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Patch 1.16 has Arrived!Follow

#52Mistress Theonehio, Posted: Mar 03 2011 at 4:06 PM, Rating: Sub-Default, (Expand Post) You may as well stick to EvE then. Since there won't be a patch that pleases you clearly while they're busy fixing the game.
#53 Mar 03 2011 at 4:07 PM Rating: Decent
wow my ff updater just hit 1mb a sec, 2 minutes later ive d/l the patch!
#54 Mar 03 2011 at 4:09 PM Rating: Good
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Did anyone notice this patch is just 1.16, not 1.16a? :'(
#55 Mar 03 2011 at 4:09 PM Rating: Good
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Hello easy mode.

There's far too much signs and other reductions to keeping things atleast semi-realistic to justify the few good points this patch brought. We really dont need out hands held throughout our (presumably short lasting) FFXIV career. We like to find out what monsters are agressive or what npc's offer quests and which dont.

Part of the fun of having a new MMO is exploring and learning. Not being told what to kill, what to avoid and how to do just about everything moments after setting foot outside of the city. Following that by reducing SP to keep us playing longer isnt really how you make us happy.
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#56 Mar 03 2011 at 4:15 PM Rating: Excellent
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I hope that's not a change to all spriggan. Their size is part of what made them so amusing.

I also think an icon for aggressive enemies is a little absurd. Part of playing an MMO for me is memorizing patterns like that over the years. Knowing what's aggressive and what's not, how they detect players, and what their elemental weaknesses are was always something that made me really feel like I lived in a game world instead of just played there sometimes.

Oh, and I'm also still very disappointed in the removal of character collision. I never saw anyone complain about it and it made the other players and creatures feel more "real."

Edited, Mar 3rd 2011 2:21pm by TheMoreYouKnow
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#57 Mar 03 2011 at 4:15 PM Rating: Good
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KojiroSoma wrote:
Hello easy mode.

There's far too much signs and other reductions to keeping things atleast semi-realistic to justify the few good points this patch brought. We really dont need out hands held throughout our (presumably short lasting) FFXIV career. We like to find out what monsters are agressive or what npc's offer quests and which dont.

Part of the fun of having a new MMO is exploring and learning. Not being told what to kill, what to avoid and how to do just about everything moments after setting foot outside of the city. Following that by reducing SP to keep us playing longer isnt really how you make us happy.


This ^

The next step will be the auto attack and then what? will they provide us a bot along with the first expansion so we'll just have to look at the monitor and chat with our ls mates?...
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#58 Mar 03 2011 at 4:15 PM Rating: Decent
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Scape13 wrote:
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.



Cause people were too lazy to use thier mp abilities or aquire them like siphon mp (Getting Rank 1-20 is a pretty big joke atm >.<) ... Sorry kinda came out harsh haha Mp management was only difficult when you first started a character and you weren't on a mage so you couldnt get back half your mp per 10 mins... on top of gettin full mp back every 10 mins at crystal and another full increase before and after leves xD

Edit: Less Downtime is a fair assessment and everyone loves less downtime... but I think the flipside of this is the game is easy enough is it not?!

Edited, Mar 3rd 2011 5:18pm by MishaNevarian

Edited, Mar 3rd 2011 5:18pm by MishaNevarian
#59 Mar 03 2011 at 4:22 PM Rating: Good
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KojiroSoma wrote:

Part of the fun of having a new MMO is exploring and learning. Not being told what to kill, what to avoid and how to do just about everything moments after setting foot outside of the city. Following that by reducing SP to keep us playing longer isnt really how you make us happy.


Yep, but those who don't care about this will complain, have their complaints heard and well..here we go.

I mean really...

An Ogre? What kind of Ogre do you know of that isn't aggressive? Even Shrek was ***** the first time people met him.

You do indeed learn (sometimes the hard way) what is and isn't aggressive, like stepping into Ru`Aun Gardens, a beautiful place. You step out of the center or cast magic? You got gangbanged. Lesson learned.

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#60 Mar 03 2011 at 4:24 PM Rating: Good
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Humm not to bad Yoshi-P!! :)

However.....
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.


I'm really not a fan of this, it takes away the sense of adventure : (

Also, bye bye arrow key for camera control, this does make me a sad panda!

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#61 Mar 03 2011 at 4:24 PM Rating: Excellent
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KojiroSoma wrote:
Hello easy mode.

There's far too much signs and other reductions to keeping things atleast semi-realistic to justify the few good points this patch brought. We really dont need out hands held throughout our (presumably short lasting) FFXIV career. We like to find out what monsters are agressive or what npc's offer quests and which dont.

Part of the fun of having a new MMO is exploring and learning. Not being told what to kill, what to avoid and how to do just about everything moments after setting foot outside of the city. Following that by reducing SP to keep us playing longer isnt really how you make us happy.


You do realize they increased various monster HP amounts, and will exponentially increase general enemies and enemy populations in the game with the next few patches right? All of that will serve to make the game much more challenging in the ways it should be: actual gameplay. Even more so once the battle and class adjustments really start rolling in.

Easy mode is no where to be seen here. Also the exclamation points? Go check out FFIX and XII. Its not like they will be floating around their heads to be seen from miles away. You can only see them when you get up close...just think of it like someone saying "Hey, over here! I could use some help.".

Aggro indicators still wont stop people from wandering into their aggro range. I mean if aggro indicators are bad, why not just remove any con system whatsoever? None of this makes the game easier, just more...user friendly.

To use another example, Marvel vs Capcom 3 and Ys I&II Chronicles have both been made more user friendly, but neither is that much easier to play from past versions.

Edited, Mar 3rd 2011 4:26pm by Teknoman
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#62 Mar 03 2011 at 4:25 PM Rating: Excellent
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Jesus christ you people are sadists. These things are stupid little quality of life changes, nothing more, nothing less. Why does the game become easy-mode when you can see from a distance if a mob's going to attack you? It's fairly common sense anyway at this point being as pretty much all mobs in a family do the same thing.

Good changes, a solid base for advancement. The changes to crafting when doing leves is good though I don't see why they don't just make it so you can select how many items you want to craft to begin with or something.

EDIT: Also, for god's sake, STOP EXPECTING MIRACLE PATCHES. In the first player poll the consensus was people wanted patches to arrive quickly and in smaller doses than large ones spaced apart and that's exactly what they're doing. By now, you should be able to deal with this and stop *********

Edited, Mar 3rd 2011 5:26pm by Dlaqev
#63 Mar 03 2011 at 4:26 PM Rating: Good
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Kitprower wrote:
Am I the only one freaking out over the modified hair? ; ;


This raised my concern as well, even though I don't have a Lalafell character. Being that my character means a lot to me, hearing that made me concerned for other players. Yet, I don't think that Yoshi-P is going to mess up the hairstyle. They may just be doing something to fix an issue or something that wasn't addressed in the past. Guess we'll know for sure in a bit.

Do you really have to respond to someone you don't agree with like in that way Shezard? Not saying you shouldn't voice your opinion, but cursing at and berating someone doesn't really accomplish anything. I don't see how it takes away from the immersion factor by not having six goats sniffing my **** all the time. But, it is pathetic how you went about it.
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#64 Mar 03 2011 at 4:28 PM Rating: Excellent
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just came to a realization.

So you know how there has been a lot of talk as the game does not leand to immersion?

I have the reason why!!!!


How many us, if transferred magically into West Rounfaure could easily navigate around the entire zone with our eyes closed? (raises hand). I could probably even make the entire run from Sandy to Windy with my eyes closed, let alone a map.

You want to know the culprit?

IT'S THE INGAME MINI MAP IN THE UPPER RIGHT HAND CORNER!!!!!!!!!!!!

How many of us just watch that when running around for directions? I bet if you took that **** thing off, then we would pay more attention to our enviornment, and thus become more attuned to where stuff is, and as a result become more immersed. The graphics in this game are amazing, and the mini-map is an attention grabber. I liken it to running through an area really with your eyes closed!!!!

Edited, Mar 3rd 2011 5:29pm by Buckeyespud
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#65 Mar 03 2011 at 4:31 PM Rating: Good
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Dlaqev wrote:

EDIT: Also, for god's sake, STOP EXPECTING MIRACLE PATCHES. In the first player poll the consensus was people wanted patches to arrive quickly and in smaller doses than large ones spaced apart and that's exactly what they're doing. By now, you should be able to deal with this and stop *********

Edited, Mar 3rd 2011 5:26pm by Dlaqev


You do realize that people are going to complain, even if they get exactly what they want, right? It doesn't matter what they do, people are always going to complain. Whether it is from trolls or from people that really aren't getting what they want. They simply can't please everyone. Hopefully there will be a day when people realize that every single person isn't going to be pleased by this game.
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#66 Mar 03 2011 at 4:31 PM Rating: Excellent
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[quote=Dlaqev]EDIT: Also, for god's sake, STOP EXPECTING MIRACLE PATCHES. In the first player poll the consensus was people wanted patches to arrive quickly and in smaller doses than large ones spaced apart and that's exactly what they're doing. By now, you should be able to deal with this and stop *****************

WHAT?! THERE'S NO ENDGAME CONTENT RELEASED IN THIS PATCH??? /RAGEQUIT /UNINSTALL

****, they could have released chocos, airships AND endgame content today and people would still find something to ***** about. Nothing is ever good enough for some people
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#67 Mar 03 2011 at 4:31 PM Rating: Excellent
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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.

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.

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

Targeting modes that cycle through only specific target types can now be enabled when using a gamepad.

Current quests, sidequests, regional levequests, and local levequests are now all displayed on a single list.

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



Looking forward to all those above ^^
#68 Mar 03 2011 at 4:32 PM Rating: Excellent
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Dlaqev wrote:
Jesus christ you people are sadists. These things are stupid little quality of life changes, nothing more, nothing less. Why does the game become easy-mode when you can see from a distance if a mob's going to attack you? It's fairly common sense anyway at this point being as pretty much all mobs in a family do the same thing.

Good changes, a solid base for advancement. The changes to crafting when doing leves is good though I don't see why they don't just make it so you can select how many items you want to craft to begin with or something.

EDIT: Also, for god's sake, STOP EXPECTING MIRACLE PATCHES. In the first player poll the consensus was people wanted patches to arrive quickly and in smaller doses than large ones spaced apart and that's exactly what they're doing. By now, you should be able to deal with this and stop *********

Edited, Mar 3rd 2011 5:26pm by Dlaqev


This. All of it.
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#69 Mar 03 2011 at 4:32 PM Rating: Good
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Dlaqev wrote:
Jesus christ you people are sadists. These things are stupid little quality of life changes, nothing more, nothing less. Why does the game become easy-mode when you can see from a distance if a mob's going to attack you? It's fairly common sense anyway at this point being as pretty much all mobs in a family do the same thing.


Maybe I'm alone in this but, I don't need to be told "HEY, LADY! YES, YOU! YOU SEE THIS BIG FLAMING MONSTER? IT WILL ATTACK YOU, AVOID IT!" I like to learn on my own what will attack me and what won't, especially with new monster types. It really does take the fun out of learning things when you look at it realistically.

I understand tutorials like "You open your menu, select your sword..BAM! You're now a gladiator."


...But isn't the whole purpose of adventuring discovery? It's like having an NPC marking your map the exact location of treasure, what is guarding it, detailed readout on said guardian and the secret to one hit killing it. I don't find it "Easy Mode"...I find it more taking away the "Let me figure it out on my own please."

You don't have to be sadistic or masochistic.

Edited, Mar 3rd 2011 2:33pm by Theonehio
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#70 Mar 03 2011 at 4:33 PM Rating: Good
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For the icon next to an aggro mobs name. they should at least made it an option to have one or not. The everyone would be happy :)
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#71 Mar 03 2011 at 4:35 PM Rating: Decent
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Veagan wrote:
For the icon next to an aggro mobs name. they should at least made it an option to have one or not. The everyone would be happy :)


It's right next to the name. I would imagine /names would turn it off.
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#72 Mar 03 2011 at 4:39 PM Rating: Decent
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Mistress Theonehio wrote:

Maybe I'm alone in this but, I don't need to be told "HEY, LADY! YES, YOU! YOU SEE THIS BIG FLAMING MONSTER? IT WILL ATTACK YOU, AVOID IT!" I like to learn on my own what will attack me and what won't, especially with new monster types. It really does take the fun out of learning things when you look at it realistically.

I understand tutorials like "You open your menu, select your sword..BAM! You're now a gladiator."


...But isn't the whole purpose of adventuring discovery? It's like having an NPC marking your map the exact location of treasure, what is guarding it, detailed readout on said guardian and the secret to one hit killing it. I don't find it "Easy Mode"...I find it more taking away the "Let me figure it out on my own please."

You don't have to be sadistic or masochistic.

Edited, Mar 3rd 2011 2:33pm by Theonehio


I liken it to having the icon that tells you how powerful the target is in relation to you.
You get to know the chances of it kicking your teeth in if you pick on it, this is just a step further.
It's not telling you it's vulnerabilities, or any information that really gives you any power over it - just the warning that it thinks you might taste good.
#73 Mar 03 2011 at 4:43 PM Rating: Default
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Quote:
...But isn't the whole purpose of adventuring discovery? It's like having an NPC marking your map the exact location of treasure, what is guarding it, detailed readout on said guardian and the secret to one hit killing it. I don't find it "Easy Mode"...I find it more taking away the "Let me figure it out on my own please."


i think the average MMO player who starts a new MMO goes in knowing there will be mobs that agro you, right from the start.
for me it isnt some epic feeling of a new adventurer saving a dying world, its excitement to see what i come across and knowing what can kill me and what cant so that i can avoid those mobs. i dont want to die, even if it means exploration, because it always means that im going to waste more time just to get back to where i was all because a mob that i will eventually be able to kill killed me first.
to me an agro indicator has nothing to do with adventuring the game, it just allows me to not die when the game is requiring me to get from point a to b.
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#74 Mar 03 2011 at 4:47 PM Rating: Good
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Wow looks pretty good overall. Really can't wait to jump in and give things a shot.


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.
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.


This really makes me happy. Less steps to initiate at least the local leves is a very welcome addition. The SP nerf made me cringe a bit at first, but if I can hopefully receive around 3 leves from each city that will actually be around my rank its better imo. As is, I would get 1-4 leves total from all cities for my TAN that would actually be worth a ****, and maybe get lucky on one that is 35 that will get me a jackpot of SP.

As far as the marking aggressive mobs I think its a good change. Although I have a pretty good feel for what aggros and what doesn't, new players jumping in the game probably get frustrated with what does or doesn't aggro you. I actually had a buddy that really complained about it during the open beta.

I'm really curious about the targeting system, if it works as well as i'm imagining it might, then it would be VERY welcome in groups.



Edited, Mar 3rd 2011 4:49pm by Ipwnrice
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#75 Mar 03 2011 at 4:49 PM Rating: Excellent
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There are valid arguments to be had either way, but to weigh in myself.... There is something to be said for strolling down a grassy knoll, spotting a cute kitty cat, leaning over to pet it's adorable little head, and having it bite your kneecaps off. It's that visceral shock that gets the adrenaline junkies their fix.
#76 Mar 03 2011 at 4:50 PM Rating: Excellent
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Dlaqev wrote:
Jesus christ you people are sadists. These things are stupid little quality of life changes, nothing more, nothing less. Why does the game become easy-mode when you can see from a distance if a mob's going to attack you? It's fairly common sense anyway at this point being as pretty much all mobs in a family do the same thing.
For me, it's not that it makes things "easier" (because I don't really think it does, not really), it's that it takes away from why I play MMOs in the first place.

If I'm playing a fighting game or pretty much any single player game I want to have as much information about what's going on as possible. Mostly because I'm just there to play a game. I want my skill in reflexes, strategy, or whatever else to pay off and not be hindered by the game just not telling me something.

But in an MMO I don't just want to play a game. I'm not only there to complete as many quests as possible, grind as many levels as I can, and get all the best loot. That's certainly some of the fun, but it's not all of it. I also want to be able to explore new areas and learn things about all the different ecosystems. I want to slowly amass information like "ahriman detect by sound" or "coeurls are weak to earth magic" or "lizards will help each other out if you engage one." I don't just want to play a game, I want to spend some time in a virtual world, live there and pick up on patterns and rules from experience.

Knowing something will attack if I get near makes no mechanical difference whether I've learned it over time or noticed a little symbol by its name, but it makes a big difference in the way it feels.
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#77 Mar 03 2011 at 4:50 PM Rating: Decent
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To those complaining about the hostile mob marker taking away from immersion:
Are you guys serious?! In ffxi all you had to do was check->incredibly tough->avoid. AND it's not like the types of agroing mobs changed much throughout the game anyway, so I don't see what you're complaining about.
#78 Mar 03 2011 at 4:50 PM Rating: Excellent
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Like many others I completely fail to see the point of adding the aggro icon on mobs. I feel like SE went through random feedback forums one day, found this one topic and decided this needed to be fixed...... alright who was the person who posted that thread?? common fess up so we can all give you dirty looks.

Anyways, i'm looking forward to the CONTENT and the new fixes to the targeting system and local leves ^^ Can't wait to go home and patch this thing up.
#79 Mar 03 2011 at 5:01 PM Rating: Good
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Yeah, I think the addition of an aggro marker is rather silly. Hopefully this is something that you can toggle or they will add the toggle feature later. The both sides of this argument will be satisfied. I rather like the surprise of running into a creature you're not familiar with and then getting killed. Like when I got killed by a goobbue on XIV. I remembered running up to them on XI and they wouldn't aggro in certain areas. Figured they wouldn't aggro, with the area it was at, but then it one shot me lol. I love that adrenaline rush.
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#80 Mar 03 2011 at 5:01 PM Rating: Excellent
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I think they added the "aggro" symbol for the opposite reason you all are concerned.

At some point you get to a high enough level where aggressive mobs won't attack you and it was previously unclear if you were high enough or not. In XI anything that is "Too Weak" will not attack you. In XIV everything becomes Blue, but may or may not attack you based on level disparity that was previously unknown to players.

Given it's not that big of a deal. I've learned to adjust as I figure out what's safe and what isn't safe.

Also (for the record) I always play 95% of the time with names turned off (XI was 100%). I need that 5% for Behest to know which mobs to hit -_- and I wish I didn't.

Anyway for everyone QQ about immersion and isn't playing with names off already - you're kind of a hypocrite - I'm assuming the "!" won't be visible with names off either (just like everything else about NPC/Mobs isn't) so you shouldn't be too concerned (unless I'm completely wrong).

Edited, Mar 3rd 2011 6:03pm by Kirutaru
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#81 Mar 03 2011 at 5:04 PM Rating: Good
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Love just about everything!! nice patch :)

except;

an icon for aggro mobs??? so lame... who would even want this? I need to know for profiling puroses.
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#82 Mar 03 2011 at 5:09 PM Rating: Decent
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honestly... you may be on to something.
#83 Mar 03 2011 at 5:10 PM Rating: Good
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I'm guessing it's Japanese players who wanted the aggro icon. In the West, we have tons of MMOs to choose from - if you want faceroll leveling to endgame PVE or PVP, you wouldn't pick FFXIV. Computer FFXIV players in the West are probably in love with immersion and stuff like that. However, just look at other MMOs for what the vast majority of MMO players want - threat icons, NPC quest givers marked, quest targets indicated on maps. Most Japanese players who are playing FFXIV because it's a Japanese MMO are gonna want that stuff. Ditto PS3 players who are playing FFXIV because it's the only next-gen console MMO (which I'm guessing is going to include a lot of CHILDREN, given I was a child when I played my first FF game) - they want faceroll leveling with pretty graphics and silly monsters, not immersion.
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#84 Mar 03 2011 at 5:14 PM Rating: Decent
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i honestly wonder how difficult or time consuming it is to impliment off/on buttons to all of these new features, i mean if we can turn names off completely, why cant we turn off agro/quest markers and even spell effects, why cant we turn these things off? it would massively help with everyones frustration with how they play their game.
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#85 Mar 03 2011 at 5:18 PM Rating: Decent
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Logging in now, here we go!!



Edited, Mar 3rd 2011 6:19pm by MinatoSeraph
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#86 Mar 03 2011 at 5:19 PM Rating: Decent
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pixelpop wrote:
i honestly wonder how difficult or time consuming it is to impliment off/on buttons to all of these new features, i mean if we can turn names off completely, why cant we turn off agro/quest markers and even spell effects, why cant we turn these things off? it would massively help with everyones frustration with how they play their game.


Depends on said system. XIV's is serverside, which means it would take a bit more work to include an 'on/off' feature if it isn't an after thought (meaning dedicating time to it) so if anything it would likely spring up in the next update.
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#87 Mar 03 2011 at 5:25 PM Rating: Good
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A lot of mostly good improvements that I'm mostly happy to see. A few I'm not too thrilled about, but I'll live.
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#88 Mar 03 2011 at 5:40 PM Rating: Default
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THere are a couple of things I don't like in this patch. But what's done is done, and I don't wanna complain every patch. So I wanna talk about one good thing I see.
The HP increase of Coblyn.
1.HIgh Hit Point doesn't neccesarily make the monster more difficult to fight.
But it does make the fights take longer.
XI skillchains almost became obsolete due to low hp monsters being the major culprit. So maybe boosting HP or Defense across the board will make battle regiments more prevalent. As long as zerg skills or gear doesn't become prominent. Team work will increase for certain to advance quicker.
People won't bother using team based tactics fighting monsters, if the difference in killing time isn't noticeably faster.
#89 Mar 03 2011 at 6:20 PM Rating: Good
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A nice compromise on the aggro symbol would have been if it only appeared (permanently on mobs of that type) once a monster attacked you for the first time. Then there would still be the unknown element when exploring new areas, but no need to memorize every monster's behavior.

Shame about them removing the curious/fearful mob behavior. If you ask me, RPGs need more of that kind of thing, not less.

And I'm just confused why quest mobs don't give any rewards.
#90 Mar 03 2011 at 6:26 PM Rating: Decent
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I would have liked to see the aggro icon be smaller, or only showing when you targeted something. But oh well.

The real problem comes from the bugs...

Names are disappearing whenever i cast something. And my simple Arial game-font was totally ruined too.
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#91 Mar 03 2011 at 6:34 PM Rating: Good
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With the add of the Aggroicon™, I could possibly see them adding some kind of death penalty now.

Edited, Mar 3rd 2011 7:34pm by TerraSonicX
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#92 Mar 03 2011 at 6:37 PM Rating: Decent
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Yeah I didn't touch Arial Font, I used Eorzea or uh..MS UI Gothic.
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#93 Mar 03 2011 at 6:42 PM Rating: Good
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alcide wrote:
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.


Immersion is important in a Final Fantasy game but only to a certain degree. Since you've already got names above everyone's head adding symbols as well will make little to no difference. Besides, can't you just use /names to hide PC and NPC names like you could in Final Fantasy XI?

Overall, I feel the inclusion of exclamation marks to show quest givers and red markers to show aggressive mobs is very important. Final Fantasy XIV isn't your average Final Fantasy game and there's a lot which sets it apart from the other titles. In other Final Fantasy games you can rely on checkpoints and save points if you die whereas you can't with Final Fantasy XIV. Die in FFXIV and you lose a great deal more than you would in FFXIII or FFVII which is why it's important to give extra aid to players, new and old. I remember all the times in Final Fantasy XI where I'd died purely because I didn't known whether a mob was aggressive or I'd needlessly avoid friendly mobs because I didn't know whether they were passive. In most situations I'd have to rely on this site to find out mob details. Same thing for quests, in FFXI I'd always come here to find out what quests there were and where they are. People shouldn't have to rely on websites to play their games. You wouldn't expect it in an offline Final Fantasy game and you shouldn't expect it in an online one either.

Edited, Mar 3rd 2011 7:56pm by AnimaOnline
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FFXI - Mythe / Kujata Server / Inactive
FFXIV - Animaru Vizell / Selbina Server / Active
#94 Mar 03 2011 at 6:43 PM Rating: Good
35 posts
Anyone else notice that the Natural MP Refresh provided in this patch is close to hp's?! Aside from looooong battles you should never have to touch ANY mp abilities... heck save urself 3ap with siphon mp and just stand still in long battles for 10 seconds and ur pretty much good to go xD ... Good thing though is that with this currently overpwr'd mp tick future updates and releases will incorporate this in dishing out appropriate difficulty we have yet to see in the game :P
#95 Mar 03 2011 at 7:22 PM Rating: Good
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246 posts
When you do /names both the aggro and npc quest marker disappear. The markers really don't bother me, though I would like to be able to toggle them off. I already know what monsters aggro and all, so it really isn't a loss for me. But, I know that it can ruin it for people that aren't used to FF creatures. When I found my first npc quest give I got all excited. The markers really don't bother me as much as I thought it would.

I haven't played in quite a while, so I could very well be wrong when I say the next thing. I have noticed that they have increased the size of a lot of the creatures. I'm really liking the increased size, cool stuff ^___^

I have done a few quests and really don't get why we don't get xp from the things that we fight. I'm not looking for extra xp, just the normal xp I would get from fighting the creatures.

Edited, Mar 3rd 2011 8:23pm by Ararmoire
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#96 Mar 03 2011 at 7:29 PM Rating: Default
39 posts
love this patch.

and im glads they fixxed the thing were my charecters name vibrates whenever i go down a hill.. lol.

i LIKE the icon indicating wether or not a mob is agressive.
as for those who claim its an emersion killer, this is for you.
*Walks out into a vally*
*See's a monster*
"that mob looks quite a bit tougher than me"
*Looks alittle closer*
"And he looks agressive i'l go around him"
*Strays too close to the monster*
"AH CRAP!"
*Runs away franticly with monster in persuit*
(emersion added)

so you can tell if it will atack you, that dosent mean to say how close you can get, if you can sneak past in this ravine without it seeing you.
or if it will follow oyu verry far.
If it has a ranged attack or not that can kill you as you run.
all these facts remain hidden.

so as i try to navigate around, and come across a group of new mobs, my adventurer "Luke Lockheart" will be able to cunningly gather wether or not its agressive and if its tougher or weeker than him,
he is a cunning fellow!

looks like yoshi has stoped this boat from sinking.. but can he turn it into the pride of a fleet?
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#97 Mar 03 2011 at 7:37 PM Rating: Decent
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230 posts
LukeA wrote:

looks like yoshi has stoped this boat from sinking.. but can he turn it into the pride of a fleet?

I am glad some people are enjoying it but that's definitely a matter of opinion. I personally feel like this patch actually backtracked a bit. The markers over mobs/npcs is just ridiculous. Im probably in the minority of people who actually get annoyed by them but yea even with sidequests and bigger mobs it STILL feels just like it did months ago. I bet people will finish all these quests in like a day or 2 also. I am very disappointed, but i don't blame Yoshida. He is doing the best he can with this horrible situation. Atleast if this game tanks noone will blame him xD Tanaka will always get **** for this mess.
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#98 Mar 03 2011 at 8:15 PM Rating: Decent
Scholar
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1,536 posts
How do we toggle targeting?
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MUTED
#99 Mar 03 2011 at 8:30 PM Rating: Excellent
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246 posts
Just press the up or down arrow key to toggle through the targeting options. You can press left or right to target to your left and right.
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#100 Mar 03 2011 at 9:05 PM Rating: Good
Scholar
19 posts
forgive me if this has already been mentioned but...

has anyone else noticed that the UI seems to be responding a little faster? it could just be me, but it seems to be a tad smoother than prior to 1.16. that said, it could still use some work, but it's a step in the right direction!

and as far as the rest of the patch, i'm really stoked on most of the changes! hope this trend continues :)
#101 Mar 03 2011 at 9:24 PM Rating: Decent
10 posts
So many changes coming....

for all those who are crying about change little here
and
little there. boy you have got no idea.

when Y.P. said Overhaul, he means OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOVERHAUL.

For now i'm just watching this game very closely.
When the time is right i will come back. Make no mistake this game is gonna be amazing once
Y.P is done with it.

he only began to put the tires and wheel on this game, the chassis and engine bay is still empty.
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