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Dear new Final Fantasy XI DirectorFollow

#1 Sep 18 2010 at 6:40 AM Rating: Excellent
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You, are amazing. I have spent years playing this game, and never in my wildest dreams did I ever expect anyone on the development team to actually address the players concerns in a timely fashion. There is was a thread last week about the changes made to Abyssea, and I quite frankly didn't believe it. I had to see for myself. Sure enough, the things that bothered players the most were addressed. It's no longer stressful to organize (aside from getting 18 bloody people together), and everyone has a fair shot at the loot.

You are truly amazing, and I don't often compliment Square Enix devs as a general rule. I am now far more interested in FFXI than I am in FFXIV, and that's a fact.

I hope this game's servers never get shut down, especially since it feels like the updates are coming fast, furious, and full of actual substance.

Clearly, you are a person who has actually played the game you oversee the development of. Please, continue the good work, and if you have a chance, can you please address some of the things that have been rather broken for years? That would be tops.

Yours Truly,

Torrence S.
#2 Sep 18 2010 at 6:57 AM Rating: Default
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I'm also amazed and at the same time wonder how much extra work it is to actually include pet jobs.

New good things:
- Armors enhancing pet parts of pet jobs
- Atma working on pets

Bad things that I don't get why it is still there:
- Pet kills give no light... why?
- Still no songs/sambas for pets... why?
- Where are the spirit boosts? They cost 5+ more MP at 85... and have no new spells?

It is like they started heading in the right direction for pets, but were so many miles behind they have trouble finding all flaws they let slip by over the years.

Keep up the good work, but don't think you've done it yet. You are only half-way to making pet jobs equal to other jobs.
#3 Sep 18 2010 at 6:57 AM Rating: Decent
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#4 Sep 18 2010 at 7:33 AM Rating: Decent
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Quote:
- Pet kills give no light... why?


This isn't true. Seen loads of pet kills give lights.


Quote:
- Still no songs/sambas for pets... why?


Because it's inconvenient. They even apologized for it, remember?


Quote:
- Where are the spirit boosts? They cost 5+ more MP at 85... and have no new spells?


Just face it already, spirits are always going to be useless for anything other than Elemental Siphon and when you need a quick pet to save your life. And even that alone gives them more of a purpose than some other things in this game.

Deodorize has been a stupid pointless spell for years now, but you don't see the rest of us mages complaining about it.
#5 Sep 18 2010 at 7:54 AM Rating: Excellent
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Deodorize has been a stupid pointless spell for years now, but you don't see the rest of us mages complaining about it.


Deoderize doesn't make up roughly half of the other mages' spell set... :/

I don't use them for anything other than siphon fodder, either, but they should get the T5 nukes. They are just supposed to work that way. Unlike deoderize, spirits have great potential, and I might use them if they didn't drain so much mp before doing anything useful. They are just in need of T5 spells, and a few tweaks to perp and/or their spell casting. I would like to see them become more useful. It would be something new to experiment with.
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#6 Sep 18 2010 at 8:14 AM Rating: Default
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Deoderize doesn't make up roughly half of the other mages' spell set... :/


To say spirits make up nearly half of the SMN spell set, while true, is rather misleading. SMN's abilities also come in the form of Blood Pacts, and they're just about as close to "spells" as a Job Ability can get. They even cost MP to use.

That's all besides the point though. Bottom line, if something your job has works like sh*t but you have alternatives that work better, why bother complaining year after year about how the sh*t works? Just move on, like the rest the playerbase (and SE) has done.

Quote:
Unlike deoderize, spirits have great potential, and I might use them if they didn't drain so much mp before doing anything useful.


Deodorize could easily be made useful by simply adding some scent aggro mobs. There's even a "detects by smell" phrase in the auto translate, so you'd think that there's something in the game that's supposed to do that, right?
#7 Sep 18 2010 at 9:20 AM Rating: Excellent
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I wasn't complaining. I was just saying it would be a nice and rather easy fix. And deoderize may not be useless, but the idea of hate-free, mp-free (well, sort of) damage has more potential in my book than losing aggro. Not saying it's a must have, or even likely, but I have always wondered what smn would be like if we got more spirit action. Also, if you're counting blood pacts as spells, don't forget spirits cast, as well.

Back on topic though: I'm happy with the changes being made as well; I just hope they don't neglect older (and not only pet-related) problems.

Edited, Sep 18th 2010 11:21am by RizzoRazzle
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#8 Sep 18 2010 at 12:18 PM Rating: Decent
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Deodorize is for when you are being TRACKED by scent I guess. A substitute for running through water maybe? tbh, I never tested it myself.

But, back on topic of props/suggestions for the new director:

Kudos for the response to issues with Kindred's Crests drop rates and making Seals stackable.

Now, could you guys see it in your hearts to increase the drop rates on the new job specific feet armors in the new Abyssea zones as well. We had on LS member who only has PUP and BST leveled, and he was in our alliance the other night for 6 hours and couldn't stay awake any longer. His feet finally fell about 8 hours in--no other feet dropped during the full 10 hour run. We got plenty of other weapons and armor pieces, just none of the new job specific pieces.

Also, could we bazaar or maybe trade the seals to players? While having them stack is a nice space saver if we are needing them for multiple jobs--a lot of us are getting seals that are not needed. Would be nice if we had a means of getting them to players that do.

If not that option, maybe make it so the seals earned via quests have some means of prioritizing which one drops. For example, make it for the job the player is on, or maybe detect which trials are open and drop one for that line if it is on that quests reward list. Some have been suggesting letting the player choose, but I understand that might make the acquisition too simple. Just need help optimizing the drop somehow--someone who has specialized in mage jobs may not have a need for a melee class seal.

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#9 Sep 18 2010 at 12:25 PM Rating: Good
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BDHERTZER wrote:
Deodorize is for when you are being TRACKED by scent I guess. A substitute for running through water maybe? tbh, I never tested it myself.
Sort of. Mobs that track by scent will NEVER deaggro, unless it's raining, you run through water, or you have deodorize on. Water will make it instantly deaggro, assuming you're more than like 3-5' away or so. Deodorize and rain both force them to act as if they did not track by scent, allowing them to deaggro like any other mob.
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#10 Sep 18 2010 at 4:19 PM Rating: Decent
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That's all besides the point though. Bottom line, if something your job has works like sh*t but you have alternatives that work better, why bother complaining year after year about how the sh*t works? Just move on, like the rest the playerbase (and SE) has done.


I just view them as 2 Handed weapons. Nobody force you to use them, but an update making them equal to your 1 handed weapons would be nice, you know. (Of course if spirits got the same kind of buff, they'd replace avatars just how 2 handed replaced 1 handers)
#11 Sep 18 2010 at 5:15 PM Rating: Default
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but the idea of hate-free, mp-free (well, sort of) damage has more potential in my book than losing aggro.


That would be why you haven't gotten the buff to spirits that you've wanted. What you want is something broken.

Quote:
Deodorize is for when you are being TRACKED by scent I guess. A substitute for running through water maybe? tbh, I never tested it myself.


I know what Deodorize does. It's still bloody useless.
#12 Sep 18 2010 at 5:23 PM Rating: Excellent
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ThePsychoticOne the Prohpet wrote:
BDHERTZER wrote:
Deodorize is for when you are being TRACKED by scent I guess. A substitute for running through water maybe? tbh, I never tested it myself.
Sort of. Mobs that track by scent will NEVER deaggro, unless it's raining, you run through water, or you have deodorize on. Water will make it instantly deaggro, assuming you're more than like 3-5' away or so. Deodorize and rain both force them to act as if they did not track by scent, allowing them to deaggro like any other mob.


This, and for any mage who plays with a THF pre75 around orcs, that's a good thing.
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#13 Sep 18 2010 at 6:18 PM Rating: Default
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This, and for any mage who plays with a THF pre75 around orcs, that's a good thing.


It's too bad that Deodorize wears off when you get attacked, which you will probably be experiencing a lot from multiple linked orcs if you ever wanted to Hide them in the first place.

They could make it drastically more useful (mainly for THFs, and maybe /THFs at 90+) if they made Deodorize not wear off upon being attacked. The problem with Deodorize is that it's made to help get rid of aggro after you've already gotten it, but the moment when it's most difficult to actually use and maintain it is after you've already gotten aggro. Not exactly well-designed.
#14 Sep 18 2010 at 8:22 PM Rating: Decent
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As far as feet drop rate from new abyssea areas is concerned, are you making sure to max out amber lights? Our last run we certainly did, because every single gold chest was gigantic, they dropped roughly 1/3 of the time, and although the drop rate of feet in there was still rare, we got 3 blu, 4 sam, 2 pup, and 1 drg feet in about 5 hours. Almost all of them came from when we maxed amber light, which was about 3 hours in.

As far as things that really need fixing, which I hope the new director sees and changes, the pup community, every single one of us, still wishes that the AI of automatons would be addressed. Our white mage automaton, soulsoother, will cast a spell such as poisona, paralyna, etc over healing spells such as cure VI if a status ailment can be removed by it, no matter what combination of maneuvers, or how low in health the master or itself are. We would prefer that the automaton prioritize healing magic over status healing magic, ALWAYS. Also, make it so that the cure priority is person tanking if in party > person with lowest health, as opposed to master/itself > tank > person with lowest health. It is a problem as it currently is. It's like having a white mage that is unable to cure unless itself and it's buddy are at high HP at all times, and oh, its a 18 second recast. The tank should always take priority over all else, and this change would not affect soloing pups either.

Our black mage automaton, Spiritreaver, is also in need of fixing. if it falls below 75% hp or MP, and the monster can be aspired, it will always drain or aspir over anything else, no matter what combination of maneuvers you use. Honestly, most of us pups would prefer drain not to be there at all, and pretty much all of us despise aspir with a passion. (I know that sounds strange, but we have a vast amount of other options to get our automaton's MP back. we do not have the same choice over the global recast timer) It would be nice to change it so that a dark maneuver is required to cast these spells, or remove them entirely from the spell list.

Another minor issue is Stormwaker, who hasn't gotten any new spells since 75. It would be nice if it eventually got cure V and tier IV nukes, to keep up with the other two. Automatons also often wait past 100% tp to weaponskill, which is annoying. Then there's flashbulb and strobe, which the automaton will use if it's too far away to have an effect. Seriously, normal people's job abilities don't dissapear if you use it too far away to have effect, instead you just don't use it. Change these two things so the automaton only uses them once it's in range to have an effect, please! Speaking of which, I hope you will give our automatons more weaponskills! Valoredge in particular needs a very strong weaponskill, as it is currently terrible for spike damage. (seriously, our best weaponskill is cannibal blade, and it doesn't even break 400 damage. A teir II version of this, doing 1k+ would be nice, especially if it healed the automaton like CB)

The last issues I can think of for pup are the automaton's paper thin defense, which needs a huge boost. Seriously, it needs to be tripled. That's how low it is. More attachments, pet boosting gear, and master/pet combo gear like what you've been releasing is all wonderful too, but these AI issues and adjustments to automaton defense are the biggest remaining issue left to pup that needs fixing. I hope that with a new director, these issues can finally be addressed!

Oh, and to whoever thought up Deus Ex Automata and repair change. . . THANK YOU VERY MUCH! ^___^
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#15 Sep 18 2010 at 9:05 PM Rating: Decent
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here are some of the other problems

http://ffxi.allakhazam.com/forum.html?forum=29&mid=127030631121527021
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#16 Sep 18 2010 at 9:52 PM Rating: Decent
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As far as feet drop rate from new abyssea areas is concerned, are you making sure to max out amber lights? Our last run we certainly did, because every single gold chest was gigantic, they dropped roughly 1/3 of the time, and although the drop rate of feet in there was still rare, we got 3 blu, 4 sam, 2 pup, and 1 drg feet in about 5 hours. Almost all of them came from when we maxed amber light, which was about 3 hours in.


Had a very similar group to yours, 5 hours, about 3 hours of presumably maxed amber. Still saw not one piece of AF.

It shouldn't be this hard to get the dumpy base materials. If they were completed AF pieces (like in Dynamis) it would be another story.
#17 Sep 19 2010 at 2:49 AM Rating: Decent
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The same guy who's supposedly been the director for a bit longer than we think?

The same guy who's given us reskinned zones and marketed them off as expansions?

The same guy who gave us moogles who do EVERYTHING, from limit break quests, to questable weapons, to questable armor, which give no back story to anything other than a moogle can magically do anything and everything? (A great and lazy way of avoiding putting actual effort into creating quests and missions to give obtaining something a meaning and instead just making things a kill _____ X-many times trials)

The same guy who obsoletes 90% of the game's content?

The same guy who introduces AF3, gives us the base head and legs easily obtainable from NPC's while making the base feet harder to get than Xarcabard AF2?

The same guy who added in this totally random system for getting the seals that are specific to the very PIECE of armor to the very JOB of armor which is frustrating people left and right?

No sorry, he's not getting my respect. Go ahead and sub-default me though because I'm being negative. Around here unless you're absolutely optimistic you get rated down. I remember back years ago when if you said anything that went against how old-world end game was handled you got flamed and laughed at to, then when it finally changed after enough complaints people jumped right on the bandwagon. Whatever Square Enix does, the masses will support it, it seems.

Edited, Sep 19th 2010 1:54am by EndlessJourney
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#18 Sep 19 2010 at 4:45 AM Rating: Good
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The "new team" has indeed its own bag of flaws.

They totally forgot the existence of the auto-translate function.

Walk of Echoes deserved far more than a battlefield area (it's more personnal, but I thought WoE would be something more like what's been done in Abyssea : a big sky-like area where there are ton of things to do... I wanted to wander in WoE =| )

And they're useless when it comes to making cut-scene : during the WotG cut-scene for the 2 (more?) last updates, when you see something in another area, the cut-scene is interrupted, our character is teleported to this area (loading screen everywhere, music change everywhere, chatlog appearing and dispapearing), and then we can see the scene... just to be teleported back to the first area. (I've just looked again at CoP Intro, we see inside and outside of Delfkutt tower, without any interruption)

And I agree with the absurdity of the "Moogles > All" phenomenon.

Edit : seems they forgot Key Item has 4 categories too.. everything from Abyssea in Temporary Items ; ; what a mess. (fortunately, maps are actually in maps category)

Edited, Sep 19th 2010 12:38pm by GenzaiKawakami
#19 Sep 19 2010 at 6:35 AM Rating: Good
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Deodorize is super awesome for allowing a THF to hide from things XD.

Edited, Sep 19th 2010 8:35am by ThiefKiller
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