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Patch 1.17 Outline (04/12/2011)Follow

#1 Apr 12 2011 at 5:01 AM Rating: Excellent
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http://lodestone.finalfantasyxiv.com/pl/index.html
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As promised in the seventh Letter from the Producer, we are happy to announce that patch 1.17 is on schedule for release in a matter of days.
◆ Patch 1.17 Release Date
Thursday, April 14, 2011 (following server maintenance)

◆ Patch 1.17 Maintenance Time
21:00 p.m. to 23:00 p.m. (GMT)

The following is a brief outline of the planned changes:

◆ Patch Outline

[dev1002] [dev1003] The implementation of new sidequests

[dev1011] The balancing of guildleve rewards

[dev1020] Adjustments and additions to the party system
¤ Maximum party size has been reduced to 8 members.
¤ Parties with 4 to 7 members are now called "light parties."
¤ Parties with 8 members are called "full parties."
¤ Special status enhancements will be granted to light and full parties. (Changes to party member display UI still under consideration.)

[dev1021] Adjustments to battle content in conjunction with the new party system
¤ Adjustments to behest difficulty and bonuses to accommodate new full party size of 8 members.
¤ Adjustments to the behest schedule.

[dev1029] Adjustments to environment collision detection

[dev1030] Adjustments to enemy distribution

[dev1031] The addition of new notorious monsters

[dev1038] The implementation of new equipment and items

[dev1039] The reduction of randomness affecting the approach phase in gathering

[dev1040] Adjustments and additions to active icons

A more detailed report can be found in the 1.17 patch notes, scheduled for release on April 14.


Edited, Apr 12th 2011 7:02am by Magnesium02
#2 Apr 12 2011 at 5:05 AM Rating: Decent
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Woo hoo! I can't wait!
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#3 Apr 12 2011 at 5:08 AM Rating: Decent
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The implementation of new sidequests
Adjustments to environment collision detection
The addition of new notorious monsters
The implementation of new equipment and items

is all i care about, party size is always meh to me.
i just wonder how much of each theyre going to actually impliment. i hope its more than just a few more variations in stats using the same model, considering how stats arent super important and all atm.
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#4 Apr 12 2011 at 5:12 AM Rating: Good
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I wonder what the "special party enhancements" are?

EDIT: Also I noticed they included Devtag 1003 which are the Public Company Quests.

Edited, Apr 12th 2011 7:20am by TerraSonicX
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#5 Apr 12 2011 at 5:25 AM Rating: Default
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I'm far from a happy elf about this. Apparently now we're stuck with only being allowed to have 7 friends, and having more means turning them away.

I dont see what was wrong with the current system. If you wanted to take in more people and take a penalty to exp gain, why wouldnt you be allowed to? Especially with the state the game is in right now, you'd imagine they'd put having fun with friends above these meaningless things.

I wouldnt mind if this means we can alliance parties up, but that's probably not possible either.

Good old SE, ruining this game piece by piece.
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#6 Apr 12 2011 at 5:28 AM Rating: Excellent
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KojiroSoma wrote:
I'm far from a happy elf about this. Apparently now we're stuck with only being allowed to have 7 friends, and having more means turning them away.

I dont see what was wrong with the current system. If you wanted to take in more people and take a penalty to exp gain, why wouldnt you be allowed to? Especially with the state the game is in right now, you'd imagine they'd put having fun with friends above these meaningless things.

I wouldnt mind if this means we can alliance parties up, but that's probably not possible either.

Good old SE, ruining this game piece by piece.


Yeah, 7 friends in your party, you can still have up to 128 members in your LS and have 8 LSs.
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#7 Apr 12 2011 at 5:37 AM Rating: Excellent
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I dont see what was wrong with the current system.


Hard to balance and design content when you could have 1-15 members in a group. Too many variables.

4 and 8 is much more manageable and results in better battle balance.
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#8 Apr 12 2011 at 5:40 AM Rating: Decent
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I spend a good chunk of my time doing behests & then grinding/crafting in between so I'll be interested in those changes along with the party size. I could see that being good and/or bad depending on how they go with it.

Edited, Apr 12th 2011 8:32am by TwistedOwl
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#9 Apr 12 2011 at 5:52 AM Rating: Decent
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KojiroSoma wrote:
I'm far from a happy elf about this. Apparently now we're stuck with only being allowed to have 7 friends, and having more means turning them away.

I dont see what was wrong with the current system. If you wanted to take in more people and take a penalty to exp gain, why wouldnt you be allowed to? Especially with the state the game is in right now, you'd imagine they'd put having fun with friends above these meaningless things.

I wouldnt mind if this means we can alliance parties up, but that's probably not possible either.

Good old SE, ruining this game piece by piece.


People will never be satisfied, but your arguments on this patch are one of the worst anybody could bring up.
#10 Apr 12 2011 at 5:55 AM Rating: Decent
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Smaller party sounds good to me.. makes management more balanced.. for more members alliances could be implemented next.. actually I'm pretty sure they will..
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#11 Apr 12 2011 at 6:04 AM Rating: Default
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Although I'm sincerely happy with the progress that's being made, I can already predict player fallout in 3 days tops. I'll have my fingers crossed hoping it doesn't happen.

Edited, Apr 12th 2011 8:04am by ThePacster
#12 Apr 12 2011 at 6:47 AM Rating: Default
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TerraSonicX wrote:
Yeah, 7 friends in your party, you can still have up to 128 members in your LS and have 8 LSs.


What does that have to do with squat? Way to puke up a hairball of irrelevancy.

We do NM runs with 16 people in our LS regularly. Do they take 16? Nope, but its good to get together with your LS mates. Smaller parties is good for SP but everyone who wants to come for a NM hunt on wandering mobs should be able to.

I hope they have the sense to add in alliances this time around instead of 6 more months down the line.

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#13 Apr 12 2011 at 6:54 AM Rating: Good
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Vackashken wrote:
TerraSonicX wrote:
Yeah, 7 friends in your party, you can still have up to 128 members in your LS and have 8 LSs.


What does that have to do with squat? Way to puke up a hairball of irrelevancy.

We do NM runs with 16 people in our LS regularly. Do they take 16? Nope, but its good to get together with your LS mates. Smaller parties is good for SP but everyone who wants to come for a NM hunt on wandering mobs should be able to.

I hope they have the sense to add in alliances this time around instead of 6 more months down the line.



Unfortunately (and really, I mean that, I'm so sorry), this patch was not designed with you specifically in mind. The general population is pretty small right now, and a lot of people (myself included) tend to run with less than a full 15 members because we're pretty casual.

It's a much easier system to balance, and once that's done it would therefore be easy to scale up to alliances later on. I wouldn't be surprised if we went up to 12 or 16 people if the community found 8 too small in general.

But that's likely to be for HNM style stuff later on if they add it, there's no need for it now.
#14 Apr 12 2011 at 6:58 AM Rating: Good
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Vackashken wrote:
TerraSonicX wrote:
Yeah, 7 friends in your party, you can still have up to 128 members in your LS and have 8 LSs.


What does that have to do with squat? Way to puke up a hairball of irrelevancy.

We do NM runs with 16 people in our LS regularly. Do they take 16? Nope, but its good to get together with your LS mates. Smaller parties is good for SP but everyone who wants to come for a NM hunt on wandering mobs should be able to.

I hope they have the sense to add in alliances this time around instead of 6 more months down the line.



Actually the post is relevant to the initial coment which was to have friends together. You dont need to be in the same area or do the same thing to enjoy the game with friends. As such the LS system is more than enough to keep you in touch with your friends.

In regards to what you are stating then I still dont see much of a problem with it. Making the parties smaller will require a little thinking and strategy on the fights by making them not as weasy so to me this can only be a benefit. If you have 10 to 18 people just get them to do 2 parties and each engages their own mobes, you can all still talk together on /ls.
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#15 Apr 12 2011 at 7:00 AM Rating: Decent
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Dlaqev wrote:
Vackashken wrote:
TerraSonicX wrote:
Yeah, 7 friends in your party, you can still have up to 128 members in your LS and have 8 LSs.


What does that have to do with squat? Way to puke up a hairball of irrelevancy.

We do NM runs with 16 people in our LS regularly. Do they take 16? Nope, but its good to get together with your LS mates. Smaller parties is good for SP but everyone who wants to come for a NM hunt on wandering mobs should be able to.

I hope they have the sense to add in alliances this time around instead of 6 more months down the line.



Unfortunately (and really, I mean that, I'm so sorry), this patch was not designed with you specifically in mind. The general population is pretty small right now, and a lot of people (myself included) tend to run with less than a full 15 members because we're pretty casual.

It's a much easier system to balance, and once that's done it would therefore be easy to scale up to alliances later on. I wouldn't be surprised if we went up to 12 or 16 people if the community found 8 too small in general.

But that's likely to be for HNM style stuff later on if they add it, there's no need for it now.


Yeah, because I am sure I'm the only person to belong to an LS that does NM runs with more than 8 people. If its not designed for me specifically in mind does that mean it was designed exclusively for you? Nice hypocritical wit there.

Anyway.

I hope they have the sense (again I say) to have alliances. I certainly understand (and have advocated many times) the absolute must of having smaller parties. I am happy they're doing it but it seems a mistake to not include alliances instantly.
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#16 Apr 12 2011 at 7:07 AM Rating: Excellent
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Vackashken wrote:
TerraSonicX wrote:
Yeah, 7 friends in your party, you can still have up to 128 members in your LS and have 8 LSs.


What does that have to do with squat? Way to puke up a hairball of irrelevancy.

We do NM runs with 16 people in our LS regularly. Do they take 16? Nope, but its good to get together with your LS mates. Smaller parties is good for SP but everyone who wants to come for a NM hunt on wandering mobs should be able to.

I hope they have the sense to add in alliances this time around instead of 6 more months down the line.



In his sentence it seem like he was implying that we won't be able to socialize with more than 7 people in this game after this patch.

Anyway, just get over it Vack, take two groups of 8 when you do your events. Not everyone has to do the same thing at the same time.
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#17 Apr 12 2011 at 7:39 AM Rating: Decent
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Vackashken wrote:


Yeah, because I am sure I'm the only person to belong to an LS that does NM runs with more than 8 people. If its not designed for me specifically in mind does that mean it was designed exclusively for you? Nice hypocritical wit there.



There's no hypocrisy in my post, I'm stating that there are less people in your position than you seem to think, otherwise they wouldn't be cutting the numbers so much.

They're doing this now because they're balancing it for dungeon content of 4 and 8 people, as Terra said, just go in 2 groups of 8, and then meet up for a 16-man pat on the back after. Same deal, more lootz.
#18ViKtoricus, Posted: Apr 12 2011 at 8:07 AM, Rating: Sub-Default, (Expand Post) Wow. You people turned this thread into a big argument.
#19 Apr 12 2011 at 8:07 AM Rating: Excellent
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Looks interesting.

I am especially interested in how the behest system is adapted to suit this.
There have currently been some issues with behest on my server with certain linkshells flooding them with level 1 characters and doing nothing once it begins.
#20 Apr 12 2011 at 8:25 AM Rating: Decent
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Smelly wrote:
Looks interesting.

I am especially interested in how the behest system is adapted to suit this.
There have currently been some issues with behest on my server with certain linkshells flooding them with level 1 characters and doing nothing once it begins.


You get like 9 ranks per behest if you start at R1 so they cant do it forever : P
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#21 Apr 12 2011 at 8:26 AM Rating: Good
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this is exciting:)
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#22 Apr 12 2011 at 8:27 AM Rating: Good
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I hope they make behest 2 times per hour now. People like me who play in Limsa or Gridania region will get 2 per hour almost 100% of the time since the population is all near uldah.
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#23 Apr 12 2011 at 8:34 AM Rating: Decent
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I hope they make behest 2 times per hour now. People like me who play in Limsa or Gridania region will get 2 per hour almost 100% of the time since the population is all near uldah.


They might have a 30min cooldown so that everyone gets to do the Behest once per hour.
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#24 Apr 12 2011 at 8:55 AM Rating: Good
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So with the party max being reduced to 8 this undoubtedly means there's going to be 2-3 times as many parties fighting over the same NMs. Any news on these savage beasts appearing more often or maybe having more than one pop at a time?
#25 Apr 12 2011 at 9:11 AM Rating: Good
Magnesium02 wrote:
Adjustments to the behest schedule.


I wonder what this means?

Sadly, this patch does not include a fix for targeting. The addition of UP/DOWN targeting for party member remians useless while casting spells.

#26 Apr 12 2011 at 9:17 AM Rating: Default
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They might have a 30min cooldown so that everyone gets to do the Behest once per hour.

Nah. More likely, the same people will camp the same behest spot twice.
And there will be bannings because of "resource monopolization".
#27 Apr 12 2011 at 9:19 AM Rating: Decent
SmashingtonWho wrote:
Magnesium02 wrote:
Adjustments to the behest schedule.


I wonder what this means?

If I remember right they were saying something about increasing the frequency of Behests due to the decreased maximum party size. I am gonna take a guess and suggest that they will re-schedule behests to run every 30 minutes instead of every 1 hour. Unfortunately this will cause more competition at popular camps...however, I believe this will also make other currently unused, or less popular, camps to become more populated.

EDIT: Got my reply in after someone already mentioned the 30 min thing...oh well. I think if they added more behest options to some camps that do not offer behests, this could alleviate behest monopolization.

Edited, Apr 12th 2011 11:21am by StateAlchemist2
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#28 Apr 12 2011 at 9:28 AM Rating: Good
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Grand Master Alchemist StateAlchemist2 wrote:
SmashingtonWho wrote:
Magnesium02 wrote:
Adjustments to the behest schedule.


I wonder what this means?

If I remember right they were saying something about increasing the frequency of Behests due to the decreased maximum party size. I am gonna take a guess and suggest that they will re-schedule behests to run every 30 minutes instead of every 1 hour. Unfortunately this will cause more competition at popular camps...however, I believe this will also make other currently unused, or less popular, camps to become more populated.

EDIT: Got my reply in after someone already mentioned the 30 min thing...oh well. I think if they added more behest options to some camps that do not offer behests, this could alleviate behest monopolization.

Edited, Apr 12th 2011 11:21am by StateAlchemist2


Forcing people to spread out and not all compete for Horizon & Nanawa? = D Sounds like a possible reason for it. The behests I've done @ the various camps in the shroud have all been solo recently.

They also mentioned placing rank restrictions on the behests. Maybe they'll sneak that in there. Preventing some of the douchebaggery that goes on with behests...

Edited, Apr 12th 2011 11:31am by TwistedOwl
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#29 Apr 12 2011 at 9:31 AM Rating: Excellent
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Please let the quests be more than "go to place X and kill Y number of Z mobs" all for pocket change and a pair of used socks.
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#30 Apr 12 2011 at 10:03 AM Rating: Excellent
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TwistedOwl wrote:


They also mentioned placing rank restrictions on the behests. Maybe they'll sneak that in there. Preventing some of the douchebaggery that goes on with behests...



Indeed Sir, Amen to that...

EDIT: Would also be nice if "Adjusting Behest Difficulty" included real Boss Battles at the end of them...would love to see mini NMs appear or something besides just more of the same mobs you fought on your way to the finale.



Edited, Apr 12th 2011 12:14pm by scorleone
#31 Apr 12 2011 at 10:26 AM Rating: Good
TwistedOwl wrote:
They also mentioned placing rank restrictions on the behests. Maybe they'll sneak that in there.


I vaguely recall this. I really hope this is true.

I mentioned once reducing the Behest to 30 mins and it was very unpopular. I think people will just do behest all the time then. 15 mins, 15 mins waiting. And they will fill up fast and be very frustrating. Or maybe not considering the current game population.

I'm going to guess the time is something other than 30 mins.

Also, if they adjust the SP for 8 man parties Behest may not become less popular, depending on the adjustment. With all the changes occuring at once we will just have to see for ourselves.

#32 Apr 12 2011 at 11:05 AM Rating: Excellent
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I never liked the exclusive part of behests anyways, so I'm hoping they do start to move away from them as the game grows. Since the game never had a great population it ended up being relatively ok, but with full servers it sucks that only a tiny portion of people get to do them each hour.

I'd be cool with behests every 30, and players have a 59 minute cooldown or however they need to work it so they can't participate in 2 an hour. Ideally though, this will move people to other camps.
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#33 Apr 12 2011 at 11:13 AM Rating: Decent
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Yay!
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#34 Apr 12 2011 at 11:28 AM Rating: Excellent
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KujaKoF wrote:
I never liked the exclusive part of behests anyways, so I'm hoping they do start to move away from them as the game grows. Since the game never had a great population it ended up being relatively ok, but with full servers it sucks that only a tiny portion of people get to do them each hour.

I'd be cool with behests every 30, and players have a 59 minute cooldown or however they need to work it so they can't participate in 2 an hour. Ideally though, this will move people to other camps.


When I first did a behest I assumed (wrongly) that they were *gasp* public quests.

Whereby, I'd talk to the behest guy and me and everyone else would be in one big public group. To my dismay, I was tagging monsters and subsequently dying, because I wasn't in a pre-made group.

Making behests public would be a boon to this game.
#35 Apr 12 2011 at 12:00 PM Rating: Good
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nothing here that would get me to log out of XI.

I will probably patch this in... but not much else.
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#36 Apr 12 2011 at 12:06 PM Rating: Excellent
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Olorinus the Vile wrote:
nothing here that would get me to log out of XI.

I will probably patch this in... but not much else.


Same. :/
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#37 Apr 12 2011 at 12:13 PM Rating: Decent
Olorinus the Vile wrote:
nothing here that would get me to log out of XI.

I will probably patch this in... but not much else.


But I miss you...
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#38 Apr 12 2011 at 12:44 PM Rating: Decent
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PerrinofSylph, ****** Superhero wrote:
Olorinus the Vile wrote:
nothing here that would get me to log out of XI.

I will probably patch this in... but not much else.


But I miss you...


I miss you too! After playing XI, however, it is really hard to go back to a game without content or goals beyond level grinding.

I do miss fishing, however.
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When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#39 Apr 12 2011 at 12:51 PM Rating: Decent
Shards have bottomed out and are in high supply. I haven't had much chance to rank up PGL but I've been working on my DoWs to all 20 and lots of crafting. Not many folks on during my prime time, but on the weekend there were quite a few in the LS. Hopefully this next patch has some of the class changes and such that might bring you guys back for a taste or two. (I don't expect you guys to come back from XI, I'd join y'all if I had the time)
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#40 Apr 12 2011 at 1:09 PM Rating: Good
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PerrinofSylph, ****** Superhero wrote:
Shards have bottomed out and are in high supply. I haven't had much chance to rank up PGL but I've been working on my DoWs to all 20 and lots of crafting. Not many folks on during my prime time, but on the weekend there were quite a few in the LS. Hopefully this next patch has some of the class changes and such that might bring you guys back for a taste or two. (I don't expect you guys to come back from XI, I'd join y'all if I had the time)


yeah not shocking - fewer players with more shard supply (through the fish/alc recipes)

Almost worth logging in to craft once in awhile - if it wasn't so deadly boring
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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#41 Apr 12 2011 at 1:12 PM Rating: Excellent
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Olorinus the Vile wrote:
nothing here that would get me to log out of XI.

I will probably patch this in... but not much else.


Same here really. Its another patch that addresses nothing I cared about. Probably going to wait for 1.17a before I even try logging in again.
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#42 Apr 12 2011 at 1:24 PM Rating: Good
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This game is still so boring and empty that it's players argue about things like group size and aggressive/non-agressive indicators. Maybe one day when SE gets it together people will be concerned with things like class balance or the difficulty of a specific endgame encounter. I still look through here 1 or 2 times each week to see how it's coming along and all I see is "adjustments". It's getting borderline ridiculous, don't you think?

With all the chaos in Japan, maybe their heads just aren't in it. I know mine wouldn't be.
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#43 Apr 12 2011 at 1:36 PM Rating: Good
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I'm really interested in behest. SE has a chance to make them truly epic and really get us exploring Eorzea more. Here is what I'm hoping:

- Make more aethryte camps behestable.
- Make it so that each behest drops a specific rare/ex piece. Each behest camp can then drop a unique piece. That would mean to acheive a new piece of gear, you would have to go around to each of the behest camps. This would make it so not one camp would always be busy, because people would be going around to all the camps collecting pieces.
- Someone mentioned it but make the boss battles harder depending on whether it's a light party or a full party.
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#44 Apr 12 2011 at 1:37 PM Rating: Good
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These 2 lines from FF14 main theme "Answers" fits surprisingly well to the current state of the game.

Quote:
Now open your eyes while our plight is repeated
Still deaf to our cries lost in hope we lie defeated


Edited, Apr 12th 2011 3:38pm by OneFatAngel
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#45 Apr 12 2011 at 1:47 PM Rating: Excellent
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I think instead of a world timer for Behest, it should be a personal timer.

Let a premade group initiate Behest whenever, no matter how many other groups currently are doing it. That group gets its own mobs to fight like a battlecraft leve. Then lock them out for 30 to 60 minutes. Make it so you have to flag it to gain SP or XP from the mobs to prevent a group from abusing it in a way that would circumvent the timer.

This way a premade group can Rotate behests and leves without inturrupting anyone else's ability to do the same.
#46 Apr 12 2011 at 2:04 PM Rating: Excellent
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Buckeyespud wrote:
I'm really interested in behest. SE has a chance to make them truly epic and really get us exploring Eorzea more. Here is what I'm hoping:

- Make more aethryte camps behestable.
- Make it so that each behest drops a specific rare/ex piece. Each behest camp can then drop a unique piece. That would mean to acheive a new piece of gear, you would have to go around to each of the behest camps. This would make it so not one camp would always be busy, because people would be going around to all the camps collecting pieces.
- Someone mentioned it but make the boss battles harder depending on whether it's a light party or a full party.


This is an excellent idea for all the reasons you mentioned and also because half of the work would already be done so it would be easy to get it started...all they'd have to do is add the rewards to the existing behest camps & then create new behests for all the camps that currently don't have one.
#47 Apr 12 2011 at 2:09 PM Rating: Excellent
TerraSonicX wrote:

EDIT: Also I noticed they included Devtag 1003 which are the Public Company Quests.



I just hope Companies are worth the wait.

Quote:
[dev1011] The balancing of guildleve rewards
[dev1038] The implementation of new equipment and items
[dev1031] The addition of new notorious monsters
[dev1029] Adjustments to environment collision detection


Looking forward to these! I wonder how they're planning to change enemy distribution?
#48 Apr 12 2011 at 2:10 PM Rating: Good
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SmashingtonWho wrote:
Magnesium02 wrote:
Adjustments to the behest schedule.


I wonder what this means?

Sadly, this patch does not include a fix for targeting. The addition of UP/DOWN targeting for party member remians useless while casting spells.



Well we dont really know that yet, since we dont have the full patch notes, and that was a small part.

Osarion, Goblin in Disguise wrote:
TerraSonicX wrote:

EDIT: Also I noticed they included Devtag 1003 which are the Public Company Quests.



I just hope Companies are worth the wait.

Quote:
[dev1011] The balancing of guildleve rewards
[dev1038] The implementation of new equipment and items
[dev1031] The addition of new notorious monsters
[dev1029] Adjustments to environment collision detection


Looking forward to these! I wonder how they're planning to change enemy distribution?


As long as its something like this:

http://forum.square-enix.com/ffxiv/threads/6612-dev1030-Enemies-should-be-distributed-by-rank-according-to-distance-from-cities

Also I hope that some of these new NMs introduced are something that low to mid rank players can handle as well. We need content too :P

Edited, Apr 12th 2011 3:17pm by Teknoman

Edited, Apr 12th 2011 3:17pm by Teknoman
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#49 Apr 12 2011 at 2:24 PM Rating: Good
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3,530 posts
Transmigration wrote:
With all the chaos in Japan, maybe their heads just aren't in it. I know mine wouldn't be.


Yeah, because FFXIV had been the most intelligently-developed MMORPG in history until a couple weeks ago. >_>
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#50 Apr 12 2011 at 2:32 PM Rating: Excellent
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146 posts
KujaKoF wrote:
Olorinus the Vile wrote:
nothing here that would get me to log out of XI.

I will probably patch this in... but not much else.


Same here really. Its another patch that addresses nothing I cared about. Probably going to wait for 1.17a before I even try logging in again.


Agreed. Not that I don't care about tho, it's just that they are not gamebreakers for me.

I'll be back for good after the implementation of a form of advanced class, questable class specific gear and battle system rework.

Meanwhile I log from time to time to craft while I do some other stuff on the computer.
#51 Apr 12 2011 at 3:13 PM Rating: Excellent
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68 posts
SmashingtonWho wrote:
Magnesium02 wrote:
Adjustments to the behest schedule.


I wonder what this means?

Sadly, this patch does not include a fix for targeting. The addition of UP/DOWN targeting for party member remians useless while casting spells.



This.

Other than the massive class-changing overhaul that has been promised, the targeting system needs to continue to be addressed. I can't believe that they just tried to fix it, failed, and said, "Well hey. You guys have two ****** targeting systems. But we'll let the player decide which one sucks less."

Everything on here pales in comparison to the fact that our classes are still undefined, redundant, and boring. Add in the fact that the targeting system is garbage, and they seem to be fine with letting it stay the way it is... Well, that's enough to make the game suck. Not that adding all the other bells and whistles aren't nice for the mean-time. But people are complaining about having a manageable party size that would reflect group dynamics, when they should be more concerned with the fact that parties aren't even good. It's just a bunch of people trying to do a zerg-fest until the mob dies. How about we use some strategy, or make it so healers can actually target their own **** party members, instead of just AoE healing over themselves.

Until the game actually has a strong foundation, all of these patches are just a feeble attempt to keep our interests. And let's face it: until the game gets overhauled, there is very little that SE can implement to make the game "better."

Sadly the problems are so great that they cannot be ignored. I am aware that there are plans in motion, and that eventually the overhaul will come. But until then, it's hard to be happy about anything in the game. Particularly that they've said nothing regarding the targeting system being fixed. I think if SE would be a little more open with what is actually being planned, I might feel a bit better. I was astounded at Yoshi-P's chart on changes and fixes. The only problem is that they weren't very detailed. I think it would be easier to deal with if we actually knew what was coming. It would give us something to be excited about, instead of reading the patch notes and saying "Oh wow. Absolutely nothing special here.... Obvious fix, obvious fix... another obvious fix... targeting is still ****** up..."

Just a thought. Sorry for the rant, but it's getting ridiculous.
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