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1.18 Patch NotesFollow

#1 Jul 21 2011 at 3:07 PM Rating: Excellent
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18 posts
http://forum.square-enix.com/ffxiv/threads/17007-patch1.18-Patch-1.18-Notes

Events

[dev1084] The rank required to partake in several of the main scenario quests has been lowered.

Quest Name Before After
Never the Twain Shall Meet 15 → 13
Beckon of the Elementals 15 → 13
Calamity Cometh 15 → 13
Fade to White 20 → 18
Together We Stand 26 → 22

[dev1085] Main scenario and class quests will now reward skill points upon completion.
NPCs offering quests which grant skill points as a reward can be identified by the blue exclamation marks over their heads.
* Completing a quest using a class ranked lower than the one recommended will result in a smaller skill point reward.

[dev1001][dev1002] Several new sidequests have been implemented.

[dev1003] Grand Company quests for all three city-states have been implemented.

Grand Company headquarters for each city-state can be accessed via the same entrances used to enter market areas.

* The first Grand Company quests for each city-state require adventurers to have achieved rank 22 in any Discipline of War or Magic.

Completing a company quest will earn you an amount in Grand Company Seals commensurate with the difficulty of your assigned task.
Each organization issues its own unique type of seal (see below), which serves as a currency of sorts and can be used to redeem myriad useful items.
  The Maelstrom: Storm Seals
  The Order of the Twin Adder: Serpent Seals
  The Immortal Flames: Flame Seals
Maelstrom Command (Limsa Lominsa)
Storm Sergeant Second Class Grizzly Gnat


The Adders' Nest (Gridania)
Serpent Sergeant Second Class Sorainne Haurtelle


The Hall of Flames (Ul'dah)
Flame Sergeant Second Class U'sanzi Rahz

[dev1010][dev1011] The following adjustments have been made to guildleves:

≪All Leves≫
Levequests yielding guild marks will be limited to city-states hosting the corresponding guild only. For example, Blacksmiths' Guild marks can only be earned in Limsa Lominsa, while Conjurers' Guild marks will be exclusive to Gridania. Guild marks earned when meeting class recommendations will be yielded at a higher rate.
Gil rewards for guildleves have been reduced.
≪Regional & Faction Leves≫
Skill points are now awarded upon levequest completion.
Additional points will be awarded for early completion of quest objectives.

* Skill point rewards will be reduced by changing classes during a levequest or completing a levequest as a class 10 or more ranks above the recommended level.
* Completing a regional levequest as any class other than those recommended will yield no skill points.
* The amount of skill points rewarded will differ between leve owner, and those leve sharing.

The skill point bonus for defeating levequest targets has been abolished.
Players must now be within 5 levels of the recommended class rank for a guildleve to become available.
Class-specific guildleves will only be made available to players who have met the rank requirements of the corresponding class.
Guildleve rewards have been adjusted to better reflect the characteristics of their city-state of issue.

* Rewards for levequests accepted before patch 1.18 will not change.

Changing levequest difficulty will now have a more profound effect on levequest target ranks.
The following changes have been made to select levequests:
Adjustments to levequest target types
Adjustments to levequest target spawn areas
Adjustments to levequest item drop rates
Adjustments to several guildleve-related system messages
Adjustments to the content of treasure chests that appear during levequests
Guardian's Aspect is now available for use during select faction levequests.
The following changes have been made to leve linking and leve sharing:
Skill point bonuses for defeating levequest targets have been abolished
Leve sharing players will receive a small skill point bonus for every player in their party who is leve linking
The maximum number of guildleves that can be linked has been raised from 3 to 7
A red seal is now applied to all completed regional leves.
Icons have been assigned to the three factions.


The status icon for Guardian's Aspect has been changed.
Selecting cancel in the guildleve selection window will return you to the previous menu.
Levequest commencement and completion messages have been adjusted.
Levequest exchanging and accepting messages have been adjusted.
Minimap marker position will now update automatically.
≪Local Leves≫
Skill points are now awarded for completing leve objectives.
Skill points will be awarded to the class required to complete the leve, regardless of what a player's class is when the items are delivered.
Bonus skill points granted during synthesis have been abolished.
Bonus rewards for high evaluation marks on certain items have been adjusted.
[dev1069] The following changes have been made to behests:
Skill points are now awarded upon behest completion.
Bonus points will be awarded for early completion.
Gil rewards for behest completion have been reduced.
Gil/Skill point bonuses will be awarded to those who complete behests in areas where there have been no participants for several cycles, or where operations have repeatedly ended in failure.
Players who participate in behests will now have to wait a set amount of time before participating again.
A behest timer can be viewed on the Timers tab located under Attributes in the main menu.
The number of enemies that appear during operations has been adjusted.
Enemy rank will now fluctuate based on the strength of operation participants.
Enemy variation has been adjusted for several operations.
Enemy spawn location has been adjusted for several operations.
Minimap marker position will now update automatically.
[dev1079] New party-based battle content known as "instanced raids" has been introduced.

An array of rich rewards awaits those who would brave these domains, and can be obtained by defeating enemies, fulfilling certain conditions within the area, and, of course, plundering treasure chests. To participate in instanced raids, players must first have accepted a quest to access the areas in question, as well as met several requirements (listed below).
* Once players have completed the aforementioned quest, they will be able to access the instanced raid areas at any time, as long as they meet party and rank requirements.
  

The following instanced raids have been added:

The Thousand Maws of Toto-Rak The Dzemael Darkhold
Class/rank requirements Disciples of War or Magic
rank 25 or higher Disciples of War or Magic

rank 45 or higher
Party requirements 4 members 8 members
Time limit (Earth time) 60 minutes 60 minutes
Waiting time for reentry (timer starts upon entry) 5 minutes 5 minutes
Entrance location Silent Arbor, the South Shroud Dragonhead, Coerthas Central Highlands
Requisite quests for first play-through (one of each) Imperial Devices (Gridania)
Imperial Devices (Limsa Lominsa)
Imperial Devices (Ul'dah) Into the Dark (Gridania)
Into the Dark (Limsa Lominsa)
Into the Dark (Ul'dah)
* Only one "Imperial Devices" and "Into the Dark" quest can be accepted at a time. To partake in another city-state's version of the quests, players must first complete or abandon the one currently undertaken.
* Each instanced raid area has a limit on how many parties can enter at once.
* Players who lose their connection or log out while in an instanced raid will be relocated to outside the area entrance when logging back in.

[dev1077] The following mini-settlements have been added to fields around Eorzea:

Name Location
Red Rooster Stead Bloodshore, Eastern La Noscea (36,25)
The Coffer & Coffin Horizon's Edge, Western Thanalan (9,27)
Buscarron's Fold Tranquil Paths, South Shroud (35,43)
Halfstone Bald Knoll, Western La Noscea (7,20)
Mythril Pit T-8 Halatali, Eastern Thanalan (40,28)
The Hawthorne Hut Nine Ivies, East Shroud (50,32)
Kobold Encampment Iron Lake, Upper La Noscea (30,13)
Kobold Garrison Iron Lake, Upper La Noscea (18,13)
Amalj'aan Encampment Halatali, Eastern Thanalan (47,27)
Amalj'aan Altar Halatali, Eastern Thanalan (41,33)
Ixali Clearing Emerald Moss, North Shroud (23,14)
Ixali Encampment Fields of Glory, Coerthas Eastern Lowlands (48,32)

[dev1086] A New NPC, Ronan Kognan, can be found in Gridania at (5,5).


Battle

[dev1022] Auto-attack has been implemented.

Whereas players used to have to execute normal attacks via the action bar, with auto-attack, players need to merely enter active mode, target an enemy, and approach the foe to begin their assault.

* Auto-attack will be implemented for Disciples of War and Magic only, and will take the form of a melee attack for all applicable classes. For instance, archers will strike with their bare fists, while conjurers and thaumaturges will deliver a blow with their equipped weapon.
* Disciples of the Land and the Hand will still require entering active mode and selecting Stone Throw from the action bar to perform an attack.
* Players must be facing their targets to auto-attack.
* Auto-attack will stop when a player moves too far from a target, is not facing a target, enters passive mode, or untargets an enemy.

The speed of normal auto-attacks is determined by an attack delay value given to weapons, while manual actions are regulated by recast timers.

* Attack delay for archers is a set value unaffected by the type of bow and arrows equipped. The delay value given to bows indicates the recast time for the action Light Shot.

 In conjunction with the implementation of auto-attack, the following basic attacks have been removed:
Pugilist: Heavy Strike
Gladiator: Light Slash
Marauder: Light Swing
Lancer: Light Thrust

* Light Shot (Archer), Spirit Dart (Conjurer), Phantom Dart (Thaumaturge), Throw, and Stone Throw remain as executable actions, but have all been issued recast timers.

Variations to auto attack motions, as well as the ability to cast spells while in passive mode will be implemented in a later patch.

[dev1022] The stamina gauge has been abolished.

Consequently, certain actions that were dependent upon the stamina gauge have either had their effects revised, or have been made to affect attack delay. All weapons have been given a "delay" value which indicates the number of seconds in between auto attacks.
* The casting gauge for spells has not been moved or adjusted.

[dev1065] The action bar, by default, will now remain on-screen at all times.
* This setting can be switched off in the Configuration menu.

[dev1065] Recast timers for actions are now visible on the action bar.


[dev1088] Toggling between active and passive modes can now be done while moving.

[dev1023] The enmity algorithm has been adjusted.

Enmity is now a culmination of all actions taken in battle with one point of damage equalling one point of enmity.

Actions that contribute to enmity can be divided into two distinct groups:
1. damage and enfeeblement inflicted on the target
2. enhancement and healing granted to party members

Not only does the amount enmity garnered differ between the two aforementioned groups, but varies based on the amount of damage dealt/HP restored. Enmity is reset when a player cannot participate in battle for an extended period of time (is KO'd, etc).

[dev1023] In conjunction with the enmity algorithm change, the amount of enmity earned by certain actions has been adjusted.

[dev1023] An icon displaying enmity has been introduced.

This icon is located to the left of an enemy's HP bar.
Not only does the icon indicate that a player has garnered enmity, but approximately how much enmity, and whether or not the player is the enemy's current target.


No icon You have garnered no enmity.
Solid green/orange/red icon You have garnered some enmity, the amount indicated by one of three colors: Green (low), Orange (mid), Red (high).
The higher your enmity level, the greater the chance that you will be targeted by the enemy.
Flashing red icon You have garnered the most enmity in your party and the enemy is now targeting you.
* The enmity icon can be turned on/off in the Configuration menu.

[dev1032] The following conjurer-specific spells have been introduced:
Raise II

Restore the breath of life, reviving a KO’d target.
Weakness and Brink of Death effects last for 1 minute.
Learned: Conjurer, Rank 38
Cast Time: 10 sec. Recast Time: 2.5 min. / MP Cost: 186 / Action Bar Cost: 2

Rebirth

Restore the breath of life, reviving a KO’d target.
Target suffers no Weakness or Brink of Death effects.
Learned: Conjurer, Rank 50
Cast Time: 10 sec. Recast Time: 30 min. / MP Cost: 231 / Action Bar Cost: 2

Curega

Grant succor and ease suffering, restoring HP of the target and nearby party members.
Learned: Conjurer, Rank 16
Cast Time: 2 sec. Recast Time: 10 sec. / MP Cost: 112 / Action Bar Cost: 2

Curega II

Grant succor and ease suffering, restoring HP of the target and nearby party members.
Learned: Conjurer, Rank 30
Cast Time: 2 sec. Recast Time: 10 sec. / MP Cost: 187 / Action Bar Cost: 2

* Those players who achieved the aforementioned ranks before patch 1.18 must switch their class to conjurer once before the spells will appear in the Actions & Traits menu.
[dev1032] The follow actions have been adjusted:
Pugilist

Action Adjustment
Concussive Blow Obtainable rank lowered from 2 to 1
Second Wind, Second Wind II Recast time lowered from 60 to 45 seconds
Haymaker Potency increased
Taunt Recast time raised from 20 to 60 seconds
Taunt II Recast time raised from 20 to 50 seconds
Victimize, Victimize II Bonus changed from critical hit rate to attack power
Simian Thrash Potency increased
Light Strike 30 second recast timer implemented
Now requires 10 MP to use
Physical defense and evasion bonus increased
Pummel 30 second recast timer implemented
Now requires 20 MP to use
Flurry 60 second recast timer implemented
The conditions required for execution have been removed
Attack power bonus increased

Gladiator

Action Adjustment
Red Lotus Obtainable rank lowered from 2 to 1
Provoke, Provoke II No longer automatically forces the enemy to temporarily target the caster
Onion Cut Recast time lowered from 40 to 10 seconds
Ambidexterity Now increases chance of blocks while guarding
Sentinel No longer increases enmity generation rate
Riot Blade Restricted to use by gladiators
Potency increased
Light Stab 30 second recast timer implemented
Accuracy bonus increased
Rage of Halone Restricted to use by gladiators
Now delivers a five-fold attack dealing piercing damage
PC motion changed
Heavy Slash 60 second recast timer implemented
Attack power bonus increased
Heavy Stab 60 second recast timer implemented
Accuracy bonus increased
Attack power bonus increased

Marauder

Action Adjustment
Trunksplitter Obtainable rank lowered from 2 to 1
Bloodbath, Bloodbath II Recast time lowered from 60 to 45 seconds
Storm's Path Restricted to use by marauders
TP cost raised from 1000 to 1500
Potency increased
PC motion changed
Broad Swing 30 second recast timer implemented
Heavy Swing 60 second recast timer implemented
Attack power bonus increased
Full Swing 60 second recast timer implemented
Attack power bonus increased

Archer

Action Adjustment
Light Shot A bow's delay value directly influences this action's recast time.
 I.e., a delay rating of 3.5 would equal a 3.5 second recast time
Puncture Obtainable rank lowered from 2 to 1
Puncture II Will now deal damage to the enemy body part "other - right" (see Play Guide - Battle)
Quickstride No longer switches player to active mode when executed
Barrage Now deals fourfold damage when used by classes other than archer
Foeseeker Accuracy increased
A bonus to attack power has been added
Multishot is now removed when Foeseeker is activated
Bloodletter Restricted to use by archers
Potency increased
PC motion changed
Multishot 15 second recast timer implemented
Heavy Shot 30 second recast timer implemented
Now reduces the target's TP (as opposed to the TP dealt by the blow)

Lancer

Action Adjustment
Skewer Obtainable rank lowered from 2 to 1
Speed Surge, Speed Surge II Now affects attack delay
Leg Sweep PC motion changed
Doomspike II Restricted to use by lancers
PC motion changed
Twisting Vice No longer reduces a target's TP to 0
Chaos Thrust Potency increased
PC motion changed
Heavy Thrust 60 second recast timer implemented
Pierce 30 second recast timer implemented
Attack power bonus raised
Full Thrust 60 second recast timer implemented
TP increase improved

Conjurer

Action Adjustment
Spirit Dart 10 second recast timer implemented
Cure Effects only a single target
MP cost raised from 12 to 45
Cure II Effects only a single target
MP cost raised from 20 to 75
Cure III Effects only a single target
MP cost raised from 36 to 135
Raise Obtainable rank lowered from 38 to 14
Recast time raised from 60 to 300 seconds
MP cost raised from 0 to 101
Chainspell Effect on stamina removed
Flare Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Freeze Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Tornado Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Quake Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Burst Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Flood Cast time lowered from 30 to 15 seconds
Recast time lowered from 20 to 10 seconds
Elemental Shroud 30 second recast timer implemented
Nature's Fury 30 second recast timer implemented

Thaumaturge

Action Adjustment
Phantom Dart 10 second recast timer implemented
Scourge Potency increased
MP cost raised from 11 to 22
Scourge II Potency increased
MP cost raised from 22 to 44
Banish Potency increased
MP cost raised from 11 to 22
Banish II Potency increased
MP cost raised from 22 to 44
Sacrifice Effects only a single target
MP cost raised from 10 to 35
Sacrifice II Effects only a single target
MP cost raised from 18 to 68
Sacrifice III Effects only a single target
MP cost raised from 32 to 120
Siphon MP
Siphon MP II Effects only a single target
Drain Potency increased
MP cost raised from 30 to 60
Drain II Potency increased
MP cost raised from 45 to 90
Siphon TP Effects only a single target
Siphon amount reduced
Resurrect Obtainable rank lowered from 38 to 14
Recast timer raised from 60 to 300 seconds
MP cost raised from 0 to 101
Emulate Effect duration lowered from 60 to 30 seconds
Shadowsear Damage dealt now determined by player's magic attack rating
Elemental aspect changed from none to umbral
MP cost raised from 88 to 176
Silhouette 30 second recast timer implemented
Shadowfall 30 second recast timer implemented

Other

Action Adjustment
Throw 5 second recast timer implemented
Stone Throw 5 second recast timer implemented
[dev1032] Overall action accuracy has been increased.

[dev1032] To coincide with adjustments to actions, the strength of several enemies has been adjusted.

[dev1032] Recast timers will now be displayed for all actions.

[dev1089] Enemy distribution has been tweaked.

[dev1118] The behavior of several enemies has been adjusted.

Some monsters that would sense a nearby adventurer, move to investigate, then attack, will now attack immediately upon sensing.

[dev1119] The drop rate for items carried by select NMs has been lowered.

[dev1090] The amount of gil dropped by the following enemies has been reduced:

Plains Footpads / Westroad Footpads / Plains Highwaymen / Westroad Highwaymen / Plains Raiders /Westroad Raiders / Dodo Poachers / Eft Poachers / Bandit Spearmen / Nightblade Assassins / Venomtongue Assassins / Deathstroke Assassins / Vulture Poachers / Rhotano Buccaneers / Stormcry Quartermasters / Stormcry Boatswains / Stormcry Powder Monkeys / Serpent Reaver Claws / Serpent Reaver Fins / Serpent Reaver Eyes / Amateur Footpads / Amateur Highwaymen / Amateur Raiders / Xha Viqqoh the Nibbler / Palemoon Parazuzu / Ser Aucheforne of the High Tide / Godwin Goodgoat / Mathistien of the Cloven Hoof / B'khenna the Phoenixfire / Wolf Poachers / Raptor Poachers / Boar Poachers / Rorogun the Tailtamer / Coiled Adder / Alvara Sourkiss / Toadsquatter Femomo / Unsavory Characters / Bloodied Buccaneers / Windborn Buccaneers / Bilge-soaked Buccaneers

[dev1120] The fatigue system and surplus points have been abolished.
Any surplus points accumulated before the patch will be lost.

[dev1091] KO penalties have been adjusted.
Weakness

Players who are raised will be afflicted with the Weakness status, which has the following negative effects:
25% HP reduction
25% MP reduction

Brink of Death

Players who are KO’d when under the effect of Weakness and are subsequently raised will be subjected to the Brink of Death status, which inflicts the following negative effects:
50% HP reduction
50% MP reduction
50% attack power reduction
50% magic potency reduction
50% defense reduction
50% magic defense reduction

Return

A further penalty will apply to equipment durability for players who revive themselves via the Return command.

[dev1065] The HP bar of invincible targets will now be displayed in grey.


Items

[dev1092][dev1013] Several new items have been implemented.
Several of the newly added items will require players to meet certain rank requirements in order to equip.
This information is displayed in an item's help text.

[dev1012] Items with "optimal" ranks can still be equipped by anyone, though penalities may be incurred based on current class and rank.

[dev1022] A delay rating (the number of seconds between attacks) has been added to all main hand weapons.

[dev1093] The defense rating for the following items has been increased:

Item Before After
Thalassian Targe 8 → 22
Shield of the Savage 11 → 33

[dev1094] The shop selling price for the following items has been lowered:

Item Before After
Eye Drops 139 → 27
Throat Drops 156 → 31
Dawn Drops 174 → 34
Spine Drops 191 → 38
Nerve Drops 270 → 54
Blood Drops 226 → 45
Lung Drops 243 → 48
Heart Drops 261 → 52
Ironhide Unguent 247 → 49
Ironwill Unguent 270 → 54

[dev1095] The cost of NPC repairs has been reduced.

[dev1070] The following changes have been made to the repair system:
All repair materials have been replaced with a universal item called dark matter.

Dark matter comes in five grades, each of which can be used to repair equipment whose optimal rank falls within a certain range. As long as the range is correct, dark matter can be used to repair equipment of any class.


Grade 1 Dark Matter Used to repair equipment for class ranks 1–10.
Grade 2 Dark Matter Used to repair equipment for class ranks 11–20.
Grade 3 Dark Matter Used to repair equipment for class ranks 21–30.
Grade 4 Dark Matter Used to repair equipment for class ranks 31–40.
Grade 5 Dark Matter Used to repair equipment for class ranks 41–50.
* Dark matter can be obtained from vendor NPCs, as guildleve rewards, and through gathering.
* Class requirements for repairs have not changed, and are still based on the lower of the following two values: the required level to craft an item and the required/recommended level to equip the item.

If all repair requirements are met, repairs will now have a success rate of 100%.
* The repair command will no longer be available to those who have not met an item's repair requirements.
[dev1096] Skill points earned from gathering has been increased.

[dev1097] An skill bonus based on the difference between class rank and the level of the item harvested has been implemented.

[dev1098] All schools of fish rated grade 6 or higher have been lowered to grade 1.

[dev1099] A record of all previously visited gathering points is now saved for each Disciple of the Land class.


System

[dev1102] The following changes have been made to the Return command.
Anima cost has been reduced to zero.
A recast time of 15 minutes has been imposed.
* The above recast time is not imposed on players who are KO'd.
A penalty applies to equipment durability for players who revive themselves via the Return command.
[dev1103] The following tabs have been added to the Attributes interface in the main menu:
Grand Companies

Lists the Grand Companies you have joined, your standing within their ranks, and your company seal totals.

Timers

Displays the following information:
Time remaining until guildleve lists are updated
Time remaining until you may participate in another behest
Time remaining until you may participate in another instanced raid

[dev1104] The Sort button in the Item interface can now be toggled on and off via mouse-click.

[dev1121] Journal map markers for several sidequests have been updated.

[dev1079] Two new options have been added to the party search and recruit features.
Instanced Raid
Seek Invite

* Players using "Seek Invite" as their purpose when searching for a party will appear in recruit searches only when the recruit purpose is also set to "Seek Invite." "Purpose: none" recruit searches will not turn up players who have set their searching for party purpose as "Seek Invite."

[dev1105] The font color of your own name in the Party interface has been changed to yellow.

[dev1106] Party invites can now be made directly from linkshell member lists.

[dev1064] All settings within the Configuration menu have been categorized.
To coincide with this change, menu terminology has been adjusted.



[dev1064] The following options have been added to the Configuration menu and its sub-menus:
System
Action Bar Display
Toggles action bar display method.
Corresponding text command:

USAGE: /actionbar (/abar) [subcommand]
 >>Subcommands:
 on Always display action bar.
 off Display bar only when executing a command.
 Toggle between on and off when no subcommand is specified.

Name Display
Enmity
Turns on/off enemy enmity icons.
Corresponding text command:

USAGE: /enmity (/enm) [subcommand]
 >>Subcommands:
 on Display enmity icons next to enemies' HP bars.
 off Hide enmity icons.
 Toggle between on and off when no subcommand is specified.

Target Settings
Target Cursor Type
Set the default position of the target cursor.
Type A (Central)
Type B (Floating)
Type C (Both)
Corresponding text command:

USAGE: /targetcursor (/tcursor) [subcommand]
 >>Subcommands:
 a Set to central.
 b Set to floating.
 c Set to both central and floating.

Direct Targeting
Keyboard
<Targeting>
Target Nearest Enemy
* The same effect can be achieved via the /targetenemy text command
Face Target
Toggle Through Enemy Targets
Target Last Enemy to Attack You
<Other>
Toggle Magic Area of Effect
Use Item
Camera
Reset Camera Position
Save Camera Position
[dev1064] The following options have been added to the Configuration menu:
Enemy Icons (On/Off)
Ranks (On/Off)
HP Bars (None/All)
Targeting Type
* These settings can still be changed via the text commands implemented in previous patches.

[dev1107] "Toggle Through Party Members" has been removed from the Targeting tab under the Keyboard category.

[dev1061] Camera speed has been improved allowing for consistent-speed revolving around the PC regardless of the distance between the camera and player.

[dev1061] The default camera position can now be set and saved by the user.
Using the Configuration menu:

"Save Camera Position" and "Reset Camera Position" are located under the Camera category.

Using the keyboard:

Ctrl+End saves camera position
Shift+Ctrl+End resets camera position

Using a controller

Simultaneously pressing the buttons mapped to Camera Mode and Autorun Mode saves camera position.
Camera position cannot be reset using the controller.

Using the text command:

USAGE: /camera (/cam) [subcommand]
 >>Subcommands:
 reset Reset position to system default.
 Set the current camera position as default when no subcommand is specified.

[dev1108] The following categories have been added to the auto-translate dictionary:
Regional Levequest
Local Levequest
Quest

* In addition to the list of quests they have already accepted, players will also be able to access auto-translated quest names appearing in their text log.
Levequest names viewed at guildleve counters or the names of completed quests viewed in the Journal can also be accessed via the auto-translate dictionary, but only for the duration of the current login. Logging out will clear this data cache.

[dev1109] The main scenario quest confirmation interface and Journal interface have been redesigned.

[dev1122] A pop-up message indicating experience point rewards will now appear upon the completion of quests.

[dev1110] The interface displayed when releasing a retainer from service has been revamped.

Players will now have to check a confirmation box before the button confirming the release is accessable.

[dev1111] Retainers can now only be released from service at summoning bells.

[dev1112] The game guide accessable at aetheryte camps, "The Call of Adventure," has been updated to reflect recent gameplay changes.

[dev1114] The maximum number of retainers dispatchable into a single market area has been increased.

[dev1115] Players will now face the same direction when returning from market areas.

[dev1078] Collision detection has been disabled for most small height discrepancies in the field, alleviating the need to make lengthy detours.

[dev1078] Collision detection has been disabled for the fences along the La Thagran Eastroad and De Nevelle Westroad in La Noscea.

[dev1116] A new access point to and from the Fishermen's Guild in Limsa Lominsa has been added.

[dev1117] The BGM for several select areas has been changed.


Bug Fixes

The following issues have been addressed:
Players being able to fish in areas not suitable for fishing in certain dungeons in the Black Shroud.
The Prince of Pestilence and the Bomb Baron dropping the wrong items.
Items such as paralyzing powder not being removed from a player's inventory after being used but having no effect.
Players not targeting anything automatically targeting a PC who uses an action on them.
Players receiving extra TP when using an action in conjunction with a normal attack while receiving the Comrade in Arms effect.
A journal update message appearing twice after talking to the five NPCs in the sidequest "Seeing the Seers."
The macro palette remaining open when pressing Ctrl after using the macro to identify a subtarget.
Text macro not properly working in conjunction with certain actions.
Lalafell graphics not displaying properly.
Incorrect levequest name and objectives being displayed.
Erroneous NPC messages.
The following item names have been changed (please adjust macros accordingly):

Canvas Half Apron (Black) -> Velveteen Half Apron (Black)
Bronze Magnifiers (Red) -> Brass Magnifiers (Red)

The help text for Sentinel has been changed.


Known Issues

An issue wherein battle regimens cannot be performed on certain enemies within instanced raids.
An issue wherein the game stops at the Now Loading screen shown when exiting an instanced raid.
* In the case that the Now Loading Message is displayed longer than 5 minutes, it is recommended that players preform a forced close of FINAL FANTASY XIV and reboot the client.

#2 Jul 21 2011 at 3:28 PM Rating: Decent
***
3,825 posts
Quote:
Two new options have been added to the party search and recruit features.
Instanced Raid
Seek Invite

* Players using "Seek Invite" as their purpose when searching for a party will appear in recruit searches only when the recruit purpose is also set to "Seek Invite." "Purpose: none" recruit searches will not turn up players who have set their searching for party purpose as "Seek Invite."

[dev1106] Party invites can now be made directly from linkshell member lists.


Yay!

Quote:
[dev1117] The BGM for several select areas has been changed.


Yay! (maybe)

Quote:
Skill points will be awarded to the class required to complete the leve, regardless of what a player's class is when the items are delivered.
Bonus skill points granted during synthesis have been abolished.
Bonus rewards for high evaluation marks on certain items have been adjusted


eh?

Edited, Jul 21st 2011 9:33pm by Perrin
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#3 Jul 21 2011 at 3:30 PM Rating: Default
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No chocobos?!
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#4 Jul 21 2011 at 3:31 PM Rating: Good
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So every anxious... want to play now...
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#5 Jul 21 2011 at 3:31 PM Rating: Excellent
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It will be interesting to see how parties and NM's work now that most of the spam curing is single target only and costs 2-3 times as much MP, I really am looking forward to logging in :)

I have to be more skilled now :D
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#6 Jul 21 2011 at 3:34 PM Rating: Decent
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Time to pack a bowl and sit down to read this whilst I wait...
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#7 Jul 21 2011 at 3:39 PM Rating: Good
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15 seconds for multi-shot!?! When they give an example of light shot delay of 3.5 seconds... ><

Aside from that, most of everythign is awesome, though the changes to cure and sacrifice scare me...
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#8 Jul 21 2011 at 3:46 PM Rating: Decent
Quote:
The skill point bonus for defeating levequest targets has been abolished.


Quote:
Skill points are now awarded upon levequest completion.


Leve quest targets no longer give SP. Instead SP is reward at the completion of the Leve.

Quote:
The following changes have been made to behests:
Skill points are now awarded upon behest completion.


SP is now awarded at the completion of Behests. I wonder if individual Behest targets still give SP?
#9 Jul 21 2011 at 3:50 PM Rating: Excellent
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I'm so excited, as a THM and CON, about having (just maybe!) to worry about my MP. A challenge? I hope so.
#10 Jul 21 2011 at 3:51 PM Rating: Decent
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My first reaction to the cure changes was ..."WHA?!?!?!" but I guess it makes the game more about having a dedicated tank and dedicated healer, no more spam curing for little mp. Kinda completely changes the role of Conjurer in some ways...you'll have to spec healing or spec DD more for special events like dungeons.

And now there's a seek invite option for parties...Hmm, at least they're addressing that idea, hopefully it works better than it reads (which was somewhat confusing to me).
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#11 Jul 21 2011 at 3:59 PM Rating: Default
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When i read this i was furious that Sacrifice and Cure mp was increased, and still am. How ever it's makes more sens after it sinks in. Thing that added to the flames was the glad changes how are we suppose to keep hate if Provoke and Sentinel are gimped i don't know...

Ok in before i jump the gun on this i do actual want to try this out before i make any solid statement. Feeling are mixed for now, exited for some parts and not so happy about others.
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#12 Jul 21 2011 at 3:59 PM Rating: Good
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that's a lot of stuff. I don't even know what to think about first. A bit overwhelming lol.
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#13 Jul 21 2011 at 4:00 PM Rating: Good
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People seem to have forgotten that the original MP costs were made for a system with no passive mode MP regen. ^^ It's only natural to rethink the costs for them.

Personally I'm just excited. :D Can't wait to go and try the raids! It's just that they're doing the oldschool 'limited number of parties simultaneously in a raid per server' thing. x.x Which basically means there will most likely be queues. I hope the number of parties allowed per server is at least modest. :/
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#14 Jul 21 2011 at 4:04 PM Rating: Decent
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A lot of it sounds... idk, confusing.
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#15 Jul 21 2011 at 4:07 PM Rating: Good
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It looks like they changed the Cure MP cost and AOE nature of them to make them less able to be spammed, and thus they tune the game around that limitation. It means party content is going to be more dependent on people that can tank/reduce damage as well as well timed curing and MP management will now become a part of a persons skill.

Also remember this is a work in progress, they are setting the foundation for both classes (which is going to be 'light' group content, or at least tuned that way) and jobs which will be full party content. Unfortunately we are still missing a lot of key features they hope to implement to make the new combat better :(. Hopefully this patch works better in practice rather then in what we can see. Because it looks like we are heading for slower but more deliberate combat where its less about the chaos of battle, and more about controling the actual flow to your favor. This can be boring to some but I find that style better for the long term gameplay, especially party play.
#16 Jul 21 2011 at 4:20 PM Rating: Good
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Quote:
Flurry 60 second recast timer implemented

Ouch.
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#17 Jul 21 2011 at 4:22 PM Rating: Default
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croythegreat wrote:
It looks like they changed the Cure MP cost and AOE nature of them to make them less able to be spammed, and thus they tune the game around that limitation. It means party content is going to be more dependent on people that can tank/reduce damage as well as well timed curing and MP management will now become a part of a persons skill.

Also remember this is a work in progress, they are setting the foundation for both classes (which is going to be 'light' group content, or at least tuned that way) and jobs which will be full party content. Unfortunately we are still missing a lot of key features they hope to implement to make the new combat better :(. Hopefully this patch works better in practice rather then in what we can see. Because it looks like we are heading for slower but more deliberate combat where its less about the chaos of battle, and more about controling the actual flow to your favor. This can be boring to some but I find that style better for the long term gameplay, especially party play.


And that's exactly why I'm really quite excited about seeing these changes. I want to THINK, not spam.
#18 Jul 21 2011 at 5:02 PM Rating: Decent
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I was pretty excited about the update until I read these notes...

Soloing is going to be pretty terrible now. I know, it's not the main focus of the game, but they kind of just killed some of the best ways to stay alive(Cure and Sacrifice 1/2) in solo situations. That is far to much MP for anything that isn't Thaumaturge or Conjurer. Kind of wasted my time leveling these jobs I guess(I have no interest in being a mage).

Nothing about this update seems fun to me now honestly. Not that I really enjoy being solo, but I have few other choices.

Even worse that I have to wait between Behest's now, and the fact is, some Behests were left dead because they were just terrible to do(Emerald Moss is ridiculous).

The gil lowering thing across Behests(Holy **** 2k every 30 minutes?!) and Humanoid mobs(holy **** 200gil a kill?!) makes no sense to me. Does that really seem broken to anyone? Were RMT farming these mobs for their tiny gil drops?

I hope this Grand Company thing ends up being fun at least, nothing else from these notes has given me any kind of renewed interest in the game. Definitely not that Golden Patch people were expecting.
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#19 Jul 21 2011 at 5:06 PM Rating: Excellent
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Quote:
[dev1099] A record of all previously visited gathering points is now saved for each Disciple of the Land class.


Don't know what to make if this. I guess its a good thing for everyone, but not for me. I have been spending the last couple of months in my downtime making a guide for this purpose..... talk about wasted effort Smiley: mad
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#20 Jul 21 2011 at 5:07 PM Rating: Good
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Quote:

* Players using "Seek Invite" as their purpose when searching for a party will appear in recruit searches only when the recruit purpose is also set to "Seek Invite." "Purpose: none" recruit searches will not turn up players who have set their searching for party purpose as "Seek Invite."


I'm slightly confused. We can LFP now?
#21 Jul 21 2011 at 5:13 PM Rating: Good
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a little bummed that CON got some new spells and not THM.. I had always leveled it because i saw it as the whm but oh well. All these new changes make me want to start a new character anyway. I have to say i never thought to much on the auto attack implementation but i think thats going to be one of the big game changers this patch.
That and being able to "seek party" are going to be great changes. I am officially excited to log in again.
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#22 Jul 21 2011 at 6:01 PM Rating: Decent
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1.18 patch notes wrote:
For instance, archers will strike with their bare fists...
Light Shot (Archer), Spirit Dart (Conjurer), Phantom Dart (Thaumaturge), Throw, and Stone Throw remain as executable actions, but have all been issued recast timers.

/boggle
So these classes get auto-attack in addition to keeping what would be thought of previously as auto-attacks? Not sure how that will play out, specifically for casters.
1.18 patch notes wrote:
Toggling between active and passive modes can now be done while moving.

If this had been the only thing I'd read, I would call this patch a success.
1.18 patch notes wrote:
An icon displaying enmity has been introduced.

The enmity changes are pointless. They need to go back and add what they were originally talking about by showing your enmity in terms of that of the person currently being targeted by the mob. Until then, it's a useless measurement.
1.18 patch notes wrote:
roflmfao@mp

Challenge accepted!
1.18 patch notes wrote:
The Sort button in the Item interface can now be toggled on and off via mouse-click.

Hurray! SE finally starting to realize they developed a game for PC? I am astonished.






Edited, Jul 21st 2011 8:01pm by FilthMcNasty
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#23 Jul 21 2011 at 6:04 PM Rating: Default
Edited by bsphil
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FilthMcNasty wrote:
1.18 patch notes wrote:
For instance, archers will strike with their bare fists...
Light Shot (Archer), Spirit Dart (Conjurer), Phantom Dart (Thaumaturge), Throw, and Stone Throw remain as executable actions, but have all been issued recast timers.
/boggle
So these classes get auto-attack in addition to keeping what would be thought of previously as auto-attacks? Not sure how that will play out, specifically for casters.
ARC/THM/CON don't get auto-attack.
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#24 Jul 21 2011 at 6:08 PM Rating: Default
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Uchitoru wrote:
I was pretty excited about the update until I read these notes...

Soloing is going to be pretty terrible now. I know, it's not the main focus of the game, but they kind of just killed some of the best ways to stay alive(Cure and Sacrifice 1/2) in solo situations. That is far to much MP for anything that isn't Thaumaturge or Conjurer. Kind of wasted my time leveling these jobs I guess(I have no interest in being a mage).

Nothing about this update seems fun to me now honestly. Not that I really enjoy being solo, but I have few other choices.

Even worse that I have to wait between Behest's now, and the fact is, some Behests were left dead because they were just terrible to do(Emerald Moss is ridiculous).

The gil lowering thing across Behests(Holy sh*t 2k every 30 minutes?!) and Humanoid mobs(holy sh*t 200gil a kill?!) makes no sense to me. Does that really seem broken to anyone? Were RMT farming these mobs for their tiny gil drops?

I hope this Grand Company thing ends up being fun at least, nothing else from these notes has given me any kind of renewed interest in the game. Definitely not that Golden Patch people were expecting.


Yeah I share your disappointment. I was excited until I saw the notes.
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#25 Jul 21 2011 at 6:10 PM Rating: Decent
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MerylStryfe wrote:
Kinda completely changes the role of Conjurer in some ways...you'll have to spec healing or spec DD more for special events like dungeons.


You mean you will have to spec healer, because no one is going to invite a CON to DD when it is the only healer in the game and everyone LOVES to heal, amirite? No one is going to be inviting CONs to nuke, lol.
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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.


#26 Jul 21 2011 at 6:20 PM Rating: Excellent
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bsphil wrote:
FilthMcNasty wrote:
1.18 patch notes wrote:
For instance, archers will strike with their bare fists...
Light Shot (Archer), Spirit Dart (Conjurer), Phantom Dart (Thaumaturge), Throw, and Stone Throw remain as executable actions, but have all been issued recast timers.
/boggle
So these classes get auto-attack in addition to keeping what would be thought of previously as auto-attacks? Not sure how that will play out, specifically for casters.
ARC/THM/CON don't get auto-attack.


You must have missed the part in the Dzemel video where the THM slapped the mob with his rod.

http://www.youtube.com/watch?feature=player_embedded&v=HvKmDawnngE#at=67 1:02 in

Edited, Jul 21st 2011 8:22pm by Kitprower
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#27 Jul 21 2011 at 6:50 PM Rating: Excellent
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If only STO would develop this quickly.

Good job on a gigantic list of fixes, SE
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#28 Jul 21 2011 at 7:11 PM Rating: Excellent
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Place in Login Queue: 136 Smiley: banghead

#29 Jul 21 2011 at 7:40 PM Rating: Excellent
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bsphil wrote:
FilthMcNasty wrote:
1.18 patch notes wrote:
For instance, archers will strike with their bare fists...
Light Shot (Archer), Spirit Dart (Conjurer), Phantom Dart (Thaumaturge), Throw, and Stone Throw remain as executable actions, but have all been issued recast timers.
/boggle
So these classes get auto-attack in addition to keeping what would be thought of previously as auto-attacks? Not sure how that will play out, specifically for casters.
ARC/THM/CON don't get auto-attack.

1.18 Patch Notes wrote:
* Auto-attack will be implemented for Disciples of War and Magic only, and will take the form of a melee attack for all applicable classes. For instance, archers will strike with their bare fists, while conjurers and thaumaturges will deliver a blow with their equipped weapon.

Orly?
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cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#30 Jul 21 2011 at 7:44 PM Rating: Decent
Edited by bsphil
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Oh, nvm then.
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#31 Jul 21 2011 at 7:48 PM Rating: Good
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Quote:
Toggling between active and passive modes can now be done while moving.
This is pretty nice but it looks weird. Legs don't keep moving. It's like the Aspir Slide in FFXI where you'd just kinda glide across the ground.
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His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
I'm not getting my news from anywhere Joph.
#32 Jul 21 2011 at 7:54 PM Rating: Decent
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bsphil wrote:
Quote:
Toggling between active and passive modes can now be done while moving.
This is pretty nice but it looks weird. Legs don't keep moving. It's like the Aspir Slide in FFXI where you'd just kinda glide across the ground.

Still makes me wet.

My concern with the auto-attack with those classes was that in addition to that...
1.18 Patch Notes wrote:
* Light Shot (Archer), Spirit Dart (Conjurer), Phantom Dart (Thaumaturge), Throw, and Stone Throw remain as executable actions, but have all been issued recast timers.

they get to keep what would have been the closest thing they had to auto-attack before it was implemented. Macro the above abilities to all of your spells or ranged attacks and it's like auto-extra-attack. I'm assuming it is kept that way because their weapons will have lowered damage values...?
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#33 Jul 21 2011 at 8:31 PM Rating: Good
Edited by bsphil
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Spirit Dart can't be moved still. Now because I started on LNC and changed to CON, it's stuck on the 2nd bar. orz
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His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
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#34 Jul 21 2011 at 8:39 PM Rating: Excellent
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God I loved my pugilist he wasn't tied to time and mp like other jobs and i got to mindlessly punch stuff.I'd macro a few skills with buff and cures on and I was ready to fight. Connecting light strike , pummel and flurry to a long timers and mp just screams don't solo join a group be social.Smiley: mad 30 second macros takes the fun out of running up to mobs and unloading quick punches on them..I had strong hands and I punched stuff. Why SE I had strong hands...Smiley: frown
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#35 Jul 21 2011 at 9:44 PM Rating: Decent
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Seems like an awful lot of copypasta from FFXI, but I guess that's an improvement nonetheless.
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#36 Jul 21 2011 at 9:52 PM Rating: Good
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How so? (Copy paste from XI I mean, aside from a form of auto attack and seek party)

Edited, Jul 21st 2011 10:52pm by Teknoman
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#37 Jul 21 2011 at 9:55 PM Rating: Decent
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Quote:
Variations to auto attack motions, as well as the ability to cast spells while in passive mode will be implemented in a later patch.


Okay so my guess is mages will have the option to fight in passive mode so that they'll continue to regen mp while in combat.
#38 Jul 21 2011 at 10:01 PM Rating: Decent
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bsphil wrote:
Quote:
Toggling between active and passive modes can now be done while moving.
This is pretty nice but it looks weird. Legs don't keep moving. It's like the Aspir Slide in FFXI where you'd just kinda glide across the ground.


That's because for probably 95% of their animations SE refuses to do anything outside of full body. If they had just made the weapon sheathing animation to be top only we wouldn't have this issue (same with casting magic in FFXI).
#39 Jul 21 2011 at 10:20 PM Rating: Good
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Ok so they say that leves are now for "solo" players.

Well I've been soloing since I started. The leves I did today, leaves I've done often in the past, have seen a DRASTIC nerf. What was already a slow crawl to 50 is now forever.

Necrologis: Inferno at 30, 3 star: I was getting 360 sp per kill, I now get 120, with a "nice" 2.5k bonus at the end. I was easily pulling in 5-7k sp a leve on this one.

I'm going to keep investigating though, because all the rando quests give like 1-2k sp now. We'll see.
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#40 Jul 21 2011 at 10:25 PM Rating: Excellent
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Yeah, it seems like leves aren't nearly as good as they used to be, even with guardian's aspect or w/e it's called. Dunno if it's just godawful without it or if it just doesn't make a big difference anymore.
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His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
I'm not getting my news from anywhere Joph.
#41 Jul 21 2011 at 11:38 PM Rating: Excellent
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I have a feeling I'll be logging in for a swimsuit, then the wait'll continue for 1.19
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#42 Jul 22 2011 at 1:45 AM Rating: Excellent
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I'm going to be Debbie Downer and say the patch seems a little rough around the edges.
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#43 Jul 22 2011 at 2:33 AM Rating: Good
Ya, I mucked around for a bit, overall just feels like the same game, but slower. I think I'll have to wait it out for another patch or two to check things out again.
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#44 Jul 22 2011 at 4:42 AM Rating: Decent
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Nothing new,nothing fun,.
This game is dead,at least to me
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#45 Jul 22 2011 at 5:45 AM Rating: Good
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One other thing on the MP changes. Originally I was like o.O how much???!!

But it does mean having to spec to healer and actually put some points into MP instead of heavy HP. Just makes stat points more meaningful at least. I never ran out of MP as things were.

I agree with the point made that it also makes sense as the game didn't originally have MP regen. Remember sitting down between fights in XI or even half way through the fight after firing a couple of nukes?

"Reduce monotony, reward effort" I think the moto was, this change should help.
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#46 Jul 22 2011 at 7:58 AM Rating: Good
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Summary: Definitely made progress and showed they are listening to the masses.

Keeping things in perspective as SE works hard to implement improvements:

1.) In one patch, they improved content, improved class specialization (thank god I picked THM as the future RDM cuz I HATE party healing), need for strategy, need for parties, interface, active/passive on the fly (the gliding reminded me of FFXI lol), many other items... The key word is "improved" It is not an end-all/be-all patch and definitely not where the adjustments will settle, but it definitely moved the needle. One example, for me the new Actions Bar looks svelt...nice; it is a small thing but it is an improvement; to each their own.
2.) The Body of Work will be more between 1.18, 1.19 and 1.20. Come on, you know there are some 15yr olds jumping up and down all giddy about riding a birdie...lol fun and excitement comes differently for different people.
3.) The Auto-Attack function is nice. Was it smoother in FFXI? Yes, but maybe I am just used to having it a certain way for many years. Not a big fan of hitting "F" on the keyboard; its like an extra step. I know they mentioned smoothing out some of the characteristics of Auto-Attack in future patches.
4.) I actually like the changes to THM. Offensive spells are much stronger, I don't like party healing anyway...more of a RDM style guy, and Emulate well I solo'd NMs w/out it perhaps there are some NMs that shouldn't be soloable as easily anyway, ya? Be lucky u can still use Defender.
5.) I have seen complaints that this is moving closer to FFXI, yet that is the very thing 60% of ppl were asking for...make up your minds people!
6.) Hopefully, we can provide both a pat on the back for acknowledged improvements and helpful criticism for things that still need tweaking. SE has proven that they have taken much of our feedback seriously and that they will keep tweaking through the life of the game (just like they do in FFXI...I still remember the original Ranger nerf ;;). The fire in our belly is good because it shows we want the game succeed.
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#47 Jul 22 2011 at 8:03 AM Rating: Decent
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Edited

Edited, Jul 22nd 2011 10:05am by LAGATA
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Life/FFXI/FFXIV balance, <do you need it?>
#48 Jul 22 2011 at 8:06 AM Rating: Decent
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shandavine wrote:
Nothing new,nothing fun,.
This game is dead,at least to me



LOL come on keep your head up, how many classes have you grinded to over 30? Can't be that dead to you... Maybe dive into the new content? Did you even TRY to do the new quests and stuff? How long could you go around killing bunnys in FFXI before that became dead to you and so your branched out... How many months or years did it take you to get to the point where you started fighting Nid and Faf? You know alot is coming soon. Is it a grinder's paradise, not yet but it will be.
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#49 Jul 22 2011 at 9:22 AM Rating: Good
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*plays victory fanfare*
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FFXI currently installing again?!? - July 2012
#50 Jul 22 2011 at 9:34 AM Rating: Good
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Metin wrote:


"Reduce monotony, reward effort" I think the moto was, this change should help.


How does making mages stand around waiting for mp more "reduce monotony?"
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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.


#51 Jul 22 2011 at 10:09 AM Rating: Good
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I was hoping this would be the patch that would bring me back to the game, but just from reading the patch notes and comments I'm not so sure. So far under every form the game's gone through it hasn't really appealed to me, but I suppose that's my fault for expecting it to capture the same magic that FFXI had. I suppose I'll give it a shot for a day or two, but I'm fairly certain I'm going back to my indefinite wait mode.
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Naiyah | B.Elf | 85 Rogue | Stormscale
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