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Next version update rarin' to saddle up! (04/11/2013)Follow

#1 Apr 11 2013 at 5:11 AM Rating: Good
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PlayOnline wrote:

The next version update is scheulded to come a-ridin' into town at the end of April, hot on the heels of last month's update!

The update will wrangle together further enmity adjustments, reive adjustments, attribute corrections and adjustments associated with weapons skills learned through merit points, cap increases for magic skills, and a bevy of job-related adjustments.

Also coming in guns a-blazin' is all-new battle content which takes aim at players who have completed existing Wildskeeper Reive and Skirmish content.


http://www.playonline.com/ff11us/index.shtml
#2 Apr 11 2013 at 7:00 AM Rating: Decent
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If they're expecting people to have completed Wildskeeper Reives by now they're either delusional or completely ******* stupid.
#3 Apr 11 2013 at 7:52 AM Rating: Good
is anyone close to it yet? o.o
#4 Apr 11 2013 at 7:56 AM Rating: Good
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Janeash wrote:
is anyone close to it yet? o.o

They haven't been defeated yet but its been found out how to access the Wildskeeper reives.
#5 Apr 11 2013 at 8:44 AM Rating: Decent
cap increase for magic skills.. Is that just for the merit category?
#6 Apr 11 2013 at 10:24 AM Rating: Default
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Tatham wrote:
If they're expecting people to have completed Wildskeeper Reives by now they're either delusional or completely @#%^ing stupid.


Errm, no it's actually not SE's fault if the server you're on is full of retards.


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#7 Apr 11 2013 at 10:37 AM Rating: Good
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Theonehio wrote:
Tatham wrote:
If they're expecting people to have completed Wildskeeper Reives by now they're either delusional or completely @#%^ing stupid.


Errm, no it's actually not SE's fault if the server you're on is full of retards.




It is their fault because they should have accounted for that. I just don't get why they would make server cooperation content when half the players have second account whms following them around because no one wants to play together like they used to anymore.



Edited, Apr 11th 2013 12:38pm by ScaryTrees
#8 Apr 11 2013 at 11:37 AM Rating: Good
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Szabo wrote:
Janeash wrote:
is anyone close to it yet? o.o

They haven't been defeated yet but its been found out how to access the Wildskeeper reives.


details? Curious.
#9 Apr 11 2013 at 11:42 AM Rating: Excellent
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Complete a few quests (I don't know which, I've done 39 of them), complete 50 coalition tasks.

You gain CS with Brenton, unlocking the KIs from Dimmian, an NPC in East Adoulin.
The KIs are one time use, cost 100,000 Bayld, can be bought repeatedly.
In Battlegrounds, Foret, and Morimar, there is a ??? that gives the message about an "ominous presence". Using the KI at the ??? allows you access into the battlefield.

The goal of the reive is to kill the Naarkul NM, there seems to be no time limit, and has damage taken-% proportional to colonization rate of the zone.
The reive has been cleared by at least Carbuncle server.
You receive at least a permanent KI for clearing the reive, most likely to be used in these new battlefields.

Edited, Apr 11th 2013 12:43pm by xypin
#10 Apr 11 2013 at 1:33 PM Rating: Decent
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There is no mention of RUN or GEO in this update. I would like to see them get some things like merits and job emotes. I am not sure if they are planning AF Relic and Empyrean, but at least one of them would be nice.
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#11 Apr 11 2013 at 2:50 PM Rating: Decent
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Thanks xypin. Sounds like it's content I won't be doing for a long while, not many people I know I doing stuff in adoulin... and sounds like something you wouldn't be inviting random scrubs to.

Ah well.

#12 Apr 11 2013 at 2:54 PM Rating: Good
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erdrickgp wrote:
There is no mention of RUN or GEO in this update. I would like to see them get some things like merits and job emotes. I am not sure if they are planning AF Relic and Empyrean, but at least one of them would be nice.
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and a bevy of job-related adjustments.
#13 Apr 11 2013 at 3:45 PM Rating: Default
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I hope RDM is included in that job related adjustments
#14 Apr 11 2013 at 5:57 PM Rating: Decent
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Almalieque wrote:
I hope RDM is included in that job related adjustments

Such would be the time SE lets Gain spells and Temper be castable on others, pretty much ignoring the entirety of the job's issues. :P
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#15 Apr 11 2013 at 6:28 PM Rating: Default
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Seriha wrote:
Almalieque wrote:
I hope RDM is included in that job related adjustments

Such would be the time SE lets Gain spells and Temper be castable on others, pretty much ignoring the entirety of the job's issues. :P


I'm sure a vote would prove you wrong. In any case, I would prefer something new, not just recycle something.
#16 Apr 12 2013 at 12:26 AM Rating: Default
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xypin wrote:
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and a bevy of job-related adjustments.

Smells like LR change.
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#17 Apr 12 2013 at 4:34 AM Rating: Decent
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Raelix wrote:
xypin wrote:
Quote:
and a bevy of job-related adjustments.

Smells like LR change.



Hopefully, there are some jobs that could really use it. Though it does by making it 2H only it becomes a direct buff to SAM more then anything else.
#18 Apr 12 2013 at 11:50 AM Rating: Excellent
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Camate wrote:

Bayld Needed to Obtain the Wildskeeper Reive Key Item

Greetings everyone!

During the version update scheduled to take place at the end of the month, we will be making an adjustment so that the Bayld cost for the Wildskeeper Reive key items are reduced based on your rank with each Coalition. (We're currently finalizing development and testing on this.)

We’ll be sure to let you know additional details in the coming days!

http://forum.square-enix.com/ffxi/threads/32452-Bayld-Needed-to-Obtain-the-Wildskeeper-Reive-Key-Item

Camate wrote:

Colonization Rate Adjustment

Greetings,

We've been receiving reports of the colonization rate in Ceizak Battlefields and Yahse Hunting Grounds jumping erratically between 26%→23%→26%→23%, and have been asked if this is normal.

We confirmed that this is normal; however, we’ve decided that it would be better to make adjustments to this and are planning to do so.

To give a clearer idea of what’s going on…

The system was set up so that once the colonization rate exceeds 25%, the percentage will begin to decrease at a quicker pace.

When it reaches 25%, the expectation was that reives and Coalition Assignments would continue to be done at the same pace, but since this is a server-wide effort and there are aspects where differences arise from world to world, we set the value the way it is with a high predicted value in mind.

As a result of looking at the colonization conditions for each world after launch, we will be decreasing the rate that it decreases while also boosting the colonization rate from reives.

We are currently working on these adjustments so that they can be implemented during the version update scheduled to take place at the end of this month.

http://forum.square-enix.com/ffxi/threads/32455-Colonization-Rate-Adjustment?p=419668#post419668

Edited, Apr 12th 2013 2:12pm by Szabo
#19 Apr 12 2013 at 1:27 PM Rating: Excellent
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Almalieque wrote:
Seriha wrote:
Almalieque wrote:
I hope RDM is included in that job related adjustments

Such would be the time SE lets Gain spells and Temper be castable on others, pretty much ignoring the entirety of the job's issues. :P


I'm sure a vote would prove you wrong. In any case, I would prefer something new, not just recycle something.


Making the job useful and making the job fun to play don't have to be mutually exclusive affairs. I'm not even limiting the issues caveat to the melee game, either. But cycles can forever **** off.
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#20 Apr 12 2013 at 2:03 PM Rating: Good
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Seriha wrote:
Almalieque wrote:
Seriha wrote:
Almalieque wrote:
I hope RDM is included in that job related adjustments

Such would be the time SE lets Gain spells and Temper be castable on others, pretty much ignoring the entirety of the job's issues. :P


I'm sure a vote would prove you wrong. In any case, I would prefer something new, not just recycle something.


Making the job useful and making the job fun to play don't have to be mutually exclusive affairs. I'm not even limiting the issues caveat to the melee game, either. But cycles can forever @#%^ off.


I agree; however, I think constantly requesting those spells to have the ability to be cast upon others is just asking for cycles. There are so many other ways to make RDM useful. You're better off requesting for those ways.
#21 Apr 13 2013 at 12:44 AM Rating: Excellent
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huh, seems like they overestimated how much people would continue to bash at the same walls once they had gotten some of what they wanted?
#22 Apr 15 2013 at 1:49 PM Rating: Excellent
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Camate wrote:

Greetings!

As a follow-up to my previous post, we will be making adjustments to job abilities and spells that have a fixed amount of enmity in the upcoming version update.

A majority of spells and abilities will have their enmity reduced by nearly half the current value.

On the other hand, Reprisal and Foil will have their enmity boosted.

Below is the list of abilities and spells that will have their enmity values reduced:

• Job Abilities

Benediction / Shadowbind / Barrage / Sharpshot / Heel / Leave / Sic / Stay / Reward / Deactivate

• White Magic

Raise / Raise II / Raise III / Arise / Poisona / Paralyna / Blindna / Silena / Stona / Viruna / Cursna / Blink / Stoneskin / Aquaveil / Slow (I & II) / Haste / Paralyze (I & II) / Silence / Barfire / Barblizzard / Baraero/ Barstone / Barthunder / Barwater / Barsleep / Barpoison / Barparalyze / Barsilence / Barblind / Barbreak / Barvirus / Sacrifice / Esuna / Auspice / Repose / Erase / Addle / Temper / Embrava / Enfire (I & II) / Enblizzard (I & II) / Enthunder (I & II) / Enwater (I & II) / Enaero (I & II) / Enstone (I & II) / Enlight / Phalanx (I & II) / Regen (I~V) / Refresh (I & II) / Sandstorm / Rainstorm / Windstorm / Firestorm / Hailstorm / Thunderstorm / Aurorastorm / Voidstorm / Animus Augeo / Animus Minuo / Adloquium

• Black Magic

Poison (I & II) / Poisonga / Bio (I~III) / Burn / Frost / Choke / Rasp / Shock / Drown / Retrace / Blaze Spikes / Ice Spikes / Shock Spikes / Sleep (I & II) / Blind (I & II) / Break / Breakga / Bind / Dispel / Absorb-MND / Absorb-CHR / Absorb-VIT / Absorb-AGI / Absorb-INT / Absorb-DEX / Absorb-STR / Absorb-ACC / Absorb-Attri / Endark / Klimaform

• Summoning Magic

Carbuncle / Fenrir / Ifrit / Titan / Leviathan / Garuda / Shiva / Ramuh / Diabolos / Alexander / Odin / Fire Spirit / Ice Spirit / Air Spirit / Earth Spirit / Thunder Spirit / Water Spirit / Light Spirit / Dark Spirit

• Ninjutsu

Monomi: Ichi / Aisha: Ichi / Utsusemi: Ichi / Utsusemi: Ni / Jubaku: Ichi / Hojo: Ichi / Hojo: Ni / Kurayami: Ichi / Kurayami: Ni / Dokumori: Ichi / Myoshu: Ichi / Migawari: Ichi / Kakka: Ichi / Yurin: Ichi

• Songs

Foe Requiem (I~VII) / Horde Lullaby (I & II) / Army’s Paeon (I~VI) / Mage's Ballad (I~III) / Valor Minuet (I~V) / Knight’s Minne (I~V) / Blade Madrigal / Sword Madrigal / Hunter's Prelude / Archer's Prelude / Sheepfoe Mambo / Dragonfoe Mambo / Fowl Aubade / Herb Pastoral / Shining Fantasia / Scop’s Operetta / Puppet’s Operetta / Gold Capriccio / Warding Round / Goblin Gavotte / Advancing March / Victory March / Battlefield Elegy / Carnage Elegy / Enchanting Etude / Spirited Etude / Learned Etude / Quick Etude / Vivacious Etude / Dextrous Etude / Sinewy Etude / Bewitching Etude / Logical Etude / Sage Etude / Swift Etude / Vital Etude / Uncanncy Etude / Herculean Etude / Light Carol (I & II) / Earth Carol (I & II) / Water Carol (I & II) / Wind Carol (I & II) / Fire Carol (I & II) / Ice Carol (I & II) / Lightning Carol (I & II) / Dark Carol (I & II) / Light Threnody / Dark Threnody / Earth Threnody / Water Threnody / Wind Threnody / Fire Threnody / Ice Threnody / Lightning Threnody / Magic Finale / Foe Lullaby (I & II) / Goddess's Hymnus / Maiden's Virelai / Chocobo Mazurka / Raptor Mazurka / Foe Sirvente / Adventurer's Dirge / Sentinel's Scherzo / Pining Nocturne

• Geomancy

Indi-Regen / Indi-Poison / Indi-Refresh / Indi-STR / Indi-DEX / Indi-VIT / Indi-AGI / Indi-INT / Indi-CHR / Indi-MND / Indi-Fury / Indi-Barrier / Indi-Acumen / Indi-Fend / Indi-Precision / Indi-Voidance / Indi-Focus / Indi-Attunement / Indi-Wilt / Indi-Frailty / Indi-Fade / Indi-Malaise / Indi-Slip / Indi-Torpor / Indi-Vex / Indi-Languor / Indi-Slow / Indi-Paralyze / Indi-Gravity / Geo-Regen / Geo-Poison / Geo-Refresh / Geo-STR / Geo-DEX / Geo-VIT / Geo-AGI / Geo-INT / Geo-CHR / Geo-MND / Geo-Fury / Geo-Barrier / Geo-Acumen / Geo-Fend / Geo-Precision / Geo-Voidance / Geo-Focus / Geo-Attunement / Geo-Wilt / Geo-Frailty / Geo-Fade / Geo-Malaise / Geo-Slip / Geo-Torpor / Geo-Vex / Geo-Languor / Geo-Slow / Geo-Paralyze / Geo-Gravity

http://forum.square-enix.com/ffxi/threads/30629-Enmity-System-Explanation-and-Planned-Adjustments?p=420832#post420832

Okipuit wrote:

Sorry for the delay! Due to the special nature of geomancy spells’ effects, it took some time to check up on this.

We are currently working on making it so can toggle the effect of the Indi- geomancy spells ON/OFF. As long as there are no major issues, we are aiming to implement this feature during the version update, which is scheduled for the end of this month.

http://forum.square-enix.com/ffxi/threads/31758-Geomancer-makes-me-sick-%28?p=420928#post420928

Edited, Apr 15th 2013 8:16pm by Szabo
#23 Apr 15 2013 at 11:48 PM Rating: Good
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NIN got their emnity on some of their spells reduced? I don't play NIN, but I can't imagine this sits well for them.
#24 Apr 16 2013 at 1:41 AM Rating: Decent
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NIN got their emnity on some of their spells reduced? I don't play NIN, but I can't imagine this sits well for them.


No good NIN uses spells to get hate anymore anyway

But yeah, I don't see why they had to mess with ninjutsu enmity. If anything, something that should be listed there but isn't: Blood Pacts.
#25 Apr 16 2013 at 2:14 AM Rating: Decent
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Fynlar wrote:
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NIN got their emnity on some of their spells reduced? I don't play NIN, but I can't imagine this sits well for them.


No good NIN uses spells to get hate anymore anyway

Yeah, let's just hope SE doesn't nerf enmity from damage which is how they've been holding hate, else they might need the hate from spells again eh?

Wait...
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#26 Apr 16 2013 at 3:25 AM Rating: Decent
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Yeah, let's just hope SE doesn't nerf enmity from damage which is how they've been holding hate, else they might need the hate from spells again eh?


I'm sure melee damage from a good NIN is still better hate even despite that, unless you're meleeing an umbril or something
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