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Old 02-22-2008, 09:32 AM   #46 (permalink)
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Re: Battle System Improvements (02/22/2008)
Originally Posted by Celeal View Post
Another thing for the chat log, there still no <mp> for the PUP's automation.
On that subject, I would love to see <fttp>, <fthp> and <ftmp>.



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Old 02-22-2008, 09:34 AM   #47 (permalink)
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Re: Battle System Improvements (02/22/2008)
I consider the music changes a mage nerf. I'm not partying with melee anywhere there's good music now. :p

The Windower users panicking over the macro storage is funny and makes up for it though. I don't wanna go back to hitting four macros every time I cast so I guess I won't upload. ^^;




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Old 02-22-2008, 09:51 AM   #48 (permalink)
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Re: Battle System Improvements (02/22/2008)
There's a Windower user panic? o_o; Why?

I don't see S-E implement server side macro execution. Most likely, it's just server side macro storage, with which the clients can synchronize.

Hopefully it'll be automatic synchronization, or at least have the option to be automatic.

* * *

Not that I'd be terribly sorry if Windower macroing dies (which I doubt would happen), but this change shouldn't have any impact--Windower macro doesn't interact with the FFXI's built-in macro system at all; AFAIK, it intercepts certain key presse combos instead of passing them to FFXI/POL, then just issues a string of commands, sort of like a really fast typist.



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Old 02-22-2008, 09:53 AM   #49 (permalink)
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Re: Battle System Improvements (02/22/2008)
Originally Posted by Omgwtfbbqkitten View Post
So you want nitpicking information added and relevant information removed from the logs. Um, OK.

Flash does what to the target again, kids?

It blinds. Its a really potent and temporary form of blind, but its still blind.

As for Blocking and Guarding, if its going to be added to the log to show damage mitigation, then i want the filter for pet damage removed entirely so myths about pet jobs can be busted.
I always saw Flash as a reverse Blink more then a blind. It all but gaurentees 2-3 misses similar to how Blink all but gaurentees 2-3 Evades.

Having said that, they're two different effects.

Also, Filtering pet dmg is a totally optional choice by the players. They don't even get that choice for Shield blocks and guarding.

Originally Posted by Omgwtfbbqkitten View Post
Bascially, what IfritnoItzura is striving for is a bunch of unnecessary messages to be added to the chat long and all of COR, WHM, SCH and BRD buff information removed. This way, they'll get equally bitched at about buffing like RDMs do.
I lol'd

Originally Posted by Sevv View Post
Who actually listens to the in game music during xp, here is to mages listening to the music for half a week and going back to music.
Boss fights and assaults and other events as such. There's more to this game then exping. Infact I play every day almost and can't remember the last time I had an exp pt...

Originally Posted by Omgwtfbbqkitten View Post
Japanese =/= English. You clearly forget where SE's priorities lie.

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IfritnoItazura, I've read everything you said. Its just the more you say, the more ridiculous you get.

Like saying "March isn't Haste."

It totally is a haste.

You're trying to make a distictions for what essentially is a different form of the same thing. If a PLD and RDM cast Flash and Blind at the same time, I know which one is wearing off first and I suppose that's different enough for me to tell the difference.

If we get what you want, then why shouldn't BLUs get chat log messages stating they've enfeebled the mob with slow when they use Sprout Smack. It gives the effect. I can keep going down the line on BLU with that thinking.

Additionally, why shouldn't COR get a notice that Dia was enhanced when we use Light Shot and so on?

We add one little, insignifigant detail and then people would want all these other insignifigant details added. Yet, these details are common knowledge anyway. So whats the point other than "making it like the JP client."
First off, I think Cors should get a 'boosted debuff' message, because I know I myself always forget that those shots actually do that. And when a Blu's debuff effect wears off we should know so we can recast it. It tells us when Acid bolts wear off and when the effects from the Break WS come off, all Status Effects should do the same.

As for SE's 'priorities', I can honestly admit they seem to be doing their damndest to keep things in game as fair for *everyone* as possible. The message with Flash is most likely a simple, overlooked error more then anything else. But in the end, there is no reason not to change it. It could only be a good thing to those few who do actually care about it. And using a typo in a 10 year old game to prove that SE doesn't care about ALL of it's FFXI players is a pretty weak argument. You should have tried using the fact that we don't get any of the cool Info Books that they get over in JP.

As for the Blue Spells, most of their 'effects' don't stack with other effects of the same type. Sprout Smack does not stack with slow. Their Silence does not stack with the spell Silence. Their Haste does not stack with the spell Haste. They use different moves to generate the same effects as opposed to Flash and Blind, which are different spells with similar effects.

Originally Posted by Celeal View Post
Take a look at WHM's recently added spell Repose, and THF's recently added JA Accomplice (sp?).... it is nice, but not enough impact to player's mentality.
The reasons those new abilities didn't affect the way players see those jobs is because, in the end, they had very little impact on how the jobs actually play. They're great abilities, I will never deny that, but in the end it doesn't do all that much to turn those jobs into something different.

Originally Posted by Celeal View Post
Since above posts mentioned listen to your own music, instead of game's BGM. Is there anyway to turn on/off in game BGM?
You can actually change the volume of ingame stuff through the ingame config menu. But be warned, it's based on each character's settings, so if you turn off all music, but have sound effects on, as soon as you log to the character select screen you'll be hit with the full volume music. It can be kind of annoying if you lower the volume, get used to the quiet, then log into a full blasting song. ;;>_>



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Old 02-22-2008, 10:09 AM   #50 (permalink)
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Re: Battle System Improvements (02/22/2008)
Repose and Accomplice didn't reinvent WHM or THF, but certainly made me look at them differently.

A good THF in party means I can drop a Cure IV any time things look dicey, knowing that the THF can bail me out if I get in trouble from it. Don't need to move away for Convert and the DS Cure IV after, either. As for WHM, Repose saved my RDM many times in Dynamis from slimes already. (To be fair though, I loved WHMs even before Repose--those emergency bail out Devotions when I'm desperate for MP made me cry in gratitude.)

Nothing opened my eyes as much as Snarl, though. BSTs can now Rampage spam without worry when a jug pet is out; HQ crab pet can tank pretty darn well, as well adding a chunk of damage.

I hope S-E's future job fixes are just like these; expanding the jobs' possibilities without distorting their core identities.



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Old 02-22-2008, 10:14 AM   #51 (permalink)
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Re: Battle System Improvements (02/22/2008)
Originally Posted by Tsrwedge View Post
There isn't a switch, but you can turn the music volume all the way down via the in-game config menu.
or if you play on Xbox360, you can just go to the dashboard while in game, and stream music from your PC.

Your music is played over the game music, but you still get all the sound effect from spells and such. It is pretty great.




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Old 02-22-2008, 10:15 AM   #52 (permalink)
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Re: Battle System Improvements (02/22/2008)
Ah i like the new changes, i always wanted to hear some battle music when leveling mage jobs but never got the chance to. If theres anything that i wished they put in it would be a switch/volume adjustment for <calls>. Its all good otherwise though lol.
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Old 02-22-2008, 10:24 AM   #53 (permalink)
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Re: Battle System Improvements (02/22/2008)
I hate this idea of battle music. I really do. As a back line mage (probably for life) I've enjoyed sitting back listening to the soothing music of Wajaom/Bhaflau, Ru Aun Gardens, Al'Taieu and many others for a while now. If I wanted to hear the battle music I'd engage.

Looks like I'm going to be playing without game sound from now on.



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Old 02-22-2008, 10:25 AM   #54 (permalink)
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Re: Battle System Improvements (02/22/2008)
Imagine THF's Accomplice recast time is 30 seconds or 1 minute, instead of 5 minutes. IMHO, very often S-E is very conservative, or too caution for new idea and change. It is a good thing, but sometime it restricts the potential of great ideas.

For example, I would rather THF's Accomplice timer set to 1 min at the 1st release, check to see how the player base use it, and re-adjust it later.



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Old 02-22-2008, 11:18 AM   #55 (permalink)
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Re: Battle System Improvements (02/22/2008)
Originally Posted by IfritnoItazura View Post
There's a Windower user panic? o_o; Why?

I don't see S-E implement server side macro execution. Most likely, it's just server side macro storage, with which the clients can synchronize.

Hopefully it'll be automatic synchronization, or at least have the option to be automatic.

* * *

Not that I'd be terribly sorry if Windower macroing dies (which I doubt would happen), but this change shouldn't have any impact--Windower macro doesn't interact with the FFXI's built-in macro system at all; AFAIK, it intercepts certain key presse combos instead of passing them to FFXI/POL, then just issues a string of commands, sort of like a really fast typist.
Many who use the Windower embed Windower commands in normal FFXI macros. For example...

/equip main "Aquillo's Staff"
/ma "Blizzard IV" <stnpc>
/console exec BLMnuke.txt

The benefit of that style being that it can be used with both keyboard and gamepad. If you store these macros server-side it would be easy for a GM to search the stored macros for "console exec" and bust you and a few thousand thousand other Windower users. If they care to do so, that is.




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Old 02-22-2008, 11:57 AM   #56 (permalink)
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Re: Battle System Improvements (02/22/2008)


I bet they will implement a On/Off function to that. If not, meh.. i can see how it MAY become an issue at times like when you dont want utter silence other than special sound effects but can also do without the battle song..




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Old 02-22-2008, 12:18 PM   #57 (permalink)
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Re: Battle System Improvements (02/22/2008)
seems like things like... kiting Kirin or KB. Lots of mages would eventually get annoyed with having battle music fade in and out as he comes near and goes away. Though it could also serve as a detection system if you're watching TV when he comes near you. >.>

I suppose this is so page 3, but I have to say it...

Omgwtfbbqkitten: You are trying hard to reach conclusions that aren't there. You've used at least 3 fallacies in this thread.

I do believe you'd do well to try to comprehend what's being typed instead of what you glean from their motives.

Consistency means hella lot. For instance:

Originally Posted by Armando View Post
Boost gives "Attack Boost", the exact opposing buff to "Attack Down," so it wouldn't surprise me.

EDIT:Aggressor is not Accuracy Boost, Aggressor is Aggressor.

Likewise, Berserk != Attack Boost. Berserk is a different effect. Warcry, on the other hand, IS Attack Boost (and Boost has been known to overwrite and prevent Warcry in the past.)
While the topic at hand may be a breach of consistency, itself (if true, one I'd like to see as much as Flash), the wording of this post is integral to understanding things in FFXI. Berserk needs to be a Berserk status for the explicit purpose of differentiating it from simple "attack boost" effects. Flash is as similar to blind as Sleep is to Nightmare. Same end result, but drastically different numbers and mechanics happening.

Having Flash as a different message (RandomMob receives the effect of Flash) Does nothing but encourage consistency. Maybe consistency means nothing to you, but if this game lacked it, much would be chaotic.

Itazura's idea for reducing spam? This is the 2nd time I've seen the suggestion and the 2nd time I've seen you make some wild claim that it takes away from mass buff jobs.

???????????????????????

What the hell? You think that I, as a Warrior, feel more like my BRD is doing 6x as much work if I see 6 lines of text instead of 2? You think people don't just filter the shit out of everything but themselves anyway?

This change would only serve to help people like me, who like to keep an eye on my party members (less spam = easier to pay attention to... actually more likely to notice what the BRD's doing).



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Old 02-22-2008, 12:44 PM   #58 (permalink)
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Re: Battle System Improvements (02/22/2008)
I imagine the battle music would start when the mob becomes claimed rather than when you use the Attack command. That way soloing Black Mages can still enjoy the battle music without relaying on another party member to use the Attack command.
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Old 02-22-2008, 12:49 PM   #59 (permalink)
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Re: Battle System Improvements (02/22/2008)
Originally Posted by Silent Howler View Post
I imagine the battle music would start when the mob becomes claimed rather than when you use the Attack command. That way soloing Black Mages can still enjoy the battle music without relaying on another party member to use the Attack command.
The question is, who says soloing BLMs actually enjoy the battle music? When i'm actively in battle, I want battle music. I'm healing people from outside of the battle? No, thank you. I've always liked that melees would have the battle music when they engage and mages, from the back line, listen to the music of whatever zone they're in.

I, for one, did not think this particular aspect of the game was broken. I have no idea why they felt the need to fix it.



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Old 02-22-2008, 12:55 PM   #60 (permalink)
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Re: Battle System Improvements (02/22/2008)
Ok, would someone please tell me when solo black mages started partying? That makes absolutely no sense.



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