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#27 Apr 12 2013 at 12:55 PM Rating: Decent
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Ah well, still nice and much appreciated as a fix. Good work as always figuring these things out Szabo.
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#28 Apr 13 2013 at 5:27 AM Rating: Good
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detlef wrote:
If yesterday's maintenance was about marble nuggets, maybe today's is saffron-related.


saffron
#29 Apr 13 2013 at 6:13 AM Rating: Excellent
I have to admit, even though it's a bit annoying to wake up and see that my character's been disconnected due to a maintenance (thus any bazaaring I would have done was cut short), it's really nice that they're addressing things quickly, rather than adhering to a "we'll get to it whenever" mentality.
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#30 Apr 13 2013 at 9:08 AM Rating: Excellent
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Professor Shock Vlorsutes wrote:
I have to admit, even though it's a bit annoying to wake up and see that my character's been disconnected due to a maintenance (thus any bazaaring I would have done was cut short), it's really nice that they're addressing things quickly, rather than adhering to a "we'll get to it whenever" mentality.


Now if only they'd discover hotfixes.
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#31 Apr 13 2013 at 9:36 AM Rating: Good
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I'm guessing FFXI never was (and will never be) setup for fast updates. Updates are months apart, maintenance always lasts several hours, and the devs would love to have an option for quick fixes. It's not that they haven't discovered the option, it's that they don't want to focus their time on rewriting the core of FFXI.
#32 Apr 13 2013 at 9:39 AM Rating: Default
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dat JP business model.
#33 Apr 13 2013 at 9:49 AM Rating: Default
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xypin wrote:
I'm guessing FFXI never was (and will never be) setup for fast updates. Updates are months apart, maintenance always lasts several hours, and the devs would love to have an option for quick fixes. It's not that they haven't discovered the option, it's that they don't want to focus their time on rewriting the core of FFXI.


Pretty much, people forget that XI is an 11+ year old MMORPG, where hotfixes weren't common place. They do it for XIV and most likely during ARR Beta so anyone who state "JP business model" never seen the American business world in action.

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#34 Apr 13 2013 at 11:40 AM Rating: Excellent
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Pretty much, people forget that XI is an 11+ year old MMORPG, where hotfixes weren't common place.


Unfortunately where the wheels fall of that one is where WoW is 8 years old, from basically the same time period of No Hotfixing, and implemented the ability to push hotfixes anyway because they were sick of taking the servers down for an hour at a time to fix something stupid.

But I'll concede that it probably isn't something SE cares much about for FFXI and it'd probably take significant re-engineering of how its update process works at a fundamental level.

Still... it's irritating to see 2 hours of downtime to fix a mining drop rate.
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#35 Apr 13 2013 at 12:06 PM Rating: Excellent
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Interesting to see which mmo rakes in more money. The one that recieves graphical updates and core mechanics updates that advertises itself... Or the one that only just bothered with their first expansion in 6 years with no plans to improve the core gameplay experience.

It's a shame SE is satisfied with mediocrity because if they had rebirthed XI - porting over characters with their items and maintaining the original story (or most of it), and added a massive (complete!) expansion on new hardware with new code/higher resolution textures etc so the game could transcend it's current limitations re: instancing, mob behavior etc

And advertised it heavily as "reborn"

Opening new servers for "start from scratch" characters - in short if they had done with XI what they are planning with 14, instead of wasting hundreds of millions trying to reinvent the wheel, and now having to reinvent an mmo that was NEVER successful

Well, that would have been very nice, and I am pretty sure it would have been a lot more successful than FFXIV ARR will ever be.

I suppose I could just be a bit bitter, because there is a real brilliant core at the heart of XI, especially things like the jobs etc. Perhaps I will end up being wrong but so far I really don't like XIV's job system (unless it has significantly changed in the beta). IMO, they needed to either keep the jobs as distinct new classes, or scrap them entirely and put in classic jobs. What they've done by making them into ghoulish hybrids... Ugh.

Basically it's tough to see a game you love get tossed to the side, when it has the potential to be so much more. Yes, there is an expansion, but after 6 years without one... It's pretty sad that they couldn't have made it more fleshed out. Like they couldn't manage to put the AF in? Bleh. I am dissapoint. Not shocked, but saddened.

Edited, Apr 13th 2013 11:15am by Olorinus
#36 Apr 13 2013 at 2:24 PM Rating: Good
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Olorinus the Ludicrous wrote:
... if they had rebirthed XI - porting over characters with their items and maintaining the original story (or most of it), and added a massive (complete!) expansion on new hardware with new code/higher resolution textures etc so the game could transcend it's current limitations re: instancing, mob behavior etc...And advertised it heavily as "reborn"...


We would have an unplayable FFXIV style mess.
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#37 Apr 13 2013 at 2:52 PM Rating: Excellent
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Professor stupidmonkey wrote:
Olorinus the Ludicrous wrote:
... if they had rebirthed XI - porting over characters with their items and maintaining the original story (or most of it), and added a massive (complete!) expansion on new hardware with new code/higher resolution textures etc so the game could transcend it's current limitations re: instancing, mob behavior etc...And advertised it heavily as "reborn"...


We would have an unplayable FFXIV style mess if they also pushed it out before it was ready for release.


FTFY. Unlike XIV, they'd have a solid foundation to build on with XI as is, no way for them to **** that up.



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#38 Apr 13 2013 at 3:12 PM Rating: Excellent
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It's a shame SE is satisfied with mediocrity because if they had rebirthed XI - porting over characters with their items and maintaining the original story (or most of it), and added a massive (complete!) expansion on new hardware with new code/higher resolution textures etc so the game could transcend it's current limitations re: instancing, mob behavior etc


I would be VERY interested in that game.
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#39 Apr 13 2013 at 4:39 PM Rating: Excellent
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Theonehio wrote:
. Unlike XIV, they'd have a solid foundation to build on with XI as is, no way for them to @#%^ that up.


I have more faith in the ability of people to @#%^ sh*t up then you do, it would appear

ETA: especially seeing as how expansions are "building" on that solid "foundation" and no matter what they put out, someone claims it is ****** up

Edited, Apr 13th 2013 3:41pm by stupidmonkey
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#40 Apr 14 2013 at 10:30 AM Rating: Good
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Olorinus the Ludicrous wrote:
Interesting to see which mmo rakes in more money. The one that recieves graphical updates and core mechanics updates that advertises itself... Or the one that only just bothered with their first expansion in 6 years with no plans to improve the core gameplay experience.
First and foremost, FFXI is SE's biggest cash cow right now. It has already been stated by them that this is their #1 source of income, even more so than their actual released games. It's why they did the new expansion in the first place: To start rebuilding after all the recent fiascos with missed sales targets and FFXIII-2 Part 5 subpart 14 (yea, can you tell I'm not a fan of that...?)

Olorinus the Ludicrous wrote:
It's a shame SE is satisfied with mediocrity because if they had rebirthed XI - porting over characters with their items and maintaining the original story (or most of it), and added a massive (complete!) expansion on new hardware with new code/higher resolution textures etc so the game could transcend it's current limitations re: instancing, mob behavior etc

And advertised it heavily as "reborn"

Opening new servers for "start from scratch" characters - in short if they had done with XI what they are planning with 14, instead of wasting hundreds of millions trying to reinvent the wheel, and now having to reinvent an mmo that was NEVER successful
Now, this would be something I would NOT want to see. And this is coming from a 9 year vet who has loved this game and still loves it. It might not make much sense but listen:

Square-Enix struck an amazing balance with this game even initially. Hardcore mechanics with a harsh exp loss punishment system, but bolstered by forming player bonds and groups that would make those mechanics easy to overcome. Then, as the population left, they adjusted it, removing the harsher edges, making it easier to catch up to all the core end-game focused events they were adding in. And now they are adding a new section for those higher levels to explore.

Yes, the coding is an absolute mess. Yes, there are issues with instancing. And yes the graphics are dated by today's standards. But, at the same time, all of this combines in a product better than the sum of its parts. FFXIV proved you cannot reinvent the wheel. They had two choices when they made it: Break totally from the success of FFXI and give a new experience (which they should have done. Imagine if they had done a FFVII-style MMO, with Mako, steampunk/technological aspects), or try to re-imagine the elements of FFXI and repack them, which is what they did.

The problem is that they do not, and have not, had the same view on the game that the bulk of the player base has had. Their view has always been roadblocks, difficulties, and delays. That's why the lame gathering mini-games. That's why the terrible per-mob exp. That's why the lack of auto-attack. They thought that the "hard-core" would like that, but in reality, no one likes any of that. Ever.

The simplistic beauty of this game was that, at its core, it was broken. Not everything was balanced. Not everything was perfect. The challenges were not because of the difficulty of game play or bar of entry, it was in figuring out how to co-operate to overcome those broken elements. It was the struggle against the code, the issues with instancing, that helped forge tighter bonds among players. It forced them to make every opportunity work, and not just toss it away because you could try again tomorrow. It was a brilliant accident, and it won't be recreated soon. Remember, FFXI is one of only two monthly payment games left on the market with any major audience.

And, about the graphics... Tarutaru... with fumanchus...

Yea... Don't touch the graphics. Maybe polish them up, give us the XBox high-rez textures, but don't update because the look is a part of the feel of a game.

Olorinus the Ludicrous wrote:
Well, that would have been very nice, and I am pretty sure it would have been a lot more successful than FFXIV ARR will ever be.
Honestly I have not looked much at the game. The crafting and gathering appears to be fixed but I haven't looked at anything else. The game lost me the moment I played it. It was a terribly done game, with a horrible interface and god-awful system. I got somewhat excited, but I would not pay per month for it. If they did a freemium game out of it, I would pick it back up. That's the only way I would do it. It's just not worth investing the time in a new character on a new server just to have the same poor level of fixes on a game whose core mechanics were so terrible.

Olorinus the Ludicrous wrote:
I suppose I could just be a bit bitter, because there is a real brilliant core at the heart of XI, especially things like the jobs etc. Perhaps I will end up being wrong but so far I really don't like XIV's job system (unless it has significantly changed in the beta). IMO, they needed to either keep the jobs as distinct new classes, or scrap them entirely and put in classic jobs. What they've done by making them into ghoulish hybrids... Ugh.

Basically it's tough to see a game you love get tossed to the side, when it has the potential to be so much more. Yes, there is an expansion, but after 6 years without one... It's pretty sad that they couldn't have made it more fleshed out. Like they couldn't manage to put the AF in? Bleh. I am dissapoint. Not shocked, but saddened.
The new job system had a lot of possibility. I was excited to change jobs simply by changing weapons. It sounded like a brilliant idea... but in practice, it turned every job into an ultra-generic, white bread melee, or ultra-generic, white bread mage. There was no personality, no true differential. But that goes beyond the loss of the rigid job system.

No, what really sank FFXIV was the cries of the masses endlessly about balance issues. Because of this, SE balanced FFXIV to the logical conclusion: No one gets to be special. It's the risk I see in The Elder Scrolls going to the Online model. Every hero can reach the exact same strength. So unless they lock you into a class, then you wind up doing the exact same mistake. FFXI has that brilliant core because of how broken some jobs are. All those outcries over SAM or DRG or BST, over their differing power levels, and the subsequent rebalancings.... it all blended into making the game a more compelling experience.

I know, I hated to see FFXI not get a true new boxed expansion until now. I know part of that is the PS2 holding things back. I would love to see the game moved to the new platforms out there, but I would rather a slight retool than some full revamp that would radically alter the game.

It ain't nearly as broke as you think, and fixing it would be removing the bottom card from a house made of them.
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#41 Apr 14 2013 at 10:41 AM Rating: Excellent
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Pawkeshup wrote:
[FFXI has that brilliant core because of how broken some jobs are. All those outcries over SAM or DRG or BST, over their differing power levels, and the subsequent rebalancings.... it all blended into making the game a more compelling experience.


You said a lot of good truth in here, but I think this is the most distilled form of it. In the years, watching the rise and fall of jobs has been potentially the most exciting thing about the community. Which isn't to say that I chose wisely or got lucky; my main, WHM, died a horrible death in ToAU and took a couple years to be worth its salt again, BLU was such noob fodder for ages, and DNC *still* is everyone''s favorite job that is 100% useless for anything other than ******** around. But the buffs and the nerfs did add sort of an odd narrative, kind of an evolution, it it all.
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#42 Apr 14 2013 at 10:59 AM Rating: Decent
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Oh and for those that would argue that "if only X could be fixed," let me remind you of the change in Treasure Hunter. This will require backstory...

I started my FFXI time as a RDM on my original character, then when I got Pawkeshup, I moved to BLM. BLM sucked for farming. I was fragile and could barely solo anything. Even the weakest mob could crush my weak little magey body. So I vowed to level a melee. Not really wanting to be a full-time melee, I wanted to pick one specifically for farming, and THF with its Treasure Hunter was my choice. I got it high enough for the maximum TH at the time (III), and spent tons of time farming lowbie mobs for easy AH-able items like beehive chips, grain seeds, et cetera.

At one point, I worked overnights, so there was one night where I would flip from sleeping during nights to days, and those nights I would farm all night, collecting grain seeds for my ex's and my mules to sell throughout the week. I could predictably get enough in one night's farming to fill our AH's for most of the coming week. It was very predictable. So much so that by using Flee once you reached the end of one section, you could go back to its start and begin farming the seeds all over again, nearly endlessly.

In the end, my THF became a job I truly loved (enough to even look at getting a Mandau for it), so it was among my first to 99. Now, I can't recall exactly when the change for TH occurred, but I do remember having a terrible feeling about it. Originally, TH automatically was placed on a mob by taking any action on the mob. So, farming lowbie mobs was easy. One hit, one kill most of the time, and TH would have been in place.

The TH change was done to make THF more "relevant" in end-game by allowing it to be controlled and stacked. However, by changing it to a proc effect, they effectively killed it as a means of farming low level enemies, as they would not survive to be proc'd. It pretty much ended my long farming sessions of gathering grain seeds as now my THF. There was no difference in using my THF or any other melee for the job any longer.

So, see, one mechanic "fixed" that broke other portions of it.
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#43 Apr 14 2013 at 11:16 AM Rating: Excellent
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Pawkeshup wrote:
The TH change was done to make THF more "relevant" in end-game by allowing it to be controlled and stacked. However, by changing it to a proc effect, they effectively killed it as a means of farming low level enemies, as they would not survive to be proc'd.
I'm pretty sure that's not how it works.

Edited, Apr 14th 2013 12:16pm by xypin
#44Pawkeshup, Posted: Apr 14 2013 at 11:23 AM, Rating: Sub-Default, (Expand Post) No, that is how it works on THF main. On THF sub, it works the same as it did.
#45 Apr 14 2013 at 1:01 PM Rating: Excellent
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In the end, my THF became a job I truly loved (enough to even look at getting a Mandau for it), so it was among my first to 99. Now, I can't recall exactly when the change for TH occurred, but I do remember having a terrible feeling about it. Originally, TH automatically was placed on a mob by taking any action on the mob. So, farming lowbie mobs was easy. One hit, one kill most of the time, and TH would have been in place.

The TH change was done to make THF more "relevant" in end-game by allowing it to be controlled and stacked. However, by changing it to a proc effect, they effectively killed it as a means of farming low level enemies, as they would not survive to be proc'd. It pretty much ended my long farming sessions of gathering grain seeds as now my THF. There was no difference in using my THF or any other melee for the job any longer.


TH is applied as soon as you do anything to the mob still, that is not any different from before.

The only difference is now it can be built higher than before with procs.
#46 Apr 14 2013 at 1:21 PM Rating: Excellent
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Pawkeshup wrote:
No, that is how it works on THF main. On THF sub, it works the same as it did.

Trust me, spent enough time trying to farm after the change to know...


No, I don't "trust" you because you're completely incorrect.

The only difference between TH of days of yore and TH of now is that while *BOTH* pre- and post-TH adjustments your base TH level was placed onto the mob it's only *post* TH adjustments that allowed you chance(s) to gain access to the next tier. There's a reason your first proc on a monster says "Treasure Hunter level increases..." and not "is now affected by Treasure Hunter." and it's because your first hit starts off on the base level you have via traits, gear, and atma (if applicable).

Count it up next time: if you're 99 (3) with the knife (4), +2 hands (6), and feet (7) and actually read the messages it'll tell you that TH 8 is placed onto the mob and not 7 (which is your baseline).
#47 Apr 14 2013 at 2:43 PM Rating: Excellent
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Re: TH change.

I actually proved that with normal farming, that there is no real change to a friend of mine on wild onions, at least with normal farming. Easy test to do. Since most high thieves will kill gobbie thugs in one hit, you proly won't proc. Here's how to recreate it:

Step 1. Kill 50 gobbie thugs on any job other than thief, count the onions you got.
Step 2. Come back on thief with full th gear. Kill 50 thugs, count the onions you got.

The only change was so you could stack TH and imho, so square could quit getting "How does Treasure Hunter work?" questions. I mean before the changes, you would hear that question at least once a month, so I don't blame them if it was partly because of that.


Edited, Apr 15th 2013 10:39am by maryadavies
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#48 Apr 14 2013 at 6:36 PM Rating: Excellent
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So I went out to prove you all wrong... And I did not.

I am big enough to admit when I am wrong. In my defense, I did test it immediately after patch, and after an 8 hour session, did not wind up with the amount I normally did. And in my testing, there was improvement, mostly in the garbage drops, but I did wind up with 15 instead of 10 grain seeds on the 50 mob testing.
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
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