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Patch 1.16 has Arrived!Follow

#1 Mar 03 2011 at 3:03 PM Rating: Excellent
Patch details are up!

Clicky to Lodestone patch notes


Event

- More than several sidequests have been added.

When all of the prerequisite conditions for undertaking a sidequest have been met, an exclamation point (!) icon will appear over the head of the NPC offering it. While on a sidequest, this icon will also appear above NPCs to whom you must speak to in order to progress. The icon will also appear at NPC locations on the map and minimap.
* Enemies defeated as part of a sidequest do not yield skill points, experience points, or loot.
* The term "sidequests" is the new official designation for what was previously referred to as "miniquests" in several Letter from the Producer posts.

- After completing synthesis of an item requested by a local levequest, it is now possible to immediately begin synthesis of another of the same item without having to access the "Requested Item" interface.

- Local levequests have undergone the following changes.
Players can now choose from among the suggested rank categories of 1–, 20–, and 40– from the local levequest accept/refuse interface.
* Suitably ranked local levequests are now more readily available.
* When levequests of the same name are available at the same time for different ranks, only one may be selected.
The amount of skill and experience points attainable via local levequests has been reduced.
The names and objectives of several levequests have been changed. (see table below)

- The recommended ranks of a number of levequests have been changed to address disparities between the synthesis rank of their requested items and the approximate rank needed to reach the associated aetheryte.
* Requested items have also been adjusted to reflect the new levequest ranks.
View a complete list of levequest rank changes.
The recipes for items synthesized on local levequests will no longer be displayed under the Recipes tab.
* Recipes displayed under the Recipes tab prior to the release of patch 1.16 will remain.

Battle

- The size of certain enemies has been adjusted.
* Changes in size have no effect on an enemy's attributes or toughness.

- An icon has been added to hostile enemies to distinguish them from non-hostile enemies.
* Hostile enemies are those that will attack PCs unprovoked.

- Non-hostile enemies that previously followed or fled from a PC when approached no longer do so.

- The names of the following enemies have been changed:
Peridot Doblyn → Heliodor Doblyn
Guivre (in certain areas) → Branded Drake

- The HP values of the following enemies have been increased.
Cavernulous Coblyn / Copper Coblyn / Corroded Coblyn / Chitinous Coblyn / Diaphanous Doblyn / Heliodor Doblyn / Iron Coblyn / Lead Coblyn / Quartz Doblyn / Sphene Doblyn

- The following enemies no longer suffer damage when using the Cluster Geyser ability.
Diaphanous Doblyn / Heliodor Doblyn / Quartz Doblyn / Sphene Doblyn

- MP now automatically regenerates while in passive mode.

- The recast timers for the following abilities have been reduced from 60 seconds to 30 seconds.
Dowse / Dowse II / Dowse III / Dowse IV / Dowse V / Prospect / Prospect II / Prospect III / Prospect IV / Prospect V / Triangulate / Triangulate II / Triangulate III / Triangulate IV / Triangulate V

- The Steadfast status no longer wears off as a result of slight movements.

Items

- When the optimal class or optimal rank for a piece of equipped gear is met, that item's condition will deteriorate at a reduced rate. If both values are met, the deterioration rate will be slowed even further.

- The condition (%) at which a piece of gear inflicts a player with the Gear Damage status has been reduced from 50% to 35%.

- Repair materials for the following items have been changed:
Frayed Cotton Doublet Vest (Velveteen Fent) → Cotton Fent

- Graphics have been changed for the following items when equipped:
Bronze Needle / Iron Needle / Steel Needle / Hedgemole Needle / Thousand Needle

- Certain items have undergone the following changes:
The degree of difficulty for the following synthesis recipes has been adjusted:
Canvas Half Apron (Black) Rank 11–20 → Rank 21–30
Steel Plate Rank 21–30 → Rank 31–40
Siltstone Wheel Rank 11–20 → Rank 21–30

- Cursor functionality for the synthesis interface has been adjusted.

- Navigation from the Requested Items interface when beginning synthesis has been adjusted.

System

- The clock text command now displays the following information:
Countdown timer for Guardian's Favor

- 3-D effects displayed when a new rank or level is obtained have undergone the following changes:
Effects will no longer overlap with other on-screen elements
Display size has been increased.
Display time has been lengthened.

- The status icon interface is now outlined in blue when moused over for ease of viewing.

- Targeting can now also be done in the following ways:
← and → keys
Clicking on a target's display name

- Camera distance settings can now be adjusted while locked onto a target.

- Targeting modes that cycle through only specific target types can now be enabled when using a gamepad.
Targeting modes can be selected by using the ↑ and ↓ keys, or the up and down directional buttons mapped to Target/Menu Navigation on a gamepad.

- The Journal has undergone the following changes:
Current quests, sidequests, regional levequests, and local levequests are now all displayed on a single list.
Numbers representing the currently underway and maximum possible number of quests and guildleves are now displayed.
A Sidequests category has been added to the list of completed quests.

- The log auto-hide feature now becomes temporarily inactive while the Configuration » Chat Log » Font Color settings are open.

- Retainers can now be summoned even when placed in other locations.
* Summoned retainers cannot be sent back to their previous location.
* Retainers operating stands will have their stand closed upon being summoned.

- The following new entries have been added to the in-game multilingual dictionary:
 
Category 	Entry 
Game Terms 	Leve Sharing 
Game Terms 	Leve Link 
Game Terms 	Markets 
Game Terms 	Regional Levequest 
Game Terms 	Local Levequest 
Game Terms 	Item 
Game Terms 	Support Desk 
Game Terms 	Physical Bonus 
Game Terms 	Recipes 
Game Terms 	Item Search 
Game Terms 	Notorious Monster 
Game Terms 	Emote 
Game Terms 	Behest 
Game Terms 	Anima


- Item search results now display a "new icon" next to the names of retainers selling the item being searched for by the stack.

- Certain enemy mark icons have been changed.

- Icons of certain items and actions, which can be obtained by exchanging with guild token, have been changed.

- The emote list now displays the text command for each emote.

- The following changes have been made to increase the pace of gathering:
Opening and ending actions sped up
Off hand action animations sped up

- Gamepads now support the following functionality:
Log/Journal scrolling
Use the gamepad Target/Menu Navigation buttons while holding the Main Menu button.
Camera Distance Settings
Use the gamepad Camera contorls while holding the Auto-run button. Press up to zoom the camera in, and down to zoom out.

- Multi-character collision has been removed entirely.

- Lalafell hair style #4 has been modified.

Fixed Bugs

- The following bugs have been addressed:
A bug wherein pressing the End key caused the camera to revert to default settings.
A bug wherein the name of a PC to whom a /tell was sent was appearing in the multi-lingual dictionary's Audience entry.
A bug wherein guildleve details displayed before and after accepting a levequest were not consistent.
A bug wherein target enemies would spawn repeatedly on the levequest Necrologos: Levinshower.
A bug wherein players are able to participate in Behest with more than 16 players and there could be time where they are unable to make an advancement.
A bug wherein the wind attack attribute for the throwing weapons Bronze Azagai and Iron Azagai was displayed as 0%.
A bug wherein the head slot items Weathered Spectacles (Black), and Weathered Spectacles (Green) were mislabeled as being Unique.
A bug wherein execution of the gladiator action Rage of Halone could be canceled once selected.
A bug wherein the bomb of an enemy's Titan's Anger ability would appear immediately in front of the targeted PC.
A bug wherein enemy graphics were not displaying properly after using the Explosion ability.
A bug wherein enemy graphics were not displaying properly after defeating a PC using the Surge ability.

- PC display names shook significantly during movement.
* During downhill movement, display names moved up and down in a blinking manner, but interpolating measures have addressed this issue.

Known Bugs

- The main scenario quest “Never the Twain Shall Meet” cannot be advanced when the skip option is selected during a cutscene.
* The quest advances normally when the skip option is not selected.

- When the party leader leaves the instanced battle area during the main scenario quest “Toll of the Warden,” party members remaining in the instance and engaging in combat are unable to advance.
* Should a party leader exit, remaining party members are asked to also leave the instance to prevent this.

- When accepting the local guildleve "World-weary Soles," it sometimes appears in a different recommended rank category than the actual one.

- On the sidequest “Have You Seen My Son,” the item White Ash cannot be obtained from bomb embers that die as a result of their own Explosion ability.







Edited, Mar 3rd 2011 1:21pm by Osarion
#2 Mar 03 2011 at 3:07 PM Rating: Good
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144 posts
Coblyn/Doblyn HP has been increased.

I wonder if they nerfed grinding on them.
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#3 Mar 03 2011 at 3:09 PM Rating: Good
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1,636 posts
I'm curious what "more than several" means, and why they decided not to have quest mobs give skill/XP.
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#4 Mar 03 2011 at 3:11 PM Rating: Good
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465 posts
That is one large Spriggan..

Edit.. Nevermind, Peridot Doblyns no longer exist. Was too hasty, sorry!

Edited, Mar 3rd 2011 4:25pm by Coyohma
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#5 Mar 03 2011 at 3:11 PM Rating: Good
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429 posts
Quote:
An icon has been added to hostile enemies to distinguish them from non-hostile enemies.
* Hostile enemies are those that will attack PCs unprovoked.
Non-hostile enemies that previously followed or fled from a PC when approached no longer do so.


=(
#6 Mar 03 2011 at 3:12 PM Rating: Decent
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151 posts
On the sidequest “Have You Seen My Son,” the item White Ash cannot be obtained from bomb embers that die as a result of their own Explosion ability

Eew, lol, they gave us a new sidequest with a known bug?

Hehe, I'm sorry but that's just a little funny.

Nice otherwise.
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#7 Mar 03 2011 at 3:14 PM Rating: Excellent
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WHAT DID THEY DO TO MY HAIR!?
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#8 Mar 03 2011 at 3:15 PM Rating: Good
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447 posts
levelxplane wrote:
Coblyn/Doblyn HP has been increased.

I wonder if they nerfed grinding on them.


In essence, by raising their HP, they decreased their viability of grinding on. The reason everyone killed them was because they die so much and give relatively good SP. If they made them take as long to kill as say, Marmots or Puks of similar ranks, they've balanced grinding/leveling. Well done, SE.
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Djigga, please. Highland Hyurs can't jump.

#9 Mar 03 2011 at 3:16 PM Rating: Good
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Coyohma wrote:
That is one large Spriggan..

Quote:
The HP values of the following enemies have been increased.
Cavernulous Coblyn / Copper Coblyn / Corroded Coblyn / Chitinous Coblyn / Diaphanous Doblyn / Heliodor Doblyn / Iron Coblyn / Lead Coblyn / Quartz Doblyn / Sphene Doblyn

I'm not seeing Peridot, maybe they just forgot to list it.

Edited, Mar 3rd 2011 4:13pm by Coyohma


No, it's there as Heliodor. Read right above what you've quoted ;]
Quote:
The names of the following enemies have been changed:
Before   After
Peridot Doblyn → Heliodor Doblyn
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Djigga, please. Highland Hyurs can't jump.

#10 Mar 03 2011 at 3:16 PM Rating: Good
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119 posts
Coyohma wrote:
That is one large Spriggan..

Quote:
The HP values of the following enemies have been increased.
Cavernulous Coblyn / Copper Coblyn / Corroded Coblyn / Chitinous Coblyn / Diaphanous Doblyn / Heliodor Doblyn / Iron Coblyn / Lead Coblyn / Quartz Doblyn / Sphene Doblyn

I'm not seeing Peridot, maybe they just forgot to list it.

Edited, Mar 3rd 2011 4:13pm by Coyohma


The names of the following enemies have been changed:
Before --  After
Peridot Doblyn → -- Heliodor Doblyn
#11 Mar 03 2011 at 3:18 PM Rating: Decent
5 posts
Coyohma wrote:
That is one large Spriggan..

Quote:
The HP values of the following enemies have been increased.
Cavernulous Coblyn / Copper Coblyn / Corroded Coblyn / Chitinous Coblyn / Diaphanous Doblyn / Heliodor Doblyn / Iron Coblyn / Lead Coblyn / Quartz Doblyn / Sphene Doblyn

I'm not seeing Peridot, maybe they just forgot to list it.





Quote:

The names of the following enemies have been changed:
Before   After
Peridot Doblyn → Heliodor Doblyn
#12 Mar 03 2011 at 3:18 PM Rating: Excellent
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176 posts
Non-hostile enemies that previously followed or fled from a PC when approached no longer do so.

No more goats up in our grills? Cool.
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#13 Mar 03 2011 at 3:19 PM Rating: Good
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602 posts
Non-hostile enemies that previously followed or fled from a PC when approached no longer do so.

The Steadfast status no longer wears off as a result of slight movements.



MARAUDER HEAVEN!
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FFXIV: Majidah Sihaam. (Besaid)
Marauder, Weaver & Alchemist.

#14 Mar 03 2011 at 3:19 PM Rating: Good
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Quote:
The condition (%) at which a piece of gear inflicts a player with the Gear Damage status has been reduced from 50% to 35%



Wow, this is something that never occurred to me nor have I seen discussed. It's usually more along the lines of "repairs suck...", etc. Lowering the threshold is most excellent, although I'm not sure why they didn't bump down Heavy Gear damage to 10% or so...
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Djigga, please. Highland Hyurs can't jump.

#15 Mar 03 2011 at 3:20 PM Rating: Default
Quote:
The amount of skill and experience points attainable via local levequests has been reduced.


Nerf !!!

no more 1000sp

/sadface

Targeting can now also be done in the following ways:
← and → keys
Clicking on a target's display name

not as good as say a shortcut button for selecting quest mobs only but an essential improvement never the less

Edited, Mar 3rd 2011 4:24pm by quilens
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#16 Mar 03 2011 at 3:23 PM Rating: Good
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Sorry for the post spam, but holy cow, so much unexpected change!

New targeting system looks money!


Quote:
Retainers can now be summoned even when placed in other locations.
* Summoned retainers cannot be sent back to their previous location.
* Retainers operating stands will have their stand closed upon being summoned.


And this? Holy crap, I can actually now attempt to sell stuff on my retainer!! Happy days!

But I do wonder: what happens if your retainer is deployed and you summon it via an adventurer's bell? Does it simply not get re-deployed? (Hmmm.)
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Djigga, please. Highland Hyurs can't jump.

#17 Mar 03 2011 at 3:23 PM Rating: Excellent
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1,142 posts
Quote:
Non-hostile enemies that previously followed or fled from a PC when approached no longer do so.

Forever Alone =(


Edited, Mar 3rd 2011 4:24pm by Zenoxio
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#18 Mar 03 2011 at 3:25 PM Rating: Default
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63 posts
And it sucks.

Quote:
After completing synthesis of an item requested by a local levequest, it is now possible to immediately begin synthesis of another of the same item without having to access the "Requested Item" interface.

Oh this sounds awesome... but...

Quote:
The amount of skill and experience points attainable via local levequests has been reduced.

There we go, nerfed again...

Quote:
The size of certain enemies has been adjusted.

Ehm... why? o.O did anybody ever complained about the size of those 2 monsters?...

Quote:
An icon has been added to hostile enemies to distinguish them from non-hostile enemies.

This is totally BS!! When I was exploring the world it was exciting to see new mobs, to get close to the mobs carefully to see them better and to get one shotted eventually or laugh because all the effort was unnecessary.

Quote:
Non-hostile enemies that previously followed or fled from a PC when approached no longer do so.

This was annoying, but at least was making the world "alive" and i can still remember when i first noticed one of these mobs and was screaming in my ls "OMG WHAT DOES HE WANTS FROM ME?? IS IT GONNA KILL ME??"

Good job Yoshi, great anti immersion patch >.>
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#19 Mar 03 2011 at 3:27 PM Rating: Decent
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602 posts
volta1 wrote:
Quote:
The condition (%) at which a piece of gear inflicts a player with the Gear Damage status has been reduced from 50% to 35%



Wow, this is something that never occurred to me nor have I seen discussed. It's usually more along the lines of "repairs suck...", etc. Lowering the threshold is most excellent, although I'm not sure why they didn't bump down Heavy Gear damage to 10% or so...


'cause of the different tiers of gear damage
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#20 Mar 03 2011 at 3:27 PM Rating: Good
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88 posts
volta1 wrote:
Sorry for the post spam, but holy cow, so much unexpected change!

New targeting system looks money!


Quote:
Retainers can now be summoned even when placed in other locations.
* Summoned retainers cannot be sent back to their previous location.
* Retainers operating stands will have their stand closed upon being summoned.


And this? Holy crap, I can actually now attempt to sell stuff on my retainer!! Happy days!

But I do wonder: what happens if your retainer is deployed and you summon it via an adventurer's bell? Does it simply not get re-deployed? (Hmmm.)

since you cant send them back, it looks like they are just nowhere until you summon them in another ward. this is good though if you want to move them to uldah from another city and they are currently selling
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#21 Mar 03 2011 at 3:29 PM Rating: Good
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MajidahSihaam wrote:
volta1 wrote:
Quote:
The condition (%) at which a piece of gear inflicts a player with the Gear Damage status has been reduced from 50% to 35%



Wow, this is something that never occurred to me nor have I seen discussed. It's usually more along the lines of "repairs suck...", etc. Lowering the threshold is most excellent, although I'm not sure why they didn't bump down Heavy Gear damage to 10% or so...


'cause of the different tiers of gear damage


Right, there are 2. My question is why they lowered the first tier, but not the second.
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Djigga, please. Highland Hyurs can't jump.

#22 Mar 03 2011 at 3:33 PM Rating: Excellent
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131 posts
Forget grinding on cobs and dobs. Start cutting and blasting your way through dungeons and other areas around the field.
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#23 Mar 03 2011 at 3:34 PM Rating: Excellent
Patch is up for download.
#24 Mar 03 2011 at 3:34 PM Rating: Default
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63 posts
volta1 wrote:


Right, there are 2. My question is why they lowered the first tier, but not the second.


...the second is at 0%, how can it get lower?
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#25Shezard, Posted: Mar 03 2011 at 3:35 PM, Rating: Sub-Default, (Expand Post) It's at 19%. How the **** can you have 2 R50 classes and talk so much crap?
#26 Mar 03 2011 at 3:35 PM Rating: Default
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144 posts
alcide wrote:

Quote:
An icon has been added to hostile enemies to distinguish them from non-hostile enemies.

This is totally BS!! When I was exploring the world it was exciting to see new mobs, to get close to the mobs carefully to see them better and to get one shotted eventually or laugh because all the effort was unnecessary.

Quote:
Non-hostile enemies that previously followed or fled from a PC when approached no longer do so.

This was annoying, but at least was making the world "alive" and i can still remember when i first noticed one of these mobs and was screaming in my ls "OMG WHAT DOES HE WANTS FROM ME?? IS IT GONNA KILL ME??"

Good job Yoshi, great anti immersion patch >.>



I feel your pain :/
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#27 Mar 03 2011 at 3:36 PM Rating: Excellent
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Am I the only one freaking out over the modified hair? ; ;
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#28 Mar 03 2011 at 3:37 PM Rating: Good
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alcide wrote:

Quote:
Non-hostile enemies that previously followed or fled from a PC when approached no longer do so.

This was annoying, but at least was making the world "alive" and i can still remember when i first noticed one of these mobs and was screaming in my ls "OMG WHAT DOES HE WANTS FROM ME?? IS IT GONNA KILL ME??"

Good job Yoshi, great anti immersion patch >.>


I don't live on a farm or anything, but I don't think goats in real life follow people around? Coblyns I could understand, but still, this isn't a bad thing... in FFXI only a VERY few mob families did any following (in later expansions) and I've never heard of a lack of immersion in any conversation because of that. This actually helps gameplay to be much better for some classes like MRD or CON/THM in crowd control/damage during leves. The game mechanics have prohibited using AoE spells and abilities due to the following, meanwhile we are constantly thrown in situations where they need to be used (at least during leves).
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#29 Mar 03 2011 at 3:38 PM Rating: Good
Quote:
* Enemies defeated as part of a sidequest do not yield skill points, experience points, or loot.

*Confused*

Quote:
After completing synthesis of an item requested by a local levequest, it is now possible to immediately begin synthesis of another of the same item without having to access the "Requested Item" interface.

Yes! Thank you!

Quote:
The amount of skill and experience points attainable via local levequests has been reduced.

No! No thank you.

Quote:
An icon has been added to hostile enemies to distinguish them from non-hostile enemies.

Now that's a surprise. Aggro indicator.

Quote:
*When the optimal class or optimal rank for a piece of equipped gear is met, that item's condition will deteriorate at a reduced rate. If both values are met, the deterioration rate will be slowed even further.

*The condition (%) at which a piece of gear inflicts a player with the Gear Damage status has been reduced from 50% to 35%.

A great compromise here. A single 100% repair now equates to a considerable amount more uninterrupted playtime.

Quote:
Targeting modes can be selected by using the ↑ and ↓ keys, or the up and down directional buttons mapped to Target/Menu Navigation on a gamepad.

Interesting. Modes are ALL, PLAYER, PARTY and ENEMY. Controller may still need a F8 key though.

Quote:
The following new entries have been added to the in-game multilingual dictionary:
(Leve Link)
(Behest)

Nice. Now they just need (Red) and you could explain (Behest) (Target) to those hyper French players.
Removing the SP penalty for attacking yellow would be even better.

Quote:
The following changes have been made to increase the pace of gathering:
Opening and ending actions sped up
Off hand action animations sped up

Excellent.

Quote:
Multi-character collision has been removed entirely.

This should really improve behest/leve gameplay in small tunnels.

COOL. Time to go hunt down the !'s.
#30 Mar 03 2011 at 3:38 PM Rating: Excellent
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131 posts
Kitprower wrote:
Am I the only one freaking out over the modified hair? ; ;


Knowing Yoshi-P so far, I wouldnt worry about it.

alcide wrote:
And it sucks.
Quote:
The size of certain enemies has been adjusted.

Ehm... why? o.O did anybody ever complained about the size of those 2 monsters?...

Quote:
An icon has been added to hostile enemies to distinguish them from non-hostile enemies.



Alot of people complained about some of the monsters being too small to be considered monsters. Larger sized enemies = Final Fantasy feel. Every monster in any FF game is usually pretty decent in size, unless they are a swarm of enemies. I doubt those are the only two that got increased ( I bet Ladybugs and Beetles are bigger).

The icon helps as well...and really doesnt go against immersion any more than having names above enemies does.
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#31 Mar 03 2011 at 3:39 PM Rating: Decent
3 posts
Kitprower wrote:
Am I the only one freaking out over the modified hair? ; ;

Nope, I've got my eyebrow raised as well...
They didn't even mention if it was the Male or Female hair that was changed. T__T
#32 Mar 03 2011 at 3:40 PM Rating: Excellent
Quote:
Lalafell hair style #4 has been modified.


??? Does Bushido Brown have to choke a ***** ???

Please don't touch my hair.

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#33 Mar 03 2011 at 3:40 PM Rating: Good
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alcide wrote:
volta1 wrote:


Right, there are 2. My question is why they lowered the first tier, but not the second.


...the second is at 0%, how can it get lower?


Maybe I'm confused, but before 1.16:

Gear Durability at 100-50% = normal
49-20% = gear damage
19-0% = heavy gear damage

Quote:
Q.
What are the Gear Damage and Heavy Gear Damage statuses I sometimes see?

A.
These statuses reflect the current condition of one or more pieces of equipped gear. When an item's condition falls below 50%, a character will be afflicted with the Gear Damage status. Should further damage be sustained without repairing, the Heavy Gear Damage status will appear, indicating that an equipped item's condition has fallen below 20%. As with other statuses, the icons will appear in the upper portion of the screen. Currently, gear stats will decrease at a certain rate up until the Heavy Gear Damage status appears, after which point they will decline much more rapidly.

http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=20fcc2711c93d028f703c85b9e12226031f07537
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Djigga, please. Highland Hyurs can't jump.

#34 Mar 03 2011 at 3:40 PM Rating: Good
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1,571 posts
Wow there is a reason I hate crafting now that Local leves give less... I'm upset.
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#35 Mar 03 2011 at 3:41 PM Rating: Good
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131 posts
Also I wouldnt really complain about the sidequest enemies not dropping loot or exp. You will most likely get exp/sp in the form of a reward from quests, and even if you dont, we're supposed to get back story and item rewards from the quests...so nothing really bad about that.
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#36 Mar 03 2011 at 3:43 PM Rating: Decent
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Yazuaru wrote:
Kitprower wrote:
Am I the only one freaking out over the modified hair? ; ;

Nope, I've got my eyebrow raised as well...
They didn't even mention if it was the Male or Female hair that was changed. T__T


You know you're right. I didn't even notice the lack of "Male/Female" wording. Still, this has me worried. Avatars are something we're (or at least I'm) attached to. If they modified it, and it's painfully obvious that it's different, then that just destroys the entire point of taking forever and a day to finally decide on a look.
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#37 Mar 03 2011 at 3:43 PM Rating: Good
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SmashingtonWho wrote:
Controller may still need a F8 key though.

Great post, but here's how I get around this: make a macro to '/targetnpc' and map to a common/easy slot. I use it to the first column in the 5th row on the CTRL macro tab - meaning left bumper+normal attack = target closest enemy. I also play without auto-target lock which allows me to face whichever direction I'm trying to target. It's worked nicely for me thusfar, so thought I'd share.
BTW we ought to have another fishing competition some time ^^
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Djigga, please. Highland Hyurs can't jump.

#38 Mar 03 2011 at 3:45 PM Rating: Decent
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821 posts
SabastianSeraph wrote:
Wow there is a reason I hate crafting now that Local leves give less... I'm upset.


You can now choose the ranks of your local leves...so you rather have more SP on a leve higher than you and maybe get like ONE each reset, rather than choosing between several EACH reset and get a lil less SP?

If you want to get your ranks handed, just pay someone to play your char...
#39 Mar 03 2011 at 3:46 PM Rating: Decent
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441 posts
- After completing synthesis of an item requested by a local levequest, it is now possible to immediately begin synthesis of another of the same item without having to access the "Requested Item" interface.

This in my opinion alone makes this update a complete WIN. I might actually start crafting more. This makes me soooooooo happy!!!


PS: Now they need to take out the reciple info when you complete a local levequest. I hate having to scroll back up through the text to see if I got marks or not :)

Edited, Mar 3rd 2011 4:47pm by Buckeyespud
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Principal: Mr. Madison, what you've just said is one of the most insanely idiotic things I have ever heard. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul



#40 Mar 03 2011 at 3:47 PM Rating: Default
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Shezard wrote:

Mobs not following you anymore? Everybody is welcoming this, so STFU with your "immersion" sh*t...

If you don't think immersion is important in a FF game you can go play hello kitty online.

Shezard wrote:

How stupid do you have to be to not guess which mob is going to attack and and which doesn't?

So you have NEVER be shotted by a mob? not even in your first hour playing?... god you must be awesome...

Shezard wrote:

It's at 19%. How the @#%^ can you have 2 R50 classes and talk so much crap?

I have to apologize for this part, i seriousely thought it was at 0% coz i usually repair everything at the first stage and i got to the second only after massive grind session so i was already at 0% when i repaired.

But dude, you've got some serious attitude issues...
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#41 Mar 03 2011 at 3:47 PM Rating: Good
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Crafting got nerfed a little, but since we can now select more level appropriate leves it might make up for it. I'm sure that's why they combined the nerf with this update.

We complained that we kept getting a bunch of low level leves offered to us that gave small amounts of exp. So they let us pick the leve levels but nerf the exp you get from them lol.

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I think the quests might be better than I was expecting.

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I'm not a fan of marking the aggressive mobs. Rift does it that way it made big mean aggressive mobs not very interesting or intimidating.

I did enjoy the "immersion" feel you got from the animals/mobs following you around or running from you. Though I do realize that it created problems with AOE useage.

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Overall a very nice update. I just hope they learn to diffeentiate the good components of wow type mmos from the bad components of wow-type mmos and don't force too much of the bad on us. I do realize they have to appeal to a larger base than us hard core ffxiv fans.



Edited, Mar 3rd 2011 4:01pm by Mithsavvy
#42 Mar 03 2011 at 3:48 PM Rating: Good
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SplatterPattern wrote:
On the sidequest “Have You Seen My Son,” the item White Ash cannot be obtained from bomb embers that die as a result of their own Explosion ability

Eew, lol, they gave us a new sidequest with a known bug?

Hehe, I'm sorry but that's just a little funny.

Nice otherwise.

It happens, I work in quality assurance, when there is a defect that has an easy work around and the benefits of releasing the code outweigh the risks, typically the code goes to production. Chances are they were gonna give us all or nothing. And if it's give us sidequests that work 99% of the time or none at all until next patch, I'll take the broken sidequests thanks.
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#43 Mar 03 2011 at 3:49 PM Rating: Decent
3 posts
Kitprower wrote:
You know you're right. I didn't even notice the lack of "Male/Female" wording. Still, this has me worried. Avatars are something we're (or at least I'm) attached to. If they modified it, and it's painfully obvious that it's different, then that just destroys the entire point of taking forever and a day to finally decide on a look.

I'm 100% with you on that. It's the sole reason I have 5 different characters, 3 of which are lalafells. >w<
#44 Mar 03 2011 at 3:53 PM Rating: Good
- MP now automatically regenerates while in passive mode.

<3<3<3<3<3!!!!!!!!!!!!!!!!!
#45Shezard, Posted: Mar 03 2011 at 3:53 PM, Rating: Sub-Default, (Expand Post) Cause I got ****** about your completely unnecesarry and completely "dumb" rant about stuff thats more good than bad.
#46Rankin657, Posted: Mar 03 2011 at 4:00 PM, Rating: Sub-Default, (Expand Post) Yet again another underwhelming patch not even going to bother to load the game to update this crap. It has now gotten to the point I dont even load ff14 anymore I feel if they keep making crappy patches I am gonna delete ff14 off my hard drive all together. Looks like its back to EVE Online see you next patch o7
#47 Mar 03 2011 at 4:01 PM Rating: Default
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63 posts
Shezard wrote:

Cause I got ****** about your completely unnecesarry and completely "dumb" rant about stuff thats more good than bad.

I think immersion with the world is important, but you complain about mobs not following you anymore, instead of being happy about quests that include STORY/NPC STORY/WORLD STORY/BACKGROUND HISTORY and what not...and still you talk about "anti immersion" patch...its just a load of BS, sorry, but thats what it is.


I'm sorry but at the current state of things i can't be optimistic about the updates until i try myself the content >.>
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#48 Mar 03 2011 at 4:01 PM Rating: Decent
Looks fantastic, I like all the changes, in regards to the npc quests, I think SE are going to give us equipment as a reward, although this is just a guess the screen shot shows as pair of leg armor as a reward, hopefully they will be something useful instead of the lvl 1 armor you currently get on random leve's.


Good Job SE, now lets hope the d/l aint too bad.
#49 Mar 03 2011 at 4:04 PM Rating: Good
Squeeeeeeeeeeeeeeeee...

er sorry

/grumble grumble grumble....


Seriously even the crafting "nerf" (as a leve only crafter, since they added rank choice ala DoL DoW) is all golden to me. I might even stop researching my current IRL money sink to play for a bit tomorrow ^^
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#50 Mar 03 2011 at 4:04 PM Rating: Default
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821 posts
alcide wrote:
Shezard wrote:

Cause I got ****** about your completely unnecesarry and completely "dumb" rant about stuff thats more good than bad.

I think immersion with the world is important, but you complain about mobs not following you anymore, instead of being happy about quests that include STORY/NPC STORY/WORLD STORY/BACKGROUND HISTORY and what not...and still you talk about "anti immersion" patch...its just a load of BS, sorry, but thats what it is.


I'm sorry but at the current state of things i can't be optimistic about the updates until i try myself the content >.>


The quests could include only one sentence that has some kind of story meaning to the world and it would be ten times(even ten thousand times) better compared to immersion with the world you may get by a mob following you...
#51 Mar 03 2011 at 4:05 PM Rating: Decent
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Why are they giving us MP regen? Mp is easy to come by and it gets refilled after every regional leve.

Pretty good update though.
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