Forum Settings
       
Reply To Thread

Final Fantasy XI Test Server Update (06/14/2013)Follow

#1 Jun 14 2013 at 5:19 AM Rating: Excellent
Darqflame's Peon
ZAM Administrator
****
6,096 posts
Screenshot


Gildrein wrote:

[dev1152] Equipment Help Text

• Pieces of equipment introduced in the March 27, 2013 version update will have their levels displayed in their help text.
Screenshot

Screenshot


http://forum.square-enix.com/ffxi/threads/34609-dev1152-Equipment-Help-Text

Screenshot

Gildrein wrote:

[dev1151] Job Adjustments: Rune Fencer

• Rune Fencer has been added to the Categories under Merit Points.

• Group 1

• Rune Enhancement Effect
Increase potency of runes harbored by 2 points.

• Vallation Effect
Add a magic defense bonus to Vallation and a magic defense bonus to Valliance of 1 point per harbored rune.

• Lunge Effect
Increase the accuracy of Lunge by 3 points per harbored rune.

• Pflug Effect
Enhance the likelihood of resistance activating by 1 point per harbored rune.

• Gambit Effect
Shorten recast time by 10 seconds.


• Group 2

• Battuta
Increases the likelihood of parrying and deals counter damage after parrying dependent upon harbored runes.
Recast: 5 min. Increase chance of parrying by 4 percent and increase counter damage by 4 points per rune harbored.

• Rayke
Expends runes to reduce elemental resistance of the target.
Recast: 5 min. Increase duration of effect by 3 seconds.

• Inspiration
Grants a “Fast Cast” effect to Vallation and Valiance.
Increase cast speed by 10 percent.

• Sleight of Sword
Grants a “Subtle Blow” effect during Swordplay.
Increase the maximum value of Subtle Blow by 5 points.


http://forum.square-enix.com/ffxi/threads/34606-dev1151-Job-Adjustments-Rune-Fencer

Gildrein wrote:

[dev1150] Job Adjustments: Geomancer

• Geomancer has been added to the Categories under Merit Points.

• Group 1

• Full Circle Effect
Increase the amount of MP returned by 5 percent.

• Ecliptic Attrition Recast
Shorten recast time of Ecliptic Attrition and Lasting Emanation by 10 seconds.

• Life Cycle Recast
Shorten recast time by 10 seconds.

• Blaze of Glory Recast
Shorten recast time by 20 seconds.

• Dematerialize Recast
Shorten recast time by 20 seconds.

 
• Group 2

• Mending Halation
Causes your luopan to vanish and restores HP of party members within area of effect.
Recast: 5 min. Increase amount of HP restored by 5 percent.

• Radial Arcana
Causes your luopan to vanish and restores MP of party members within area of effect.
Recast: 5 min. Increase amount of HP restored by 3 percent.

• Curative Recantation
Grantsa healing effect to Full Circle.
Increase amount of HP healed by 5 percent.

• Primodial Zeal
Shortens casting times of elemental magic spells while under the effects of Collimated Fervor.
Shorten cast time by 10 percent.


http://forum.square-enix.com/ffxi/threads/34430-dev1150-Job-Adjustments-Geomancer

Screenshot

Gildrein wrote:

[dev1141] Monstrosity

• New monster types have been added.
Tiger / Sheep /Coeurl / Opo-opo / Treant / Morbol / Flytrap /
Goobbue / Panopt / Beetle / Crawler / Fly / Scorpion / Spider /
Antlion / Diremite / Chigoe / Wamoura / Bugard / Eft

• Along with the addition of new monster types, new knowledge on the monsters has been added.
* Knowledge with the cost of 255 cannot be used.
* Knowledge on the monsters that has not been implemented yet can no longer be used.


• “Initial Knowledge” has been added.

• With an increase of the monster that is currently selected, the upper limit on the cost to set the knowledge will increase.

• Which monster to turn into and which ability to set can now be selected from “Equipments” on the main menu.
* Selection can only be made while the character is in the lobby.
* After you select a new monster, the EXP of the previous monster selected will reset to zero. However the level of the monster will not drop down.


• NPC “=TEST= Monster Playing” has been removed from the lobby.


Test Server Only

• Locations where PCs appear when moving from the lobby to the field will be fixed.
• The following effects will be granted to PCs when moving from the lobby to the field.
• Invisible
• Sprint
• Inability to attack


http://forum.square-enix.com/ffxi/threads/34232-dev1141-Monstrosity

Edited, Jun 14th 2013 8:38am by Szabo
#2 Jun 14 2013 at 7:00 AM Rating: Good
**
785 posts
I feel like they are just insulting us at this point...

I doubt ill be able to keep playing through another "item level" jump
#3 Jun 14 2013 at 11:43 AM Rating: Good
****
9,526 posts
I am looking forward to monstrosity so much.
#4 Jun 14 2013 at 12:17 PM Rating: Good
Sage
****
4,281 posts
Item level seems so unnecessary. They don't trust us to be able to judge an item's worth without being told.
____________________________
Philemon on Valefor
Gjallarhorn 4/17/08
Daurdabla 5/9/11
Carnwenhan 5/4/12
Ryunohige 10/29/12
#5 Jun 14 2013 at 12:19 PM Rating: Excellent
****
5,684 posts
I think their hope is that this will give a better illustration of the progression path that players should follow. This probably won't work due to other failures, but this would be my guess.
#6 Jun 14 2013 at 12:44 PM Rating: Good
****
9,526 posts
xypin wrote:
I think their hope is that this will give a better illustration of the progression path that players should follow. This probably won't work due to other failures, but this would be my guess.


Nevermind they will probably put a high item level on stuff that is functionally not that great because they don't always seem to get what's useful.
#7 Jun 14 2013 at 12:49 PM Rating: Good
****
5,684 posts
Olorinus the Ludicrous wrote:
xypin wrote:
I think their hope is that this will give a better illustration of the progression path that players should follow. This probably won't work due to other failures, but this would be my guess.
Nevermind they will probably put a high item level on stuff that is functionally not that great because they don't always seem to get what's useful.
The levels may be more reflective of the content difficulty rather than relative functionality. Not all of the MIkinaak gear is useful to me, but bet it will all be labeled around lv110 or lv115.

I don't care one way or the other about gear levels, I'm just guessing how their thought process went.
#8 Jun 14 2013 at 12:56 PM Rating: Excellent
****
9,526 posts
xypin wrote:

The levels may be more reflective of the content difficulty rather than relative functionality. Not all of the MIkinaak gear is useful to me, but bet it will all be labeled around lv110 or lv115.

I don't care one way or the other about gear levels, I'm just guessing how their thought process went.


Yeah I am guessing that's how it will be, but in that case it's going to be more of a hindrance than a help for the kind of players who might actually benefit from gear levels.

In B4 "these pants are better than those pants because they have a higher item level"
#9 Jun 14 2013 at 1:19 PM Rating: Excellent
Olorinus the Ludicrous wrote:
xypin wrote:

The levels may be more reflective of the content difficulty rather than relative functionality. Not all of the MIkinaak gear is useful to me, but bet it will all be labeled around lv110 or lv115.

I don't care one way or the other about gear levels, I'm just guessing how their thought process went.


Yeah I am guessing that's how it will be, but in that case it's going to be more of a hindrance than a help for the kind of players who might actually benefit from gear levels.

In B4 "these pants are better than those pants because they have a higher item level"


If you think about it though, that's how a lot of players think anyway. They just think that since the content is harder, the gear is automatically better, without actually doing any research behind it.
____________________________
Lady Jinte wrote:

Vlorsutes' Negotiation Skill rises 0.2 points
Vlorsutes' Observant Parent Skill rises 0.3 points
Vlorsutes' Argument Diffusing Skill rises 0.1 points

#10 Jun 14 2013 at 2:07 PM Rating: Good
**
785 posts
With the amount of gear arguments ive gotten stuck in, i cant wait for item level to fuel the idiot point of view

This just screams of the mistakes mainstream mmos make "ok playerbase, we know you are too stupid tp figure out which gear is better, so just take this pretty number and find the bigger one" without realizing that ffxi gear isnt linear like most mmos
#11 Jun 14 2013 at 3:29 PM Rating: Decent
Ken Burton's Reject
*****
12,834 posts
Just more useless text on the item. Really, why not list what NM you got it from, the time and date it dropped, and the amount of mobs you killed with it/killed while wearing it?
____________________________
Twitter: http://www.twitter.com/pawkeshup
YouTube: http://www.youtube.com/pawkeshup
Twitch: http://www.twitch.tv/pawkeshup
Blog: http://pawkeshup.blogspot.com
Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#12 Jun 14 2013 at 5:10 PM Rating: Good
I have 2 questions about the test server. I've never used it since I thought they said you basically needed 2 installs of the client and untill a recent repartition I didn't have the space. First, is it too late to get access to it? And is the test server always up (outside maintenance) or is it just up for a period when something is introduced?

Thanks.
____________________________
"Beyond poor, Beyond ostracized, Destined to be obscured" Black Nurse
#13 Jun 14 2013 at 6:41 PM Rating: Excellent
Darqflame's Peon
ZAM Administrator
****
6,096 posts
Brokenwheel wrote:
I have 2 questions about the test server. I've never used it since I thought they said you basically needed 2 installs of the client and untill a recent repartition I didn't have the space. First, is it too late to get access to it? And is the test server always up (outside maintenance) or is it just up for a period when something is introduced?

Thanks.


No its not too late to access the test server.
Normally the test server would close after content is introduce to the main servers, but then test server has been up since the new special abilities were put on the test server, but has since been removed and the test server has been on hiatus until the recent updates.

Edited, Jun 14th 2013 8:42pm by Szabo
#14 Jun 14 2013 at 6:45 PM Rating: Good
Szabo wrote:
Brokenwheel wrote:
I have 2 questions about the test server. I've never used it since I thought they said you basically needed 2 installs of the client and untill a recent repartition I didn't have the space. First, is it too late to get access to it? And is the test server always up (outside maintenance) or is it just up for a period when something is introduced?

Thanks.


No its not too late to access the test server.
Normally the test server would close after content is introduce to the main servers, but then test server has been up since the new special abilities were put on the test server, but has since been removed and the test server has been on hiatus until the recent updates.

Edited, Jun 14th 2013 8:42pm by Szabo


Gotcha. I may have to give it a whirl. Thanks Szabo.
____________________________
"Beyond poor, Beyond ostracized, Destined to be obscured" Black Nurse
#15 Jun 14 2013 at 7:35 PM Rating: Good
**
641 posts
I'm wondering if they will force you to progress through every tier of events like in WoW with item levels. An item with higher level should always be better in WoW (at least for every piece of gear I've seen), but even level 7 boots could be useful at 75 in FFXI.
#16 Jun 15 2013 at 1:23 AM Rating: Good
Guru
Avatar
*****
11,159 posts
Solonuke wrote:
I'm wondering if they will force you to progress through every tier of events like in WoW with item levels. An item with higher level should always be better in WoW (at least for every piece of gear I've seen), but even level 7 boots could be useful at 75 in FFXI.

I feel like that's the eventual goal, but as long as gear swaps exist without penalty, it will never be achieved. Players basically have to compromise about essential stats relative to inventory space. Stronger all-in-one gear tailored to jobs is something I've wanted for a long time, but this usually invites the ire of those quick to claim OP (especially for hybrids that need good stats from everything), don't want their current stuff going out of style, or likes gear swapping for a likely flimsy justification of tactics.

But yeah, I don't think it'll ever happen, especially after SE waffled on RMEs.

Edited, Jun 15th 2013 4:48am by Seriha
____________________________
Violence good. Sexy bad. Yay America.
#17 Jun 15 2013 at 2:29 AM Rating: Good
Avatar
***
1,570 posts
detlef wrote:
Item level seems so unnecessary. They don't trust us to be able to judge an item's worth without being told.
In before gear score. *runs*

Edited, Jun 15th 2013 4:30am by Ruisu
____________________________
Products of boredom: 1 2 3 4 5
Besieged
Hopes for FFXIV: Fencer | Red Mage
#18 Jun 15 2013 at 5:58 AM Rating: Good
***
2,890 posts
Seriha wrote:
Solonuke wrote:
I'm wondering if they will force you to progress through every tier of events like in WoW with item levels. An item with higher level should always be better in WoW (at least for every piece of gear I've seen), but even level 7 boots could be useful at 75 in FFXI.

I feel like that's the eventual goal, but as long as gear swaps exist without penalty, it will never be achieved. Players basically have to compromise about essential stats relative to inventory space. Stronger all-in-one gear tailored to jobs is something I've wanted for a long time, but this usually invites the ire of those quick to claim OP (especially for hybrids that need good stats from everything), don't want their current stuff going out of style, or likes gear swapping for a likely flimsy justification of tactics.

But yeah, I don't think it'll ever happen, especially after SE waffled on RMEs.

Edited, Jun 15th 2013 4:48am by Seriha



Gear swapping is a core component of FFXI now, without it some jobs would end up totally useless and you'd have just a handful that have the appropriate combination of gear to be useful full time. We're years beyond the point where SE could reasonably alter that. Everything in FFXI has since been designed around the player base specializing their gear down to the ability level, what gear is useful for ability A might not be useful for ability B, regardless of what some numerical text on the bottom right corner says. That's why I see FFXI using "iLevel" as just fluff, the dev's want people to feel some kind of progression.
#19 Jun 15 2013 at 10:35 AM Rating: Excellent
*
139 posts
If SE wants to end the gear swapping, 1st they need to introduce gears that people won't need to swap. For example, Brutal Earring was pretty much the earring to you keep using on TP and WS. That means very very powerful and accessible equipments that will out class or at least slightly better every other equipments in the same slot in pretty much everything. For example, they could give Mnk an AF4 body with 100Def, +20 to all stat, +30 atk/acc, +12% triple attack, +5% haste and enhance Impetus/Chakra. This would mean, a Mnk would not need any other body armor after getting this (at least for current equipments). After a couple months, people will start to settle into the mentality that they no longer need to swap gear then SE can implement the gear swapping penalty.

I don't think this is the direction SE is heading. I think SE is trying to introduce contents that will get progressively harder and give better rewards instead of side-grade items. Players will have to climb a ladder of some sort to get to higher level contents. This problem with this is that it is unforgiving with players who can not or just will not catch up to the latest trend. If you haven't done any VW at all and now you want some equipments. Well, you will have a hard time getting enough people to help you getting VW key items done even if the content is 'easier' with people having Delve gear.

Edited, Jun 15th 2013 12:42pm by Oddwaffle
#20 Jun 15 2013 at 11:44 AM Rating: Decent
Ken Burton's Reject
*****
12,834 posts
Oddwaffle wrote:
If SE wants to end the gear swapping, 1st they need to introduce gears that people won't need to swap. For example, Brutal Earring was pretty much the earring to you keep using on TP and WS. That means very very powerful and accessible equipments that will out class or at least slightly better every other equipments in the same slot in pretty much everything. For example, they could give Mnk an AF4 body with 100Def, +20 to all stat, +30 atk/acc, +12% triple attack, +5% haste and enhance Impetus/Chakra. This would mean, a Mnk would not need any other body armor after getting this (at least for current equipments). After a couple months, people will start to settle into the mentality that they no longer need to swap gear then SE can implement the gear swapping penalty.
In part, I would love to see this happen. My inventory is so badly jammed and crammed with stuff, less swapping would be welcome. As it stands, I have yet to make swap sets for any DD because I want to pick one or two first simply due to not having to mule for gear like I had in the past.

Gear swap is really ******* annoying for mages who play melees. For absolute min/max for my mages, I should be rocking 23 staves. 23! That's 7 for added damage, 8 for accuracy, and 8 for SMN perp. I love that there is a Delve staff that looks to replace those staves, or at least the majority of them. As it stands, if I wanted to farm or craft at this point, I'd need to mule for a solid 20 minutes to just get the room again. Between BRD instruments (that goddamn GHorn is looking better and better), staves for my mages, grips for mages, I have 32 spots taken up. That's not counting a resting set, MAB set, healing set......

Then I have my melees...
____________________________
Twitter: http://www.twitter.com/pawkeshup
YouTube: http://www.youtube.com/pawkeshup
Twitch: http://www.twitch.tv/pawkeshup
Blog: http://pawkeshup.blogspot.com
Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#21 Jun 15 2013 at 5:04 PM Rating: Excellent
I play mnk, nin, thf, bst, whm, brd (and others, but mostly that's it). At this time, I have to use up to 240 slots for all of my gear. Less swapping would be a major boon, IMO.
#22 Jun 15 2013 at 6:32 PM Rating: Decent
The All Knowing
Avatar
*****
10,265 posts
I just use my RSE and only occasionally swap event gear. That way, every job can use whatever I have on!Smiley: nod
#23 Jun 15 2013 at 11:21 PM Rating: Good
****
4,447 posts
Solonuke wrote:
I'm wondering if they will force you to progress through every tier of events like in WoW with item levels. An item with higher level should always be better in WoW (at least for every piece of gear I've seen), but even level 7 boots could be useful at 75 in FFXI.


Not always the case. A higher ilvl item may be outright missing the #1 stat for that particular class/spec and thus not be an improvement. Like say an ilvl 115 boot would only be better than an ilvl 110 boot with haste+5% if the rest of the gearset that person wanting to use the ilvl 115 boot has capped haste. Otherwise capping haste is more important even if overall the 115 boot is "stronger".
#24 Jun 16 2013 at 6:03 AM Rating: Good
**
701 posts
I'm still relying on NNI gear, Rajas Ring, etc. My gearscore is going to suck! People are going to laugh at me! Why you do this to me, SE? Why? ;_;
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 4294 All times are in CST
Anonymous Guests (4294)