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1.18 Patch NotesFollow

#52 Jul 22 2011 at 10:32 AM Rating: Excellent
351 posts
MasterOutlaw the Irrelevant wrote:
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.

From what I'm seeing, the biggest challenge FFXIV has to overcome now is the accumulating "ennui" that players feel each time these patches fail to fulfill all the hopes and dreams expected from them. It could be more than Yoshi-P's boundless enthusiasm can handle.
#53 Jul 22 2011 at 11:37 AM Rating: Excellent
Edited by bsphil
21,739 posts
Iron Chef Olorinus wrote:
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?"
Gets you to stop playing the game, thereby severely reducing the monotony.
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.
#54 Jul 22 2011 at 11:52 AM Rating: Decent
4 posts
Why is it that everyone thought 1.18 was going to be this amazing fix that makes that game everything everyone wants it to be? The amount of things to fix was pretty substantial IMO so 1 patch wasn't going to be able to fix them all or even really enough to change the game to what the majority of people seem to want. I haven't been able to log in yet (work) but it sounds like they are heading in the right direction and setting themselves up to build on the current improvements with the next couple patches. I expect 1.19 to get us closer to where most of us want and maybe 1.20 to bring us to where we expected to be at launch. From there hopefully quarterly/seasonal updates will keep things fresh and just add plenty of enjoyment. Patience everyone, they want this to succeed just as much as we do.
#55 Jul 22 2011 at 12:51 PM Rating: Good
35 posts
Also gotta point out that anyone that has actually tried the patch and done the instances... wow... So well done, both have insane bosses and you actually have to have a decent team now that does their role :P Glad's are required as are conj's... both knowing what they are doin or you will wipe >.< No more easy mode, actually have to use enmity abilities, conserve mp and do your best on all jobs. <3 this patch... it's such a great ground work of even more things to come... plus ALL the new ws animation changes look badass! (Hint: Lnc actually has a jump now o.< and the most badass final ws)
#56 Jul 22 2011 at 9:58 PM Rating: Excellent
1,636 posts
Almost every time they opened their mouths about this patch they were actively trying to tell us it was no miracle.

#57 Jul 23 2011 at 3:58 AM Rating: Decent
10 posts
Actually, I find this much of a blessing as before you need to consider the move's Stamina consumption. Now, you can place it, and use it as needed. I mean, as a Gladiator, even with sub par hit rate, I can now use Still Precision without worrying it eating half of my bar. So does Ambidexterity.
#58 Jul 23 2011 at 6:18 AM Rating: Decent
4 posts
After actually getting to play with the patch I think they've made some good improvements. I still think people who are disappointed are expecting an entirely new game. As for the leves, I ran a few and they seem ok. I would still rather have the party system that FFXI had but the search function in XIV is still pretty awful. Hopefully 1.19 works on that a bit. I would think that would be a fairly minor fix, but I don't know the code so perhaps not.
#59 Jul 23 2011 at 8:15 AM Rating: Decent
200 posts

its an improvement, but its not hard to improve upon garbage. The way i see it, it took XI a year and a half from launch to become say XIV looks to take about the same amount of time before it too can become so.
#60 Jul 24 2011 at 6:11 AM Rating: Decent
35 posts
I can't say to like the patch right now, what I noticed yesterday, was a lower frame rate on my game's performance.
Anyway, back in topic.
They removed fatigue, which is good; however they have included timers and forced job changes.
I really like behests, mostly because I can join players without being part of a Linkshell. I could log in the game at 11 sharp and play with strangers, on the fly. Now I will have to wait the next hour to play again, there is the 45 minutes timer :/

I haven't really understood, where the new instanced raids, are activated. Can anyone clarify it for me?

The new repair materials feel a little better. No more wondering where the "velveteen fent" is, but now, how am I supposed to make a 4th grade Black Matter? It's crazy they patch stuff without explaining the new fixes or provide manuals about it. Still, again, I might have missed something, I play this game very few time.

I was expecting Auto Attack to work with THM/CON's spells too, but no can do. I was thinking of it like a spell queue you could change for a specific monster. I guess I still will use attack macros.

I read that every quest require you to be a specific class to obtain skill points. This may actually make job changes, frustrating. ****! We need a better macro listing... or a feature that automatize it. We all need more inventory space too, carrying all the weapons and special affinity clothes.

I don't like that physical leveling is useless (is it?) now and won't give any attributes points. What is the point of leaving the physical level bar?

Finally, I would have liked some fixes in the crafting: make the synthesis funnier or something.
The patch will just make the whole leveling / grinding process harder and longer. Which I think makes the game fair, somehow. Yes, for those who play the game in the weekend.
Ffxiv name : Suzy Betlitt
#61 Jul 25 2011 at 7:29 AM Rating: Decent
4 posts
At first I was a little annoyed at the behest timer, but it just makes it so you cannot hog it every time around.

The way the jobs are setup is somewhat annoying, but at least you don't have to "homepoint" every time you want to switch. Just plan out what jobs you want to be using and carry just that gear - I do wish we had a house again as I don't really want to store items that aren't going to be sold on my Retainer.

As silly as it may seem, I wish they would have just re-skinned XI with higher graphics and new plot lines. The structure of the game itself was pretty fantastic IMO. But they seem like they might be heading in that direction to a degree anyhow.
#62 Jul 25 2011 at 5:20 PM Rating: Good
465 posts
[dev1085] Main scenario and class quests will now reward skill points upon completion.

After doing the r20 and 30 Fishing quests and receiving no skill points upon completion, I have to disagree with this. At first I thought it was because I was on another class, but I made sure I was on Fisher at the end of the r30 quest, and no SP.
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