Dev Tracker - News, Discussions

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Dev Tracker - news, discussions
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 Asura.Kareman
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By Asura.Kareman 2016-05-31 12:46:15
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You'll need to kill them more! Each number unlocks a new regen/refresh/acc vorseal.
The number of kills needed to obtain vorseal upgrades are: 1, 5, 10, 20, 40, 60, 80, 100, 160, 240, 360
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 Quetzalcoatl.Gencay
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By Quetzalcoatl.Gencay 2016-05-31 13:03:45
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Asura.Kareman said: »
You'll need to kill them more! Each number unlocks a new regen/refresh/acc vorseal.
The number of kills needed to obtain vorseal upgrades are: 1, 5, 10, 20, 40, 60, 80, 100, 160, 240, 360

ah ok and holy crud thats gonna take a lot of killing xD
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By Pantafernando 2016-06-01 16:48:27
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Quote:
After further discussions and testing within the development team, they have decided that they will not be making the aforementioned changes to Apogee. I apologize to those of you who were looking forward to this change. With that said though, they do feel that improvements to the usability of Blood Pacts are necessary, and they are currently in the midst of exploring other ways to address this. Once the plans have come together, I will make a follow-up.
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By Ulthakptah 2016-06-02 02:33:16
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Yoji_Fujito said:
Sicycre said:
Hello everyone,

I'd like to inform you that adjustments will be made to two-handed weapons soon!

I appreciate the feedback you guys are giving and encourage you to keep giving us your thoughts.
I would just like to make a quick clarification that the development team has only begun to talk about the fact that we'd like to make adjustments to two-handed weapons, and the details have yet to be fleshed out. Once we make some progress on this we will be sure to share!

Looks like the 2 hand update might not be happening anytime soon after all.
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By Pantafernando 2016-06-04 02:57:54
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Quote:
Hi, everyone!

While we did look into the possibility of simplifying the effects [of geo bubbles], unfortunately, it seems that the load produced would be nearly the same as the normal effect. The team has done all they can to reduce the load regarding geomancer spells, so there isn't anything else that can be done at this time.

We appreciate your feedback concerning this topic and encourage you to keep it coming!
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By Pantafernando 2016-06-04 02:59:24
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Quote:
Hello!

Unfortunately, we have no plans to make this adjustment.

The reason being we wanted to lessen the risk of mistakes happening when trading in multiple items at once. For example, if you turned in 20 and selected the wrong stats, then it would have been a lot worse than trading in one and making a mistake.

We hope you understand our decision when it comes to trading items concerning Ambuscade-related cape augments and thank you for your feedback!
 Lakshmi.Lenus
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By Lakshmi.Lenus 2016-06-04 05:02:00
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It shows you how much the EN translators know about the game. It asks you if you want to accept the augment before it finalizes. And they recently just put in an item that changes the stats around? Thx SE, for hiring idiots. If only Byrth and Miang were the devs behind this game.
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By Yandaime 2016-06-04 05:46:05
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Lakshmi.Lenus said: »
It shows you how much the EN translators know about the game. It asks you if you want to accept the augment before it finalizes. And they recently just put in an item that changes the stats around? Thx SE, for hiring idiots. If only Byrth and Miang were the devs behind this game.


They won't hire Byrth... they fear him(her?)... also that would make too much sense. SE historically doesn't run on common sense lol
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By Pantafernando 2016-06-07 03:25:23
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Ah~!! The elusive Alicorn…

Since these creatures are elemental in nature and not your run of the mill-type monster, we don’t have any plans to add it to beastmaster’s arsenal of pets or to Pankration...

However, the team will definitely keep this suggestion in mind for future mounts!
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By Pantafernando 2016-06-07 03:26:54
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Quote:
As you have mentioned, when it comes to alter egos they do not fully understand battle formations and positioning, which is their weakness.
However, the development team does not want alter egos to be the end all be all solution to content, and they'd like to see players forming parties with other players.

As such, there are no plans to address this [turning with a gaze attack].
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By Pantafernando 2016-06-07 03:27:36
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Quote:
Hello everyone!

While we definitely understand the desire to see new head and frame options for automatons,
this would require entirely new designs and graphics which are currently difficult to implement into the game, so unfortunately, this is something that we can't do at the moment...
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By Pantafernando 2016-06-07 03:28:28
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Quote:
Hi, everyone!

As the Fencer trait has the ability to boost damage, and there are those that are currently using it for this purpose, changing or removing it would lead to a negative experience for those users.
As such, we do not have any plans for adjustments to it at this time.

In addition to that, in terms of adjustments for beastmaster, we're not currently looking into boosting their damage any further at the moment.

That said, we will continue to look into your feedback regarding beastmaster so please be sure to keep it coming!
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By Pantafernando 2016-06-07 03:29:32
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Quote:
We're very sorry to hear about this inconvenience caused due to the menu layout.
We brought this up with the development team, and I'm happy to announce that we're planning the following options when interacting with Temprix:

- Adding an option to leave the menu.
- Adding the ability to cancel out of the menu by using the cancel button/key.
- Instead of going back to the previous selection when selecting "Give up Entirely", it will end the event.

We hope this helps alleviate any possible issues when creating Aeonic Weapons, and we thank you for your feedback
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By Pantafernando 2016-06-07 03:30:00
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Quote:
More adjustments are abound for summoners!

In the update to take place after today's version update, we are planning to make adjustments to Assault, Retreat, and Release so that the cool down for these abilities are reduced to 5 seconds. We hope that this improves usability a bit more.
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By Pantafernando 2016-06-08 16:01:20
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Quote:
Greetings, fellow followers of Apururu!

Kensagaku pretty much nailed it on the head when it comes to the conditions for Apururu to use Nott. The AI has been set so that this ability is used when her TP is over 1000 and MP is below 66%; however, in terms of where this stands in priority of actions taken, it comes below everything else. In other words, she will prioritize curing and removing debuffs before she uses Nott.

Hopefully this helps out a bit for your strategy planning!
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By Pantafernando 2016-06-08 16:02:45
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Quote:
Hello, everyone.

There have been scattered requests for new weapon skills and magic spells here and there, and I wanted to inform you about the current situation.
Whether it's weapon skills, abilities, or the various types of magic spells, the development team needs to create the animation and effects (in addition to the actual stats) for each race, and adding these elements, which takes time, makes it considerably difficult to these things.

On the other hand, when it comes to job traits, items, and monsters that utilize existing graphics, there is a significant difference in the required amount of resources, and it is much easier to implement new ones.

We also do not have any plans to eliminate already implemented abilities and magic spells to create space for new ones.
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By Pantafernando 2016-06-10 04:11:50
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Quote:
Hello, everyone.

We understand that trading the items one by one to augment capes can be tedious and quite the inconvenience; however, in the event that an unwanted augment is accidentally chosen, it would require waiting until the next version update to correct if you already used your needles, so we'd like to keep this as a measure for safeguarding against errors.

Furthermore, if we did decide to make changes to allow for multiple item trading at once, this would require a rebuild of the UI, which would require quite a lot of time to accomplish.
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By Titanfoo 2016-06-10 04:17:03
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Pantafernando said: »
Quote:
Hello, everyone.

We understand that trading the items one by one to augment capes can be tedious and quite the inconvenience; however, in the event that an unwanted augment is accidentally chosen, it would require waiting until the next version update to correct if you already used your needles, so we'd like to keep this as a measure for safeguarding against errors.

Furthermore, if we did decide to make changes to allow for multiple item trading at once, this would require a rebuild of the UI, which would require quite a lot of time to accomplish.

WOW!!!!! this is exciting, glad this is what SE is spending it's resources on. Is this really the Dev news?
 Valefor.Omnys
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By Valefor.Omnys 2016-06-10 05:00:21
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Dear SE,

If you don't want to rebuild UIs, don't design obviously bad ones.

Thanks,
Everyone
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 Asura.Xijaah
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By Asura.Xijaah 2016-06-10 05:15:13
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90% of the time they post a "this is a nice idea, but we wont do it because we dont have a dev team anymore". Jeez, that's the most passive-aggressive way to make people leave.
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By Inudesu 2016-06-10 06:42:34
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Asura.Xijaah said: »
90% of the time they post a "this is a nice idea, but we wont do it because we dont have a dev team anymore". Jeez, that's the most passive-aggressive way to make people leave.


They're being honest and it's true, though. The goal is to find something they CAN do. Newest puppet attachments for example.
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By 2016-06-10 07:55:44
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By Takisan 2016-06-10 08:27:11
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Asura.Xijaah said: »
90% of the time they post a "this is a nice idea, but we wont do it because we dont have a dev team anymore". Jeez, that's the most passive-aggressive way to make people leave.

Yea its weird for new jse capes they didn't do something like:
Trade 1 item to set augment > Then allow for multiple items to increase it.

The player would then have 2 opportunities to see that they made a mistake and after that they have needles to use if they still botched it up. After that its their own fault lol.

That being said I do like all the new things they added. Some of the small things like making most items stack, the moogle npcs that holds/returns crystals, and food having its effect spelled out to you is just so nice. Things that the game should have always had. Since the 75 era I have found that I enjoy and want to play ffxi more and now I'm getting into crafting cause its just less burdensome to do. Can't imagine what it was like having each gold ore take up 1 entire inventory slot and trying to spam gold ingots.

I feel like with ambuscade if they could do something like multiple different battlefield types or event types would be nice. It gets a slight bit boring spamming the crap out of one fight multiple times per-day. Like if hallmarks could be obtained though different events: vagary, delve, maybe even an ilvl dynamis, ilvl limbus that way ppl aren't burning out fighting 1 bcnm and dreading next month cause they gotta do it again and it would help rekindle content that new players/current players/returning players may need. Similar to how the delve/vagary campaign rekindles ppl to do those events.
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By Creaucent Alazrin 2016-06-10 08:31:43
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Vanfrano said: »
Asura.Xijaah said: »
90% of the time they post a "this is a nice idea, but we wont do it because we dont have a dev team anymore". Jeez, that's the most passive-aggressive way to make people leave.

That's their new excuse. They even do this on FFXIV with Yoshida who keeps saying they would love to do more but the dev team is lacking.

Poor, poor Square Enix...

They have been advertising for jobs on the Dev team for a while now iirc they just haven't been getting many or they haven't been meeting SE's er... standards.
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By Inudesu 2016-06-10 09:10:43
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There's a game called Runescape. It has 2 versions, a new one, and an "old school" version which has few devs/staff. People were suggesting a redesign of an area and they loved it. Unfortunately the lead guy said something along the lines of this: when they do content for Old School, they only think of getting and keeping subs. They ask themselves if a redesign would meet the criteria. The answer was unfortunately no. They'd be better off making new content or updating major QoL stuff. I think this is how SE operates. They ask themselves if sending man power to update something small like an augment trade system is going to keep or get new subs. It won't do either. However, working on a new monthly fight WILL. Stuff like expanded chocobo areas MIGHT.
 Sylph.Jeanpaul
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By Sylph.Jeanpaul 2016-06-10 16:10:40
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Taken from BG (thanks Kincard!):
Quote:
Magic Accuracy From Mythic and Ergon Weapons (2016/6/10)

Quote:
I wish for more detailed information for how magic accuracy skill, magic damage, and the aftermath bonuses factor into final performance.

The difference between a completed IL119 Mythic/Ergon and a typical IL119 weapon is 27 weapon skill, but the different in magic accuracy skill is 41. What does this mean in terms of performance?
Below are the potential effects of magic accuracy and magic attack from the Mythic Aftermath.

Mythic Weapon Carnwenhan (Bard)
Magic Accuracy +30~49

Mythic Weapon Murgleis (Red Mage)
Magic Accuracy +30~49
Magic Attack +30~49

Mythic Weapon Tizona (Blue Mage)
Magic Accuracy +30~49
Magic Attack +30~49

Mythic Weapon Yagrush (White Mage)
Magic Accuracy +30~49

Mythic Weapon Laevateinn (Black mage)
Magic Accuracy +30~49
Magic Attack +30~49

Mythic Weapon Tupsimati (Scholar)
Magic Accuracy +30~49
Magic Attack +30~49

Ergon Weapon Idris (Geomancer)
Magic Accuracy +30~49
Magic Attack +30~49

Furthermore, the property “Weapon Skill+” and “Magic Accuracy Skill+” translates out as follows.

Weapon Skill +242: Attack +195, Accuracy +195
Weapon Skill +269: Attack +216, Accuracy +216

Magic Accuracy Skill +228: Magic Accuracy +115
Magic Accuracy Skill +242: Magic Accuracy +122
Magic Accuracy Skill +255: Magic Accuracy +128
Magic Accuracy Skill +269: Magic Accuracy +135

The above values should be used as a reference, as they are the stats that come out when applied to the base values. The actual value you receive may deviate slightly.

The last part detailing the efficacy of Magic Accuracy Skill is interesting. Basically, the formula appears to be:
Magic Acc = floor(Magic Accuracy Skill / 2) + 1
This would mean some weapons with low skill but high magic accuracy, like malevolence, are more effective than we realize (or would it be accurate to say high skill items are less effective?).
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By Zululu 2016-06-10 17:04:55
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Time mage and Viking jobs would be awesome with a few updates. 2-3 far north zones and 2-3 south islands zones would make the game feel complete.
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By Ulthakptah 2016-06-10 17:07:26
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It's also possible that SE is being SE and barely knows their own game. I just did a test, /checkparam naked with a non ilvl dagger with no dex/acc, str/atk: 628 accuracy, 597 attack. I put on a 119 dagger with no dex/acc, str/atk: 829 accuracy, 839 attack. Attack is still 1 to 1 with an increase of 242. Accuracy was more complicated. With skill and merits I have 440 dagger skill, so 160 of the ilvl skill would be at a ratio of 0.8 with the other 82 being at 0.9. That would be an accuracy increase of 201 which is confirmed by the /checkparam.

Shame we just can't do a /checkparam for magic accuracy.
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 Asura.Calatilla
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By Asura.Calatilla 2016-06-10 18:21:42
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People been asking for it since they added /checkparam, SE said they would look into it, but this is SE after all.
 Asura.Syto
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By Asura.Syto 2016-06-10 18:27:58
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Zululu said: »
Time mage and Viking jobs would be awesome with a few updates. 2-3 far north zones and 2-3 south islands zones would make the game feel complete.

In another dimension where SE never let this FFXI project die.. sure maybe yeah you are right Time Mage may need some updating...Yet, I think you are from that other dimension.... lol

In this dimension Developer Sage Sundi and Tanaka were annihilated and SE started another project called FFXIV...
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