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[Dev] We Reject Your Ideas and Substitute Our Own
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2012-11-26 21:25:16
Yes but, the people actually playing the job aren't outside, or at a club, or sleeping, or having sex, or doing homework, or making money, etc.
I gained 13 levels fighting three Brulos today. It really does not take long to cap summoning magic. I also would not believe everyone botting their summoning skill up were simultaneously hanging out at a club whilst doing their sex homework and being paid to do it because they're *** then falling asleep when they're done.
I'm sorry, I guess I confused my own experiences with everyone else's.
By Aeyela 2012-11-26 21:25:56
I'm sorry, I guess I confused my own experiences with everyone else's.
I fall asleep too soon. :(
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2012-11-26 21:33:55
I'm sorry, I guess I confused my own experiences with everyone else's.
I fall asleep too soon. :(
Keep practicing.
Cerberus.Pleebo
サーバ: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2012-11-26 21:38:47
Yes but, the people actually playing the job aren't outside, or at a club, or sleeping, or having sex, or doing homework, or making money, etc.
I gained 13 levels fighting three Brulos today. It really does not take long to cap summoning magic. I also would not believe everyone botting their summoning skill up were simultaneously hanging out at a club whilst doing their sex homework and being paid to do it because they're *** then falling asleep when they're done. [+]ed for the use of the term 'sex homework'
Sylph.Saikou
サーバ: Sylph
Game: FFXI
Posts: 34
By Sylph.Saikou 2012-11-30 02:30:13
I don't have time to sit in front of the PC screen all day, so there you have it! :P
Ragnarok.Vitaru
サーバ: Ragnarok
Game: FFXI
Posts: 255
By Ragnarok.Vitaru 2012-11-30 02:42:01
I think the moogle is in charge of the bad news and behemoth for the others, more like bad cop good cop
Leviathan.Kincard
サーバ: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2012-11-30 02:48:17
Yes but, the people actually playing the job aren't outside, or at a club, or sleeping, or having sex, or doing homework, or making money, etc.
I gained 13 levels fighting three Brulos today. It really does not take long to cap summoning magic. I also would not believe everyone botting their summoning skill up were simultaneously hanging out at a club whilst doing their sex homework and being paid to do it because they're *** then falling asleep when they're done.
I think it says a lot when skilling up Enhancing/Summoning/Healing/Etc is so *** boring that I would seriously rather sit around doing nothing than skill up. At least if I'm doing nothing I'm getting some mental rest.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-12-06 15:51:37
12-06-2012 01:19 PM | Camate | Community Rep | |
| | Greetings!
While we will not be making daggers specifically for red mage, in the future when we increase the amount of weapons, we will be adding a variety of types that can be equipped by red mages. Though red mage is proficient in close range combat, they will not be receiving the same kind of daggers that can be wielded by thieves and dancers, who are the masters of this weapon. | |
12-06-2012 01:35 PM | Camate | Community Rep | |
| | Hello!
In order for your trusty automaton to determine enemies' resistances, it's not enough to just equip a scanner! Try using an ice maneuver after equipping a scanner. | |
12-06-2012 02:35 PM | Camate | Community Rep | |
| | Greetings!
Simply increasing movement speed or adding automatic flee would affect battle balance and content, so testing results might be a bit off. However, if the reason is that you'd like a way of accessing content faster to test, wouldn't it be even better to have a feature that would instantly warp you to the area or NPC you need to get to?
Overall, we would like to make improvements to the Test Server to create an environment that is easier to test in, so if you have any other suggestions please let us know (in addition to travel speeds and invulnerability, which we have jotted down!). | |
12-06-2012 02:47 PM | Camate | Community Rep | |
| | Hello,
While we definitely understand that making it possible to overwrite a level 3 aftermath would make it more convenient and ultimately stronger, the development team's stance is that they would like players to think about this aspect and use it strategically. If we were to make unconditional overwriting possible, it would enable the aftermath status to be maintained indefinitely by continuing to use weapon skills at 300 TP, and this is situation the development team does not wish to create. | |
[+]
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4189
By Ragnarok.Sekundes 2012-12-06 15:56:16
Eh... Doesn't the dev team understand that it still COSTS you 300TP to overwrite the old one?
[+]
サーバ: Bahamut
Game: FFXI
Posts: 1008
By Bahamut.Cantontai 2012-12-06 15:58:59
Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-12-06 16:14:15
Actually they don't provide their opinions unless they are talking casually with players.
95% of their material is translations of JP posts, and those come straight from developers.
They mess up a lot though, and that's why it's good to have Slycer translating posts on BG so we can get both sides of the story in case they decide to leave an important note out of the post.
Phoenix.Brixy
By Phoenix.Brixy 2012-12-06 16:41:22
they will not be receiving the same kind of daggers that can be wielded by thieves and dancers, who are the masters of this weapon.
Why you no love dancer? We are the 'master' of daggers yo :/
Garuda's Dagger
Quetzalcoatl.Absolutezero
サーバ: Quetzalcoatl
Game: FFXI
Posts: 183
By Quetzalcoatl.Absolutezero 2012-12-06 17:15:02
I guess if it means rdm will be put on all daggers brd gets, I could live with that
Now when they say rdm is "proficient" in combat, well...
Bahamut.Ascadia
サーバ: Bahamut
Game: FFXI
Posts: 35
By Bahamut.Ascadia 2012-12-06 17:18:16
Oh boy.
Rdm is good at surviving close range combat; it falls behind other melee jobs when it comes to, you know, killing things quickly and efficiently.
These concepts don't have to be mutually exclusive, but they are not the same.
SE continues to impress.
Lakshmi.Tanama
サーバ: Lakshmi
Game: FFXI
Posts: 225
By Lakshmi.Tanama 2012-12-06 17:27:30
/sigh
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2012-12-06 17:31:24
When SE says proficient I think they mean "Skill is greater than C+," not what we are thinking proficient to mean.
Necro Bump Detected!
[84 days between previous and next post]
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-02-28 14:24:14
02-28-2013 01:21 PM | Okipuit | Community Rep | |
| | In general, our goal with ammo is that "if it can be crafted, it can be placed in a quiver or pouch." We don't have plans to allow ammo that is not crafted (such as Dogbolts obtained via Scavenge) to be quivered.
However, if there is a specific type of ammo that is craftable that you feel we really need to put a priority on, please let us know! | |
[+]
VIP
サーバ: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-02-28 15:14:03
When SE says proficient I think they mean "Skill is greater than C+," not what we are thinking proficient to mean.
Can hit the target for some damage some if the time. At least rdm gets a decent ws and some gear to back it up finally.
Holy necro, why was this on the forum top
サーバ: Phoenix
Game: FFXI
Posts: 305
By Phoenix.Frankbrodie 2013-03-01 14:32:52
Bismarck.Josiahfk said: »However, I find that getting to Norg is still a pain the ***. you don't have a norg earring? it costs near the same to make as OP warping there the same amount of times -_-
Norg Earring, and thus easy access to Norg is actually one of the better things to have if your home point is set to your home nation.
It has AH and delivery box facilities.
Atmacite Refiner for easy voidwatch warp use. And waypoint for easy access to all the waypoints.
All within a few seconds run of each other too. Unlike where some of the NPC's are set in home towns.
And even if your synergy sucks (which mine doesn't as it happens :p) you could just make a Selbina or Mhaura earring instead. And use the waypoint there to get to Norg quickly. For the small additional fee of 30 er.. whatever that unit is that the waypoint bibbly bobs use..
You can make the Selbina/Mhaura earrings at 0 Synergy easily enough. You might fail a go or two. But they're doable on mules even.
Leviathan.Tresami
サーバ: Leviathan
Game: FFXI
Posts: 101
By Leviathan.Tresami 2013-03-01 15:09:37
>> Norg Waypoint. Check it. Yes please.
Necro Bump Detected!
[49 days between previous and next post]
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-04-19 14:09:09
04-16-2013 12:52 PM | Okipuit | Community Rep | |
| | Dev Request for Stoneskin Adjustment
Stoneskin has not ramped with the level cap increase and needs to be adjusted. A cap to 600 not including gear is what I am shooting for.
Another option if they don't want to raise the cap is lower the casting time by half, reduce the recast time and extend the duration to 30-60 min. The whole reason we have it up is because we are squishy and need another layer of protection.
I am creating a dedicated thread on this in hopes of garnering the attention it needs but this has been mentioned in other threads with varying ideas on how to improve it. Bottom line is it needs to be adjusted. |
It's definitely possible that we make upgrades to Stoneskin in the future, but we'd also like you to keep in mind that there is now a need to focus on defense stats to mitigate damage taken. Be sure to choose your equipment accordingly for when Stoneskin is up and we will continue looking into the upgrade and let you know if there are any updates. | |
Other news that I haven't posted from being gone:
By Drjones 2013-04-19 14:19:40
"Cap is fine. 24 levels of HP and damage makes no difference. Static values are totally fine. EVERYTHING IS FINE NOW GO HOME."
Good to see SE hasn't changed at all. Ever.
Carbuncle.Ghishlain
サーバ: Carbuncle
Game: FFXI
Posts: 63
By Carbuncle.Ghishlain 2013-04-19 15:01:03
While I agree Stoneskin does need a tweak in it's max potency that isn't gear dependant, I personally find the only time when I need Stoneskin is when I need to /heal and I have Sublimation ticking. Because of that, I'm not bothered at all in the slightest they aren't adjusting it ^^;...
If support mages are having issues staying alive, invest into a PDT / MDT set please! =D
[+]
Bismarck.Boozerr
サーバ: Bismarck
Game: FFXI
Posts: 37
By Bismarck.Boozerr 2013-04-19 16:51:56
completely off topic...but debatable:
remember the good old (but painful) days? camping NM's like Serket, KA, Argus etc...30 plus campers at Argus camp for 20+ hours only to have leech king pop instead.
The old timers know what Im talking about *wink
Well...those same NMs today are easily found walking around now...nobody even interested anymore...its a lack of respect of forgotten wars we fought back in the day. I think SE should bring some spice back into the oldies...all those drops that became rare/ex...like Trotter boots, Valis bow.. etc. SE should make those old trophies become synthesis materials or upgradable thru trials. Lets rekindle a smoldering flame. Bring back the classics!
By Buffyslyph 2013-04-19 16:57:24
No, that was completely off topic, not debatable in any way.
Why would they bring back stupid stuff? I'd rather have the partially trained monkey working on new content.
Bismarck.Helel
サーバ: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2013-04-19 16:59:43
completely off topic...but debatable:
remember the good old (but painful) days? camping NM's like Serket, KA, Argus etc...30 plus campers at Argus camp for 20+ hours only to have leech king pop instead.
The old timers know what Im talking about *wink
Well...those same NMs today are easily found walking around now...nobody even interested anymore...its a lack of respect of forgotten wars we fought back in the day. I think SE should bring some spice back into the oldies...all those drops that became rare/ex...like Trotter boots, Valis bow.. etc. SE should make those old trophies become synthesis materials or upgradable thru trials. Lets rekindle a smoldering flame. Bring back the classics!
Yeah, I know what you're talking about, and it sucked.
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-19 17:01:09
Go build a time machine and don't come to talk to us about this again until you're done.
By Kimble2013 2013-04-19 17:05:00
Eh, its part of FFXI's History and really, its what made the game what it was at the time.
[+]
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2013-04-19 17:06:45
Why in God's name would you want to bring back wasting over 20 hours of your life on something that could potentially not even drop, or another thing could spawn instead? I have NEVER understood how people considered that fun.
Yes, it can be argued that all accomplishments in the game are "wastes of time" but at least you're actually playing the game, not standing in Shakhrami for 20 hours STRAIGHT doing nothing.
[+]
This threads purpose is to be a collection of developer posts where they flat out tell players no, or they can't do that, or for whatever reason they come up with. These posts on their own cannot make a thread, but together I think over time it will be an interesting read so this is a bit of an experiment. There are enough of these posts that I skip every week that I think it would work as a topic, but I'll see how it goes.
Whether the suggestion of the player was a good one or bad one, if a post has enough NO! within it then it gets put here.
08-24-2012 06:18 PM | Okipuit | Community Rep | |
| | Greetings!
The reason why the previous version of Dynamis allowed for re-entry was because the Perpetual Hourglass was an actual item that continued to keep track of your Dynamis time even when leaving the area.
As you know, the renewed version of Dynamis requires the key item Prismatic hourglass and because it is not a physical item, it cannot continue to record your Dynamis time should you (or the monsters ) decide you should exit Dynamis.
Time extension key items function the same way as well and are lost upon exit. (Even if you were to get them once again the information from before you exited would be lost.) So with that said, it’s not possible to change this that easily.
While it would definitely be convenient for some of the cases mentioned, it would be better to think of the current Dynamis as one large battlefield, meaning that exiting would end the fight. | |
08-31-2012 03:55 PM | Okipuit | Community Rep | |
| | Greetings,
We certainly understand your request to have Scrolls of Instant Repatriation as a purchasable item from Conquest Overseers. However, if we were to do this, most people would set their homepoint in Jeuno and we all know how crowded it already is! Therefore, there are currently no plans to have this implemented. | |
09-04-2012 05:03 PM | Okipuit | Community Rep | |
| | Hello,
It's a good suggestion since the MP cost is included in the ninjutsu spell descriptions; displaying remaining your tools here would be possible. However, remaining ninja tools are not counted alongside ninjutsu, so I'm afraid it's not possible to display that information within the UI. Also, as previously mentioned, universal ninja tools would further complicate implementing such a feature. Therefore, there are currently no plans to add a remaining tool counter for Ninja. | |
09-04-2012 05:08 PM | Okipuit | Community Rep | |
| | Good evening
Thank you for the suggestions, everyone. I Just got word back from the Development Team and currently there are no plans to add animators to trial of the magians for enhancement. The reason is because you would be able to receive the beneficial effects from both h2h weapons and animators. | |
09-12-2012 05:39 PM | Okipuit | Community Rep | |
| | Hello~
Thank you for the suggestion! We can certainly understand the functionality of this request but this is where we currently stand:
System wise, we can extend the range that chat logs receive information. The issue is that if we do widen that range, it will cause an increase in lag. We wouldn't want an unexpected decrease in frame rate especially during intense battles. We hope for your understanding. | |
Quetzalcoatl.Zubis said: The most obvious question then is why continue to add NM attacks that can hit for 40+ yalms?
09-28-2012 07:24 PM | Okipuit | Community Rep | |
| | Good evening,
While the development stage for accessing storage items from other nations other than your home town might not be the most ambitious project on our list, it really depends on other tasks and milestones as well. We will be reviewing the timing for implementation but it's difficult to narrow down an exact date for completion. Rest assured however that it is on our minds and planned out. We're sorry for the delay and appreciate your understanding. | |
09-28-2012 08:17 PM | Okipuit | Community Rep | |
| | I still love the sword, but it seems Excalibur and en"light" should go along together and no have to compete.. at least let me know if this is a bug or intention - thanks! |
Greetings,
Correct, this is intentional. As some of you may already know, added effects from weapons cannot stack, thus unfortunately the added effect from Excalibur cannot be used in conjunction with Enlight.
Also, it is not possible to make it so the effect from Enlight activates when the added effect from Excalibur does not. Likewise, changing the priority so that Excalibur's added effect is higher than Enlight would require a complete reworking of the weapon as well as limit the use of Enlight, which is not a realistic approach to this.
With that said, we will be keeping priority on Enlight and would like players to choose which effect they want to use by removing the Enlight effect for the times they prefer having Excalibur's added effect. | |
10-02-2012 07:29 PM | Okipuit | Community Rep | |
| | Greetings,
Moogle storage slips were originally created to store items that you may not use as frequently. This is because storing and retrieving items through this method is not as efficient as storing things in your mog safe, locker, sack, or satchel.
If we were to give relic equipment +2 that has not been augmented its own moogle slip, and we continued at the pace, we would eventually reach a point where storage slips themselves would begin to clutter a player's inventory. So we have to be very careful about the pace at which we implement storage slips to avoid creating so many slips that they become inventory hogs as well. With these thoughts in mind, we ultimately decided to limit it to upgraded pieces only.
As for the time it took to get a response, I know that we have touched on this many times, but please understand that we cannot always reply to every single topic. However, that doesn't mean we aren't paying attention. When we have a concrete response for you, rest assured we will deliver it as soon as we can.
Finally, please note that constantly bumping threads asking for updates and attacking the staff will not be tolerated. With that said, this thread will be closed. | |
10-03-2012 07:13 PM | Camate | Community Rep | |
| | Hello!
Whenever we plan out which gathering-type items should/should not be stackable we always need to consider how many items that a player could bring back home after one session. For example, if we changed logs or ores the number they could take home would increase ten-fold. Therefore we need to consider all the effects this could have on the economy and be careful when considering such adjustments. With that in mind, we do not have plans to make these items stackable at this time. | |
10-03-2012 07:21 PM | Okipuit | Community Rep | |
| | Greetings,
We understand that a some of the posters feel that raising your summoning skill feels slow while others feel that the rate is not too bad. We brought your feedback to the Development Team to receive some insight as to how they feel about this system's current state. The team informed us that the rate at which skills increase when using offensive blood pacts against enemies was set high to compensate for how often they can be used. Due to this, they aren't currently planning to make any changes to the rate of skill ups. | |
10-04-2012 05:16 PM | Okipuit | Community Rep | |
| | Greetings,
We definitely understand the desire to have automatic ranged attacks and/or a toggle to switch it on and off. As the system is now, if we were to implement auto-ranged attacks, characters would be unable to use weapon skills or abilities during the ranged attack animation and the auto-ranged attack would interfere with the priority of the other abilities/WS. To address that issue would take a huge overhaul to the core system, so unfortunately it's not as simple as you might hope. However, we do understand there is a desire for an automatic ranged attack, and if it should change, we'll be sure to let you know. | |
11-09-2012 06:59 AM | Slycer | BG Translator | |
| | Regarding Riftcinder/Riftdross Supply
Hello!
There is a difference in the market price because of a difference in demand. This isn't true just for riftcinder, you can say the same for any item. As the price and profitability of the item increases, it will be balanced by natural circulation and increased supply. On the other hand, if we increase the supply in accordance with the popularity of the event over time, it will throw off the balance. So, no changes are planned at this time.
Translated by: Slycer | |
11-09-2012 07:05 AM | Slycer | BG Translator | |
| | Regarding Expansion of the Macro Palette
{{I fudged parts of this a little where it got technical, but I think it captured the meaning behind the post.}}
Regarding extending the number of rows in macros; this has not been implemented base on our policy because it cannot be supported by the Playstation 2 version.
We've said this in other places, so I hope you can also refer to past posts, but this is in order to avoid adding mechanisms which can lead to botted actions, since you cannot execute many actions with one macro in the current state.
We ask for your understanding in this situation.
Translated by: Slycer | |
11-09-2012 07:06 AM | Slycer | BG Translator | |
| | Regarding High-Level Synthesis Materials
Hello and thanks for all of your feedback!
Since materials used in high level synthesis are rare, they can be very expensive. That said, it is intended to be that way since they are aimed at higher levels, but we are aware that this presents difficulty as far as raising synthesis skills at these high levels.
One of the factors causing this is the location of where the synthesis materials come from, such as high-end content like Legion, since the distribution of those items is dependent on the degree of participation in the content. While there was initially very low supply, as some time has passed since the introduction of the content, the situation has gradually eased up.
However, we are looking at the current number of skilled high level craftsmen, and, while it is hard to say yet whether there is a sufficient supply of synthesis materials since the situation is just now easing up, we will continue to watch the distribution of these materials and potentially expand the availability of some of these items.
Translated by: Slycer | |
11-09-2012 07:11 AM | Slycer | BG Translator | |
| | Regarding the Probability of Treasure Hunter Rising
Random JP Players Bunch of questions about TH |
(something something idk)
In the post at this time I'll answer with some brief comments. Since various things can change the conditions, it is difficult to provide a single answer.
There is an increased probability in the occurrence of TH level rising when the difference between the value of the player's TH and the value of the current TH level on the monster are further apart. Therefore, equipment that raises the TH level above the natural trait level will prove advantageous from the beginning of the battle or if the TH level has already risen.
There have been requests that THFs would like to switch equipment after giving the effect of Treasure Hunter. Since this would reduce the overall value of Treasure Hunter equipment by diminishing the benefit in raising the TH level, we will maintain the current situation.
Hopefully this answered your questions.
Translated by: Slycer | |
11-21-2012 06:03 AM | Slycer | BG Translator | |
| | Regarding Storage of Alexandrite
Nagomu & NorthernSnow couple of quoted posts about alexandrite asking to allow trading up to larger units |
The purpose of the Cat's Eye was simply to avoid having to exchange an Mog Bonanza prize for nearly 300 inventory slots worth of alexandrite.
For alexandrite, the mechanism was designed with the premise that you would deliver the amount you've accumulated to the NPC each time. {{emphasized by the fact that the NPC is in Nashmau amirite?}}
We know that you may feel hesitant to trade your alexandrite to the NPC for fear that you might give up in the middle of collection, but when you are at this stage of creating a mythic weapon, you should already consider the risk of feeling that you might stop later, so we will leave the current situation as is.
Additionally, there were suggestions that we create units of 1, 100, and 10,000 like ancient currency. In the case of ancient currency, the aim of creating larger units was not to make it easier to maintain inventory, it was simply due to the exchange mechanism.
Translated by: Slycer | |
12-06-2012 01:19 PM | Camate | Community Rep | |
| | Greetings!
While we will not be making daggers specifically for red mage, in the future when we increase the amount of weapons, we will be adding a variety of types that can be equipped by red mages. Though red mage is proficient in close range combat, they will not be receiving the same kind of daggers that can be wielded by thieves and dancers, who are the masters of this weapon. | |
12-06-2012 01:35 PM | Camate | Community Rep | |
| | Hello!
In order for your trusty automaton to determine enemies' resistances, it's not enough to just equip a scanner! Try using an ice maneuver after equipping a scanner. | |
12-06-2012 02:35 PM | Camate | Community Rep | |
| | Greetings!
Simply increasing movement speed or adding automatic flee would affect battle balance and content, so testing results might be a bit off. However, if the reason is that you'd like a way of accessing content faster to test, wouldn't it be even better to have a feature that would instantly warp you to the area or NPC you need to get to?
Overall, we would like to make improvements to the Test Server to create an environment that is easier to test in, so if you have any other suggestions please let us know (in addition to travel speeds and invulnerability, which we have jotted down!). | |
12-06-2012 02:47 PM | Camate | Community Rep | |
| | Hello,
While we definitely understand that making it possible to overwrite a level 3 aftermath would make it more convenient and ultimately stronger, the development team's stance is that they would like players to think about this aspect and use it strategically. If we were to make unconditional overwriting possible, it would enable the aftermath status to be maintained indefinitely by continuing to use weapon skills at 300 TP, and this is situation the development team does not wish to create. | |
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