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[patch1.20] Patch 1.20 Notes Follow

#1 Dec 12 2011 at 8:00 AM Rating: Excellent
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http://forum.square-enix.com/ffxiv/threads/32606

So many big tables and such, it's better to look at link, but it's epic~!

wow:
[dev1206] The effects of Protect and Shell have been made mutually exclusive, and one now overwrites the other.

This is going to be interesting :)

Sad face:
* Moving will be made to interrupt spellcasting at a point in time between patch 1.20 and 1.21.

Mining will only give 1 cobalt/electrum ore. STOCK UP~!

Edited, Dec 12th 2011 6:17am by Elionara
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#2 Dec 12 2011 at 8:53 AM Rating: Good
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New grand company quests? Can't wait!
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#3 Dec 12 2011 at 9:27 AM Rating: Good
One new battle. Achievements for existing content.

No fix for AFK powerleveling. Party search arrives at a time when parties are obsolete.

Nothing to see here, moving along.
#4 Dec 12 2011 at 9:27 AM Rating: Decent
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An overwhelming wave of information...
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#5 Dec 12 2011 at 9:35 AM Rating: Excellent
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•[dex1206] Magic spells have been unified to strike either a single target or, in the case of AoE, a circular area. Attack range has also been increased, and area of effect broadened.
* Discrepancies between thaumaturges and conjurers no longer exist in the above areas.
/sad


•[dev1206] Throwing weapon range has been increased.
/happy

•[dev1206] The accuracy bonus granted to bow attacks based on distance has been abolished.
/sad

•[dev1206] Due to the revisions made to the elemental alignment of attacks, players are now able to block, parry, or evade the attacks and weaponskills of certain enemies.
/happy

•[dev1206] Abilities that affect your next offensive ability will now benefit only the first stage of multistage weaponskills.
/indifferent

•[dev1206] The rate of TP accumulation from auto-attacks has been reduced to coincide with the implementation of individual combos.
/sad

•[dev1206] The base value used to calculate the maximum MP of gladiators and marauders has been adjusted. Based on this change, gladiators will now have higher maximum MP than marauders.
/happy

•[dev1206] The growth curve for maximum MP has been adjusted. At lower levels, players will find themselves with far less MP than previously; however, gains in MP will be more noticeable from level 35 and beyond.
* The Materia System, introduced in patch 1.19, was implemented with the above adjustment taken into account. As such, no revisions have been made to the bonuses granted by materia.
/need to see overall impact before I whine.

•[dev1206] The effects of Protect and Shell have been made mutually exclusive, and one now overwrites the other.
/sad

Just my initial commentary. Lots of things about this patch make me /happy. This was the one point where I differ the most with the developers.


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#6 Dec 12 2011 at 10:04 AM Rating: Good
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The following known issues have been addressed:

An issue wherein the bazaar modeling feature would allow male retainers to wear female-only gear, and vice versa.


NOOOOOOOOOOOOOOOOOOOOOOOOOO!
#7 Dec 12 2011 at 10:12 AM Rating: Decent
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SmashingtonWho wrote:
One new battle. Achievements for existing content.

No fix for AFK powerleveling. Party search arrives at a time when parties are obsolete.

Nothing to see here, moving along.


They fixed afk leveling when the game first started. If you didn't do any actions to the mob. You didn't get any experience.

1) People ******* and whined. Then they changed it.
2) Some thought the grind was two much.
3) See point 1.
4) Some thought level differences should matter.
5) See point 1, only they didn't fix it the way some people wanted.

This is a GREAT patch no matter what anyone says. And after looking at the abilities, Shell doesn't even exist. You get a trait later on as CNJ that turns protect into proshell :)
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Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

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#8 Dec 12 2011 at 10:20 AM Rating: Decent
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Elionara wrote:

They fixed afk leveling when the game first started. If you didn't do any actions to the mob. You didn't get any experience.


SE didn't fix ****, i spent last 2 days as a PL to my bro and friends... ONLY thing that changed in the 20h's was the leader booting and inviting me. Yes i hate doing it and i am firmly against it, however even i had to bite my tongue and do it as except 30 afk crafters there was NO ONE playing on my server. So i could not pull the make a pt card.... SE needs to fix this ****.
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#9 Dec 12 2011 at 10:31 AM Rating: Decent
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TwiddleDee wrote:
Elionara wrote:

They fixed afk leveling when the game first started. If you didn't do any actions to the mob. You didn't get any experience.


SE didn't fix sh*t, i spent last 2 days as a PL to my bro and friends... ONLY thing that changed in the 20h's was the leader booting and inviting me. Yes i hate doing it and i am firmly against it, however even i had to bite my tongue and do it as except 30 afk crafters there was NO ONE playing on my server. So i could not pull the make a pt card.... SE needs to fix this sh*t.


100% agree they need to fix the game to bring in more people. Leave PL alone so it's there if someone wants it, but if we had more people, willing to party, PL wouldn't be that big of an issue.

Friend from bahamut has spent the last 3 weeks soloing as he's tried 4-5 hours in uldah shouting for party, for a week. Got nothing :(

So I Pl'd him to 25 on one job, he got his choco and now he's level 40. Found some friends to join game as well, they are all enjoying it. But it's boring as **** when no one's on. Which is most of the time.
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Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#10 Dec 12 2011 at 10:33 AM Rating: Good
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Yoshi said he has no plans to severely nerf powerleveling.

But I agree that it needs adjustment, the game is too reliant on it, at the moment.
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#11 Dec 12 2011 at 10:33 AM Rating: Excellent
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SE wrote:
[dev1280] A character that is seated via the /sit command can now be made to stand simply by initiating movement.


The one thing I'm actually excited about. XD
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#12 Dec 12 2011 at 11:07 AM Rating: Excellent
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Elionara wrote:
100% agree they need to fix the game to bring in more people. Leave PL alone so it's there if someone wants it, but if we had more people, willing to party, PL wouldn't be that big of an issue.

Friend from bahamut has spent the last 3 weeks soloing as he's tried 4-5 hours in uldah shouting for party, for a week. Got nothing :(

So I Pl'd him to 25 on one job, he got his choco and now he's level 40.


But that's the central issue: "if we had more people willing to party." I don't think you can both leave PLing alone and expect many players to be partying together instead of using a PL. Why would these players party when they could obtain roughly ten times the experience through dint of a small fraction of the effort? Even if populations greatly increased, we'd have more PLs as well as more players able to receive a PL, too.

Ultimately, so long as powerleveling exists as a superior method of leveling in all respects, many players will make use of it. We understand the world through contrasts, and the existence of such astonishing methods casts the shadow of inefficiency over any other alternative. And so long as many players make use of it, the culture of the game will be clustered almost entirely around a massive surplus of level 50 players with as many level 50 classes as they can stand to leech.

If powerleveling is not divorced from its power, then it will remain supreme. After all, even in your anecdote, you chose to PL your friend, not to begin a duo with him.
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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."
#13 Dec 12 2011 at 11:11 AM Rating: Good
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KaneKitty wrote:
Elionara wrote:
100% agree they need to fix the game to bring in more people. Leave PL alone so it's there if someone wants it, but if we had more people, willing to party, PL wouldn't be that big of an issue.

Friend from bahamut has spent the last 3 weeks soloing as he's tried 4-5 hours in uldah shouting for party, for a week. Got nothing :(

So I Pl'd him to 25 on one job, he got his choco and now he's level 40.


But that's the central issue: "if we had more people willing to party." I don't think you can both leave PLing alone and expect many players to be partying together instead of using a PL. Why would these players party when they could obtain roughly ten times the experience through dint of a small fraction of the effort? Even if populations greatly increased, we'd have more PLs as well as more players able to receive a PL, too.

Ultimately, so long as powerleveling exists as a superior method of leveling in all respects, many players will make use of it. We understand the world through contrasts, and the existence of such astonishing methods casts the shadow of inefficiency over any other alternative. And so long as many players make use of it, the culture of the game will be clustered almost entirely around a massive surplus of level 50 players with as many level 50 classes as they can stand to leech.

If powerleveling is not divorced from its power, then it will remain supreme. After all, even in your anecdote, you chose to PL your friend, not to begin a duo with him.


I can't duo with him :( Most of my jobs are 40-50; if I weren't high level already after a year of playing I would. Now what I am pleased with is the addition of Level Sync coming up :)

I will more than happily level sync down.
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Quote:
Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#14 Dec 12 2011 at 11:16 AM Rating: Decent
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SmashingtonWho wrote:
One new battle. Achievements for existing content.

No fix for AFK powerleveling. Party search arrives at a time when parties are obsolete.

Nothing to see here, moving along.


^ In addition to several added grand company ranks and many fixes for things you decided not to mention. Seriously man, stop being such a negative nancy. Yeah they may not have changed things you want to see changed, but they made PLing harder from what they originally had made it, so they could compromise with players who didn't want it in the first place. This patch is going to be great. They deserve a nice pat on the back in my opinion.

EDIT: Fixed blatant errors of grammar.

Edited, Dec 12th 2011 12:18pm by swisa
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#15 Dec 12 2011 at 11:25 AM Rating: Excellent
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KaneKitty wrote:
SE wrote:
[dev1280] A character that is seated via the /sit command can now be made to stand simply by initiating movement.


The one thing I'm actually excited about. XD


Funny how the simple things in life make us happy ^.~
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#16 Dec 12 2011 at 11:28 AM Rating: Excellent
Looks like another very solid patch!

More quests, more defined jobs, implementation of what's nearly an auction house, more useful weaponskills, new company ranks and rewards, a new mega boss, a party search feature and a slew of fundamental formula changes that will continue to forge this game's identity.

Achievements are kind of cool, I guess, but there's enough in this update to be very thrilled about without even needing to mention achievements.

Can't wait to give these features a try!
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#17 Dec 12 2011 at 11:55 AM Rating: Good
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Thayos wrote:
Looks like another very solid patch!

More quests, more defined jobs, implementation of what's nearly an auction house, more useful weaponskills, new company ranks and rewards, a new mega boss, a party search feature and a slew of fundamental formula changes that will continue to forge this game's identity.

Achievements are kind of cool, I guess, but there's enough in this update to be very thrilled about without even needing to mention achievements.

Can't wait to give these features a try!


I can't wait till I'm off work tonight, I plan on hitting the cap on gathering tonight and tommorow night o.O

I'm leveling BSM/ARM and the cobalt ore helps :D hopefully I can pull out 30-40 stacks of ore o.O
After update on wed I'll get only 1 instead of upto 3 ores ^^;

Edited, Dec 12th 2011 9:56am by Elionara
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Quote:
Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#18 Dec 12 2011 at 12:22 PM Rating: Decent
The whole powerleveling thing almost needs to stick around at this point. You'll eventually have a PS3 release with a ton of new players coming into a game with players who have several level 50's. No one is going to want to stick around if there's no way to catch up to these people. Now once the ps3 version has been released, it's been out for a year or so and you decide to up the level cap, then yes, get rid of it. I mean, it's bad enough that after a year people have all DoM and DoW jobs to level 50, it should of never happened, but it has.

The update looks pretty solid, still polishing the game, the content is slightly lacking, but something somewhere has to be sacrificed to get this game up to snuff. At least at this point, with p2p coming, I can say this game is almost fully functional in terms of gameplay. I'm no longer frustrated with the UI for the most part, minus the selling of items (sooo slow for nothing).
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#19 Dec 12 2011 at 12:26 PM Rating: Good
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I've been reading over the abilities for the jobs. Most of the PL parties have involved a MRD or mage. Double storms path kills most things.

After the patch, keen flurry and storms path don't work the same and will not be spam-able even in the least.

This leads me to believe rather than patch the afk/boot/insert PL thing here, they are nerfing it in another way. Less damage spamming will mean longer fights, lowering the experience :)
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Quote:
Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#20 Dec 12 2011 at 12:40 PM Rating: Decent
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I am worried about the point system, that is not being able to change it after you are done... They said they have plans later on to change this but its still messed up. All I know is max vitality for my MRD. Maybe ill start a thread later in the week about point builds. If anyone has thoughts then go ahead and post here!
#21 Dec 12 2011 at 12:43 PM Rating: Default
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SmashingtonWho wrote:
One new battle. Achievements for existing content.

No fix for AFK powerleveling. Party search arrives at a time when parties are obsolete.

Nothing to see here, moving along.


Elionara wrote:
I've been reading over the abilities for the jobs. Most of the PL parties have involved a MRD or mage. Double storms path kills most things.

After the patch, keen flurry and storms path don't work the same and will not be spam-able even in the least.

This leads me to believe rather than patch the afk/boot/insert PL thing here, they are nerfing it in another way. Less damage spamming will mean longer fights, lowering the experience :)


This exactly, if you actually read the patch notes you would have noticed storm's path got massively nerfed which was the backbone of any PL party, so in essence PL'ing is nerfed as well.
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#22 Dec 12 2011 at 12:56 PM Rating: Excellent
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Gathering points on the minimap :D

hurray :D
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#23 Dec 12 2011 at 12:58 PM Rating: Excellent
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Elionara wrote:
I can't duo with him :( Most of my jobs are 40-50; if I weren't high level already after a year of playing I would. Now what I am pleased with is the addition of Level Sync coming up :)

I will more than happily level sync down.


That's a good point about how we need level sync options to facilitate parties, and I agree with its importance. That said, I foresee the potential of even more powerleveling once it's implemented, however, as there will theoretically be no need to stop powerleveling a player in the ~40s if he or she can sync down to a level ~10 again. In fact, players may be able to start being powerleveled by even lower-level friends if they can keep themselves significantly lower via level sync.

Time will tell, of course, but I imagine there will be quite a few chain reactions that take place before a semblance of balance is reached, if indeed it ever is.
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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."
#24 Dec 12 2011 at 1:25 PM Rating: Decent
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KaneKitty wrote:
Elionara wrote:
I can't duo with him :( Most of my jobs are 40-50; if I weren't high level already after a year of playing I would. Now what I am pleased with is the addition of Level Sync coming up :)

I will more than happily level sync down.


That's a good point about how we need level sync options to facilitate parties, and I agree with its importance. That said, I foresee the potential of even more powerleveling once it's implemented, however, as there will theoretically be no need to stop powerleveling a player in the ~40s if he or she can sync down to a level ~10 again. In fact, players may be able to start being powerleveled by even lower-level friends if they can keep themselves significantly lower via level sync.

Time will tell, of course, but I imagine there will be quite a few chain reactions that take place before a semblance of balance is reached, if indeed it ever is.


I smell BLM burns in Qufim Island :D

A good party right now with ~5 level's in difference for everyone can net about 80-120k/hour. So really it's a level an hour. That's just partying. (35+)

Low level parties are about 30-50k an hour if your roaming around or found a high spawn area. Still not too bad.

In reality with the current state of jobs/abilities/game you can get a level 50 (if you partied with 8 people of similar level) in about 60 hours.

After this patch, that exp will drop until we learn how-to effectively play the new job builds. SE will always have a balancing act in this or any MMO that's made.
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Quote:
Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#25 Dec 12 2011 at 1:39 PM Rating: Good
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Elionara wrote:
.....burns...... party.... parties


With who??? In the span of Friday 5pm to midnight, Saturday 10am to 10pm, Sunday 10am to 6pm, do you know how many people i found willing to play? 6! the rest afk crafting or beating it like it owns them money.

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#26 Dec 12 2011 at 2:18 PM Rating: Good
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For those that skim notes:

Yes, Shell is gone (and may be back or not, who knows at this point).

B...b...but what about magic defense?!

Conjurers get a trait that makes protect have magic defense as well.
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#27 Dec 12 2011 at 2:30 PM Rating: Good
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Elionara wrote:
In reality with the current state of jobs/abilities/game you can get a level 50 (if you partied with 8 people of similar level) in about 60 hours.


While I understand you're theorycrafting potential, the reality of this game right now is unless you have an already established set of friends of similar level willing to group, you can't even assemble a party of 8 other players in 60 hours, let alone get to levelcap.


Edited, Dec 12th 2011 3:34pm by Whales
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#28 Dec 12 2011 at 2:40 PM Rating: Decent
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Whales wrote:
Elionara wrote:
In reality with the current state of jobs/abilities/game you can get a level 50 (if you partied with 8 people of similar level) in about 60 hours.


While I understand you're theorycrafting potential, the reality of this game right now is unless you have an already established set of friends of similar level willing to group, you can't even assemble a party of 8 other players in 60 hours, let alone get to levelcap.


Edited, Dec 12th 2011 3:34pm by Whales


Your right :) there's maybe 12 linkshells on our server that are active daily, with 5-10 members online at a time, most of them part of the same shells. We have about ~120 active NA's, 90 Japanese and maybe 80ish EU players.

I saw shouts last night during JP primetime for leveling parties 15-27.

Shocked me.
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Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#29 Dec 12 2011 at 4:06 PM Rating: Good
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dasquall wrote:
For those that skim notes:

Yes, Shell is gone (and may be back or not, who knows at this point).

B...b...but what about magic defense?!

Conjurers get a trait that makes protect have magic defense as well.

I saw this...
Patch 1.20 Notes wrote:
[dev1206] The effects of Protect and Shell have been made mutually exclusive, and one now overwrites the other.

Meaning you have to choose Protect, or Shell.
Or am I reading it wrong?

Edited, Dec 12th 2011 3:06pm by Kirby
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#30 Dec 12 2011 at 4:33 PM Rating: Good
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Here is how I read it. At level 6 CNJ gets Protect - "Increases the defense of all party members within range of the target" and at level 24 they get Enhanced Protect - "Increases magic defense gained from Protect.". Protect now has a magic defense in it already and there is no Shell spell anymore. I believe the confusion is mostly from the poorly worded [dev1206].
#31 Dec 12 2011 at 4:34 PM Rating: Excellent
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Kirby the Eccentric wrote:
dasquall wrote:
For those that skim notes:

Yes, Shell is gone (and may be back or not, who knows at this point).

B...b...but what about magic defense?!

Conjurers get a trait that makes protect have magic defense as well.

I saw this...
Patch 1.20 Notes wrote:
[dev1206] The effects of Protect and Shell have been made mutually exclusive, and one now overwrites the other.

Meaning you have to choose Protect, or Shell.
Or am I reading it wrong?


I'm not sure why SE seems to hate any sort of strategic magic recently. They remove enfeebling magics and tack them on as additional effects to nukes; they make players have to choose one archetypal defensive buff and stick with it; all spells scale automatically, completely outside of player control; and mages have fewer spells than ever with the arbitrary reduction to ability count. There's such a thing as oversimplification, guys.
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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."
#32 Dec 12 2011 at 5:09 PM Rating: Good
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Kirby the Eccentric wrote:
dasquall wrote:
For those that skim notes:

Yes, Shell is gone (and may be back or not, who knows at this point).

B...b...but what about magic defense?!

Conjurers get a trait that makes protect have magic defense as well.

I saw this...
Patch 1.20 Notes wrote:
[dev1206] The effects of Protect and Shell have been made mutually exclusive, and one now overwrites the other.

Meaning you have to choose Protect, or Shell.
Or am I reading it wrong?

Edited, Dec 12th 2011 3:06pm by Kirby


Shell isn't in the list of spells for any class if I've read the notes correctly.

It may be that down the line we'll see shell reintroduced as a spell again but with a different effect.

My line of thinking is this (read: Theory):

Protect = Major Defense increase that scales to level. Combined with the CNJ trait, Protect will also mimic a shell effect by providing a minor boost to magic defense.

When they re-introduce shell back again, I'm thinking it will be the opposite of protect. Meaning:

Shell = Major Magic Defense increase that scales to level. Combined with some CNJ trait, Shell will also mimic a protect effect by providing a minor boost to defense.

By allowing either Shell or Protect to be in effect at one time, you're increasing the strategic value of those spells.

Fighting mobs that spam physical moves and rarely uses spells? Use protect.
Fighting mobs that spam magic moves and rarely physical attacks? Use shell.

Remember, this is just a theory at this point, I have no idea what they have planned for shell at all, so this is just a minor guess I am making.
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#33 Dec 12 2011 at 7:19 PM Rating: Good
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That message is likely due to stuff like Ironwill Unguent or Furbles that can provide the Shell effect.

In other words, if you use an Ironwill Unguent while under protect, shell will override protect and vice-versa.
#34 Dec 12 2011 at 7:56 PM Rating: Excellent
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KaneKitty wrote:
Ultimately, so long as powerleveling exists as a superior method of leveling in all respects, many players will make use of it. We understand the world through contrasts, and the existence of such astonishing methods casts the shadow of inefficiency over any other alternative.

I agree to a point, but I think that the shadow cast over the alternative could be avoided completely if said alternative was enjoyable. It just doesn't work when that alternative is such a boring grind.

It doesn't say much about a developer's creative abilities when (lets be honest, whether forced due to population or not) most people would rather stand around watching an R50 solo the game for them than actually playing it themselves. Create engaging content. Add content that at least breaks up the monotony of endless marmot grinding. Encourage players to play the game the way it was meant to be experienced.

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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#35 Dec 12 2011 at 8:06 PM Rating: Excellent
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FilthMcNasty wrote:
KaneKitty wrote:
Ultimately, so long as powerleveling exists as a superior method of leveling in all respects, many players will make use of it. We understand the world through contrasts, and the existence of such astonishing methods casts the shadow of inefficiency over any other alternative.

I agree to a point, but I think that the shadow cast over the alternative could be avoided completely if said alternative was enjoyable. It just doesn't work when that alternative is such a boring grind.

It doesn't say much about a developer's creative abilities when (lets be honest, whether forced due to population or not) most people would rather stand around watching an R50 solo the game for them than actually playing it themselves. Create engaging content. Add content that at least breaks up the monotony of endless marmot grinding. Encourage players to play the game the way it was meant to be experienced.



Unfortunately, those of us who were around at open beta/launch know that there really isn't a huge difference between that and PL in terms of depth of gameplay, so really, this is more or less the way it was meant to be experienced.
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#36 Dec 12 2011 at 9:23 PM Rating: Excellent
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hexaemeron wrote:
FilthMcNasty wrote:
I agree to a point, but I think that the shadow cast over the alternative could be avoided completely if said alternative was enjoyable. It just doesn't work when that alternative is such a boring grind.

It doesn't say much about a developer's creative abilities when (lets be honest, whether forced due to population or not) most people would rather stand around watching an R50 solo the game for them than actually playing it themselves. Create engaging content. Add content that at least breaks up the monotony of endless marmot grinding. Encourage players to play the game the way it was meant to be experienced.


Unfortunately, those of us who were around at open beta/launch know that there really isn't a huge difference between that and PL in terms of depth of gameplay, so really, this is more or less the way it was meant to be experienced.


Then the issue returns to the induction of enjoyability. I agree that the game is a bit monotonous, and I also agree that, if normal leveling were actually engaging, it may have a fighting chance against powerleveling. On the other hand, I'm not entirely certain that any amount of "fun" could entice players away from the stark, progressive, numerically-increasing wiles of Dark Lady Efficiency.
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#37 Dec 12 2011 at 9:24 PM Rating: Good
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PLing is an unfortunate side effect of the lax party system in this game. I know it sucks, but it I don't really feel its hurting anyone, and I'd rather see PLing exist with a good party system than SE doing everything they can do remove PLing and gimp or ruin party play for those who actually want to enjoy the game the way its intended to be played.
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#38 Dec 12 2011 at 9:45 PM Rating: Excellent
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In FFXI it was necessary to party, and it was a key part of the game. People learned how their jobs worked, and how to work as a team. If PLing is a more efficient option to leveling in a party, the whole premise to leveling in party has been destroyed. I don't know why they let it go so far, the whole game seems like they're trying to take players further apart, when an MMO should have them playing cooperatively. At this rate you may as well just give people max rank when they start their character, since all that's standing in their way right now is the slight inconvenience of a broken gameplay mechanic.
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#39 Dec 12 2011 at 11:20 PM Rating: Decent
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Keep all your +3 Gear! It'll be a collectors item!
#40 Dec 12 2011 at 11:34 PM Rating: Decent
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when is the date to update to patch 1.20?
this Thursday?
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#41 Dec 13 2011 at 1:05 AM Rating: Excellent
Let us raise our glasses high in memory of what classes used to be like. May the rest in piece. Now that the formalities are done. ***** the old setups I am lovin' the new! A few twists thrown into this patch too. Should make for some interesting next few weeks. I know I am gonna be busy probably all the way up til 1.21! Huzzah!
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#42 Dec 13 2011 at 1:20 AM Rating: Excellent
I still remember a guy in my linkshell trying to convince me that marauders would always be the premier tanks over gladiators. I tried telling him that would be changed, but he wouldn't listen.

He should have listened!
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#43 Dec 13 2011 at 4:24 AM Rating: Good
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celiamui wrote:
when is the date to update to patch 1.20?
this Thursday?


It hasn't officially been announced by yoshi-p, but there was a post on the lodestone forums stating that they were going to do it on Wednesday, December 14th.
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#44 Dec 13 2011 at 5:48 AM Rating: Good
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Quote:
[dev1214] The inferno totem item has been added to the rewards for “Bowl of Embers (Hard),” a set amount of which can be exchanged for an Ifrit Weapon of your choice.


Upon obtainment, inferno totems will first be placed in your loot list rather than the inventory. This allows you to relinquish the item to another player, even though it is untradeable.

* The inferno totem will appear only for players who possess the inferno lamp key item.


So just to make sure I understand this, for those players who enter the battle with an inferno lamp will receive an inferno totem at "loot" when ifrit dies and then also be able to use the inferno lamp on the chest to maybe hopefully get a weapon from it? Also, since you HAVE to have the quest key items to open the chest AND get the totem, it seems they've made it to be more worth just not turning in the quest items after you complete the battle and just keep them so you always have obtain the quest items again. This isn't really an issue for the ifrit battle, but what about the upcoming moogle battle? It requires like 3 or 4 quest key items. It seems this may be a counter measure for people spamming the ifrit battle to gain exp for other jobs.

Another question, I was under the impression they were going to add addition armor for chocobos this patch. Am I just not remembering correctly that it is patch 1.20 and that it really is 1.21?

EDIT: I appologize for the double post. I didn't realize I was the only one to post in this thread in the last hour and a half.

Edited, Dec 13th 2011 6:49am by swisa
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#45 Dec 13 2011 at 6:37 AM Rating: Good
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KaneKitty wrote:
FilthMcNasty wrote:
I agree to a point, but I think that the shadow cast over the alternative could be avoided completely if said alternative was enjoyable. It just doesn't work when that alternative is such a boring grind.

It doesn't say much about a developer's creative abilities when (lets be honest, whether forced due to population or not) most people would rather stand around watching an R50 solo the game for them than actually playing it themselves. Create engaging content. Add content that at least breaks up the monotony of endless marmot grinding. Encourage players to play the game the way it was meant to be experienced.


Then the issue returns to the induction of enjoyability. I agree that the game is a bit monotonous, and I also agree that, if normal leveling were actually engaging, it may have a fighting chance against powerleveling. On the other hand, I'm not entirely certain that any amount of "fun" could entice players away from the stark, progressive, numerically-increasing wiles of Dark Lady Efficiency.


The part that is bolded was meant to be combined with the previous parts. This was assuming that SE had designed a game that they had hyped prior to testing that was supposed to revolutionize the way people advanced their characters. I had hoped they would have been able to pull it off, but it seems they're resigned to the same old same.

Experience points. It almost seems like a paradox. Some play for the points and some play for the experience. I had hoped that XIV would be able to combine the two.

Edited, Dec 13th 2011 12:47pm by FilthMcNasty
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#46 Dec 13 2011 at 6:52 AM Rating: Good
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Yoshi posted that there might be a 2-day delay :)

http://forum.square-enix.com/ffxiv/threads/32623

My "Google" Japanese is probably very bad however. More time to mine ^^;
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Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#47 Dec 13 2011 at 7:15 AM Rating: Decent
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SmashingtonWho wrote:
One new battle. Achievements for existing content.

No fix for AFK powerleveling. Party search arrives at a time when parties are obsolete.

Nothing to see here, moving along.


Did you use the right link?

I looked and there is so much to read! Now I want to do the /happy right now!
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#48 Dec 13 2011 at 8:26 AM Rating: Excellent
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KujaKoF wrote:
PLing is an unfortunate side effect of the lax party system in this game. I know it sucks, but it I don't really feel its hurting anyone, and I'd rather see PLing exist with a good party system than SE doing everything they can do remove PLing and gimp or ruin party play for those who actually want to enjoy the game the way its intended to be played.

I don't see how large scale PLing and PTing can exist in the same game world. I'd imagine the majority of players see the leveling process as a means to an end. They are most likely going to go with whatever will get them to that end as quickly and easily as possible. That's going to be using a PL.

I guess my question becomes.. What does SE intend for FFXIV? It was bad enough when the question was is it solo or PT. Now we have solo, PT or PL. None of the 3 get along together well in a game.

And just for clarifications sake, I don't really consider mobs of players repeating GoV in FFXI "traditional" PTing, really. It's more of a mishmash of solo players doing there own thing while happening to work towards a common goal. I'm not saying I don't necessarily like the idea of it.. Just not what I consider traditional PTing.

Edited, Dec 13th 2011 9:30am by MrTalos
#49 Dec 13 2011 at 11:02 AM Rating: Excellent
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Excited about all the new things in store for the game with this patch. Looks like they're steering LNC in the direction of a Dark Knight with all the HP/blood abilities, mixed in with some FFXI Samurai Store TP stuff going on.

<<< very excited :D
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#50 Dec 13 2011 at 11:53 AM Rating: Decent
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MrTalos wrote:
I guess my question becomes.. What does SE intend for FFXIV? It was bad enough when the question was is it solo or PT. Now we have solo, PT or PL. None of the 3 get along together well in a game.


It's pretty obvious that they intend for you to be able to level any way you like to. They all function (for the most part) independently of each other. Unless there is overcrowding in a camp, which isn't likely to be a case for XIV given the population, one doesn't have any affect on the next.

I'm still not certain why people feel that other players who are getting a PL somehow has an effect on their experience.
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#51 Dec 13 2011 at 12:14 PM Rating: Decent
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FilthMcNasty wrote:
MrTalos wrote:
I guess my question becomes.. What does SE intend for FFXIV? It was bad enough when the question was is it solo or PT. Now we have solo, PT or PL. None of the 3 get along together well in a game.


It's pretty obvious that they intend for you to be able to level any way you like to. They all function (for the most part) independently of each other. Unless there is overcrowding in a camp, which isn't likely to be a case for XIV given the population, one doesn't have any affect on the next.

I'm still not certain why people feel that other players who are getting a PL somehow has an effect on their experience.


I think it's because it limits the number of players that want to party with them or create parties? Perhaps it lessens their worth because they want to grind the levels?

I don't really know. I will say however that gaming culture is changing. We older players most likely prefer that tough-as-nails game where you have to give-up your left nut to get something done.

I wanted to server transfer and be in BG(XI) at one point and was told unless I was available for all EST events, don't bother. Some people even moved states, just to be in BG (as per my app source).

When I played XI I had the same thought, work hard, get it done and be proud. I started XIV expecting a different game. (I didn't expect what they launched). What we have now; IS a different kind of Final Fantasy and one that is shaping up to be at least in my own opinion a great game.

Even XI has become easy mode now which from what my friend says is the reason most of his shell quit.

Me? I'm married now with kids coming into the picture in due time and I personally don't think I'll have that 5-10 hours a day to play anymore, neither will my wife. With 14's casual style and current systems it lends itself to my playtime and that of the majority of players Yoshi wants to attract. He wants people who have 30mins-1hour a day to be able to play and enjoy this work of art. :)

How else can someone with that playtime get to 50 quicker and enjoy a Ifrit/Moogle battle or two? ^^

Just my 2-4cents :D

Edited, Dec 13th 2011 10:17am by Elionara
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http://ffxi.allakhazam.com/story.html?story=18309
Quote:
Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
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