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[dev1137] Salvage Battlefield Expansion
Siren.Stunx
Serveur: Siren
Game: FFXI
Posts: 903
By Siren.Stunx 2012-07-26 11:25:58
Sea farming is so annoying..
i feel the same way but at the same time it was a satisfying farm when it went well. sea just needs confluxes all over it lol.
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Phoenix.Sehachan
Serveur: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-07-26 11:30:03
Those nm have a stupid long respawn @@
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Serveur: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2012-07-26 11:31:06
Sea was a cesspool of ***droprates
Serveur: Odin
Game: FFXI
Posts: 2821
By Odin.Sheelay 2012-07-26 11:38:13
Aside from horrible drop rates, Sea was always an amazing zone to wander about
Phoenix.Sehachan
Serveur: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-07-26 11:39:22
Oh it is most certainly beautiful.
Palace aside.
Serveur: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2012-07-26 11:39:35
Aside from horrible drop rates, Sea was always an amazing zone to wander about
I always ended up getting eye strain because of all the bright colours :(
Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2012-07-26 11:42:44
outside is nice, but the palace has been clinically proven to cause cataracts
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Fenrir.Sylow
Serveur: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2012-07-26 11:43:11
Palace / Temenos give me migraines.
Bismarck.Ramyrez
Serveur: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2012-07-26 11:57:04
Since its inception, all of sea has always brought to mind one thought for me:
"Easter in hell."
Siren.Stunx
Serveur: Siren
Game: FFXI
Posts: 903
By Siren.Stunx 2012-07-26 11:59:07
Aside from horrible drop rates, Sea was always an amazing zone to wander about
I always ended up getting eye strain because of all the bright colours :(
its the only area i wont hit my F11 key lol
cruising inside the zone where ix'drk is yesterday high as a ***, I started to think to myself "hey this kinda looks like an alien jail". Then I thought "oh, a bunch of NM are named jailers, maybe this is a jail."
if this was part of the story line dont knock me, I spam enter during cut scenes >.>
Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2012-07-26 12:00:16
Since its inception, all of sea has always brought to mind one thought for me:
"Easter in hell."
Dr. Seuss
Serveur: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2012-07-26 12:08:21
Taken from wiki so I don't its legitismijism
Quote: The Jailers of Sea
It is not clear what the proper context of the Jailers is. "Jailer of (Virtue)" can be taken two ways. First, it can imply they are the Jailer of (Virtue), imprisoning that Virtue (or more specifically, imprisoning one aspect of Absolute Virtue). This would mean they do not possess the Virtue, they jail it. Second, it can imply they are the Jailer of (Virtue), being a jailer possessing that virtue. This would mean they are a jailer which possesses the Virtue in question. In this case, they would not be jailing the Virtue in their name, they would be jailing the monster known as Absolute Virtue. The latter interpretation is more logical since each Jailer drops a weapon and a torque bearing their namesake Virtue. If they were to be jailing the Virtue in question, it would make more sense for them to drop weapons and torques not named after the virtue, like objects named after the 7 Vices or the 7 Sins. Since the title you gain for defeating Absolute Virtue is "Virtuous Saint," this is the more widely accepted context. However, the former also makes sense because if the jailer is defeated, the virtue it was imprisoning is released. Absolute Virtue, interestingly, appears to drop 7 items named after synonyms for the deadly sins. It may drop these sins because upon defeating Absolute Virtue you theoretically destroy all the virtues, leaving the only thing left to gain to be sins. It is also possible that the sins are the "chains" placed on Absolute Virtue.
* Sin of Indignation (wrath)
* Sin of Insolence (pride)
* Sin of Indulgence (greed)
* Sin of Infatuation (lust)
* Sin of Indolence (sloth)
* Sin of Invidiousness (envy)
* Sin of Intemperance (gluttony)
So... yeah >.>
Serveur: Shiva
Game: FFXI
Posts: 8022
By Shiva.Viciousss 2012-07-26 13:02:47
Wow 6 pages later...I guess a reply would seem rather late >.>
Serveur: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2012-07-26 13:09:44
lol And here I felt bad for making a joke on page 1 about how stupid Failaras' comment was about usukane sune-ate at 99. Now it just turns out everybody thought that he was stupid lol.
Serveur: Shiva
Game: FFXI
Posts: 8022
By Shiva.Viciousss 2012-07-26 13:19:20
The point was Salvage was one of the few events (if only) that benefited every job in some way..in a rather large way.
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Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2012-07-26 13:21:17
unless you were a SCH or DNC!
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By Chrisstreb 2012-07-26 13:30:51
What I would like to see from the Neo-Salvage is DNC and SCH put onto both the original sets (DNC on Skadi?/SCH on Marduk's or Morrigans) as well as the higher up versions, friend of mine was suggesting a Lv.45 piece to upgrade the 75 pieces originally, just add a new Chariot Boss for each zone (Arch-XXXX etc) and have him drop the new pieces). Have the pop drop off of the 'regular' version of the NM or something to that extent. Of course it all depends on if they dont screw things up gear-wise and make the upgrades kinda Neo-Limbus-ish (not that I dont mind the newer gears, though kinda hard to get). Fate of Salvage (and Alexandrites, really) is now in the hands of SE.
Also totally agree with the Sea pops... 15 minute respawns in this day/age.. REALLY!?
Serveur: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2012-07-26 13:46:18
If they weren't on the originals I doubt they would add them now. Wouldn't make much sense to me. Neo-limbus gear they just added the new jobs to the new side set, not even the "upgraded sets" to my knowledge. But I haven't done any neo-limbus just took a quick glance at the gear and sighed
Fenrir.Sylow
Serveur: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2012-07-26 13:50:23
Dolla' sto' mythics please.
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Bahamut.Dannyl
Serveur: Bahamut
Game: FFXI
Posts: 1550
By Bahamut.Dannyl 2012-07-26 14:01:37
If they weren't on the originals I doubt they would add them now. Wouldn't make much sense to me. Neo-limbus gear they just added the new jobs to the new side set, not even the "upgraded sets" to my knowledge. But I haven't done any neo-limbus just took a quick glance at the gear and sighed
Interesting thought. On a general thought, how do you think the new jobs next year be treated? Will they add them to existing armor/weapons or will they have exclusively new gear for them only.... makes you wonder ya
Serveur: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2012-07-26 14:04:44
No it doesn't Danny. When blu first came out it was added to homam the minute it was released. If they add the job to the gears the minute they are put out, it's ok. I'm saying since they weren't on those jobs up until now (IE dnc not on, say Skadi). That they won't just add them to NQ salvage gear, but will PERHAPS (and most likely) add them to the advanced salvage skadi sets or do a side set like neo-limbus (there is like the homam+1 and that other "side set" that i forgot the name)
Lakshmi.Madone
Serveur: Lakshmi
Game: FFXI
Posts: 24
By Lakshmi.Madone 2012-07-27 11:07:41
lol sea was a pretty place to walk around till a ufo came down and ownt you
Serveur: Leviathan
Game: FFXI
Posts: 1907
By Leviathan.Quetzacoatl 2012-07-27 12:08:02
Valefor.Prothescar said: »I wouldn't have as much of a problem if I didnt HAVE TO PLAY JUGGLE WITH MAH MOTHAH ***' BLU SPELLS Why I will never BLU in VW :| It's as *** bad as RDM75 mainhealing.
Ragnarok.Taereon
Serveur: Ragnarok
Game: FFXI
Posts: 213
By Ragnarok.Taereon 2012-07-27 12:22:34
I hope they put Dnc on the Ares or Usukane gear sets. Skadi is too predictable.
VIP
Serveur: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-07-27 13:48:03
07-27-2012 01:26 PM | Camate | Community Rep | |
| | Greetings!
Similar to how we added jobs that previously could not wear Homam/Nashira to the new Murzim and Shedir equipment available via the new higher-tier Limbus areas, the development team is planning to add dancer, scholar, and other jobs to the new Salvage equipment, but not to the currently existing Salvage gear.
In regards to reducing the number of required players for entry, I believe a similar response was made in the past about assault, but we do not have any plans of lowering the requirement due to concerns that instances will be filled faster causing congestion. | |
Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2012-07-27 13:49:40
They aren't instances then ffs
Said part is, from what I'm to understand, they still haven't gotten it and FFXIV uses the same HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE system.
Serveur: Phoenix
Game: FFXI
Posts: 55
By Phoenix.Cythriell 2012-07-27 13:56:32
*** YES SALVAGE OH MY *** GOD <3
Serveur: Shiva
Game: FFXI
Posts: 8022
By Shiva.Viciousss 2012-07-27 13:58:01
Lol they were worried about congestion in the early hours of NIv2, how did that work out. The first paragraph is no surprise after we saw their answer for Neo-Limbus.
By xenomasterkenshin 2012-07-27 14:01:14
Just imagine they require Usukane body + 2 pieces of usukane body (lets say 25 and 35) + XX alex (lets say 50) to upgrade the body to the new version, incoming 30-40k/each alex!!!!
Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2012-07-27 14:02:35
Forgot the part where it only adds 2STR, 2DEX, 2 store TP, and 2% double attack.
07-25-2012 06:47 PM | Okipuit | Community Rep | |
| | It's time to Salvage some gear!
Sorry for the bump but we just received the following information from development:
Along with the higher tier Salvage expansion, we will also be introducing means to revamp the existing Salvage equipment. This will not take place via Trial of the Magians, instead it will be similar to the system used for Homam/Nashira equipment in the higher tier Limbus. | |
07-27-2012 01:26 PM | Camate | Community Rep | |
| | Greetings!
Similar to how we added jobs that previously could not wear Homam/Nashira to the new Murzim and Shedir equipment available via the new higher-tier Limbus areas, the development team is planning to add dancer, scholar, and other jobs to the new Salvage equipment, but not to the currently existing Salvage gear.
In regards to reducing the number of required players for entry, I believe a similar response was made in the past about assault, but we do not have any plans of lowering the requirement due to concerns that instances will be filled faster causing congestion. | |
08-13-2012 07:39 PM | Camate | Community Rep | |
| | Greetings!
The higher tier Salvage expansion is currently under-development as we speak and I’d like to share the basic concept of what we will be adding.
Higher Tier Expansion
High tier expansions will be added for each of the four areas (Arrapago Remnants, Silver Sea Remnants, Zhayolm Remnants, Bhaflau Remnants)
Fundamental concept is the same as the original Salvage, but will be targeting level 99 characters
Will contain strategy elements such as route selection and NM spawning conditions
Changes to the Pathos of Alzadaal
After considering that these imbued items clutter inventory, and the time spent lotting and distributing them made it difficult to focus on strategy, we will be changing the system so that instead of using items to unlock limitations, they will randomly be removed when defeating monsters.
While it will no longer be possible to select the player you wish to unlock, we are planning to make adjustments so that the effects removed by defeating monsters will be more than enough to go around.
Up to 18 players can participate, but we are envisioning a difficulty level that can be cleared with around 6 players. Additionally, due to the change in the system, the higher tier focus will be on relieving the entry-level difficulty associated with doing Salvage, while providing content and rewards for level 99 characters.
Reward wise we will be preparing two kinds of equipment: revamped versions of the previously existing Salvage gear and new equipment.
Finally, as shown on the road map we will be adding this to the Test Server around September and plan on spending time for balancing/adjustments. With that said, actual implementation is still a bit off, but we are working our best so you can all try it out on the Test Server.
We will be releasing more specific information around the timing of Test Server implementation, so hang in there a bit and look forward to it! | |
08-14-2012 01:14 PM | Camate | Community Rep | |
| | Good morning!
As there are quite a few questions in regards to how the new unlocking system will work, I’d like to explain about it just a bit more.
Unlocking System Changes
As mentioned in my previous post, the first objective of this is to relieve the stress related to worrying about cells so that everyone can enjoy this content more. This is why we are only removing the aspect where you need to use items to unlock limitations, but the process of defeating monsters in order to remove the limitations will not change.
The trends for unlocking by each area and each monster will carry over, so think of it as the same flow as in the past when it comes to the order of defeating monsters and all the tricks to unlock Pathos efficiently.
Who Will Be Unlocked
I think the biggest concern at the moment is that by unlocking taking place at random, it will no longer be possible to formulate strategies around which jobs and players get unlocked first. The original Salvage had cases where certain areas would only yield a certain amount of cells, or if cells were not obtained at the right moment you would have to wait a while to get them again, making it so each cell was carefully used.
For the higher tier expansion, the direction will be changing quite a bit, and as long as you don’t have severely bad luck, we would like to make it so that it will be possible to fully unlock all limitations. With that said, we will be making adjustments to the number of monsters and the unlocking rate so that the pace of unlocking is not so slow that it makes it not possible to get stuff done.
*We are currently looking into a similar treasure chest that appears upon entry like the original Salvage, and we are thinking to make it so players can choose who will be unlocked. | |
08-22-2012 02:55 PM | Okipuit | Community Rep | |
| | I have some more information to share about the content of the Salvage higher-tier expansion.
After warping to the next floor, a lamp will be placed for voluntary Pathos unlocking
We will be making it possible so that each player can check the lamp and select a status to be unlocked that was unlocked in the floors prior. (In order to use the lamp, certain conditions must be fulfilled on the previous floor; however, we are planning to make the conditions easy to accomplish.)
The plan is not to make this the main focus of unlocking, but it is an alternative method if the necessary unlocks did not occur while defeating monsters and the aim is to secure a method for voluntary unlocking.
Unlocking Pathos as an element of strategy
The strategy and knowledge for which routes to take and which monsters to defeat in order to unlock statuses will be necessary just like they were for the existing Salvage content. While only the order will be random, the only difference is in the amount of monsters that are necessary to defeat, and we are planning to have a good amount of room to make use of the knowledge gained from the existing Salvage.
Jobs that can equip the rewards
Dancer and scholar cannot equip the rewards from the existing Salvage content. While this will not change, the revamped Salvage equipment as well as the new equipment will have dancer and scholar added to the list of jobs that can equip them. We will also be making adjustments so that the stats are compatible.
I think the easiest way to see how this content has changed would be to try it out first-hand on the Test Server and we are working hard to implement this. However, it seems like it is going to take some more time, so hang in there just a bit more. | |
08-23-2012 12:40 PM | Camate | Community Rep | |
| | Greetings!
Since the last post made by Okipuit there have been some questions. We will check and see if we can get some information, but keep in mind they are still working on all the details.
In the meantime, I just wanted to share another quick bit of information about unlocking Pathos.
We are actually planning to make it so when a Pathos is removed, it is displayed in everyone’s chat logs. We will be addressing this for both unlocking by defeating monsters as well as when the lamp is used.
When players use cells it is shown in the chat log, but players who are far away cannot see it. We feel that this will be much better to confirm and share the status of unlocking. | |
09-13-2012 02:14 PM | Okipuit | Community Rep | |
| | Greetings,
I have an announcement to make about the Salvage high-tier expansion that we will be adding to the Test Server.
During this week’s Test Server update, we will start off by only implementing Zhayolm Remnants.
(Same as before, the entrance will be the Guilded Gateway.)
At the current stage, adjustments for monster placement/strength, drop items, and pathos unlocking rate, have not been finalized. There is a possibility that we may change these elements moving forward. Also, we’ve made it so that notorious monsters that appear when completing certain requirements, do not spawn on the Test Server.
We would like to receive feedback focusing on the largest change from original Salvage, the pathos unlocking system.
To aid in your testing endeavors, we have setup the Test Server as stated below:
It will be possible to enter solo.
When checking the Guilded Gateway, you will receive a Remnants Permit, so it will be possible to participate without obtaining the key item in advance.
(Each member who wishes to participate will need to obtain the key item via the above method.)
There will be no cool-down time between entry.
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10-12-2012 04:35 AM | Gildrein | Community Rep | |
| | [dev1137] Salvage Battlefield Expansion
* The following content is in development. Specific details may differ from the release version.
This battlefield expansion is aimed at seasoned adventurers and many of the rules are based on those of previous Salvage content. The method by which Pathos of Alzadaal restrictions can be removed, however, has been modified.
Differences from Previous Salvage Content
Entry is restricted to adventurers level 85 and above.
Pathos of Alzadaal restrictions may no longer be removed by imbued items, but by the following methods: - Defeating certain monsters in specified areas will randomly remove a Pathos of Alzadaal restriction from participants.
- Examining the Runic Lamps within each remnant will allow players to remove restrictions of their choice.
* Runic Lamps will be available near remnant entrances and teleport exits.
* The chance for removing restrictions, and which monsters' defeat are capable of removing restrictions, are still under development.
Test Server Settings Participants may enter battlefields alone.
Remnants Permits will not be required for entry.
No time restrictions will be placed on battlefield reentry.
Only the Zhaylom and Arrapago Remnants are available for entry at present.
The placement and strength of enemies, as well as items obtainable, may differ from the release version.
Boss enemies are still under development, and will be replaced with substitute enemies.
Notorious monsters that only spawn under certain conditions will not be introduced.
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