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Patch Notes 1.19 (9/30/2011)Follow

#1 Sep 30 2011 at 8:05 AM Rating: Excellent
This is the patch notes for 1.19. Some information was not included (mainly tabled information) however there are notations where the "missing information" should have been instructing you to view the original post on the official forums if you choose to do so. The link immediately below this message will lead you to the official forums 1.19 patch note post.

Note from State Alchemist: The ZAM Database will reflect the 1.19 patch changes on or shortly after October 4th. (So please bear with an inconsistencies if you come across any immediately after patch. Also, if you notice something is inaccurate, or missing please remember top leave a comment on the page so that we can correct/fill in the information. Thanks everyone!)

> Official 1.19 Patch Notes Post Link <

[patch1.19] Patch 1.19 Notes

* The following changes and additions are planned for patch 1.19.
* All features are currently being tested, and are subject to change and postponement.
 The final version of the patch notes will be released when the patch goes live.
* Physical levels have been abolished.
In conjunction with this adjustment, the terms "(class) rank" and "skill points" have been changed to "(class) level" and "experience points" respectively.



Event

  • [dev1000] Interface tutorials have been added which cover the subjects listed below.

  • These tutorials will trigger for newly created characters at the conclusion of the opening event. Players may select tutorials tailored to their control scheme: gamepad & mouse, or keyboard & mouse.
    • Camera control
    • Character movement
    • Targeting
    • Main menu
    • Journal
    • Auto-attack
    • Weaponskills and TP
    • Casting
    • NPC linkpearls

    * More tutorials are being planned for beyond 1.19.
    1


  • [dev1016] Items required to complete the quest "Head of the Class" have been changed.
  • Players who have accepted but not completed this quest at the time of the patch will be allowed to submit the items originally requested by the quest client.

  • [dev1001][dev1002] Several new sidequests have been added.
  • 2


  • [dev1003] Several new Grand Company quests have been added.

  • Screenshot
    This includes the following quests which allow players to pledge their allegiance to a single company, effectively moving them from recruit status into the official company ranks.
    4

    The requirements for unlocking the above official enlistment quests are as follows:
    5

    Once initiated into a Grand Company, players will earn the rank of Private Third Class. At this time, Private Third Class is the only rank available to adventurers. However, in the coming months, the opportunity to move up in a company's ranks will be made available. Upon pledging allegiance to a Grand Company, a new salute emote (/gcsalute) specific to that company will be unlocked.
    * The text command is common for all Grand Companies.
    6


    Players may only pledge their allegiance to a single Grand Company. Once they have done so, players may not do the following:

    • Leave their current company or join another.
    • Accept another company's quests.
    • Use seals earned while a recruit of another company.


  • [dev1138] Company leves have been introduced.
  • 7


    Rewards for company leves will consist primarily of company seals.
    Company leves are not issued by the Adventurers' Guild, but by company officers stationed at the locations listed in the chart below. Company leves will be similar to Battlecraft Leves in nature, with the exception that they can be issued on location and commenced immediately. As with guildleves, accepting company leves will consume players' leve allowances.
    8

    Company leves are all solo missions, and therefore cannot be linked or shared.

  • [dev1139] The following changes have been made to behest:
    • The following changes have been made to how players are allowed to participate in consecutive behest missions:


    If the behest a player participates in is a success, then that player must wait two minutes from the start of recruitment for the next behest before being able to sign up. If the behest a player participates in fails, then that player must wait one minute from the start of recruitment for the next behest before being able to sign up.

    • The level of enemies has been adjusted as follows:


    Enemy level will be the same as suggested level. However, the final group of enemies will be one level higher. If the party's mean level is higher than that suggested, enemy level will be raised accordingly.
    In the case of light parties, enemy level will rise by 1.
    In the case of full parties, enemy level will rise by 4.
    * The increase in enemy level is limited to 9 above suggested level.


  • [dev1140] The following changes and additions will be made to Suppy & Provisioning Missions.
    • Supply and Provisioning missions are now available for those adventurers who have earned the Grand Company rank of Private Third Class or higher.


    These missions are similar to the guild tasks offered by the Adventurers' Guild, but reward company seals. The total number of items requested in these missions differs between items and can be confirmed by speaking with the mission officers stationed in Grand Company headquarters. In the event that the quota for a particular item is filled, players may find a new item added to the list.
    9


    • An explanation mark will no longer appear over the head of NPCs offering guild tasks.

  • [dev1141] The following changes have been made to instanced raids:
    • Party size regulations have been adjusted.

    10

    * Instanced raid battle balance has not been adjusted.

    • When players within an instanced raid are forced to log out due to a lost connection, they will now respawn near their party members upon logging back in.

    (Only if one or more party members remain in the instanced area.)

  • [dev1080] Two new battles with the primal Ifrit have been added.
  • Players that have completed the proper introductory quests will be granted access to an instanced area known as the Bowl of Embers where they can engage in epic battles with the Lord of the Inferno. Ifrit battles are party-based and feature rare weapons and armor as rewards.

    Those who defeat Ifrit in a party formed exclusively of members from their own Grand Company will earn greater rewards.
    11

    12

    * "Ifrit Bleeds, We Can Kill It" is a repeatable quest.

    Furthermore, players in possession of the quest item "Inferno Lamp" are eligible for greater rewards for defeating Ifrit in the Bowl of Embers (Hard).

  • [dev1137] Caravan security missions have been introduced.
  • Caravan security is battle-related content available to Grand Company members who have achieved the rank of Private Third Class or higher. Security involves escorting three pack chocbos from one location to another, fending off any creatures or bandits who try and harm the birds and steal their cargo. Chocobo security duty is repeatable and rewards company seals upon successful completion. Caravan security duty can be undertaken by speaking to company NPCs stationed in the following aetheryte camps:
    13


    <Details>

    • Fend off all enemies that attempt to assault the caravan. Rewards are calculated by the total number of cargo packs remaining when the caravan reaches its final destination. No reward will be granted if the caravan fails to arrive on time.
    • The caravan will stop when under assault, and resume its progress only after all nearby threats have been eliminated.
    • If a chocobo incurs too much damage, it will bolt, causing it to lose one of its packs.
    • Security duty can be abandoned at any time, forefeiting all rewards.


    <How to Participate>

    • Speak to the NPC representing your Grand Company posted at one of the aetheryte camps listed above to sign up. The chocobos will squawk and the NPC will perform a salute to signal that recruitment is open.
    • Make your way to the caravan on standby near camp. The NPC will apprise you of its exact location. Alternately, you may also refer to your minimap.
    • After a short while, the caravan will begin its march, and your duty will commence. The time till commencement is shortened in the event that all escort places are filled.
    • March with the caravan, all the while staying on constant guard for enemies. Enemies will set upon the caravan from various directions and from positions of ambush. There is no telling when they will strike. To better defend the caravan, players are urge to form strategies and define roles ahead of time.
    • The caravan will halt its march should enemies come near. Swiftly dispatch all threats to the caravan and ensure that the chocobos do not come to harm.
    • Enemies will attempt to attack chocobos rather than their escorts. Chocobos that incur too much damage will flee from the caravan.
    • Players can coax chocobos back to the caravan by talking to and healing them. Giving chocobos their favorite food is an effective way to recover their health.
    • During escort duty, a display that shows information such as distance to destination, chocobo health, and remaining time will appear. Be sure to keep a close eye on these details.
    • Your duty will end in failure if time runs out. It is recommended that players keep their chocobos in sound health, as retrieving a spooked bird consumes a considerable amount of time.
    • Chocobos will drop a pack of cargo each time they flee. Lost cargo will lead to reduced rewards, so do all you can to prevent the chocobos from fleeing.
    • Your duty will be deemed a success if the caravan arrive at its destination on time. However, rewards are issued even in the event of failure. Speak to the NPC to receive a reward commensurate with your performance.


  • [dev1142] Locked treasure chests can now be found in the following areas:

    • Shposhae
    • U'Ghamaro Mines
    • Zahar'ak


    These chests can only be opened if a player possesses the proper key.
    Keys can only be used once, but chests will be refilled after every emptying. Keys can be obtained in several different ways, such as by defeating enemies or fulfilling certain objectives on quests. Only one type of each key can be carried at a time. Treasure chest content varies by lock type, with chests locked using rare keys often containing the best loot.


  • [dev1143] A new non-instanced dungeon geared for low-level players has been added.
  • 14

    15


    Players who go to Shposhae for the quest "Call of Booty" will experience an event. However, the quest is not a requirement for entering the dungeon.

  • [dev1028][dev1136] Three new beast tribe strongholds have been added.

  • These strongholds are situated in strategic locations in existing areas and are fortified with heavy gates which require the slaying of gatekeepers to open. Notorious monsters are said to lurk deep within the hearts of these strongholds.
    16

    17


    Players who go to either the U'Ghamaro Mines or Zahar'ak for the quests "Kobold and the Beautiful" and "When Alchemists Cry" respectively will experience an event. However, the quests are not requirements for entering the dungeons.

  • [dev1082] Airship transport between the three city-states of Limsa Lominsa, Ul'dah, and Gridania is now available.

  • Airship transport is a convenient, low-cost alternative to anima-based transportation.
    Airships can be accessed via airship landings found in the following locations:
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    <Landings>

    • Limsa Lominsa

    Via the Crow's Lift on both upper and lower deck (7,5). Select airship landing when prompted.
    19

    • Gridania

    Adventurers' Guild (6,6)
    20

    • Ul’dah

    Via the Wellhead Lift on either the Merchant or Hustings Strip (6,4). Select airship landing when prompted.
    21


    <Fee>
    Airship fees are based on a player's highest class level.
    Screenshot

  • [dev1082] Both rental and personal chocobos have been introduced. While both allow for movement considerably faster than walking, personal chocobos are faster than their rental counterparts.

  • Personal Chocobos

    • Obtaining a Personal Chocobo

    Players who meet the following conditions will receive their very own chocobos which can be called at any time:

    1. Have pledged sole allegiance to one of the three Grand Companies and attained the rank of Private Third Class.
    2. Have purchased a chocobo issuance from a Grand Company quartermaster for 3,000 company seals.
    23



    3. Have presented the issuance to the chocobo stablemaster located in the city-state of your allegiance and received a chocobo whistle.

    • Isleen - Limsa Lominsa Lower Decks (7,5)

    24


    • Fruhdhem - Gridania (6,5)

    25


    • Rururaji - Ul'dah Merchant Strip (6,3)

    26


    Players will be granted the opportunity to name their new chocobo.
    * Please note that all chocobos issued by the Grand Companies are male, and will be referred to as such by NPCs, even if given names such as Sparkles, Misty, Honeydew, and Femalechocbo. (Names will have a 12-character limit.)
    • Summoning a Personal Chocobo

    After obtaining a whistle from the stablemaster, players can click on the chocobo icon located in the micro menu* to summon their chocobo.
    * The default location of the micro menu is in the lower right-hand corner of the screen.

    27


    Chocobos cannot be summoned at the following times:
    • While a player is within city walls
    • While a player is engaged by an enemy

    * The chocobo whistle has no recast timer.

    Rental Chocobos
    • Renting a Chocobo

    Chocobos can be rented by speaking to the following NPCs.
    • Isleen - Limsa Lominsa Lower Decks (7,5)
    • Fruhdhem - Gridania (6,5)
    • Rururaji - Ul'dah Merchant Strip (6,3)

    After paying the fee, players will be placed on chocoback and transported outside the city gates.
    Once outside, players can control their rental steeds as they would their PCs, using the movement keys on their keyboard or the analog stick on their gamepad.
    28


    Riding
    <Both Personal and Rental Chocobos>

    • Players will be detected by enemies as they would if they were on foot.
    • If attacked while on chocoback, players will sustain less damage than they would if on foot.
    • If attacked from behind while on chocoback, there is a chance that the blow will cause a player's chocobo to lose speed.
    • If a chocobo takes too much damage, he will buck his rider and escape back to his stables.
    • Players can dismount their chocobos at any time by clicking on the chocobo icon located in the micro menu.
    • The following actions cannot be executed while on chocoback:
    • attacks, class actions, magic casting, gathering, synthesis, item repairs, item usage, speaking with NPCs, attuning to aetheryte
    • There are some locations into which a chocobo will refuse to enter, such as city-states and dungeons.


    <Rental Chocobos>

    • The rental contract is nullified the moment a player dismounts, regardless of how much time is left on the agreement.
    • Once the rental period has expired, the chocobo will buck his rider and return to his stables.


  • [dev1134] The following changes and additions have been made to guildleves:
    • The manner of accepting levequests has changed significantly. Every 12 hours (Earth time) players will earn four "leve allowances" (up to a maximum of 99) which can be exchanged for guildleves at Adventurers' Guilds. After patch 1.19 is implemented, players can receive their initial allocation of 8 leves by visiting the Adventurers' Guild, after which time their leve allowance will accumulate at the abovementioned rate.

    * Leve allowances are required to accept all types of leves, including regional, local, faction, and the newly added company leves.
    * While players can stock up to 99 leve allowances, they may still only accept 8 local and 8 regional levequests at any one time.


    • Leve list updates will now occur at the following times:

    When players are granted additional leve allowances.
    When players complete a levequest.
    When players fail a levequest.

    The list of available leves is updated upon the completion of previously issued leves.

    • Guildleve exchanging has been abolished.

    Bonuses granted from leve exchange will be phased out, to be replaced by a new "leve history evaluation" system scheduled for patch 1.19a.
    * Players will still be able to return unwanted guildleves to the Adventurers' Guild if they have reached the 8-leve limit.

    • The level of enemies appearing in regional levequests has been adjusted.

    Enemy level will be the same as suggested level if Solo (Difficulty: ☆) is selected, and will rise in increments of three for each increase in difficulty.

    • A Levequest History page has been added to player journals.

    When players complete a levequest and collect their reward, the quest will be removed from the leve list and added to Levequest History.
    * Only the most recent 8 leves will be listed.

    29


    • Failed levequests can be reattemped for the cost of one leve allowance. A reattempt can be carried out from a player's journal.


    • An "abandon" option has been added to levequest details found in player journals. Levequests can now be abandoned at any time, regardless of completion status.

    30


    • In conjunction with the recipe overhaul (mentioned later in these notes), the requested items and promised rewards for several local levequests have been adjusted.

    * As a result of the aforementioned change, players may find some levequests accepted before the patch impossible to complete after the patch goes live. Please abandon or return these quests.

    • The fishing spot for the local levequest "Fishing Black Brush" has been changed.


    • Gear accepted for exchange can now be directly obtained from treasure chests for the following faction leves:


    Operation: Pulling Fangs
    Operation: Shuteye
    Wanted: Mammoth and Master


    Edited, Sep 30th 2011 3:17pm by StateAlchemist
    ____________________________
    Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost.
    Data Center: Primal; Server: Ultros; Free Company: The Kraken Club; Grand Company: The Maelstrom; Chocobo: Kweh
    #2 Sep 30 2011 at 8:40 AM Rating: Excellent
    Battle

  • [dev1072][dev1073] Physical level and attribute/elemental point allotment have been abolished.

  • Attribute values will now be based on a player's current level and will increase automatically when a new level is attained. Player character growth will be affected in the following ways:
    • The growth curve has been revised, allowing for larger increases in attribute values upon attaining a new level.
    • Attributes will now have a more pronounced effect on a player's performance.
    • The impact of attributes will decrease as players rise in level; however, the benefits granted by gear will be increased.
    • Player accuracy will be increased slightly.
    • Race-based differences will be limited to the starting attributes.
    • Maximum HP will be relatively low during the early stages, but will increase at a higher rate than previously from around level 35.

    The following changes have been made to in-game terminology:
    • Skill points → Experience points
    • Rank → Level

    The action Spiritbind has been renamed Spiritsong to avoid confusion.

    The following class abbreviations have been changed:
    • GLD → GSM
    • CON → CNJ
    • TAN → LTW

    * A system whereby players can voluntarily allocate attribute points to each class will be implemented in patch 1.20 or later, along with class balance adjustments.

  • [dev1132] Several adjustments have been made to overall experience point rewards and the current party bonus algorithm.

  • The following are used to calculate experience point rewards:
    • Level-based EXP

    The general rule for calculating experience point awards is to divide the amount of experience needed to level up by the number of encounters the current level* is intended to last. The amount of EXP yielded increases proportional to character level.
    * The level used in this calculation is either the player's or the enemy's, whichever is lower.


    • Difference Between Player and Enemy Levels

    Higher level enemies will yield more EXP, while lower level enemies will yield less. This revision will not greatly affect the amount of EXP obtainable. However, a cap will be imposed upon the bonus awarded to players for defeating higher level enemies.

    • Party Size

    Each additional member in the party reduces the amount of experience points yielded. Although the reduction is greater than before, it will be offset by the bonuses granted by EXP chains and linking.

    • Enemy Type

    As the variance in strength between enemies has been reduced (see below), enemy type will not influence EXP yield.
    * The exception to the above is those enemies deemed extremely weak or strong.


    • Link Bonus (see below)

    Experience point bonuses are now rewarded for defeating enemies which appear together with the initial target.

    • EXP Chain (see below)

    Defeating enemies in quick succession will now earn players experience point bonuses.

    • Guardian's Aspect

    Invoking Guardian's Aspect when activating a levequest will grant players an experience point bonus upon quest completion.

    • Gear

    There are several pieces of low-level gear which grant their wearers experience point bonuses.

  • [dev1144] Most damage algorithms have been renewed in conjunction with the abolition of physical levels and the automation of character attributes.
  • These changes serve to streamline the influence of damage algorithms upon battle attribute calculations.

  • [dev1027] Enemy attributes have been adjusted.
  • Certain varieties of enemies who were disproportionately strong for their level have been adjusted in order to make an enemy's level a more accurate indication of it's strength. Based on this revision, enemy characteristics such as strong attack or defense will be kept to within the bounds of level.

  • [dev1144] Most damage algorithms have been renewed in conjunction with the abolition of physical levels and the automation of character attributes.
  • These changes serve to streamline the influence of damage algorithms upon battle attribute calculations.

  • [dev1145] Several new enemies have been introduced.

  • [dev1031] Several new notorious monsters have been introduced.
  • 1

    2

    * Spawns when certain conditions are fulfilled.

  • [dev1030] The distribution of enemies in several areas has been adjusted.

  • [dev1146] Enemy re-spawn timers have been adjusted.

  • [dev1147] The size of several enemies has been adjusted.
  • * The strength of these resized enemies was not affected.

  • [dev1026] The system of claiming enemies has been overhauled.

  • Until now, only players who claimed a target would receive experience points, loot, and fulfill quest objectives for defeating it. Also, the system limited a party to laying claim to only a single target at a time. This meant that if players attempted to engage and defeat groups of enemies, they would not receive the benefits of doing so. In order to address these issues and a number of others, a new claiming system has been implemented.

    • All enemies can be attacked regardless of claim.* However, only the player or party that first engaged the enemy will earn the rewards.

    * Content-specific enemies such as those appearing in levequests and behest can be engaged only by participating players.
    Engaging one enemy among an enemy group gives you claim over the entire group.


    • The color of an enemy's name indicates your eligibility for rewards upon defeating it.

    3

    Claim over an enemy becomes invalid if:
    • All members of the party holding the claim are KO'd.
    • The enemy disengages and returns to its territory.


    The following changes have been made in conjunction with revisions to the claiming system:
    • Players who are incurring enmity will be unable to recover HP and MP at an aetheryte.
    • It is possible to use the Party function during battle. * Restrictions may be imposed for content such as instanced raids.
    • Battle music will now play as soon as an enemy is engaged.
    • Defeating an enemy whose HP was reduced will yield full EXP.


  • [dev1131] An enemy linking system has been implemented.
  • The system allows an enemy to call for help based on the strength of the party that engaged it. Enemies will link when:
    • An enemy detects and attacks the player.
    • The player engages an enemy. [#f00]* In principle, enemies will call for help only once. Newly arrived enemies will not call for further help. * Enemies belonging to a group will not call for help, nor will they go to the aid of others.[/#f00]

    The linking process occurs in the following manner:
    • The number of reinforcing enemies is based on the difference in strength between the enemy and the player it has engaged.
    • Enemies in the area will answer the call for help regardless of species, beginning with those nearest. [#f00]* Certain powerful enemies do not link. * Enemies must be within a certain distance to link.[/#f00]


  • [dev1132] New EXP bonuses have been implemented.
  • Link Bonus

    Link bonuses are granted based on how many enemies have linked. Each additional linked enemy increases the amount of EXP you will receive.
    4

    5

    EXP Chain

    An EXP Chain occurs when players consecutively defeat enemies of equal or higher level than themselves within a specific amount of time. As the chain increases, so too will the EXP bonus. However, the time limit[COLOR=”red”]*[/COLOR] between kills will also shorten.
    * The time allotted for slaying the next foe in order to continue the chain.
    6

    7

  • [dev1148] The display for when EXP is obtained has been adjusted as follows:
    • The amount of EXP earned is now shown as a pop-up graphic.
    • The extent of bonuses granted by EXP chains and Guardian's Aspect is now indicated in the log.

    8


  • [dev1133] Battle Regimens have been temoprarily suspended.

  • We are currently in the process of rebuilding the framework of the battle system, which involves large-scale revisions to the enemy claiming and linking systems as well as damage calculations. Unfortunately, these changes will render Battle Regimens unusable, and so we have decided to suspend their use in 1.19. We aim to have a new and optimized regimen system in place after the adjustments to battle classes have been completed alongside the launch of the job system.
    * The reimplementation schedule is yet to be determined.

    In conjunction with this suspension, the following minor changes have been made:
    • The Battle Regimen toggle button on the action bar has been removed.
    • Battle Regimen has been removed from keyboard settings on the Configurations menu.


  • [dev1149] Players will no longer be able to select a new action command before the current action has been executed.

  • [dev1150] Upon being raised, players will be unable to input a command for a duration of seven seconds.

  • [dev1032] The action "Guard" has been abolished.
  • Blocking with a shield is automated, with the block rate determined by a number of factors, including shield stats.

  • [dev1032] The effect of enhanced attack power (granted by actions such as Ferocity) no longer stack with element-based actions such as Red Lotus.

  • [dev1032] The following actions have been adjusted:
  • Screenshot

  • [dev1032] The following actions are now executable while in passive mode:
    • All magic spells
    • Actions which can be used on self or other party members

    10


  • [dev1151] The following changes have been made to passive mode HP and MP recovery:
    • Players will not automatically recover HP and MP when incurring enmity.
    • HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary. The recovery amount will reset under the following conditions: * The player is attacked * The player moves or performs an action


  • [dev1152] Auto-attack motions have been adjusted for the pugilist, marauder, and lancer classes.

  • [dev1152] Characters now switch between passive and active modes more swiftly. Furthermore, the animation for when switching modes while moving has been adjusted.

  • Edited, Oct 1st 2011 6:32pm by StateAlchemist
    ____________________________
    Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost.
    Data Center: Primal; Server: Ultros; Free Company: The Kraken Club; Grand Company: The Maelstrom; Chocobo: Kweh
    #3 Sep 30 2011 at 8:41 AM Rating: Excellent
    Items

  • [dev1072][dev1073] Physical levels, attribute points, and elemental bonuses have been abolished. In accordance with this change, character attributes now develop automatically based on class and level (including Disciples of the Hand and Land).

  • [dev1153] Additional inventory slots for both PCs and retainers have been added.
    Please note that this is a temporary measure that will remain in place only until the UI is fully overhauled.
  • * Provisions are being made for item relocation when the additional space is removed.
    • PC: 100 → 200
    • Retainer: 100 → 150


  • [dev1154] New items will be added.
  • View the details.

  • [dev1016] Existing recipes will be revised, and new ones added.
  • New recipes have been added with accessible synthesis in mind. Barring some exceptions, the new recipes boast simplified steps and ingredients over existing ones.
    * The following adjustments affect new recipes only.
    * Old recipes will remain valid concurrently with new recipes for a time, after which they will be removed completely.


    The new recipes will feature the following improvements:
    • Parts have been abolished from synthesis.
    • Materials and intermediary materials have been revised.
    • Secondary skills are no longer required.
    • Players are now able to color-customize items in a single step by combining it with dye and a base ingredient. Furthermore, universal dyes have been introduced that can be used across all material types (lumber, cloth, metal, and leather). * Certain gear, such as undergarments, cannot be dyed. * Details on new recipes are available here.


    View the list of newly added recipes.

    The names of items created via old recipes are now preceded by the word "Dated." For example:

    例)
    Old recipe: dated bronze dagger
    New recipe: bronze dagger

    Items made via new recipes will feature different attributes from their dated counterparts.

    In accordance with the recipe revisions, the following changes have been made:
    • Certain items are no longer dropped by monsters.
    • See the details.
    • Certain items can no longer be purchased from vender NPCs.
    • See the details.
    • Items offered by vender NPCs have been changed.
    • See the details
    • The buying price of certain items have been adjusted.
    • See the details.
    • The selling price of certain items have been adjusted.
    • See the details.
    • Certain ingredients have become obsolete due to the introduction of new recipes.
    • See the details.
    • Of the existing recipes, the following have been phased out:
    • * Smithing: Copper Ingot * Armorcraft: Copper Ingot
    • The variety of items that can be obtained through gathering has been revised.
    • Rewards for Guildleves and certain quests have been revised.
    • Reawards and required items for Guild Tasks have been revised.


  • [dev1016] Certain items have been renamed.
  • See the details.

  • [dev1016] Certain item categories have been changed.
  • See the details.

  • [dev1016] The following changes have been made to Item attributes:
    • Magic Potency has been divided into four distinct attributes as follows:


    * Attack Magic Potency
    * Healing Magic Potency
    * Enhancement Magic Potency
    * Enfeebling Magic Potency


    • The Magic Evasion attribute has been introduced.
    • The Magic Defense attribute has been abolished.
    • In conjunction with battle reforms, the following weapon attributes have been changed:

    * The damage attribute has been introduced.
    * The following attributes have been reworked as equipment bonuses, taking into consideration their functions prior to the adjustment:

    *** Attack Power
    *** Accuracy
    *** Magic Potency
    *** Magic Accuracy
    *** Parrying
    *** Critical Rate

    * Damage Type has been changed to comprise a single element, as opposed to multiple (totaling 100%).

    • In conjunction with battle reforms, the following shield attributes have been changed:

    * Defense has been reworked as Block.
    * Blocking has been reworked as Block Rate.
    * Wield Rate has been abolished.

    • In conjunction with battle reforms, the following armor attributes have been changed:

    * Defense has been revised, taking into consideration its function prior to the adjustment.
    * The following attributes have been reworked as equipment bonuses, taking into consideration their functions prior to the adjustment:

    *** Evasion
    *** Resilience

    * Elemental Resistances has been reworked as Magic Evasion.
    * Magic Defense has been abolished and no longer appears in equipment attributes.
    * In conjunction with battle reforms, Damage Cut has been incorporated into character growth and no longer appears in equipment attributes.

    • The effect of elemental attributes has been changed to that of reducing damage from element-based attacks.
    • PIE has been made to influence maximum MP.
    • Increases in VIT and PIE granted by gear have been made to influence maximum HP and MP respectively.


  • [dev1016] The attribute display for HQ items have been changed from stars to actual numeric values.
  • * The fluctuatation of certain elements based on item quality is intended to serve as a temporary measure until HQ items are reformed in patch 1.20.

  • [dev1156] The reduction in gear effectiveness based on damage has been changed as follows:
    • The effectiveness of an item is not diminished when its Condition is between 1-100%. If Condition drops to 0%, however, the item will become damaged and offer no benefits whatsoever to the wearer. The effects of any materia attached will also be rendered invalid.
    • A yellow icon will appear as a warning for gear whose Condition has dropped below 10%.
    • A red icon will appear as a warning for gear currently equipped whose condition has dropped to 0%.


  • [dev1158] Additional effects have been added to the following gear:
    • Flametongue: Fire Damage
    • Frostbite: Ice Damage


  • [dev1158] The effects of the following gear have been adjusted:
    • Vibrant Egg Cap: HP:+2% → HP:+20
    • Brilliant Egg Cap: MP:+2% → MP:+30
    • Midnight Egg Cap: HP:+2% MP:+2% → HP:+40 MP:+40
    • Brilliant Egg Cap: HP:+1% MP:+1% → HP:+10 MP:+10


  • [dev1158] The conditions under which the effect of Quick (granted by Hermes' Shoes) wears off have been revised.
  • Previously, the effect would wear off if the player is attacked. Now, however, it will end the instant the player incurs enmity.

  • [dev1159] When examining equipment in the inventory or gear displays, the attribute differences between your currently equipped gear and that being viewed will be shown. Superior and inferior values will be displayed in green and red respectively.

  • [dev1017] The Materia System has been implemented.
  • Certain gear whose spiritbond value has been raised to 100% through use can be converted into materia. Materia can then be attached to meldable gear, thus enhancing its attributes.

    Players may step into the world of materia by undertaking the quest "Risky Business" offered by the the NPC Aistan, posted in Ul'dah Merchant Strip (6,3). This quest is available to all players level 18 and above.
    * Completion of this quest is not a prerequisite for undertaking other materia-related quests.

    <Spiritbond>
    A player's spiritbond with an item increases through use. Specifically, spiritbond increases as players battle, gather, or craft while equipped with the item in question.
    An item's current spiritbond value can be examined via the inventory display.
    * Selling or trading an item resets any spiritbond accumulated on it.
    The following types of items do not possess spiritbond:
    • Smallclothes / Pack and Pouch Items (Arrows, Bait, and Lures)


    <Creating Materia>
    Gear that is converted into materia is permanently lost. However, the resulting materia can be used to enhance other items. Creating materia requires the “materia assimilator” key item, an apparatus which can be obtained via the quest "Forging the Spirit" offered by the NPC Swynbroes, located in central Thanalan (29,20). The quest is available to all players level 18 and above.

    The following types of items cannot be converted into materia:
    • Smallclothes / Pack and Pouch Items (Arrows, Bait, and Lures) * In addition to the above, certain other gear cannot be converted into materia. An icon will appear to the right of the spiritbond gauge for items that can be made into materia.


    <Tiers of Materia>
    The materia that is produced varies based on factors such as gear level, weapon type, armor part, and so forth. Further, the same item will not always yield the exact same materia; players can expect stones of varying potency offering different attribute enhancements to result under the same conditions.

    Materia comes in four tiers of potency, indicated via Roman numerals (I – IV).

    Sample Materia
    • Intelligence: Increases intelligence
    • Ironman's Will: Increases strength and vitality
    • Fire: Increases the power of fire-based attacks
    • Sagacious Aim: Increases magic critical hit rate


    * Materia of the same name may possess slightly different effects.
    * The same gear does not always necessarily convert into the same materia.


    * Players can freely trade and sell materia.
    * At present, the Item Search function does not accommodate the changing internal values of items. Due to this, the lowest values for a certain tier of materia will be shown. We apologize for any inconvenience caused.


    <Catalysts>
    Catalyst items (such as carbonized matter, germinated matter, and calcified matter) can be gathered by Disciples of the Land for whom the Fingerprints of the Gods ability is active. When the ability is triggered during gathering, aiming at the correct spot will guarantee you a chance of obtaining a catalyst. Fingerprints of the Gods can be learned via the quest "Joining the Spirit" offered to Disciples of the Land level 18 and above. To undertake the quest, speak to the NPC Kokosamu located in central Thanalan (29,20).
    * Upon receiving the quest, an area marker will appear on your journal's map. Players should then use an action such as Lay of the Land, Arbor Call, and Gulleye to locate a suitable grade 1 gathering point. Please note, however, that a gathering point yielding catalysts may not necessarily exist within the marked area.

    Catalysts can be obtained via gathering. The type yielded varies depending on the gathering point.

    • Carbonized Matter: Mining, Horizon's Edge
    • Petrified Matter: Mining, Nophica's Wells
    • Fossilized Matter: Mining, Dragonhead
    • Crystallized Matter: Mining, Treespeak
    • Germinated Matter: Logging, Tranquil Paths
    • Decayed Matter: Logging, Humblehearth
    • Decomposed Matter: Logging, Iron Lake
    • Liquefied Matter: Logging, Halatali
    • Calcified Matter: Fishing, Bloodshore
    • Cultured Matter: Fishing, Cedarwood
    • Ossified Matter: Fishing, Bald Knoll
    • Cretified Matter: Fishing, Nine Ivies


    <Attaching Materia>
    By attaching materia to gear, it is possible to enhance the properties of the host item. Attaching materia requires the "materia melder" key item, an apparatus which can be obtained via the quest "Waking the Spirit" available to Disciples of the Hand (excluding culinarians and alchemists) level 18 and above. To undertake the quest, speak to the NPC F'hobhas located in central Thanalan (29, 20).

    • Materia can be attached only by Disciples of the Hand who fulfill the class requirement for crafting/repairing the host item.
    • The level of this class must be higher than the level requirement to equip the item.
    • The process requires the following ingredients:

    1) The host item
    2) Materia that meets the host item's level requirements
    3) Catalyst that is compatible with the material


    The following types of items cannot have materia affixed to them:
    • Accessories / Smallclothes / Pack and Pouch Items (Arrows, Bait, and Lures)

    * In addition to the above, certain other gear cannot host materia.


    * It is possible to have others attach materia on your behalf.
    * Those who do not fulfill the requirements for equipping gear will not benefit from the effects of materia attached to it.
    * At present, the Item Search function does not accommodate the changing internal values of items. Due to this, it is not possible to identify materia-imbued items. We apologize for any inconvenience caused.


    <Augmented Materia Melder>
    After attaching materia a specific number of times, players will become eligible to obtain the more advanced "augmented materia melder," which allows the attachment of multiple pieces of materia per item. To exchange your regular melder for the augmented version, simiply speak to the NPC Mutamix located in central Thanalan (29,20).


    Players can never fail to attach the first piece of materia. However, the success rate progressively decreases with each subsequent piece of materia. A failed attempt to attach materia will result in the loss of all items involved in the process, barring the melder key item.


    <Purging Materia>
    It is possible to have equipment purged of materia by paying a fee in gil to the NPC Mutamix located in central Thanalan (29,20). Note, however, that any purged materia will permanently be lost.
    * The purging process does not destroy gear itself.
    * Only the abovementioned NPC can purge materia.


  • [dev1130] A new action has been added for miners, botanists, and fishers.
    • Stealth

    Learned: Level 8
    Conceal yourself and tread quietly, enabling you to avoid enemies. Reduces movement speed.
    * Prevents detection by monsters level 20 and below.

    • Stealth II

    Learned: Level 18
    Conceal yourself and tread quietly, enabling you to avoid enemies. Reduces movement speed.
    * Prevents detection by monsters level 30 and below.

    • Stealth III

    Learned: Level 28
    Conceal yourself and tread quietly, enabling you to avoid enemies. Reduces movement speed.
    * Prevents detection by monsters level 40 and below.

    • Stealth IV

    Learned: Level 38
    Conceal yourself and tread quietly, enabling you to avoid enemies. Reduces movement speed.
    * Prevents detection by monsters level 50 and below.

    • Once activated, the stealth effect will remain indefinitely.
    • However, the effect will wear off if you reuse the action, incur enmity, enter certain areas, or change classes.
    • The action is not subject to a recast time.
    • Movement speed will be reduced while stealthed.
    • The stealth effect nullifies any effects present that grant increased movement speed.
    • The action cannot be used when:

    * Incurring enmity
    * On chocoback
    * In certain areas, such as city-states and dungeons


  • [dev1161] The quality of items obtainable through gathering has been changed to NQ and HQ (+3).

  • [dev1162] The condition whereby gathering for extended periods of time reduces the rate of item yield has been alleviated.

  • [dev1163] The imbalance in the rate of yield in gathering for certain elemental shards has been alleviated.

  • [dev1164] The character growth rate for Disciples of the Land over a certain level range has been adjusted.

  • [dev1165] When players do not possess the proper materials to repair an item, they will now receive an error message telling them so.

  • [dev1165] The following changes have been made to item repairs conducted by NPCs:
    • NPC repairs will now restore gear condition to 99%.
    • Prices for repairs have been lowered, and will now vary based on an item's equippable level.


    * Gear optimal for levels 1-10: 100
    * Gear optimal for levels 11-20: 500
    * Gear optimal for levels 21-30: 1,000
    * Gear optimal for levels 31-40: 2,100
    * Gear optimal for levels 41-50: 5,000


    * Patch 1.20 will see accessories made repairable by NPCs.

  • [dev1165] The selling price for dark matter has been lowered significantly.
  • For details see link at top of the original post.

  • [dev1166] Changes have been made to Grand Company quartermaster inventory. Recruits will now find different items available for exchange.
  • For details see link at top of the original post.

  • [dev1167] The Grand Company quartermaster now stocks the following items exchangeable by players who have earned the Grand Company rank of Private Third Class.
  • For details see link at top of the original post.

  • [dev1168] Vendor and repair NPCs have been dispatched to aetheryte camps region wide. In addition, the following vendors have set up shop in the three city-states.
  • For details see link at top of the original post.
    * See here for the item sold by NPCs.



    Edited, Sep 30th 2011 12:51pm by StateAlchemist
    ____________________________
    Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost.
    Data Center: Primal; Server: Ultros; Free Company: The Kraken Club; Grand Company: The Maelstrom; Chocobo: Kweh
    #4 Sep 30 2011 at 8:41 AM Rating: Excellent
    System/Bug Fixes

  • [dev1169] Information displayed on the Timers tab (located under Attributes in the main menu) has been changed.

  • [dev1012] The following changes have been made to player inventories:

    • The optimal levels of items will appear in different colors as below based on the difference between them and your character's level:


    * Six or more levels above character level: For image click here.
    * Up to five levels above character level: For image click here.
    * Equal to or up to five levels below character level: For image click here.
    * Six or more levels below character level: For image click here.

    Accompanying this change, gear that previously had no level requirements will now display "Required Level: 1"


    • Item names will be color-coded based on rarity.

    For first image click here.
    For second image click here.
    For third image click here.


    • Grand Company seals will be displayed under the Currency tab.
    • The following item sort categories have been added:


    * Sort: Off
    * Sort: Gear First
    * Sort: Materials First

    Select Toggle Sort to cycle through: Off → Gear First → Materials First → Off
    Mouse users can also cycle through the above by clicking the text located on the upper right corner of the inventory display.


    • The following controls have been added to the inventory:


    * Keyboard/gamepad directional keys (↑↓): Move cursor up and down
    * Keyboard Page Up & Page Down/gamepad main menu button + directional keys (↑↓): Scroll pages
    * Keyboard/gamepad directional keys (←→):

    *** When sorting is off: Jump ten items
    *** When sorting is on: Jump to next item type


    • The way in which currently equipped items are identified has been changed. In the past, currently equipped items would have their names displayed in green. With the introduction of new text colors to indicate item rareness, equipped items will instead be identified via a mark next to their icons and a lighter background for their names.

    For image click here.

    • A new mark will now appear on the icons of gear the player is unable to equip due to class/level constraints.

    For image click here.

    • Help text for gear has been revised in conjunction with the introduction of materia.

    Players who possess the key items materia assimilator, materia melder, and augmented materia melder will see an icon next to the spiritbond gauge indicating whether that item can be converted into materia. The icon will appear to spin for gear whose spiritbond value has reached 100%.
    For image click here.

    Furthermore, information indicating whether the item is convertible into or can host materia will appear to the right of said icon.

    For image click here.

    • The item list displayed during trading has been adjusted.

    The following types of items will be displayed upon a yellow background:

    1. Items being selected for trade.
    2. Items offered as rewards for items being sought.
    3. Items offered as rewards for items for which repairs are being sought.


  • [dev1170] The following changes have been made to player journals:

    • Journal maps will now display aetheryte camps, markers, and other facilities.
    • Guildleve icons will display the class to which they correspond.

    For details see link at top of the original post.

  • [dev1171] The following options have been added to the Configuration menu and its sub-menus:

    • System

    * Toggle Macro Bar
    If the macro bar is hidden while the function is toggled on, pressing Ctrl will bring up the Ctrl user macro bar. Pressing the same key again will hide the bar.
    ※This function will also apply to the Alt user macro bar.
    * Corresponding text command:
    /macrobar, /mbar
    USAGE: /macrobar [subcommand]
    >>Subcommands
    on Activate the user macro bar toggle display function.
    off Deactivate the user macro bar toggle display function.
    Toggle between on and off when no subcommand is specified.
    ※The default setting is off.


    * Frame Rate Limit
    Toggle between an in-game frame rate of 60fps and 30fps.
    ※The default setting is 60fps


    • Target Settings

    * Target Engaged Enemies Only
    * Corresponding text command:
    /battletargetmode, /btmode
    USAGE: /battletargetmode [subcommand]
    >>Subcommands
    on Activate Target Engaged Enemies Only feature.
    off Deactivate Target Engaged Enemies Only feature.
    Toggle between on and off when no subcommand is specified.


    • Chat Log

    * /tell Sound Effect
    While set to on, a sound effect will play upon receiving a /tell.

    * Spam or malicious emotes, /say, /shout, /tell messages
    Players will be able to filter spam and malicious messages while the above settings are off.
    ※The default setting is off.


    * Font Size
    Players will be able to set the font size (small, medium, and large) of each chat window.
    For image click here.

    * Keyboard
    *** Players can select from two preset keyboard layouts.
    Type A/Type B

    For image click here.
    For details see link at top of the original post.
    [Note from State Alchemist: You can move the Camera with the arrowkeys using Type B...woot!]

    * Audio
    For image click here.

    *** Voices
    Adjust the volume of character speech.

    *** Ambient Sounds
    Adjust the volume of ambient sounds such as weather (sandstorms and rain) and the environment (rivers and streams).

    *** Dolby Pro Logic IIz
    Connect a compatible device to enjoy the features of Dolby Pro Logic IIz.

    *** Restore Defaults
    Reset sound settings to system default


    * <Camera>

    *** Camera Speed
    Adjust the speed of camera movement.

    *** Restore Defaults
    Reset camera settings to system default.


    * Resetting unit frame position
    The default position of the target unit frame has been adjusted with the introduction of in-game tutorials.
    Reset to system default to display target unit frame at the top of the screen in the middle.

    For image click here.

  • [dev1171] Under keyboard configuration, players are now able to map functions to the previously fixed keys below.

  • Backspace / Enter / Spacebar / Esc

  • [dev1172] The text input limit has been increased for the following:

    • Recruitment Messages
    • GM Call Inquiries


  • [dev1173] The Check function now displays the subject's Grand Company of allegiance and rank.

  • [dev1174] The following features have been added to the micro menu*.
  • *The set of icons situated in the lower right of the screen.

    • UI Lock

    For image click here.

    While set to on, the position and size of all on-screen UI elements will be locked.

    * Corresponding text command:
    /uilock [subcommand]
    >>Subcommands
    on Lock the position and size of all UI elements.
    off Unlock the position and size of all UI elements.
    Toggle between on and off when no subcommand is specified.
    * The default setting is off.


    • Summon/Dismount Chocobo

    For image click here.

  • [dev1175] Pressing confirm while under the following conditions will activate auto target lock:

    • Auto Target Lock is set to on in the Configuration menu.
    • Your character is in active mode.


  • [dev1176] The text command /battletarget (/bt) has been added which allows you to target the nearest enemy among those you are incurring enmity from.
  • This command can be activated regardless of targeting type and circle.

  • [dev1177] It is now possible to lift target lock by pressing cancel.

  • [dev1178] The text command /display main now renders your weapon invisible to other players as well as yourself.
  • ※ This is the fully implemented version of the feature first introduced in patch 1.18a.

  • [dev1179] The text command /enemyrank(/erank) has been revised to /enemylevel(/elevel).

  • The following subcommands have been revised as follows:
    • main → mh
    • sub/off → oh


  • [dev1180] The following new placeholders have been added:

    • <stpc> → Display a target cursor to select player characters only
    • <stnpc> → Display a target cursor to select NPCs only
    • <stenemy> → Display a target cursor to select enemies you can engage
    • <stenmity> → Display a target cursor to select enemies you have incurred enmity from
    • <stparty> → Display a target cursor to select party members only
    • <lastat> → The last character that attacked you


  • [dev1181] Retainer bazaars in market areas are now subject to a time limit.

    • Maximum duration: 7 days (168 hours, Earth time)

    ※Those leasing stands are exempt from the above time limit.
    • Updating bazaar information resets your duration to 7 days (168 hours, Earth time).
    • Retainers who have exceeded the time limit will automatically return home.


  • [dev1182] It is now possible to directly target aetherytes and summoning bells.

  • [dev1183] When browsing gear offered by vendor NPCs or retainers, the attribute differences between your currently equipped gear and that being viewed will now be displayed.
  • For image click here.

  • [dev1184] The following adjustments have been made to the minimap.

    • The color tone of the minimap will be adjusted to improve the visibility of the character's field-of-view.
    • Notorious monsters now have their own icons.

    For image click here.
    • The range of movement for UI elements has been adjusted.


  • [dev1185] It is now possible to directly bring up the NPC Linkpearl display by clicking the linkpearl icon.

  • [dev1186] The size of the page advance button on the action bar has been adjusted.

  • [dev1187] Sound effects have been added for when a PC or enemy is KO'd.

  • [dev1188] The text displayed when executing certain emote commands has been changed.

  • [dev1189] The following entries have been added to the in-game auto-translate dictionary:
  • For details see link at top of the original post.

  • [dev1190] The following changes have been made to Gamepad settings in FINAL FANTASY XIV Config:

    • The layout has been updated to include a gamepad diagram and accommodate new functions such as default gamepad settings.
    • Button mapping will be changed as follows:

    For image click here.

    Along with the above changes, a dialogue window to set gamepad settings will be displayed at the Character Creation screen upon logging in to the game for those who have not done so in the Gamepad configuration menu.


  • [dev1191] The credits have been updated.

  • Bug Fixes

  • The following issues have been addressed:

    • An issue wherein players could not log in for up to 10 minutes after being disconnected from the game.
    • An issue wherein chat log messages containing both Roman and Japanese characters would result in awkward linebreaks in the text.
    • An issue wherein the Onion Doublet was not appearing as a Faction Leve reward.



    Edited, Sep 30th 2011 1:44pm by StateAlchemist
    ____________________________
    Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost.
    Data Center: Primal; Server: Ultros; Free Company: The Kraken Club; Grand Company: The Maelstrom; Chocobo: Kweh
    #5 Sep 30 2011 at 8:57 AM Rating: Excellent
    Quote:
    [dev1149] Players will no longer be able to select a new action command before the current action has been executed.

    Woah! This is going to make some things more challenging.

    Quote:
    Featherfoot / Featherfoot II ・MP regeneration added.

    An already great skill gets a boost.

    Quote:
    HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.

    No more regening on the way to the next battle.

    Quote:
    [dev1153] Additional inventory slots for both PCs and retainers have been added.
    Please note that this is a temporary measure that will remain in place only until the UI is fully overhauled.
    * Provisions are being made for item relocation when the additional space is removed.

    Sad to see this is not permanent.

    Quote:
    Players may step into the world of materia by undertaking the quest "Risky Business" offered by the the NPC Aistan, posted in Ul'dah Merchant Strip (6,3). This quest is available to all players level 18 and above.

    Copied this here for reference.

    Quote:
    [dev1162] The condition whereby gathering for extended periods of time reduces the rate of item yield has been alleviated.

    Great. DoH are no longer the only Class with Fatigue.

    Quote:
    /btmode 
    on Activate Target Engaged Enemies Only feature.
    off Deactivate Target Engaged Enemies Only feature.

    Going to have to see how this works when you are the puller/tank.

    Quote:
    [dev1183] When browsing gear offered by vendor NPCs or retainers, the attribute differences between your currently equipped gear and that being viewed will now be displayed.

    Oh **** yes. Thank you.

    This patch is like a new game release.


    Edited, Sep 30th 2011 3:40pm by SmashingtonWho
    #6 Sep 30 2011 at 9:05 AM Rating: Good
    Avatar
    **
    569 posts
    we have 2 threads going at this lol.. can u make it 1 StateA
    ____________________________
    99th paper cut, and the grain of salt.
    #7 Sep 30 2011 at 9:31 AM Rating: Excellent
    Guru
    ***
    1,673 posts
    Excuse my while I pick my jaw up of the floor. Going to take some time to read and then reread all of this.
    #8 Sep 30 2011 at 9:40 AM Rating: Good
    ***
    3,530 posts
    Patch 1.19 wrote:
    HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.


    I'm really happy about this change, actually. Sometimes things felt too easy and rushed - like I was being put through a tutorial where I was undergoing constant spam-heals - when HP and MP were constantly recovering on my way to the next target. So, thumbs up from me!^^
    ____________________________
    "... 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."
    #9 Sep 30 2011 at 10:01 AM Rating: Decent
    Avatar
    **
    852 posts
    Anyone else scratching his head over the renamed Gladiator?
    ____________________________
    #10 Sep 30 2011 at 10:02 AM Rating: Excellent
    **
    266 posts
    hexaemeron wrote:
    Anyone else scratching his head over the renamed Gladiator?

    it's goldsmith
    #11 Sep 30 2011 at 10:05 AM Rating: Excellent
    Avatar
    **
    852 posts
    XenoKrates wrote:
    hexaemeron wrote:
    Anyone else scratching his head over the renamed Gladiator?

    it's goldsmith


    That makes a LOT more sense, thank you. Corrected, I stand.
    ____________________________
    #12 Sep 30 2011 at 10:11 AM Rating: Excellent
    Avatar
    **
    531 posts
    A lot going on in this patch, and I like it! Eager to step into the newer Eorzea on Tuesday. ^^
    ____________________________






    #13 Sep 30 2011 at 10:25 AM Rating: Excellent
    KaneKitty wrote:
    Patch 1.19 wrote:
    HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.


    I'm really happy about this change, actually. Sometimes things felt too easy and rushed - like I was being put through a tutorial where I was undergoing constant spam-heals - when HP and MP were constantly recovering on my way to the next target. So, thumbs up from me!^^


    Part of this discussion is that standing still you will regen at an ever increasing rate.

    More so, you will regen while standing still, regardless of being engaged or not, so it may just even out - or even be better for long, stationary battles.

    I'm guessing that you do NOT regen in Active Mode though. For mages who can cast spells now in Passive Mode, it seems you can play stationary healer while regening at the highest rate.


    Edited, Sep 30th 2011 12:34pm by SmashingtonWho
    #14 Sep 30 2011 at 10:28 AM Rating: Good
    Avatar
    **
    588 posts
    SmashingtonWho wrote:
    KaneKitty wrote:
    Patch 1.19 wrote:
    HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.


    I'm really happy about this change, actually. Sometimes things felt too easy and rushed - like I was being put through a tutorial where I was undergoing constant spam-heals - when HP and MP were constantly recovering on my way to the next target. So, thumbs up from me!^^


    Part of this discussion is that standing still you will regen at an ever increasing rate.

    More so, while standing still, regardless of being engaged or not, so it may just even out - or even be better for long, stationary battles.


    I wonder if this is a push by SE to get people to form stationary parties like in XI. They've added this plus EXP Chains it makes me think this is the direction they might be going. I personally liked the camp and pull system. *casts flame shield*

    Edited, Sep 30th 2011 12:32pm by kainsilv
    ____________________________



    #15 Sep 30 2011 at 10:51 AM Rating: Good
    ***
    3,530 posts
    kainsilv wrote:
    SmashingtonWho wrote:
    KaneKitty wrote:
    Patch 1.19 wrote:
    HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.


    I'm really happy about this change, actually. Sometimes things felt too easy and rushed - like I was being put through a tutorial where I was undergoing constant spam-heals - when HP and MP were constantly recovering on my way to the next target. So, thumbs up from me!^^


    Part of this discussion is that standing still you will regen at an ever increasing rate.

    More so, while standing still, regardless of being engaged or not, so it may just even out - or even be better for long, stationary battles.


    I wonder if this is a push by SE to get people to form stationary parties like in XI. They've added this plus EXP Chains it makes me think this is the direction they might be going. I personally liked the camp and pull system. *casts flame shield*


    No flaming from me; I liked it, too. XD
    ____________________________
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    "Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

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    #16 Sep 30 2011 at 10:56 AM Rating: Excellent
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    Hey guys did I miss it or didn't they say that actions were going to be saved when switching classes?
    #17 Sep 30 2011 at 10:57 AM Rating: Good
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    Quite the read, mostly about what I expected, which is pleasing. I am greatly looking forward to the release.

    kainsilv wrote:
    SmashingtonWho wrote:
    KaneKitty wrote:
    Patch 1.19 wrote:
    HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.


    I'm really happy about this change, actually. Sometimes things felt too easy and rushed - like I was being put through a tutorial where I was undergoing constant spam-heals - when HP and MP were constantly recovering on my way to the next target. So, thumbs up from me!^^


    Part of this discussion is that standing still you will regen at an ever increasing rate.

    More so, while standing still, regardless of being engaged or not, so it may just even out - or even be better for long, stationary battles.


    I wonder if this is a push by SE to get people to form stationary parties like in XI. They've added this plus EXP Chains it makes me think this is the direction they might be going. I personally liked the camp and pull system. *casts flame shield*

    Edited, Sep 30th 2011 12:32pm by kainsilv
    I am of mixed minds on this change. On the one hand, I do like the idea of more dynamic, constantly changing, parties. While on the other, this change will likely give a slightly more sedate and social pace to the game. I think it all comes down to if you like HP/MP resource management to be your challenge, or time/ability resource management.

    Edited, Sep 30th 2011 12:59pm by Hulan
    #18 Sep 30 2011 at 10:59 AM Rating: Good
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    These are a lot of big changes placed in all at once, I hope this stuff doesn't backfire.

    So with the claim changes, and party available during combat, does that mean Level 50 combat classes can power level lower classes by out right killing their mobs along with them? Link system sounds fun, let's hope the monster stat and level fixes are good, but not too easy. Else the next time I smack a Marmot around Horizon, 5 Billy's will be jumping into support. On the plus side, now when I spot middle rank duo teams killing NM's, I can just jump in and speed the process up for them. I hope people don't start taking this into offense.

    YES to repair npc price system, but I do not understand the placing of class specific repair NPC's.

    Also can someone break "The general rule for calculating experience point awards is to divide the amount of experience needed to level up by the number of encounters the current level* is intended to last. The amount of EXP yielded increases proportional to character level." down simpler? I can't get this straight.
    #19 Sep 30 2011 at 11:03 AM Rating: Excellent
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    DanSerrot wrote:
    So with the claim changes, and party available during combat, does that mean Level 50 combat classes can power level lower classes by out right killing their mobs along with them? Link system sounds fun, let's hope the monster stat and level fixes are good, but not too easy.

    This has been debated ad nausium when the information was first released on the official forums. Up to the point where Yoshida-san posted an offical response saying that he's okay with power leveling from this system, and while that is not the intention, it is an acceptable by-product.
    #20 Sep 30 2011 at 11:15 AM Rating: Good
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    Hulan wrote:
    Yoshida-san posted an offical response saying that he's okay with power leveling from this system


    No longer are you limited only to receiving healing from an outside person - now that outside person can do everything for you! Y-yay... (._. )
    ____________________________
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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."
    #21 Sep 30 2011 at 11:19 AM Rating: Good
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    Wow, i thought they would keep chocobos away from cystals or put a choke point caves to block people from getting to crystals but a chocobo in pain will hurt like at a low level your chocobo time running out and dropping you in the middle of Sauroman Champaign in FF11.At least i don't have to join parties during behest any more typing hi, hello and Thank you is killing me lately.Smiley: smile
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    #22 Sep 30 2011 at 11:24 AM Rating: Good
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    Holy ****, Batman. I don't even know where to begin on commenting on the changes slated for Tuesday.

    Having not played this game much at all since the quake (and previously being neigh addicted to it) I'm hugely looking forward to diving in again. So much to do for solo and parties alike. Can't wait to get my chocobo. Oh, and the materia system plus recipe overhauls looks like it might actually make crafting FUN again.

    I do echo the concerns though that this seems like a whole lot to push all at once. Let's hope the delay in this update release is a sign of SE's apparent confidence in the stability of system.
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    #23 Sep 30 2011 at 11:26 AM Rating: Good
    FFXI-2 is finally here.
    ____________________________
    Alice White @ Fantaji

    #24 Sep 30 2011 at 11:29 AM Rating: Good
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    I know it's a small thing in this insane patch, but god **** I'm happy to be able to turn off weather sound!
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    Monk. Need I say more?

    #25 Sep 30 2011 at 11:32 AM Rating: Good
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    9,526 posts
    I hope there will be a way to call choco and dismount etc with gamepad - or at worst, keyboard. I hate using a mouse at all.

    Lots of good stuff in here but... really HATE the change to mp regeneration. Yay, now we have to remain stationary! Awesome.

    Edited, Sep 30th 2011 10:43am by Olorinus
    ____________________________
    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 Sep 30 2011 at 11:43 AM Rating: Good
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    Shijou, Tarutaru Murder Suspect wrote:
    FFXI-2 is finally here.


    Not yet, still need a complete class overhaul adding the series staple Job systems.
    #27 Sep 30 2011 at 11:45 AM Rating: Good
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    I am genuinely surprised and excited. Haven't played much since several months ago. I'm looking forward to the changes and hopefully with the new experiences to come, can bring some friends back!
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    #28 Sep 30 2011 at 11:46 AM Rating: Decent
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    I am not sure if i understand.... under the gradn company, if I officially join one, I will no longer able top use the seal from other grand company?
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    Race: Hume
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    Rank: 10
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    #29 Sep 30 2011 at 11:57 AM Rating: Good
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    xellosalpha wrote:
    I am not sure if i understand.... under the gradn company, if I officially join one, I will no longer able top use the seal from other grand company?

    You can get like ~3k seals from each grand company without officially joining them, and you can still use those.
    #30 Sep 30 2011 at 12:01 PM Rating: Excellent
    XenoKrates wrote:
    xellosalpha wrote:
    I am not sure if i understand.... under the gradn company, if I officially join one, I will no longer able top use the seal from other grand company?

    You can get like ~3k seals from each grand company without officially joining them, and you can still use those.

    Once you officially join a Grnad Company after 1.19 (there is a special induction ceremony or something) you an no longer access the seal shops or accept quests from the other companies. So in other words if you have seals for the two companies you dont wanna join, spend them now or you wont be able to access them unless you quit one company and join another later(assuming you can idr)
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    #31 Sep 30 2011 at 12:02 PM Rating: Decent
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    347 posts
    XenoKrates wrote:
    xellosalpha wrote:
    I am not sure if i understand.... under the gradn company, if I officially join one, I will no longer able top use the seal from other grand company?

    You can get like ~3k seals from each grand company without officially joining them, and you can still use those.

    Really? The bottom part worry me

    Players may only pledge their allegiance to a single Grand Company. Once they have done so, players may not do the following:

    Leave their current company or join another.
    Accept another company's quests.
    Use seals earned while a recruit of another company.


    May not use seal earned while a recuit of another company....

    Thanks~ I will be loading up on many crafting menu....,

    Edited, Sep 30th 2011 2:03pm by xellosalpha
    ____________________________
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    Race: Hume
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    Craft: Cooking 100, Alemchy 60 Clothcraft 54, Goldsmith 25, Blacksmith 17, Fishing 22, Bonecraft 6.
    #32 Sep 30 2011 at 12:04 PM Rating: Excellent
    Hulan wrote:
    DanSerrot wrote:
    So with the claim changes, and party available during combat, does that mean Level 50 combat classes can power level lower classes by out right killing their mobs along with them? Link system sounds fun, let's hope the monster stat and level fixes are good, but not too easy.

    This has been debated ad nausium when the information was first released on the official forums. Up to the point where Yoshida-san posted an offical response saying that he's okay with power leveling from this system, and while that is not the intention, it is an acceptable by-product.


    Also:

    Quote:
    However, a cap will be imposed upon the bonus awarded to players for defeating higher level enemies.


    There is some bit of restriction to the effectiveness of power-leveling.

    #33 Sep 30 2011 at 12:11 PM Rating: Excellent
    RedFenixRaekwon wrote:
    Hey guys did I miss it or didn't they say that actions were going to be saved when switching classes?


    Unfortunately no. This is clearly going to come to the top of the priority list any time now.

    1.) Save Abilities on Class change
    2.) Mail
    3.) LS management
    4.) Revisting the AH discussion (massive changes to Wards may work)
    5.) LFG status and LFG search functions

    These are the biggest remaining issues in my book.


    #34 Sep 30 2011 at 12:13 PM Rating: Excellent
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    266 posts
    Oh, sorry I did not see that. Also with this patch, it's going to be reaaaaaally easy for BLM to solo once it gets introduced. Just go out and train a bunch of mobs and nuke the **** out of them, you'll get like all chains and so much xp.
    #35 Sep 30 2011 at 12:16 PM Rating: Decent
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    621 posts
    DanSerrot wrote:
    Shijou, Tarutaru Murder Suspect wrote:
    FFXI-2 is finally here.


    Not yet, still need a complete class overhaul adding the series staple Job systems.


    When this happens I will consider playing the game.

    Overall, finally a good patch. A couple more of these and we might have a good game (and PS3 release).
    ____________________________
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    #36 Sep 30 2011 at 12:17 PM Rating: Decent
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    Very big read. I am very much so the sceptic until I see everything in action. However, it DOES sound promising. Looking forward to trying some of this stuff out. The only thing I am disappointed in not seeing on this list is a search for a party feature. I guess it will come out eventually, but a party seek funtion would be a big boost I think.

    Anyways, good work so far team...
    ____________________________


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    #37 Sep 30 2011 at 12:19 PM Rating: Good
    XenoKrates wrote:
    Oh, sorry I did not see that. Also with this patch, it's going to be reaaaaaally easy for BLM to solo once it gets introduced. Just go out and train a bunch of mobs and nuke the **** out of them, you'll get like all chains and so much xp.


    Also, MRD will not get chastised for using their numerous AoE attacks on unclaimed mobs.

    Kill everything in the area. Do like.

    EDIT:

    For that matter you can now actually split apart your party and attack different mobs simultaneously, at least within a certain range, with no penalty. This is going to change how parties operate. If you stagger the timing of when the enemies die, this will raise the EXP Chain values.

    Can't wait to see this in action!


    Edited, Sep 30th 2011 2:26pm by SmashingtonWho
    #38 Sep 30 2011 at 12:20 PM Rating: Decent
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    621 posts
    BTW: Do you think they're working on an expansion while doing all this patch-work?
    ____________________________
    Kweh?!

    ...prophesizing the golden patch since october 2010.
    #39 Sep 30 2011 at 12:40 PM Rating: Good
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    266 posts
    SmashingtonWho wrote:
    XenoKrates wrote:
    Oh, sorry I did not see that. Also with this patch, it's going to be reaaaaaally easy for BLM to solo once it gets introduced. Just go out and train a bunch of mobs and nuke the **** out of them, you'll get like all chains and so much xp.


    Also, MRD will not get chastised for using their numerous AoE attacks on unclaimed mobs.

    Kill everything in the area. Do like.

    EDIT:

    For that matter you can now actually split apart your party and attack different mobs simultaneously, at least within a certain range, with no penalty. This is going to change how parties operate. If you stagger the timing of when the enemies die, this will raise the EXP Chain values.

    Can't wait to see this in action!


    Edited, Sep 30th 2011 2:26pm by SmashingtonWho

    AND no more "noobs" ruining behest!!
    #40 Sep 30 2011 at 12:44 PM Rating: Good
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    863 posts
    StateAlchemist of Amestris wrote:


  • [dev1032] The following actions are no longer executable while in passive mode:
    • All magic spells
    • Actions which can be used on self or other party members

    For image click here.


    I am sorry, but is this not supposed to be "The following actions are NOW executable while in passive mode" or am I missing something?

    Because as far as I know it hasn't been possible and the picture actually shows a caster casting without his weapon out.

    Only reason I am asking is because if this enables casting in passive mode it will have been the most awesome update to date. And would have been so even if it was the only thing they changed haha. :)
    #41 Sep 30 2011 at 12:49 PM Rating: Excellent
    Belcrono wrote:
    StateAlchemist of Amestris wrote:


  • [dev1032] The following actions are no longer executable while in passive mode:
    • All magic spells
    • Actions which can be used on self or other party members

    For image click here.


    I am sorry, but is this not supposed to be "The following actions are NOW executable while in passive mode" or am I missing something?

    Because as far as I know it hasn't been possible and the picture actually shows a caster casting without his weapon out.

    Only reason I am asking is because if this enables casting in passive mode it will have been the most awesome update to date. And would have been so even if it was the only thing they changed haha. :)


    I will make a notation of that in the official forum. I am sure that it is indeed a typo, since they were talking about adding passive casting and of course we cant do it now. lol
    ____________________________
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    #42 Sep 30 2011 at 12:57 PM Rating: Decent
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    557 posts
    I really like these changes. Can't wait to try them out--haven't logged in since I bought the game (months ago), and I hope the accumulation of changes is enough to inspire me to stick with it this time.
    ____________________________


    #43 Sep 30 2011 at 12:59 PM Rating: Good
    That has already been fixed.

    Quote:
    [dev1032]The following actions are now executable while in passive mode:
    All magic spells
    Actions which can be used on self or other party members


    Copied directly from Lodestone just now.

    Edited, Sep 30th 2011 3:02pm by SmashingtonWho
    #44 Sep 30 2011 at 1:00 PM Rating: Excellent
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    StateAlchemist of Amestris wrote:
    Belcrono wrote:
    StateAlchemist of Amestris wrote:


  • [dev1032] The following actions are no longer executable while in passive mode:
    • All magic spells
    • Actions which can be used on self or other party members

    For image click here.


    I am sorry, but is this not supposed to be "The following actions are NOW executable while in passive mode" or am I missing something?

    Because as far as I know it hasn't been possible and the picture actually shows a caster casting without his weapon out.

    Only reason I am asking is because if this enables casting in passive mode it will have been the most awesome update to date. And would have been so even if it was the only thing they changed haha. :)


    I will make a notation of that in the official forum. I am sure that it is indeed a typo, since they were talking about adding passive casting and of course we cant do it now. lol


    It's been fixed on the official forums.
    #45 Sep 30 2011 at 1:03 PM Rating: Good
    Wow that's a lot of stuff, I think I might have to re-install the game to check this out sometime next week. As someone who's really bashed this game for the last year, there's really not much to complain about with this patch. It's 100% good stuff and exactly the way the game needs to go to attract people back.
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    #46 Sep 30 2011 at 1:19 PM Rating: Good
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    Gahhh... I want to absorb it all but it's too early for me. Makeing my brain ooze out my ear...

    it'll be alot of fun seeing all this in game.
    #47 Sep 30 2011 at 1:22 PM Rating: Excellent
    I'm working on getting the rest of the pictures/tables over here to make life a bit easier.
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    #48 Sep 30 2011 at 1:22 PM Rating: Excellent
    SmashingtonWho wrote:
    That has already been fixed.

    Quote:
    [dev1032]The following actions are now executable while in passive mode:
    All magic spells
    Actions which can be used on self or other party members


    Copied directly from Lodestone just now.

    Edited, Sep 30th 2011 3:02pm by SmashingtonWho

    Edited the OP to reflect. THanks.
    ____________________________
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    #49 Sep 30 2011 at 1:25 PM Rating: Good
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    SmashingtonWho wrote:
    RedFenixRaekwon wrote:
    Hey guys did I miss it or didn't they say that actions were going to be saved when switching classes?


    Unfortunately no. This is clearly going to come to the top of the priority list any time now.

    1.) Save Abilities on Class change
    2.) Mail
    3.) LS management
    4.) Revisting the AH discussion (massive changes to Wards may work)
    5.) LFG status and LFG search functions

    These are the biggest remaining issues in my book.




    Some others
    1. Improve macros for gear swapping or just auto equip last equipped gear
    2. buying/selling/trading and other interactions moved to client side
    3. Improve timings on action bars, cooldowns are out of sync
    4. Expand trade window slots
    5. Custom colors for chat frames
    6. Skillchains with a user friendly UI frame

    its the little things that kill...



    Edited, Sep 30th 2011 3:26pm by DameGuy
    #50 Sep 30 2011 at 2:11 PM Rating: Decent
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    DameGuy wrote:
    SmashingtonWho wrote:
    RedFenixRaekwon wrote:
    Hey guys did I miss it or didn't they say that actions were going to be saved when switching classes?


    Unfortunately no. This is clearly going to come to the top of the priority list any time now.

    1.) Save Abilities on Class change
    2.) Mail
    3.) LS management
    4.) Revisting the AH discussion (massive changes to Wards may work)
    5.) LFG status and LFG search functions

    These are the biggest remaining issues in my book.




    Some others
    1. Improve macros for gear swapping or just auto equip last equipped gear
    2. buying/selling/trading and other interactions moved to client side
    3. Improve timings on action bars, cooldowns are out of sync
    4. Expand trade window slots
    5. Custom colors for chat frames
    6. Skillchains with a user friendly UI frame

    its the little things that kill...



    Edited, Sep 30th 2011 3:26pm by DameGuy


    I want skillchains...
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    #51 Sep 30 2011 at 3:35 PM Rating: Excellent
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    KaneKitty wrote:
    I actually embrace this change, Ramsey, so I hope this doesn't turn into too much of an internet argument! >_<

    I thought the old system was simply too easy precisely because "you could pretty much be in the action non stop" - I felt invincible, and there was no strategy, no resource management, that carried over from [monster one] to [monster two]; it felt to me like I was only rushing through things, and I think the fact that I would never even use up 10 out of 30 minutes on my timer was an indication that things were too easy.

    Before, it felt like a constant solo-zerg to me - attack attack attack and dash to the next monster, fully healed - so I'm happy that SE has essentially increased the difficulty of facing multiple opponents and of timed events with these changes.


    Responding to KaneKitty here since the original post was closed...

    Anyways, while I see your point, I disagree with it having the effect you're looking for. I think making the actual combat challenging is what needs to happen, not make it challenging to actually be at full health and MP for the next fight. With these changes, all it means is we're going to be doing more standing around, which personally I find boring.

    Arrived at the next fight? Not full hp/mp? Stand until it's full! With the old system, passive and active mode actually meant something, going passive and running to the next fight made for good pacing. You were ready to go when you got there.

    If they wanted to make resource management more important, that would have been the old system where MP didn't regen, but that was disproportionately in favor of certain classes, and they didn't execute very well. We'll see how these changes go, but I'm not sure I like the idea of having to be more stationary. I don't mind good old fashioned pull and kill parties being a viable option, but this isn't really a good way to go about it, but that's my opinion.
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