PM Rating: Decent
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82 posts
dasquall wrote:
You know what would be nice in a future update?

Retainers automatically going to the correct ward depending on their wares that are set for sale. Instead of the players deciding where the retainers should set up shop (because lets face it, there are always going to be people who do not adhere to the market wards), let the items they are selling decide where the retainers go.

The decision to set up shop in a particular ward could be made either by the number of items to sell or by the total value of items within the same category.

Example:

Retainer has 4 thaumaturge weapons with a total value of 250,000 gil and 6 full stacks of 9999 shards totaling <insert some abnormally large number of gil here>.
Since the total value of shards out value the total value of thaumaturge weapons, the retainer would end up in a ward where crystals and shards are sold.

However, once the shards have been sold or it gets to a point where the value of the shards is less than that of the thaumaturge weapons, the retainer automatically move to the spell craft ward.


Most insightful thing I've ever read on these forums. Do this, SE!! :)
#87 Dec 15 2010 at 7:58 PM Rating: Decent
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447 posts
Elswick78 wrote:
dasquall wrote:
You know what would be nice in a future update?

Retainers automatically going to the correct ward depending on their wares that are set for sale. Instead of the players deciding where the retainers should set up shop (because lets face it, there are always going to be people who do not adhere to the market wards), let the items they are selling decide where the retainers go.

The decision to set up shop in a particular ward could be made either by the number of items to sell or by the total value of items within the same category.

Example:

Retainer has 4 thaumaturge weapons with a total value of 250,000 gil and 6 full stacks of 9999 shards totaling <insert some abnormally large number of gil here>.
Since the total value of shards out value the total value of thaumaturge weapons, the retainer would end up in a ward where crystals and shards are sold.

However, once the shards have been sold or it gets to a point where the value of the shards is less than that of the thaumaturge weapons, the retainer automatically move to the spell craft ward.


Most insightful thing I've ever read on these forums. Do this, SE!! :)


How about they stop investing time in a dumb system and setup an AH which MIGHT encourage players who quit to return to the game. Oh hey, how about fixing party SP so players who like to group as opposed to solo can have some fun, and maybe players would return.

I'm sorry, but SE just doesn't get it, and I think I've had enough for now. I'll keep an eye on future patches, but they've done lost another one.

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#88 Dec 15 2010 at 8:28 PM Rating: Good
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I can't say I'm really impressed with this patch. I mean, the only things that I really appreciate from SE in this patch are the message cap increase, condition percentage indication, retainer exchange times, and the buff/debuff timer display instead of a blinking icon during the last minute of having it.

As for more wards, it's kind of defeating the purpose. There are going to be a ton of players that put "Joe's Junk Shop" up in the culinary ward, where the only thing for sale is moko grass, bone chips, and flint stones.

The ward system is a good idea on paper, but just like many ideas that look good on paper, it's ***** in practice. Honestly, an AH would alleviate several problems that the market ward currently has, and from a programming aspect, it would also alleviate server strain and be easy as 3.14159265 to code up.
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#89 Dec 15 2010 at 8:30 PM Rating: Decent
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Quote:
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!"


This concerns me. As someone else pointed out, the reason for a rage timer in FFXI was because pop times were SO LONG that people would actually hold on to mobs for HOURS just so that they would be able to claim them at a more convenient time the next day or even days later. If they felt that a rage timer was needed, then they likely intend to have more NMs on very long repop timers. All of this beckons for the resurgence of FFXI NM camping. Hopefully this was either a superfluous decision, or the leve NMs are identical and accessible.

Quote:
In a Final Fantasy game I want to play with other members and fight large mobs for large rewards, just like every console FF ever made and just like your last MMO.

Do not make me grind on very easy mobs till max level as it is boring and a gamebreaker for me.


I've been saying this for YEARS. This was a fundamental design problem in XI, and I was extremely disappointed that they carried it to XIV. Players should be REWARDED for challenging themselves against strong opponents, not deterred from it. IT++ monsters shouldn't be less efficient xp/hour. High level NMs that take an hour to kill shouldn't give next to no xp at all.

This further alleviates problems of camp competition, which was a huge problem in XI for years. Fewer monsters need to be killed, so more people can easily find monsters to xp on.

All in all it's just a pitifully bad design decision :/
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Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#90 Dec 15 2010 at 8:55 PM Rating: Good
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Quote:
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



Anyone else notice this? Looks like a typo to me...
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#91 Dec 15 2010 at 9:27 PM Rating: Good
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I was honestly looking forward for the search function to be implemented in this update, but I guess we will have to wait until late December for that.

On the other hand I saw a collection of fabulous things being added this time, personally I'm looking forward to hunt and try the new NM's.

Although my favorite addition at this time is the second retailer, my crafting life just got so much better with extra hundred spaces =D

Ken
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"Maybe it means: you're the evil man, and I'm the righteous man, and Mr. Nine-millimeter here, he's the shepherd protecting my righteous *** in the Valley of Darkness." - Jules.
FFXIV: Mabel Rand (Gugnir)
FFXI: Kenage, retired.
K&K forever!,
#92 Dec 16 2010 at 12:23 AM Rating: Default
26 posts
I don't care until I hear:

"Auto-attack option added for one at a time 0 TP attacking skill."
"New and better animations added for spells and weapon skills."
"Crafting has been sped up 400%"
"Skill gaps above level 20 has been halved."
"Welcome to the casual game we said it would be 2 years ago."
#93 Dec 16 2010 at 12:34 AM Rating: Decent
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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. >.<


They separated the wards into "levels of gear" more or less in, what i'm assuming to be, getting ready to add search functionality by the end of the month. This means that the search feature will still rely on people to place themselves in proper wards...imo, not gonna happen that easily but any search functionality is welcome. Rest of the patch looks great too.
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#94 Dec 16 2010 at 12:37 AM Rating: Decent
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Shezard wrote:
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.


They facilitate traffic this way, they clearly want people going to Ul'Dah....as to why, who the heck knows but they did it in FFXI too. I guess they'll even it out down the road by adding something in the other two cities that the other two wouldn't have. ORRRR maybe they secretly added airships and they just wanna give us a reason to travel around in them Smiley: clap.
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#95 Dec 16 2010 at 1:50 AM Rating: Decent
7 posts
Ok let's face the facts:

This update is a very good addition to what came at the end of November. The content Update (NMs) was really necassary in order to get better stuff (and not only crafted ones).
Moreover I really appreciate it, that you can buy <R20 Stuff from NPC to counteract the sometimes stupid prices of some player-jerks, who abused the fact that you can only buy R1 gear - Thank you SE!
The changes to the crafting (like new recipes and also changes of the repairing components) are more or less a blessing or a curse: Items you used to repair your weapon (in espe. me as COnj) suddenly changed, are some items are now getting even more expensive than they used to be. So SE, listen to what the community sais: make Repairs either cheaper or less frequent, but do not force players to spend scary amounts of money for just 60 minutes of grinding/leveling or leveing.

Very nice is the idea to introduce new chests with different loot items, although SE could have provided a clue what factors are influencing the chances of the appearance for each type of chest.
I also like the Starlight festival, it just makes me feel farm and fuzzy inside, really really cute! - Great job!
One thing I missed was the announcement, that Guildmarks for crafting jobs has been reviewed. Although I finally found out how to get Marks for 100 % each time I try to complete a Leve, it would have been nice to include an update like this:
* Changes to Crafting Leves: When accepting a Leve, you will be informed of the conditions on how you will get Guildmarks.
Also very nice to see: New items have been added as possible regional levequest rewards. - this makes Leves even more rewarding. - You have to admit: The amounts of Gil you get from most of the leves is rediculous (maybe a small notch there as well)

But all in all, I am very pleased with what I saw last and this month, and there is yet more to come...

In one point I agree with one the previous responses wholeheartedly: PLEASE improve the graphic effects for spells/skills.
They look like yaaaaaaaaaaaaaaaaaaaaaawn in many cases. When using your own Crystal Engine SE (like you did it in FF 13) make use of it. Some spells in FF11 do look way cooler than they do now in FF14.

Thanks for reading and not falling asleep.
#96 Dec 16 2010 at 2:24 AM Rating: Decent
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Osarion, Goblin in Disguise wrote:
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!


How does that help anything? Still can't filter out most of the system spam crap, and unless in an LS, noone talks to you anyway.
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#97 Dec 16 2010 at 2:37 AM Rating: Decent
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Elswick78 wrote:
dasquall wrote:
You know what would be nice in a future update?

Retainers automatically going to the correct ward depending on their wares that are set for sale. Instead of the players deciding where the retainers should set up shop (because lets face it, there are always going to be people who do not adhere to the market wards), let the items they are selling decide where the retainers go.

The decision to set up shop in a particular ward could be made either by the number of items to sell or by the total value of items within the same category.

Example:

Retainer has 4 thaumaturge weapons with a total value of 250,000 gil and 6 full stacks of 9999 shards totaling <insert some abnormally large number of gil here>.
Since the total value of shards out value the total value of thaumaturge weapons, the retainer would end up in a ward where crystals and shards are sold.

However, once the shards have been sold or it gets to a point where the value of the shards is less than that of the thaumaturge weapons, the retainer automatically move to the spell craft ward.


Most insightful thing I've ever read on these forums. Do this, SE!! :)


Yes, let's add to the server load by having hundreds of retainers constantly ward swapping as they change item values.;P

Know why the wards will remain a failure?

In an AH, I can post one of every item if I want. I don't have to worry about holding onto **** while waiting for other stuff to sell in the "correct" ward. And I am NOT giving SE $20 a month or more to RENT enough retainers to sell everything at one time in the "correct" wards, which is exactly why they are sticking to the stupid retainer/ward setup in the first place: they want you to HAVE to buy the **** retainers.
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#98 Dec 16 2010 at 3:55 AM Rating: Decent
5 posts
You are absolutely right about people needing to put the right items in the right ward but personally I still prefer the text wall AH. In...out...done and back to killing mobs
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#99 Dec 16 2010 at 4:01 AM Rating: Decent
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That must be what Herkules told his wife every day.
#100 Dec 16 2010 at 4:11 AM Rating: Default
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Quote:
However, once the shards have been sold or it gets to a point where the value of the shards is less than that of the thaumaturge weapons, the retainer automatically move to the spell craft ward.


Cool idea, bro!
So all I have to do to sell my marmot meat in the weapon's ward is putting up a bronze dagger for 99.999.999!
#101 Dec 16 2010 at 4:46 AM Rating: Good
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130 posts
Fixes are pretty ok but there is not much difference than before in my opinion. The 'new wards' system is kind of a joke without a search function as they have added more retainers. You gonna have to browse through even more retainers than before making the task even much tedious.
As far as I'd like to be happy with the NMs, it seems that they are for high rank only (from the pictures posted so far), anyone can confirm this?
Personally, I do not want new leves, I want something different than leves/behest. This is getting really boring to do the same thing over and over again. This patch seems to be more crafters oriented and there is really not much thrilling things past the first few hours of playing post-patch... We'll see
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To add to those, if you can get this DeLorean up to 88 MPH, you'll be able to play this game in 2019 when they've finally implemented mounts.

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