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#52 Jul 25 2011 at 11:20 PM Rating: Decent
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Kierk wrote:
I just want to comment on the grind thing. Yeah FFXIV isn't that grindy and probably doesn't (or didn't) take that long to get to 50 but with sloppy combat, no content and repetitive leves it sure felt a lot more grindy than it was.

Now the patch... After some more time with it, I like. Yes there are still things I don't like (Market Wards) and the way auto-attack is set up (It shouldn't consume my special abilities like Bloodbath).

But the combat is more tolerable, and the quests like the Grand Company stuff is OK. Especially with rank appropriate rewards. It actually feels like a game with stuff to do; it's just not cohesive enough.

The game needs a lot more to survive though.

Off topic, I'm starting to think that all of these incremental changes are damaging to those on the fence. I see a game that should have been so much more, change for the better at the slowest of paces. It really sucks to play a game in development with conflicted feelings knowing that the new content is probably NOT cohesive; made up within the last couple of months.

In short I think that all of this "behind the scenes" access and updates is detrimental to the overall experience, essentially taking the mystery out of gaming. I guess that the response to that is to go away and come back when the game is "finished." At this point even with the greatest of patches, I'll go in hiding, delete my character and start anew... someday.


I think you're mistaken about auto-attack eating up the special effects like bloodbath, at least the multiple times I've used it I've noticed that it doesn't count auto-battle as an eligible attack to be used with the move. I don't think MW are much an an issue either it would just be nice if there were options to improve your retainers ability to sell. As well as an option to seek for items you don't have so that others could sell faster. One prob I have with the whole seek option is if I want a weapon I can't seek for a weapon unless I have it. It would make more sense if perhaps they added a "magazine" you could view in the MW and set an item you want that way on your's our your retainer's bazaar. At least then the MW could be more active since as it stands now the only search option is seeing what people are selling. It would be nice to have the option to see what people are buying or even possibly what people are seeking to have repaired.
With the simplicity of crafting repair now I don't think it would be to difficult to set a search to seek x craft of grade y repair material. Then it could list all bazaars with x craft that use y repair item and you could seek out and repair if you'd like.

As for the seek option same thing could be done, you see what retainers are looking to buy an item and you find them.

What I see MW needing is basically
-Ability to buy more selling space
-Ability to rent "universal wards" that allow retainer to count in all three lands

I was thinking of a way to perhaps setup counters to work as a universal hub however I don't think it would be possibly considering the odds of it accidentally being exploited through bugs. I think what could work though is perhaps reworking the wards to do away with the whole -discount if you sell in right area- since that was made before they decided to create a search function. They could add perhaps 3 universal wards that players could use but impose a 1-5% increase in tax when selling in those areas however the advantage would be their goods would be purchasable in any town.

They did it in XI with the chocobo race track so I don't think it would be to difficult to implement the proper exit when the person enters from x area. it could recall the last area you zoned from and determine which town you are that way. But ya I just think MW just need slight more tweaks so that everything can be used properly and I honestly still don't see the need for an AH since in a sense in terms of XI we are given more space to sell junk and have the option to use npcs to setup a bazaar.

Granted that was a tangent in terms of this update I'm impressed as one who did fear auto-battle messing things up I feel the implementation has been done properly and as a Marauder I feel more active and less concerned about spamming attack to build TP. While soloing I find it easier to activate the parry counter ability since I"m automatically attacking to gain TP so odds are I do have the right amount of Tp to use said move. As for future updates though I hope they consider adding more abilities to tie in with things like countering when you parry or evade. If I'm correct there's only one move for each but it would be nice to be given options as to how you counter in those aspect.

As for your worries if you haven't experienced it yet I think you should. The dungeons basically fit into the company concept which has been noted since day 1 basically. As for the slow pace I think people take for granted how much of a resource hog changing auto-battle, abilities, mobs and enmity is. Consider how much recoding they had to do to eliminate stamina and implement auto-battle as well as do their best to fine tune and I'll say did a pretty good job at revamping abilities for auto-battle.

Auto-battle is basically the cetner of the whole game, you can't really begin to create a wide variety of content that's based on defeating mobs unless you have the battle system properly implemented. I feel that once they are comfortable with the auto-battle changes the content we see now will come out quicker and instead of seeing 2 dungeons released we'll see 4-5 and even more concepts coming in the future. There's also 1.19 patch to look forward to which should implement the materia system so I'd say what's there to lose from actually experiencing a game that's free at the moment?

I do believe that the content that has been added is cohesive and related to the vision of the game, granted when we saw the SE variety show we thought that by now we would have group craft building and such but at that time the team neglected what the main concerns of the game were. While sailing a ship and such would be neat the core of the game was in bad shape and the reveal of how the mission/quest progressed was honestly what turned me off to the game. When I saw that they made a graph detailing "oh when you reach these levels you can continue with the plot" It made me think so basically the story is a reward for leveling. I want missions and quest to be challenging and actually offer something active to do, not just some passive eye candy lol.

Like the new quest do it right and the addition of gaining SP does make it even better. Those stories add lore and possible quest chain in the future. The companies and dungeon are a nice tie in together in which you basically are apart of the company not only to fight the empire but to also explore dungeons. Also the future of companies does leave a lot to look forward to, it's unknown how high the ranking will go or how many more quest will be available but as it stands now I would say that the bare bones of each concept being introduced is because they fear that if the whole concept was made and release, it might be seen as disappointing and lackluster and in the end a waste of resources and time spent developing said system.

For the most part while we may see additions to company, dungeons and such before the game goes "live" there's no way we'll see a concept that has a beginning and end til the game is actually released so for now we are being given a taste of what the future of the game holds and I think that's what people should be thinking about when they see these updates rather then thinking the game needs a lot to survive. Look at the content and think does it have potential to expand on the game and bring fun content for solo and party play. I believe they noted implementing Hamlets which would be besieged/campaign like battles against the empire so that's another thing to look forward to. Anyways I've said enough for now I think, I for one am interested in seeing the next XIV related news and I do hope that the next patch can be released quickly since I really would like to try out the materia system lol.
#53 Jul 26 2011 at 3:10 AM Rating: Excellent
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To Airget:

You didn't have to go through all of that trouble to sway me. :)

FFXIV for me has become an exercise in getting less frustrated at the game rather than more hopeful. When I encounter a clunky Market Ward system, I just get upset that I can't just type in the name of what I want and have some one get it for me. I guess it can eventually be fleshed out into a cool bartering mini-game, but then there also needs to be ways that I, as a "farmer" and "quester" can just dump my goods off, and get my EQ from questing or drops and not have to go near the MWs.

I could be wrong about auto attack taking up abilities, I must be thinking about the old "heavy strike" doing that.

Dungeons sound cool, but really after a year I haven't even partied once, not even in a behest. My server I'm convinced is all JP and every LS I've been in dissolves after all of the warm fuzzys of a patch wear off. There is no sense of community like there is in other games; still that cliquish behavior that really only suits hardcore players. This can only change with particular content like "Open behests" kinda like "Rifts" or necessary grouping in order to level or to compete a quest.

Yet there are scores of things that still need to be addressed.

Again, after more than a year, it's just frustrating to see SE try really hard just to get the game up to par. Yes, I expect that the art, music and story is amazing, but that is to be expected. If they would have just kept the bones of FFXI, threw out what didn't work and improved what did especially for casual play (thinking more FoV than PTing) then I guess that would be my perfect game. And all of that within the back of my mind just irks me. It's just unsettling.

Still things like classes, and maps are slated to change which is a good thing. Plus the addition of more unique content. Though it's like we're still in limbo, and that's why I'm going to start over if and when those changes come. To hopefully approach the game in a untainted light.
#54 Jul 26 2011 at 3:36 AM Rating: Decent
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RedGalka wrote:
onineko wrote:
Still haven't played FFXV14 yet but I follow along closely. I was expecting the forums to be become a little more invigorated after 1.18 release. There is still very little talk about in game stuff. Whats up with that?


If it sucks you talk about it on forum, if it doesn't you just play the game.


Strange that ;)

I must say I am too keeping an eye on XIV, I didnt expect this to be the fix that pulled people back in the hundreds. Instead I am realistic, this patch is about making the game what it should have been upon release. Improving what is currently there, fixing the bugs, sorting out what the player base hates (Like the 1 spam for attack).

I my self will update XIV when I can and have a little check but this game does seem to be getting there.
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#55 Jul 26 2011 at 3:37 AM Rating: Good
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Kirby the Eccentric wrote:
RidingBean wrote:
You have to be more careful about stacking abilities now because of auto attack. For example when you use Ferocity and Bloodbath with a weaponskill you'll have to time it right or one/both of the abilities will be used with an auto attack.
If you take that into account, players should be glad that auto attacks are rather slow instead of complaining about it.
I've used abilities on Lancer like Ferocity II and Raging Strike II, then let my character auto-attack up to 1000 TP prior to using a weaponskill.
The abilities did not get used up on Auto-attack from what I've seen.


That's interesting. When I tried to stack up Bloodbath before a weaponskill, my char did an auto attack and Bloodbath was used,...or I had hallucinations. I did time my abilities after that and didn't try to use them with auto attack.
Going to test this again tonight, but maybe someone can confirm if stacked abilities go off with auto attack or stay till you activate a weaponskill/attack in the meantime.
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#56 Jul 26 2011 at 4:13 AM Rating: Excellent
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Something I'm wondering about is, why didn't the developers use the already avaliable environment of the three cities to implement new content like the grand companies.
There are so many unused doors and blocked areas in every city and they make the grand company headquarters accessible from the same spot you enter the market wards.
It's the same with the merchants ward.

Why do they create instances for such areas instead of integrating them in the existing environment and making them seamless?

I just think it's sad they don't use the avaliable possibilities.
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#57 Jul 26 2011 at 5:03 AM Rating: Excellent
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RidingBean wrote:
Kirby the Eccentric wrote:
RidingBean wrote:
You have to be more careful about stacking abilities now because of auto attack. For example when you use Ferocity and Bloodbath with a weaponskill you'll have to time it right or one/both of the abilities will be used with an auto attack.
If you take that into account, players should be glad that auto attacks are rather slow instead of complaining about it.
I've used abilities on Lancer like Ferocity II and Raging Strike II, then let my character auto-attack up to 1000 TP prior to using a weaponskill.
The abilities did not get used up on Auto-attack from what I've seen.


That's interesting. When I tried to stack up Bloodbath before a weaponskill, my char did an auto attack and Bloodbath was used,...or I had hallucinations. I did time my abilities after that and didn't try to use them with auto attack.
Going to test this again tonight, but maybe someone can confirm if stacked abilities go off with auto attack or stay till you activate a weaponskill/attack in the meantime.
Real quick test:
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#58 Jul 26 2011 at 6:57 AM Rating: Good
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MerylStryfe wrote:
My 2 cents:
Dungeons are awesome! Decent sp gains, good challenge, and smart boss battles.

Auto-attack / mp changes are good things. Auto attack is a bit slow for my taste (I primarily play conjurer and marauder though), but its a simple change that allows you to focus exclusively on abilities rather than plain attacks.

MP changes are good; if you hear anyone talk about losing a lot of mp because of curing, then they aren't playing the class properly. It's simple, cure the tank, allow others to use their HP restorative abilities if they have them for splash damage (Second Wind, Life surge, bloodbath, etc) and go to passive mode to restore mp between fights. Boss battles can be a bit tricky, but that's what Tranquility is for if you're in trouble.

Also, Grand companies are cool and sell some useful stuff, including scrolls that increase crafting sp gain and repair materials.
Bad:
SP gains were nerfed pretty bad. Other than dungeons, which still don't give the best per mob, I feel like the game has become extremely grindy (at least at level 33). 8 Leves @ 3 stars, 2 dungeon runs, and about 7-10 xp rewarding quests to gain one level is a bit much.
Settlements are empty. Yes, they're very cool, there's even Little Ala Migho which wasn't mentioned in patch notes, but they have nothing to do in them that i've seen. Again, this is part of the transitional phase, so I'm sure they will be loaded with quests sooner or later.


^ I agree with everything mentioned in this post.

But keep in mind every city has a NPC that sells repair materials for gil so save your seals for more unique items. Also Little Ala Migho is part of the grand company quest for Gridania so it is already "part" of the game. For anyone interested they should do the Gridania quest line as I found it to be particularly interesting.
#59 Jul 26 2011 at 11:25 AM Rating: Excellent
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I only have one question...

WHAT THE **** DID THEY DO TO MY PRECIOUS SPELLS?!

Cure II costs 75mp! Thats more than 10% of my entire MP bar, and I've not neglected my heal ability by a long shot. So, basically I get to heal my team 9 times before they have to suck up the damage as best they can. If they'd upped the potency or something, then maybe I'd be more forgiving, but seriously... what the ****?

I like the auto-attack, but these MP changes have made it almost impossible to solo anything as im constantly juggling low MP and low HP. I could stick tons of points in vitality for HP, but my MP pool would suck even more. I could do the same for Mind, but the reverse problem occurs. Its not like I even get much of a return on those stat points as it is, so why force us to be so darned vulnerable?

I really enjoyed soloing, but now its incredibly difficult. They claimed they were keeping it solo-friendly, but im seeing the exact opposite with this update. And im not a very happy bunny as a result.

Edited, Jul 26th 2011 1:25pm by Glitterhands
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#60 Jul 26 2011 at 11:38 AM Rating: Decent
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Glitterhands wrote:
I only have one question...

WHAT THE **** DID THEY DO TO MY PRECIOUS SPELLS?!

I really enjoyed soloing, but now its incredibly difficult. They claimed they were keeping it solo-friendly, but im seeing the exact opposite with this update. And im not a very happy bunny as a result.

Edited, Jul 26th 2011 1:25pm by Glitterhands


Well they made it so hybrid builds are useless, until they remove physical level in 1.19. Now you have to focus on ONE role for the time being meaning either you spec spell or melee. As well as you need to depend on healing skills, and use heal magic only in an emergency. It's no different then ffxi only mages could have healing, and any melee that subbed a mage were penalized. In ffxi terms pre 1.18 it was like a war having the ability to spam cure 5 on him self. Now it's more as it needs to be.
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#61 Jul 26 2011 at 11:46 AM Rating: Excellent
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TwiddleDee wrote:
Glitterhands wrote:
I only have one question...

WHAT THE **** DID THEY DO TO MY PRECIOUS SPELLS?!

I really enjoyed soloing, but now its incredibly difficult. They claimed they were keeping it solo-friendly, but im seeing the exact opposite with this update. And im not a very happy bunny as a result.

Edited, Jul 26th 2011 1:25pm by Glitterhands


Well they made it so hybrid builds are useless, until they remove physical level in 1.19. Now you have to focus on ONE role for the time being meaning either you spec spell or melee. As well as you need to depend on healing skills, and use heal magic only in an emergency. It's no different then ffxi only mages could have healing, and any melee that subbed a mage were penalized. In ffxi terms pre 1.18 it was like a war having the ability to spam cure 5 on him self. Now it's more as it needs to be.


I do feel liek the mp changes are balanced for melee classes, but feel like mages should be given an ability like "Conserve MP" or something to reduce the costs of healing.

Of maybe even a stance like Sch in FFXI where they could reduce their costs for healing at an expense to their nukes, and give this to both Con and Thm so either class can heal.
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#62 Jul 26 2011 at 12:58 PM Rating: Decent
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Louiscool wrote:
TwiddleDee wrote:
Glitterhands wrote:
I only have one question...

WHAT THE **** DID THEY DO TO MY PRECIOUS SPELLS?!

I really enjoyed soloing, but now its incredibly difficult. They claimed they were keeping it solo-friendly, but im seeing the exact opposite with this update. And im not a very happy bunny as a result.

Edited, Jul 26th 2011 1:25pm by Glitterhands


Well they made it so hybrid builds are useless, until they remove physical level in 1.19. Now you have to focus on ONE role for the time being meaning either you spec spell or melee. As well as you need to depend on healing skills, and use heal magic only in an emergency. It's no different then ffxi only mages could have healing, and any melee that subbed a mage were penalized. In ffxi terms pre 1.18 it was like a war having the ability to spam cure 5 on him self. Now it's more as it needs to be.


I do feel liek the mp changes are balanced for melee classes, but feel like mages should be given an ability like "Conserve MP" or something to reduce the costs of healing.

Of maybe even a stance like Sch in FFXI where they could reduce their costs for healing at an expense to their nukes, and give this to both Con and Thm so either class can heal.


We have spiritbind atm
#63 Jul 26 2011 at 1:01 PM Rating: Default
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Louiscool wrote:

I do feel liek the mp changes are balanced for melee classes, but feel like mages should be given an ability like "Conserve MP" or something to reduce the costs of healing.

Of maybe even a stance like Sch in FFXI where they could reduce their costs for healing at an expense to their nukes, and give this to both Con and Thm so either class can heal.


Again the changes done to date will make more sense in the next 2 patches 1.19 and 1.20. I am sure ones you upgrade in to a job from a class things will balance out across the filed. That being said I'll comment from a THM, CON 50 perspective at this point in time. It takes some time to adjust but even after the changes it's not to much different. I actual like it as is now, mages need to mange there spells, melee need to think more then 1,1,1,1,2.., and glad cant actual tank. The game is finally getting a individuality and requiring some "job mechanics" knowledge. And only thing some people can do is Q.Q over things with a fix that would of happened sooner or later.
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#64 Jul 26 2011 at 2:51 PM Rating: Excellent
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TwiddleDee wrote:
Louiscool wrote:

I do feel liek the mp changes are balanced for melee classes, but feel like mages should be given an ability like "Conserve MP" or something to reduce the costs of healing.

Of maybe even a stance like Sch in FFXI where they could reduce their costs for healing at an expense to their nukes, and give this to both Con and Thm so either class can heal.


Again the changes done to date will make more sense in the next 2 patches 1.19 and 1.20. I am sure ones you upgrade in to a job from a class things will balance out across the filed. That being said I'll comment from a THM, CON 50 perspective at this point in time. It takes some time to adjust but even after the changes it's not to much different. I actual like it as is now, mages need to mange there spells, melee need to think more then 1,1,1,1,2.., and glad cant actual tank. The game is finally getting a individuality and requiring some "job mechanics" knowledge. And only thing some people can do is Q.Q over things with a fix that would of happened sooner or later.

I think you're too forgiving. It's one thing to make MP conservation more of a necessity, but notice that its ONLY cure spells that are affected by this change. As a Conjurer, im now far better suited to spamming fireballs and lightning than I could ever be as a healer, and that's clearly not the intention behind these changes. If MP conservation was truly their primary concern, then why haven't they altered the MP costs for attack spells too?

There is no sense of individuality yet, and I don't see it changing for a while. The auto-attack changed very little in how you play your character, and why should it? It's effectively just hitting for free. They've kept auto-attack damage low to make up for the lack of a stamina gauge, but our original attacks are still there, just on a small timer.

I have no problems with having to manage my MP effectively. It was paramount to success in Final Fantasy XI. But when you consider that even as a very low level healer, I'd still get more than 10 uses of a regular cure spell you know there's something really wrong with this new MP costs.

Spiritbind is no longer optional. Its mandatory. Might as well come pre-equipped since choice has pretty much gone out the window with the majority of our usefulness.

Quote:
It's no different then ffxi only mages could have healing, and any melee that subbed a mage were penalized. In ffxi terms pre 1.18 it was like a war having the ability to spam cure 5 on him self. Now it's more as it needs to be.

FFXI had a very balanced healing system. Cure has a very low cost and it steps up moderately with each one. What prevented you from spamming it was NOT the MP costs. It was the enmity. I played a white mage to lvl 75 (when that was the cap) and could spam Cure V, and usually did, as much as I wanted. Even as a lower level healer I could cast heals a considerable amount before I needed to take a knee and rest. Here, I get 9 heals MAXIMUM out of my entire MP pool using Cure II, which restores only 300 HP. Fantastic amount for my squishy backside, lousy amount if you're healing a tank.

Sadly, this game doesn't have rest. It doesn't have Dark Staves or MP regeneration skills beyond a 10-minute timer ability. No refresh, and no Yagudo Drinks. You simply drop out of 'active' mode and watch your MP very slowly refill. Wasting both yours AND your teams time. I could even live with that, though, if there was some sort of recompense for having the extra costs. There isn't, so I can't pretend im happy and won't.

Edited, Jul 26th 2011 5:01pm by Glitterhands
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#65 Jul 26 2011 at 3:04 PM Rating: Good
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Glitterhands wrote:
As a Conjurer, im now far better suited to spamming fireballs and lightning than I could ever be as a healer


Exactly, that's because a Conjurer is not a healer. Until we get the WHM job(assuming it branches from Conjurer), we all still need to have the solo mentality of a BLue Mage and worry about ourselves and load up on some self healing. Its all part of this being a work in progress. But its pretty evident that the new jobs are needed to even things out, whenever that will be.
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#66 Jul 26 2011 at 3:52 PM Rating: Decent
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@Glitterhands

I do understand what you are saying, how ever i do not see it as a negative. In ffxi i had whm, rdm, blm, smn all 75 (when that was cap) and micro management of mana was key. You had to choose who got what buff, heal, and how often. Items excluded it's the same as ffxi for healing. There my Whm had 800mp at 75 and a cure 5 was 130mp, here you have x2 the mp and a cure 3 is 135mp.. Things do balance out. I do think that the mp cost should of not be so sharp, but it's nothing to loose sleep over.
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#67 Jul 26 2011 at 11:02 PM Rating: Good
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The difference is that FFXI had ways to recover MP faster. This game does not. The other issue is that Cure V was a very low enmity spell that restores a TON of HP and we also had Divine Seal to double that in emergencies. With regards to MP management we had Regen in multiple tiers which helped us keep costs down while still healing the party. We also had Curaga in multiple tiers for group heals which was expensive only if you waste it on small numbers of players.

Until methods come to restore MP (And no, spamming ethers does not count) im still going to remain disgruntled about the costs. If this was their plan, perhaps they should've refrained from changing the MP costs until the rest of the game mechanics were put in place.
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#68 Jul 27 2011 at 12:10 AM Rating: Good
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RidingBean wrote:


You have to be more careful about stacking abilities now because of auto attack. For example when you use Ferocity and Bloodbath with a weaponskill you'll have to time it right or one/both of the abilities will be used with an auto attack.


Really? They did that again? I don't think SE will ever really get it at this point. I watched some youtubes of the "dungeons". I don't know what part of me still holds out on this game and follows it, but I really wish it would die.

In before "I wish it would too" snarky comment action.
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#69 Jul 27 2011 at 12:53 AM Rating: Excellent
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Transmigration wrote:
RidingBean wrote:

You have to be more careful about stacking abilities now because of auto attack. For example when you use Ferocity and Bloodbath with a weaponskill you'll have to time it right or one/both of the abilities will be used with an auto attack.


Really? They did that again? I don't think SE will ever really get it at this point. I watched some youtubes of the "dungeons". I don't know what part of me still holds out on this game and follows it, but I really wish it would die.

In before "I wish it would too" snarky comment action.

Kirby the Eccentric wrote:
Real quick test:

I was wrong about that. Abilities are not used by auto attacks.
Thx for the quick test Kirby.
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#70 Jul 27 2011 at 6:14 AM Rating: Decent
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Glitterhands wrote:

If this was their plan, perhaps they should've refrained from changing the MP costs until the rest of the game mechanics were put in place.


I fully agree, they should of made class changes when those changes would have made more sense. But it's SE they have there own agenda to follow.
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#71 Jul 27 2011 at 6:45 AM Rating: Decent
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Transmigration wrote:
RidingBean wrote:


You have to be more careful about stacking abilities now because of auto attack. For example when you use Ferocity and Bloodbath with a weaponskill you'll have to time it right or one/both of the abilities will be used with an auto attack.


Really? They did that again? I don't think SE will ever really get it at this point. I watched some youtubes of the "dungeons". I don't know what part of me still holds out on this game and follows it, but I really wish it would die.

In before "I wish it would too" snarky comment action.


I was going to go with "I wish you would" but it might be too harsh..

But seriously, these forums might be for you:

http://forum.sanriotown.com/forumdisplay.php?6-Hello-Kitty-Online&s=800757aa6298907cff49f4e41a8e70d3
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#72 Jul 27 2011 at 8:16 AM Rating: Excellent
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Not a flop; if I had to decide positive or negative, I'd say positive. As far as the MP consumption/AoE changes, I'd rather things be stupidly difficult than the stupidly easy we've had all this time. Not that this is ideal.. I'm sure they'll iron it out a bit more with time, but the fact that they more than tripled the MP cost on cure spells shows how clueless they were or are in terms of the balance there.

Montsegurnephcreep wrote:
What's really hard for people coming back after multi month layoffs is the fact that we have no shell, no friends online and really no one to try this content out with. Sure you can try to low man it with a PUG, but from what I've seen it's not really going to be a successful run.

Exactly.. ****, I had been playing and had a decent LS, but it broke down shortly before 1.18. That's really forfeit my chances at clearing Darkhold when you go in with 7 people you just met. No cohesion, half the people don't have a clue, and add in an unfortunate party set-up and you might as well just grab the first few chests and forget even trying the Ogre. Not to mention people dc'ing on most runs.
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#73 Jul 27 2011 at 12:13 PM Rating: Decent
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Louiscool wrote:
Transmigration wrote:
RidingBean wrote:


You have to be more careful about stacking abilities now because of auto attack. For example when you use Ferocity and Bloodbath with a weaponskill you'll have to time it right or one/both of the abilities will be used with an auto attack.


Really? They did that again? I don't think SE will ever really get it at this point. I watched some youtubes of the "dungeons". I don't know what part of me still holds out on this game and follows it, but I really wish it would die.

In before "I wish it would too" snarky comment action.


I was going to go with "I wish you would" but it might be too harsh..

But seriously, these forums might be for you:

http://forum.sanriotown.com/forumdisplay.php?6-Hello-Kitty-Online&s=800757aa6298907cff49f4e41a8e70d3


Something really bad is going to happen to you.
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#74 Jul 29 2011 at 2:59 AM Rating: Decent
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bsphil wrote:
Love how people are chiming in about how they don't have the time to be posting because they're playing the game, as if forums for popular games are completely dead and it's only the terrible games that get busy. Oh you guys.

WoW forums are busy with trolls if that's what you mean.
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#75 Jul 29 2011 at 6:58 AM Rating: Decent
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Transmigration wrote:
Louiscool wrote:
Transmigration wrote:
RidingBean wrote:


You have to be more careful about stacking abilities now because of auto attack. For example when you use Ferocity and Bloodbath with a weaponskill you'll have to time it right or one/both of the abilities will be used with an auto attack.


Really? They did that again? I don't think SE will ever really get it at this point. I watched some youtubes of the "dungeons". I don't know what part of me still holds out on this game and follows it, but I really wish it would die.

In before "I wish it would too" snarky comment action.


I was going to go with "I wish you would" but it might be too harsh..

But seriously, these forums might be for you:

http://forum.sanriotown.com/forumdisplay.php?6-Hello-Kitty-Online&s=800757aa6298907cff49f4e41a8e70d3


Something really bad is going to happen to you.

Yeah like I'm gonna come home and find my girlfriend playing Hello Kitty instead of FFXIV.
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#76 Jul 29 2011 at 5:51 PM Rating: Excellent
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I like the patch overall.

I dislike dungeon timers. I've always hated timers. Ever since the beginning. Super Mario Brothers. That music that plays when time is getting short. gdi....

Does it really matter how long you take in the dungeon?
#77 Jul 29 2011 at 6:11 PM Rating: Excellent
Edited by bsphil
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Smelly wrote:
I dislike dungeon timers. I've always hated timers. Ever since the beginning. Super Mario Brothers. That music that plays when time is getting short. gdi....
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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.
#78 Jul 29 2011 at 9:15 PM Rating: Good
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Get the **** out of here with that. Should be a bannable offense.

Even on the hardest difficulty of Dead Space, I have to waste power nodes for air upgrades because I absolutely 100% cannot suffer Isaac's labored breathing at low oxygen.

I blame Sonic for this.
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#79 Aug 03 2011 at 6:08 AM Rating: Good
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Looks like in game related talk his picked to significantly :D
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#80 Aug 06 2011 at 6:49 AM Rating: Good
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I'd have to say 1.18 was a success.
The dungeons, while yes - doing them everyday can get a bit monotonous - are the first real cohesive this game has offered. Harkening back to XI end-game LS days, people are finally not just running through leves together, but actually learning each others playstyle, while getting good at their own jobs. I don't mean ho-hum good enough to do fail leves, I mean fine-oiled machine good enough to run the 45 dungeon with ease.

The company introduction is nice too. Gear that is good, not just a meh alternative to good, yet does not take away the value of the NM crafted stuff some have worked for.

Auto attack is kind of a 2 edged sword for me. While I absolutely hate it on jobs like MRD and LNC, I love it on GLD, as I don't have to add a basic attack into my already busy schedule of ablity ****. But that seems to be a personal opinion, as most love auto attack as a whole.

I have never been a white knight, nor have I been the opposite. That being said I'd say the balance of my opinions on XIV were heavier on the negative. Not so for this patch.
Won't deny I think there were some balance issues (MP costs/enmity calculations), but for the most part I'd say 1.18 was a really good patch, and a really good indicator of what's in store for us.
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"Don't take it personally man, white knights would eat a can of **** if the label said SE on it. If anyone dared mention that it was not a good product, they'd just argue if someone can't appreciate the subtle nuances in the ****, they should just go back to eating lolrealfood, cuz the devs prolly know more about canning food than they do."
#81 Aug 06 2011 at 1:56 PM Rating: Good
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I like the patch while to echo most ppls sentiments there is some fine tuning to be had. (1.18a) In all honesty my desire to actually play this game has been restored and I am having a blast. Now cant wait until physical lvls are gone so i can stop seeing things like....xp gained 468 sp gained 146. If it were reversed even now since they are doing away with physical lvls it would be much more rewarding in all aspects.
#82 Aug 06 2011 at 2:42 PM Rating: Decent
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Louiscool wrote:
I do feel liek the mp changes are balanced for melee classes, but feel like mages should be given an ability like "Conserve MP" or something to reduce the costs of healing.

Of maybe even a stance like Sch in FFXI where they could reduce their costs for healing at an expense to their nukes, and give this to both Con and Thm so either class can heal.


I think mages will get something like that, and I think they'll be called "Jobs."
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"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#83 Aug 07 2011 at 12:08 AM Rating: Good
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If I could jump on with a question, how is content keeping pace with progression? i.e., are there still hours and hours and hours of grinding between quests, missions, etc.?

It seemed to me that the fundamental problem with the game at release was not necessarily the lack of content so much as the absurdly slow pace with which you could attempt to try it. What they should have done was make leveling classes much quicker and easier, providing additional incentive to play many classes and opening up the content associated with the classes to all players. Yes, that would make maxing out all classes much easier, but I kind of figured that this was their original intention... that you have lots of classes and you can switch between them, or even mix and match abilities to create your own class.

I suggested this very early after release. Seems like a pretty easy fix that would have saved tons of subscriptions, but I guess swinging blind fixes at the game like it's some kinda pinata is another approach.

Granted, anybody who has been playing all this time and raising a character anyway probably thinks that's a horrible idea. That's part of the reason I think they should have just pulled it and relaunched later.
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#84 Aug 07 2011 at 7:36 AM Rating: Good
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KaneKitty wrote:
Louiscool wrote:
I do feel liek the mp changes are balanced for melee classes, but feel like mages should be given an ability like "Conserve MP" or something to reduce the costs of healing.

Of maybe even a stance like Sch in FFXI where they could reduce their costs for healing at an expense to their nukes, and give this to both Con and Thm so either class can heal.


I think mages will get something like that, and I think they'll be called "Jobs."

Ooh you are just too sassy, you know that?
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#85 Aug 07 2011 at 5:47 PM Rating: Good
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Louiscool wrote:
KaneKitty wrote:
I think mages will get something like that, and I think they'll be called "Jobs."
Ooh you are just too sassy, you know that?


Yes, I know it; I'm sorry. ( . _ .)
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#86 Aug 07 2011 at 10:12 PM Rating: Good
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Glitterhands wrote:


Until methods come to restore MP (And no, spamming ethers does not count) im still going to remain disgruntled about the costs. If this was their plan, perhaps they should've refrained from changing the MP costs until the rest of the game mechanics were put in place.


MP was "balanced" around the dungeons. That's it. It is like the dev team was like "We don't know how to code real challenges... so how can we make this seem challenging?"

And the answer was "nerf mages"

There was no reason to proceed with these insane cure cost increases NOW (when every job shares the same stats with a long cool down on restats, so if I want to play mage I can't play ANYTHING else) instead of when they remove physical levels down the line and each class gets their own stats.

Playing melee is pretty ok/fun now. Mages suck. And since THM was my main battle class, this displeases me greatly.

I was happy with the SP boost on fishing leves though. Finally got my shiny undies.

Edited, Aug 7th 2011 9:14pm by Olorinus
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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.


#87 Aug 08 2011 at 3:24 PM Rating: Default
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I agree with everyone who says leveling before 1.18 was way too fast, cause it was. With the leve statics I held with my LS, we got anywhere between 100-150k SP EACH leve reset...

Took me 4 weeks to get ARC from Zero to 50...5 weeks for CON to 50, 4 weeks for THM and so on...that's not cool.

I almost got my MRD done before the patch, and now it is sitting on 47. But doing the leves solo actually isn't that bad of a SP. I got 40k in 8 regional leves which took me between 5-8min each...doing that you can get the last rank in 3 resets, which is a decent pace for my taste.

For my taste that is as fast as it can stay. the biggest letdown on the patch was the nerf on doing leves as a group, cause there is no reason to do it anymore.

But hey...they will increase SP on leve mobs and behests again on this 1.18a patch today...so maybe it's gonna be "okay" again after the patch but overall I see no need for it. Doing leves solo+grinding on regular mobs in groups is fast and easy SP. There is a **** of a lot of camps around the world now where you can grind in groups on pretty much all rank ranges and get 300-400SP each mob...if you're too lazy to find them, it's your fault.

Overall I'm happy with 1.18, but now it's all about 1.19 for me. I want to see stat fixes and materia system(cause w/o stat fixes it's a useless system to begin with).

Edited, Aug 8th 2011 9:26pm by Shezard
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