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FFXI information from TGS '06 by Destiny

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  • #46
    Re: FFXI information from TGS '06 by Destiny

    Originally posted by ValisOfValefor View Post
    Means their trying to open up other subjobs and weapon combination for warrior (other than everone going /nin with 2 axes)

    Meaning their most likely either doing something to /nin, or their going to make a way to make other subjobs more appealing.
    Yeah, seeing how all the aspects of this update seem to lean to more diversity or longevity and how good most of it sounds, there has to be a trade-off. I'm hoping that trade off is Utsusemi: Ni getting bumped up to 38. Its the kick in the pants the FFXI community needs (and, quite frankly, deserves).
    Last edited by Omgwtfbbqkitten; 09-25-2006, 08:29 PM.

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    • #47
      Re: FFXI information from TGS '06 by Destiny

      Originally posted by Omgwtfbbqkitten View Post
      Yeah, seeing how all the aspects of this update seem to lean to more diversity or longevity and how good most of it sounds, there has to be a trade-off. I'm hoping that trade off is Utsusemi: Ni getting bumped up to 38. Its a kick in the pants the FFXI community needs (and, quite frankly, deserves).
      Exactly. I don't think anyone here wants it, but everyone here knows we need it, for the betterment of everyone. As long as Ni is 37, this game is only for those select few who sub it. There is, at this time, no room for the /WARs, or the /THFs. You pretty much sub NIN for melee, and WHM(or less often, BLM) for mage. Only NIN can get away with subbing WAR and at the same time remaining at the top of their game. Those who try and sub WAR or THF (read: anyone who uses a two handed weapon) gets left in the dust for today's "metagame"

      Also, to those complaining about BST, I have something to say: Stop trying to make them Solo Only. A job should be able to solo by CHOICE, not necessity. I'd rather be able to more efficiently party for decent exp with the option of soloing than being forced into soloing for meager exp all the time. I know BST is good in a party, but they could stand to be better. They need an incentive to be in a party instead of that other DD, and hopefully this update will do just that. (I.e. if this update is just more low cap jugs with 5 ingredients that drop from lvl 80 mobs maybe once every 125 kills, and possibly "enhancing" Reward, I'm gonna be mega pissed).

      I personally don't think that any of these ideas looks bad. From the way they mentioned Samurai with lowbie abilities, and sub job promotion, I'm thinking they're gonna give Samurai something to the effect of Martial Arts, but with 2 handed weapons (e.g. DRK, DRG, Gaxe WAR, and obviously Samurai could become contenders in the speed kill department.)

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      • #48
        Re: FFXI information from TGS '06 by Destiny

        Originally posted by Macht View Post
        MNKs change sounds like they are making them more like a MUD style MNK I played once before. Basically they are giving the monks more stances. An example of what I mean this particular MUD did this:

        Crane Stance: Higher Evasion, Better Counterattack, Low Defense, Moderate Damage, Normal Attack Speed
        Dragon Stance: Higher Damage, Moderate Defense, Low Evasion, Low Counterattack, Normal Attack Speed
        Mantis Stance: Higher Attack Speed, Moderate Damage, Low Defense, Moderate Counter, Low Evasion
        Tiger Stance: Normal Damage, Moderate Attack Speed, Low Defense, Slightly Higher Counter, Low Evasion

        And so on, not a great example. Enough to give an idea of what I'm thinking. Basically if the MNK finds himself drawing hate and ending up the Tank he can change his stance. Say it's a MNK type mob or fast hitting one MNK could change to Crane stance and tank by avoiding and countering frequent attacks. If it's a hard hitter and slow attack then could change to Dragon Stance and do a fight Fire with Fire logic. Or if he isn't a tank can change to Mantis and get a quazi Hundred Fist like damage going to start building up TP and whatever else.
        Another possibility, though I'm not sure if FFXI has implemented this previously, is reactive abilities. For example, if a mob misses, a job ability could be activated within 3-5 seconds. If not used, the JA just goes disabled until the next miss. This would be similar to Mongoose Bite in WoW.
        Character: Bricklayer
        Server: Ramuh
        31 RDM/ 23 BLM/ 20 WHM

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        • #49
          Re: FFXI information from TGS '06 by Destiny

          I don't know if other forums already cover this, but the page neighbortaru originally put a link to only covers the Q&A session on the 2nd day of TGS, and the same blog (FFXI Creator's voice Ζ) has 3 other pages covering those on 1st day (2 sessions) and 3rd day.



          Well, what the heck. I'll translate them myself. brb

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          • #50
            Re: FFXI information from TGS '06 by Destiny

            1st session on the 1st day

            Source: http://ff11creatersvoice.cocolog-nif...post_6e3f.html

            ---------------------------------------------------------------------------------------------------
            New feature to be added in the future patch(es):

            New Multi-player Battle Area, after Dynamis, Assult, and Besieged. (It doesn't mention Limbus lol)

            4 areas to be added, alliance size, 18 players.
            It's made to require more teamworks and tactics.
            "Logical" areas that require advanced strategies to conquer.
            Players will lose various abilities upon entry, like unable to cast magics, can't use WS', etc.


            That castle-sort thing, or monument, seen from the Mount Zhayolm is the stage for these new areas.

            ---------------------------------------------------------------------------------------------------




            2nd session on the 1st day

            Source: http://ff11creatersvoice.cocolog-nif...post_177b.html

            ---------------------------------------------------------------------------------------------------
            Things we're concerned:

            MC: Will there be other, increased chances to obtain Abjurations and Relics (probably meaning armors)?
            Matsui: We'll increase the chance for Abjurations sometime soon. Also we're adding the equipments that are equivalent in stats to relics through ToAU (areas?).
            (It doesn't clearly state what the "increased chance" exactly means, such as more NM's to drop them or same HNM's dropping more.)

            MC: Is it possible to make fellows not to go away when we zone? Also, any continued quests?
            Ogawa: As for the zone, dev person (in charge of fellowship) is working hard to make that possible. Maybe that'll happen soon. Continued quests are unlikely until ToAU missions "settle."

            MC: How do we obtain Parade Gorget?
            Matsui: In order to spawn the NM, you need a Goblin Drink, synthesizable at around 80 in cooking. You trade it to ??? in Oldton Movalpolos. Goblin Drink requires 8 ingredients to synth. Gysahl Greens, La Theine Cabbage, and 6 others. Others (will be revealed) tommorow and the day after. Please also search for them yourselves.


            Chocobo Breeding

            1. We'll adjust the rate of progression of their status, as it's slow now.

            2. Q: My chocobo has been sleeping too much these days...
            A: It's not a bug that they don't wake up after they rest, but we'll do something in the next patch as it's boring not to be able to do anything for a long time.

            3. New color to be added in the Oct patch. Red, and one another. Their "shape" also start to change.
            ---------------------------------------------------------------------------------------------------




            Session on 3rd day

            Source: http://ff11creatersvoice.cocolog-nif...09/3_382c.html

            ---------------------------------------------------------------------------------------------------
            Importance of economy in MMORPG's

            When it's inflated too much, there will be problems such as everything being too expensive for new players. The "normal" is when it's slightly inflated.

            - In case of FFXI

            Deflating as we speak as a result of prevention measure of inflation by unauthorized activities. Total amount of gils in players' possession is now decreasing because of that. Once the inflation cools down, necessary measure will be taken to normalize the economy.

            - Respond to the problem of NM monopolizing
            - Respond to the fishing bots


            Objectives
            In Oct, Special Task team will be created within the operation team, separate from GM's, to crack down on the unauthorized activities, through further cooperation w/ dev team. We'll do everything we could even aginst those suspicious activities for which in-game evidences might not be enough to make it certain that they are in violation.

            We intend to pursue our path to eliminate unauthorized activities and tools through the strict enforcement (of ToS).


            Goblin Drink
            San d'Or. Carrot and Water Melon.
            Just hints for the remaining 2...

            You might think strange things are used by the name of it, Goblin Drink
            but Moval. Water isn't used, just normal water

            Another one is "weird dish" ("weird thing" might be a better way to put it.)

            Please try various things yourselves.
            ---------------------------------------------------------------------------------------------------


            I wonder what sort of change will be made for Abjurations...
            Last edited by bside; 09-25-2006, 11:23 PM. Reason: Added 2 more, covering all Q&A's now

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            • #51
              Re: FFXI information from TGS '06 by Destiny

              Originally posted by bside View Post
              Source: http://ff11creatersvoice.cocolog-nif...post_177b.html

              ---------------------------------------------------------------------------------------------------
              Things we're concerned:

              MC: Will there be other, increased chances to obtain Abjurations and Relics (probably meaning armors)?
              Matsui: We'll increase the chance for Abjurations sometime soon. Also we're adding the equipments that are equivalent in stats to relics through ToAU (areas?).
              (It doesn't clearly state what the "increased chance" exactly means, such as more NM's to drop them or same HNM's dropping more.)
              If they really do this, and the alternatives are just as good as the relics and the abj... wow... so happy. I never even came close to getting a relic because HNMLSs would fall apart within months of my joining, and obtaining relics now are next to impossible. The same goes for abjuration with 3-4 LSs (And RMT) camping all the major kings on a 24/7 basis.

              Hell this would almost eliminate the need for HNM with so much content for smaller groups.


              Originally posted by bside View Post
              Session on 3rd day

              Source: http://ff11creatersvoice.cocolog-nif...09/3_382c.html

              ---------------------------------------------------------------------------------------------------
              Importance of economy in MMORPG's


              Objectives
              In Oct, Special Task team will be created within the operation team, separate from GM's, to crack down on the unauthorized activities, through further cooperation w/ dev team. We'll do everything we could even aginst those suspicious activities for which in-game evidences might not be enough to make it certain that they are in violation.

              We intend to pursue our path to eliminate unauthorized activities and tools through the strict enforcement (of ToS).

              Ohhhh hell. This sounds promising.

              75 BLU | THF | PLD


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              • #52
                Re: FFXI information from TGS '06 by Destiny

                All of this stuff is so exciting @_@ I had gotten excited just with the editions of the new merits, but this is even better. Not to mention I just started SMN, and it's gonna be my new main, so now I may actually get to throw a few bloodpacts in! (Prolly not, but I can hope). Also, the idea about taking Utsu:Ni to 38 is fabulous...I mean I'm a MNK...and people want me MNK/NIN, I understand it's to keep from taking damage when I take hate...but I'm not going to take as much hate as /nin...but anyway, if they did that, I'd be so so happy...I can't wait for October now! XD PSU and FFXI updates, yaaaay!

                Thanks to Roguewolf for the sig. :D

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                • #53
                  Re: FFXI information from TGS '06 by Destiny

                  Domo arigato bside-san.

                  the special task team does, indeed, sound very interesting

                  Thanks Yyg!

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                  • #54
                    Re: FFXI information from TGS '06 by Destiny

                    You think they will maybe be like mixed in with normal players, but have GM powers? Or just someone else that watches us in super invisible mode like most GM's do...I'd like to see how they set this "special task team" up..

                    Thanks to Roguewolf for the sig. :D

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                    • #55
                      Re: FFXI information from TGS '06 by Destiny

                      I do believe they should put more effort into hiring people that play the game normaly and keep an eye out for "unoutorized activities", integrate these people in the normal stream of players and you have a great measure to keep botters and rmt at bay.

                      That sounds like a good roll by SE!
                      signatures are for pussies mew mew mew, here's mine

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                      • #56
                        Re: FFXI information from TGS '06 by Destiny

                        Originally posted by tazirai View Post
                        Dunno If you saw what I said about perpetuation or not, But I think it should be tied to the Summoning SKill, XX points = -1 Cost to per.. would work very well.

                        OR have a JA that lasts 1-3 min, cool down of 3 min to have 0 perpetuation cost.
                        That way you can use your Avatar free for a2-3 BP's. Kinda like a Mini Astral Flow.
                        I've also made a previous post regarding perpetuation, where the more <pettp> you have, the more -perpetuation you get. Meaning at 100% you get -1 perpetuation, 200% you get -3 perpetuation, 300% -5 perpetuation etc. Regarding that line, it would be not as great as your method, however it will FORCE players to leave their avatars out longer to gain the benefit of the -5 perpetuation at 300%.
                        Hacked on 9/9/09
                        FFXIAH - Omniblast

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                        • #57
                          Re: FFXI information from TGS '06 by Destiny

                          Originally posted by Bricklayer View Post
                          Another possibility, though I'm not sure if FFXI has implemented this previously, is reactive abilities. For example, if a mob misses, a job ability could be activated within 3-5 seconds. If not used, the JA just goes disabled until the next miss. This would be similar to Mongoose Bite in WoW.

                          Intresting idea, though developing it for FFXI sounds like it might be a nightmare. See in WoW they got the hotlist that have a graphic image, so if you see an ability grayed out you know you can't use so it becomes easy to recognize it and remember it's function.

                          In FFXI some sort of indicator would have to be implimented. The other consern about it is that this would increase the amount of data the servers would have to send out in order to let the clients know when this ability is active, it sounds like it might be to intensive for the PS2 to handle.

                          It's why I went with the stance idea, it continues to follow most of the games design build and isn't any drastic change to the data sent and received. It's a nice idea but not to sure how well it can be implimented with PS2.

                          Then again they could also take the MNK system from FFVI of Sabin's Blitz ability, be intresting to see how they'd impliment that though. It might end up making MNK better to play with a controller vs. keyboard then. Or vice versa depending how they do it. I mean activate Blitz then like a 5 sec counter ticks away waiting for various key combinations to be entered, then responds a different blitz attack depending on the combinations and player's level.
                          Last edited by Macht; 09-26-2006, 09:28 AM.


                          Cheezy Test Result (I am nerdier than 96% of all people. Are you nerdier? Click here to find out!)

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                          • #58
                            Re: FFXI information from TGS '06 by Destiny

                            The Blitz idea is definitely awesome, more time at higher levels, or bigger combos, or larger selection? But that would have to become a sort of 2 hour type thing..and I like Hundred Fists. But then again, having it set at 5 seconds would be really interesting...I doubt anything like that, but the thought of getting to Blitz on my MNK is exciting XD

                            Thanks to Roguewolf for the sig. :D

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                            • #59
                              Re: FFXI information from TGS '06 by Destiny

                              Originally posted by Macht View Post
                              Then again they could also take the MNK system from FFVI of Sabin's Blitz ability, be intresting to see how they'd impliment that though. It might end up making MNK better to play with a controller vs. keyboard then. Or vice versa depending how they do it. I mean activate Blitz then like a 5 sec counter ticks away waiting for various key combinations to be entered, then responds a different blitz attack depending on the combinations and player's level.
                              If that move did the same damage a normal WS does not many people would use it, and if it did more (specially for a perfect combo) then all the windower users would have some sort of Plug-in that would trigger the highest dmg combo like a macro.
                              Last edited by Raydeus; 09-26-2006, 11:13 AM.
                              sigpic
                              "In this world, the one who has the most fun is the winner!" C.B.
                              Prishe's Knight 2004-Forever.

                              その目だれの目。

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                              • #60
                                Re: FFXI information from TGS '06 by Destiny

                                Originally posted by Raydeus View Post
                                If that move did the same damage a normal WS does not many people would use it, and if it did more (specially for a perfect combo) then all the windower users would have some sort of Plug-in that would trigger the highest dmg combo like a macro.
                                Not -all- the windower users, but damn that would be true for the most part...it'd be so fun though, and it'd definitely spice up the boring nights when I'm just punching my Berserk/Focus macro every 5 minutes and my Asuran Fists macro once every minute or two. And the occasional Boost/Chi Blast when I'm not in a meree burn. ; ;

                                Thanks to Roguewolf for the sig. :D

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