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Weekly Lodestone Interesting Threads 1/18/2013Follow

#1 Jan 18 2013 at 9:45 PM Rating: Excellent
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Posting a bit earlier because I had a lot of threads!

Linkshell Management in 2.0

Original Post

Polive wrote:
Linkshell Management in 2.0
Has there been any word out on what the Linkshell management system will be like in ARR/2.0? As of right now, it's kind of awful.

Will we be able oust/promote/demote people who are not logged in? Currently, inactive players taking up space in the linkshell is a rather major problem.

Can we get some kind of function where we can tell when the last time a player has logged in? Much like your friends list in Steam, for example. This would allow LS leaders to gauge with accuracy the activity of their LSs and members.

Can we get a function to sort linkshell members? Alphabetically by name? By rank? Perhaps even manually sort them so the people you interact with the most are on top?

FFXI let you see the location (by zone) of every member in the LS. It was useful to see if LS members are currently participating in certain events or to just get a general feel for what the LS is doing at large. Can this function be implemented?

Will Linkshell messages be making a comeback? This function was very important for notifying LS members of upcoming events.

Just asking out of curiosity, and if these things have not been addressed, I will then move on to requesting the above functions for ARR.


Official Response

Okipuit wrote:
Good evening!

We know the lack of administration features for linkshells was a major concern in version 1.0. In A Realm Reborn linkshells will focus mostly on being a way to chat with friends and Free Companies will have the features that players have been requesting for linkshells.

It will be possible to remove members and change authority levels even if the Free Company members are not logged in. We are also looking into a feature where leadership will be passed to another member of the Free Company if the leader does not log in for a certain period of time.


Highly Notorious Monsters

Original Post

ThePatriarch wrote:
Highly Notorious Monsters
Roaming Dragons.
Giant Beasts.
Amazing Gear.

First, I would like to thank everyone for their contributions, and constructive criticisms. I hope that we can continue to share ways to bring HNM/NM's into FFXIV in a manner that would appeal to the entirety of the playerabase, and not just a select elitist few. That being said, feel free to read the OP! We have some great suggestions from many players below.

I know everyone crys foul over copy+paste ideas from Final Fantasy XI (In this instance, Notorious Monsters). But lets be honest, Notorious Monsters was an aspect of FFXI that was beloved by many. The rush of getting claim over your enemy linkshells. Watching an awesome wipe. Seeing that ever-elusive item in the loot pool. So many amazing memories of great times.

This topic is about the possible implementation of non-instanced, highly notorious monsters to roam the open plains of Final Fantasy XIV.

Even further, this topic is not solely about "HNM's", we would like to see better small-time open world NM's. Possibly some Lottery Spawns, Trigger Spawned NM's, etc. Before you flame, please read the entirety of this post, as we do not want a pure copy+paste of XI's NM system (we want shortened timers, etc)

I would like ideas, opinions, etc; on how we can implement something of this nature that caters to all crowds. Lets hear it.


Official Response

Rukkirii wrote:
We’ve been told that there are some very interesting ideas floating around the developer’s room for notorious monster spawn conditions in 2.0! Although, I cannot tell you what they have in store for you just yet (of course, right? ), I hope this information piques your interest.

There are a lot of great ideas in this thread so far, we would love to hear more of what you would like to see so that we can continue to share your ideas with the dev. team.


Wint wrote:
My own personal note: this one is worth the read. There is more than what I quoted here, and he's doing a good job of keeping it updated. Lots of good ideas.


Cannot Log into Forum Because of Inactivity in FFXIV 1.0

Original Post

Pseudopsia wrote:
Looks like they flat out disabled the feature, I see posts mentioning that they were locked out of the forum a long time ago. COME BACK Starlord!!!

Hello,

My friend was recently using the forums and all of the sudden he is getting this message.

Can you look into this please because I think if this isn't disabled we will be slowly knocked off the forums.

People with this issue can't post on these forums, however they can still post on lodestone blog:
http://lodestone.finalfantasyxiv.com...entry?e=452968
You can leave a message on blog if you have this issue.


Official Response #1

Camate wrote:
Greetings everyone,

First let us apologize for the inconvenience that this caused those of you that were unable to log in. We appreciate you bringing this issue to our attention so we could move quickly to resolve it. Anyone that was affected should now be able to log in as normal.

Just as a side note, the current forums will continue to be used even after the launch of A Realm Reborn and we have no plans on closing them down. However, to match the design changes for Lodestone and other web sites, there is a possibility that we change the design for the forums as well! We haven't decided how we will treat all of the posts made up until A Realm Reborn service begins, but there is a chance that we make them a read-only archive.

We will be sure to keep you all updated on any changes.


Official Response # 2

Bayohne wrote:
We sincerely apologize about the inaccurate responses that players were receiving regarding this issue and have been working closely with the Support Center to improve this situation as we go forward.


Binomial Nomenclature and /tell /target commands

Original Post

Rahjah wrote:
Binomial Nomenclature and /tell /target commands
Must we have two names? Aside from aesthetics, I don't see the function. Having only one name makes it faster to /tell, /target, etc. It is probably too late to change this now but...

Perhaps, they could reduce the text input requirements of the /tell and /target command.


Official Response

Okipuit wrote:
Greetings,

Once again, sorry for the ogre bump. We understand that having two names can make sending /tells difficult at times. Therefore, when it comes to sending tells in A Realm Reborn, we are planning to have two different methods; typing out the player's name and a method that doesn't involve having to type their name. While things have yet to be finalized, we are looking into possibilities such as a feature where you can just click on the player's name in the chat log to send them a tell.

Once we hear some more concrete information we will be sure to pass it along.


Wallpaper Generator 2.0

Original Post

Maxwell wrote:
Wallpaper Generator 2.0
Now that the community reps are back from vacation, time to slide this one in here

Are there any plans to bring back the wallpaper generator from the bikini event to ARR (using ARR models, assets and visuals) ?
If so, will it be expanded (more gear/pose options) ? Group/Linkshell picture generator ? Maybe make it permanent ?


RAWR! :3

Pushing it a little further...
I understand all the technical limitations pertaining to available assets and streamlining a rendering process, BUT i still want to throw the idea in here in the hopes of maybe planting it in the head of a dev:

How about a short, fully rendered (cinematic quality, same lvl of the promotionnal/intro movies) cutscene generator using your character in the spot light ! I'd freaking pay for this /wink


Official Response

Rukkirii wrote:
Having a wallpaper generator with the background, pose, and gear of your choice would be very tough for a number of reasons, but we are planning to implement events in the future that will use the past generators features at the very least.


Idea: Allowing Spectators in Dungeons

Original Post

Pseudopsia wrote:
Idea: Allowing Spectators in Dungeons
I recall frequently in my dungeon adventures through many MMORPGs times where guild/linkshell members would be left out of a dungeon because all spots were taken. Sometimes they would hang around vent listening, but more often they would just logout feeling that there was nothing for them to do or not enough people to form their own party. Later when someone in party needs to leave it can be hard to find substitutes.

I believe allowing spectators to dungeons would alleviate some of these problems and give FFXIV more uniqueness. I'm certain performance wise this should be no problem based on Niconico's live streaming event where nearly a thousand people filled Gridania and 100 players were visible. Spectator mode shouldn't be limited to only dungeons, it could be included in any type of instance such as PVP matches.

Obviously I'm not asking for this to be implemented for release. I'm looking to see what the community thinks of this idea. If the idea has positive feedback and SE thinks it can be implemented then it could be added in the future.

Example how it can be implemented

Spectator Controls
  • From instance npc able to request to be a spectator for an active instance. Active instances can be listed by party leader's name. Small icon notification will appear on party leader's screen that a spectator has requested to join. Party leader can accept/decline/ignore request.
  • Spectator can choose between free camera mode or teleport to designated areas where spectators can view from such as a ledge/platform in boss area.
  • In free camera mode spectator is invisible and can move camera in any direction. Spectator can choose any character view point, lock-on a character or have server auto select character/view point that has most action. (Suggested by Seirra_Lanzce)
  • Spectator can choose to leave instance at anytime.


Party Leader Controls
  • Accept/Decline a spectator request to join instance.
  • Able to kick Spectator.
  • Able to substitute spectator with a party member when all members are out of combat. (May not be included if SE thinks this to be cheating, alternative is to not allow spectator to get loot if spectator is used as a replacement)
  • Additional setting in to toggle auto accept/decline spectators. Also option to set password. Off by default (Suggested by Seirra_Lanzce)
  • Setting to limit the maximum number of spectators. (Suggested by OdynKorsai)
  • All battle information, player stats and party chat is not sent to spectators by default. Party leader can configure settings to make this information sent to spectators. (Suggested by Black_Wing)
  • Setting to allow spectator chat to be visible by the party members. Off by default to not distract the party members. (Suggested by Kirito)


Party Member Controls
  • Setting to be able to show their action bars to spectators. Off by default. This is to prevent player configuration and play style from being revealed.
  • Setting to be able to show their battle logs to spectators. On by default. For players who don't want their damage, cure, or mitigation to be revealed to log parsers (Ideas spawned from OdynKorsai post)


Spectator Restrictions
  • Cannot be more than X yrds from any party member so you can't explore instance on your own or use spectator to cheat. If spectator is beyond X then they are teleported to nearest party member. SE needs to determine what X is and may have to restrict free camera movement if they determine cheating can be a problem. (If free floating camera is to hard to implement because of possible cheating then alternative is to only allow lock on to party members, engaged monsters, or view from their POV)
  • Cannot interfere with instance party or monsters.
  • Invisible in free camera mode.
  • Visible at designated spectator areas and can mingle with other spectators. Spectators will have the lowest render priority for party members. Party members have option to turn off render of spectators in configuration to lessen performance impact.
  • Limit spectators to an amount an instance can handle smoothly.
  • Spectators cannot walk through walls or barriers. If the actual team hasn't released a barrier, spectators have to wait till they do to cross it. If all the party members have died and all went to the entrance then all spectators should be prompt to see if they also want to go to the entrance or stay where they are. (Suggested by Kirito)
  • Once all party members leave dungeon the remaining spectators will be locked in place, notified they will be removed from instance after X seconds and can leave on their own during this time. (Modified, Idea suggested by Kirito)
  • Any map details are from previous explorations are hidden as if spectator entered dungeon for the first time. Map is revealed as party progresses.


Advantages
  • Something for players to do if all dungeon/raid spots are taken.
  • Able to record battles at any view point.
  • Train new members with linkshell tactics without having to participate and make mistakes during battles.
  • Gives a place for linkshell members to watch and cheer on their favorite team while chugging a cold one.


Disadvantages
  • Impact instance performance. For SE to estimate.
  • Development time. For SE to estimate.


Real Game Examples
  • Dota 2 Spectator Mode


Feel free to dissect this and give me feedback on what I should change.


Official Response

[quote=Rukkirii]Spectators
I see you guys want to be able to spectate events such as raids! While we are currently looking into making this possible for coliseum events, so those that are not brawling can watch on and cheer, we do not have any plans to introduce this for battle content such as raids. The main reason is that we believe some players do not want to be watched by others as they play, and also there is possibility that unwanted videos or screenshots crop up.[/quote]
#2 Jan 18 2013 at 10:09 PM Rating: Excellent
Sage
***
1,675 posts
Yeah, I'd like NMs to be like it was in FFXI.

I'd just make the NMs look a bit different than the average mob.

I actually liked when you were able to sell the goods from the drop. Granted, gil sellers and all of that, but I liked to be able to farm for the gil to buy the drop rather than having to camp, or do a seal run.

But when I came across a NM pop, it was fun to "roll the dice."
#3 Jan 18 2013 at 10:11 PM Rating: Excellent
Kierk wrote:
Yeah, I'd like NMs to be like it was in FFXI.

I'd just make the NMs look a bit different than the average mob.

I actually liked when you were able to sell the goods from the drop. Granted, gil sellers and all of that, but I liked to be able to farm for the gil to buy the drop rather than having to camp, or do a seal run.

But when I came across a NM pop, it was fun to "roll the dice."


As much as I hated camping them, I thought they were a fun idea. Spent a lot of time camping Spiny Spippi before I finally got my cape, but once I did it was special (I still have it).
#4 Jan 18 2013 at 10:20 PM Rating: Decent
****
9,997 posts
I think NMs are a good idea, but there are plenty of good ways to implement them that don't involve camping and competing for them. Further, I think I speak for the vast majority when I say that it's better for claiming the NM to be the easier part and killing it to be the harder part, rather than the other way around it so often was in FFXI.
#5 Jan 18 2013 at 11:13 PM Rating: Good
***
3,530 posts
(| Notorious Monster |) (| Idea |) (| Can I have it? |) (| Thank you. |)

Oh, and, to Wint: I still have my Fruit Punches from Tom Tit Tat. Smiley: grin

Edited, Jan 19th 2013 12:14am by KaneKitty
#6 Jan 19 2013 at 2:41 AM Rating: Excellent
*
108 posts
The thing I liked most about NMs was that "oh ****" feeling you got down in your gut when one surprises and/or aggroes you in an area you usually pass by frequently but never see the nm because it's either rare or a lottery spawn where nobody kills those mobs but you. It could also be one of those nms that people don't camp because it drops things that are rare.... but just weird useless and crappy or just plain non AH-able. I liked the thrill of trying to take the beast on anyways even though death is 90% certain. Also.... the thrill of running for your life from an unforeseen NM in an area you THOUGHT was safe. Then, when you die or somehow lose aggro, you phone the LS saying "holy ****! I just ran into Satan's Pet Tarantula !! Anyone want to help me kill it?"

Most of the NMs in 1.0 were lame.... you knew where they were, they never took your breath away.... because they were ALWAYS there. Kill one, it repops in 2 minutes in the same square meter..... ugh it's like I didn't even kill it. Zero sense of accomplishment here, then everyone lines up to kill it again and again waiting 2 minutes in between, and BAM! everyone and their mom has this "rare" drop that everyone has within hours of the update this poor NM is announced to spawn.

So anyways, after the NM "Quickspawner the Butthurt" is repeatedly raped and ravaged again and again and given only 2 minutes to rest his tiresome ***.... and after everyone has had a piece.... of "equipment" ... poor Quickspawner the Butthurt is left alone like a tired used up aging hooker that nobody is surprised to see or turned on by anymore.

An NOTORIOUS monster is NO LONGER NOTORIOUS if it is seen at the same place at the same time every day..... A TRUE NM is one that doesn't follow the rules, doesn't spawn in exactly the same place..... wanders around like a BOSS cuz he just don't give a damn, and only shows up when he feels like it to PWN your noob *** to the point where you will feel BLESSED to have been worthy enough to be slain by the Ninja Caterpillar of DOOM. You never know when he'll block a trade route just to be a ****. Are you a bad enough dude to save the poor merchant traveling noobs?

I fear these days will never be seen again.

#7 Jan 19 2013 at 4:12 PM Rating: Good
***
3,530 posts
klooste8 wrote:
The thing I liked most about NMs was that "oh sh*t" feeling you got down in your gut when one surprises and/or aggroes you in an area you usually pass by frequently but never see the nm because it's either rare or a lottery spawn where nobody kills those mobs but you. It could also be one of those nms that people don't camp because it drops things that are rare.... but just weird useless and crappy or just plain non AH-able. I liked the thrill of trying to take the beast on anyways even though death is 90% certain. Also.... the thrill of running for your life from an unforeseen NM in an area you THOUGHT was safe. Then, when you die or somehow lose aggro, you phone the LS saying "holy sh*t! I just ran into Satan's Pet Tarantula !! Anyone want to help me kill it?"

Most of the NMs in 1.0 were lame.... you knew where they were, they never took your breath away.... because they were ALWAYS there. Kill one, it repops in 2 minutes in the same square meter..... ugh it's like I didn't even kill it. Zero sense of accomplishment here, then everyone lines up to kill it again and again waiting 2 minutes in between, and BAM! everyone and their mom has this "rare" drop that everyone has within hours of the update this poor NM is announced to spawn.

So anyways, after the NM "Quickspawner the Butthurt" is repeatedly raped and ravaged again and again and given only 2 minutes to rest his tiresome ***.... and after everyone has had a piece.... of "equipment" ... poor Quickspawner the Butthurt is left alone like a tired used up aging hooker that nobody is surprised to see or turned on by anymore.

An NOTORIOUS monster is NO LONGER NOTORIOUS if it is seen at the same place at the same time every day..... A TRUE NM is one that doesn't follow the rules, doesn't spawn in exactly the same place..... wanders around like a BOSS cuz he just don't give a damn, and only shows up when he feels like it to PWN your noob *** to the point where you will feel BLESSED to have been worthy enough to be slain by the Ninja Caterpillar of DOOM. You never know when he'll block a trade route just to be a ****. Are you a bad enough dude to save the poor merchant traveling noobs?

I fear these days will never be seen again.



Do you have a blog I could read? This was great. Smiley: lol
#8 Jan 20 2013 at 3:42 AM Rating: Excellent
*
108 posts
Nope, no blog sorry. I only post rarely and lurk frequently. Some think I post only when I'm drinking.... some think I post when the moon is at 78% Some think I can only post 26 hours after my last post.

You see I'm actually the Notorious Monster of the board "Ferocious Neckbeard Drunk Poster" If I had a blog, I'd run out of ideas fast and no longer be a notorious poster.

Keep camping the boards, maybe I'll show up and drop a rare post like my last one.... or just a crappy post like this one. Or I might not show up before you have to go to work, and then I'll pop an hour later and someone else will get the claim to my 1st reply like you did.
#9 Jan 20 2013 at 9:44 AM Rating: Excellent
***
1,439 posts
klooste8 wrote:
So anyways, after the NM "Quickspawner the Butthurt" is repeatedly raped and ravaged again and again and given only 2 minutes to rest his tiresome ***.... and after everyone has had a piece.... of "equipment" ... poor Quickspawner the Butthurt is left alone like a tired used up aging hooker that nobody is surprised to see or turned on by anymore.


Made me spit out my tea. I know it's wrong but this is so funny. Thinking of making it my new sig.
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