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Developers Response To Puppetmasters RequestsFollow

#1 Jul 26 2011 at 2:23 PM Rating: Excellent
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Camate
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Sorry for the delay, but here is some information from the development team in regards to your feedback!


Extend the maneuver duration.
The maneuver duration, recast time, and overload are all balanced very subtly; through maneuvers, the automaton’s operability, as well as the frame and attachments, are largely affected. Due to this, we plan to create balance by adding and adjusting attachments and abilities without changing the operations of the base maneuvers.

Make it possible to select the timing of ability, magic, and WS execution.
In regards to abilities, we are making adjustments based on the original execution timing, however, for weapon skills we are looking into making it possible to select the execution timing manually. For magic, we believe the top priority is the revamping of recast times, so once we finalize those adjustments we plan on looking into being able to select the timing for that, as well.

Extend the range of Deploy.
We understand that there are times this is inconvenient for ranged/mage frames. We will look into increasing the distance for using Deploy.

Make it so my automaton does not keep casting silence on monsters that are not affected by silence.
With the current system, Scanner will detect resist rates, so by using a Scanner it should make it so your automaton does not cast this.
However, if there is even a small chance that the monster uses magic, the automaton will start to cast silence. The chance of there being a bug related to this isn’t impossible, so we will be checking on this.

Also, if you have any feedback such as “I don’t want silence to be cast on enemies that are highly resistant to silence” (ex: Make it so it doesn’t cast silence when the resist rate is over 60%) please make sure to let us know.


Make curing a priority over curing status ailments when HP is low.
We are looking into changing the automaton behavior. Since this is something that we have received a lot of feedback about we will be looking into it, but since the workings of the automaton logic are so complex it will take some time.

Make a separate recast timer for each type of magic.
We understand how you feel and are looking into separating the recast timers.

Would like to save attachment sets.
While we would like to do something for this, we would first need to perform a lot of work to revamp the user interface, so this will be difficult to accomplish right away. Sorry

Get rid of the consumption aspect for attachments that consume maneuvers.
We plan on revamping attachment stats, so there is a possibility that we make it so that there is no consumption of maneuvers. This doesn’t mean that we will be adjusting every attachment for this, but we will be looking at each one separately. If you have any feedback please let us know!

Revamp the negative aspects of the tactical processor, drum magazine, and other attachments.
We will be performing adjustments on attachments that need adjusting as necessary.

Add Subtle Blow to automatons.
Planning to implement this in the form of an attachment.

Add a method to gain volatile hate with the Valoredge frame.
We are thinking about making adjustments in the form of attachments, not on the automaton or puppetmaster side. For example, how does implementing Strobe II sound?

Increase the physical damage resistance of the Valoredge frame.
Currently, we are thinking more in the direction of implementing superior lubricant, such as Lubricant +3, instead of directly increasing the physical resistance.

The sharpshot frame’s ranged attacks don’t crit…
It doesn’t crit because it is recognized as a special ability. We are looking into it.

Reduce the attack delay for the sharpshot frame.
First we will be revamping attachments that need adjustments. After that we will take a look at the balance and look into this.

Fix the issue where the sharpshot frame’s ranged attack damage is severely lowered depending on distance.
We definitely understand. Since automatons are different than player characters, and it is difficult to adjust the positioning of the automaton, we are looking into easing up or even eliminating the distance factor.

Add a MP recovery type WS to the stormwaker frame.
We would like to look into new automaton WS ideas, however, since you can recover MP through Deactivate/Activate and by using the Mana Converter, we think it would be better to look at different effects.

Can you make Magic Mortar a bit easier to use?
The damage is calculated as a special WS, however, we will be looking into making this easier to use while making use of its special properties since we hear a lot of people saying it keeps doing zero damage…

(4)

Devin "Camate" Casadey - Community Team




I thought they patched the range thing awhile back lol...

Edited, Jul 26th 2011 3:24pm by kenshynOnShiva
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#2 Jul 26 2011 at 4:43 PM Rating: Good
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I gotta say, I really like the fact that the current devs give solid answers a lot more often, instead of just the stock "we'll look into it" response. Even when they don't have solid answers, they're giving reasons and/or responding to the comment, and even asking for more feedback. I still shudder when I think about the old dev team responding to Puppetmaster questions.

"Cures vs. status removal priority is working fine, just equip Damage Gauge, and use a light maneuver."

I kinda wish someone had brought up the growing need to increase elemental capacity, somehow. New attachments are all well-and-good, but when I have to sacrifice other useful attachments in order to use them, it kinda takes away from the positive.

kenshynOnShiva wrote:
I thought they patched the range thing awhile back lol...
They did AFAIK...
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#3 Jul 26 2011 at 4:51 PM Rating: Good
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Personally, these responses got me a bit giddy.

The new Dev team may be just telling us things we want to hear, but at least for once they are being personable and actually giving answers.

I'm excited to see what the future holds, especially with the upcoming 95 cap increase.
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#4 Jul 26 2011 at 5:06 PM Rating: Good
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Yeah, very pleasantly surprised to see clear responses!

Subtle Blow attachment more or less confirmed. Hints at Strobe II. Acknowledgement that they're looking into AI, spell timers (breaking -na/Cure into different timers would essentially fix Soulsoother AI), Scanner, maneuver adjustments.

I'm not a fan of Oil+3 as a solution, since we're still relying on Repair timer and buying consumables. I'll have to note that.

Great to see the response though.
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#5 Jul 26 2011 at 7:58 PM Rating: Decent
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So tl;dr,

Dev Team wrote:
When in doubt, ADD MOAR ATTACHMENTS.


k... cool... are you gonna give us more freedom to set those attachments? If they don't increase the elemental capacity on frames/heads by a good bit, as well as increasing the number of attachment slots, the MOARATTACHMENTS approach ain't gonna fix sh*t. Smiley: dubious

edit: also, protip: when quoting a thread from another forum related to something that should be discussed, include the original link to said thread so that we don't have to dig through unfamiliar territories to find it.

http://forum.square-enix.com/ffxi/threads/11567-ATTN-Community-Reps-Dev-Team-PUPs-of-Vanadiel-DEMAND-a-response-on-Automaton-A.I.!/page16

Edited, Jul 26th 2011 9:02pm by Jinte

Edited, Jul 26th 2011 9:11pm by Jinte
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#6 Jul 26 2011 at 10:12 PM Rating: Good
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Lol, I'm just happy that the thread that finally got a real community rep response was mine. :D I feel special.
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#7 Jul 27 2011 at 3:08 AM Rating: Good
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Oil +3 is pretty meh... Unless they go with something along the lines of my idea of making them a temp items gained through a JA or something like. Other than that, pretty **** awesome. Good to hear anything, and the fact that they might be looking into soulsoother AI... Well, it's about time, at any rate.
#8 Jul 27 2011 at 3:15 AM Rating: Excellent
Anza wrote:
Yeah, very pleasantly surprised to see clear responses!

Subtle Blow attachment more or less confirmed. Hints at Strobe II. Acknowledgement that they're looking into AI, spell timers (breaking -na/Cure into different timers would essentially fix Soulsoother AI), Scanner, maneuver adjustments.

I'm not a fan of Oil+3 as a solution, since we're still relying on Repair timer and buying consumables. I'll have to note that.

Great to see the response though.


maybe if the effect of the subsequent oils is strong enough, just maybe... but in any case, i still say valoredge should have the same amount of -PDT as the avatars have, with all the other tools we hace at our disposal, is not that crazy to tank with it. Great read, hope it doesnt take too long to implement all of that!
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#9 Jul 27 2011 at 5:00 AM Rating: Decent
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maybe if the effect of the subsequent oils is strong enough, just maybe... but in any case, i still say valoredge should have the same amount of -PDT as the avatars have, with all the other tools we hace at our disposal, is not that crazy to tank with it. Great read, hope it doesnt take too long to implement all of that!

Well, the difference there is that for most intents and purposes, aside from that 50% PDT, those avatars are basically black mages for most intents and purposes. Possibly barring fenrir, as I understand it. So you can't necessarily just compare the two, say VE should have 50% PDT-, and call it a wash. WE're already talking a fair bit more defense, and now even shield blocks. Honestly, that much PDT as a flat modifier would probably be broken, really.

I think, myself, I'd like to see a phalanx attachment, as far as more damage mitigation goes. But as some people have said, more attachments is only so useful once you're trading out attachments for better ones. Perhaps a job trait, progressing as we level, that raises the capacity of all elements by 1 per tier. We would still be limited by slots, after all.

Other points, now that I've had more time to compose my thoughts.

Quote:
Extend the maneuver duration.
The maneuver duration, recast time, and overload are all balanced very subtly; through maneuvers, the automaton’s operability, as well as the frame and attachments, are largely affected. Due to this, we plan to create balance by adding and adjusting attachments and abilities without changing the operations of the base maneuvers.

While I do both understand and appreciate the beauty of how finely-tuned the maneuver/overload systems are, the fact of the matter is that we just can't operate at anywhere near our full capacity in parties these days. No other job has to use a job ability every 10-30 seconds to stay functional. And with the fast-paced nature of today's exp climate, by the time I've engaged the mob, deployed my puppet, and used a maneuver, the target is dead. It really would be nice to put up a few maneuvers in a lull in the action, and lock those in for a while. Because as it is, we pretty much end up missing out on most of our melee time on a given mob just using maneuvers. The other alternative, of course, being not using maneuvers at all, which just puts us at an unnecessary disadvantage.
And really, it's not like we're corsairs riding the edge of a bust to get that XI roll. The threat of overload is pretty much gone (90% of the time for any pup who knows what they were doing enough to get the job leveled. The rare occasions I do overload, it lasts a few seconds and really hardly matters. So I don't think late-level tweaking of this would be all that gamebreaking. I'd rather have to assess the situation and gauge what elements I want at what levels than have to keep pressing the same little button sequences. I envision pup strategy as really coming down to opportunity costs- You can get that big counter rate, but you'll lose out on your auto regen. Which do you need more on this mob, attack or accuracy? Not to mention making sure your puppet is using the right weaponskill.

The point is, longer manuver durations, or even the ability to lock in certain maneuvers (at high levels), wouldn't drastically change the balance of the job, or the strategies employed, it would just let us bring more of our full potential to bear in a modern experience point setting, like any other job already can.

EDIT: I forgot another point related to this rant, and that's deploy. As I said, the way xp goes nowadays, you spend the majority of your attention engaging and using deploy, this all adds a lot of delay into the process (and is in my experience very heavily affected by lag/latency issues). I think there's a really easy fix for this, a pet command that activates a 2-hour duration effect that causes your automaton to automatically deploy on anything you engage. Dragoons and summoners already have a similar (constant) effect, I don't see why we shouldn't have a similar toggle. Give something similar to bst, while you're at it, don't see why either job needs be left out (Note: I still want the ability to -not- have the pet engage automatically, situationally.)

Edited, Jul 27th 2011 7:10am by VonCrown
#10 Jul 27 2011 at 8:05 AM Rating: Good
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VonCrown wrote:
[quote]I'd rather have to assess the situation and gauge what elements I want at what levels than have to keep pressing the same little button sequences. I envision pup strategy as really coming down to opportunity costs- You can get that big counter rate, but you'll lose out on your auto regen. Which do you need more on this mob, attack or accuracy? Not to mention making sure your puppet is using the right weaponskill.


Totally agree with that. And in fact, if you're methodical about your maneuver use, that's the only variable that counts. Choosing which attachments equip, and which ones of the equiped ones activate/boost is the real finesse of playing PUP. Managing overload, barring some very drastic changes to the overload system, is a thing of the past.
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#11 Jul 28 2011 at 5:31 PM Rating: Good
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VonCrown wrote:
[quote]EDIT: I forgot another point related to this rant, and that's deploy. As I said, the way xp goes nowadays, you spend the majority of your attention engaging and using deploy, this all adds a lot of delay into the process (and is in my experience very heavily affected by lag/latency issues). I think there's a really easy fix for this, a pet command that activates a 2-hour duration effect that causes your automaton to automatically deploy on anything you engage. Dragoons and summoners already have a similar (constant) effect, I don't see why we shouldn't have a similar toggle. Give something similar to bst, while you're at it, don't see why either job needs be left out (Note: I still want the ability to -not- have the pet engage automatically, situationally.)


While I do agree, what you describe is really more similar to dragoon, and not to summoner. Summoner avatar's only engage something if you have hate on it; it will attack that target. If someone else has hate and you attack it as summoner, your avatar sits there doing nothing unless you 'assault'. It's also a hindrance, if say a SMN/SCH uses sleep on something (and your avatar proceeds to wake it up, thanks garuda). Goldfish in sea also come to mind...

But all in all that kind of thing would be useful for both beast an pup (if you could turn it off as you said), if it were similar to dragoon.
#12 Jul 30 2011 at 5:24 AM Rating: Excellent
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My apologies for making a slightly off comparison, I don't do a lot on summoner and it's mostly just soloing when I do. True, it is different. (I thought it went after things that had you on it's hate list, though, not that had hate on you specifically- but again, I was probably just wrong, since I mostly just solo on smn anyways.)
#13 Jul 30 2011 at 10:34 AM Rating: Good
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All I see is a fixed soulsoother AI. Finally.
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