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Old 11-17-2008, 05:58 PM   #46
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Re: December Version Update Preview (11/17/2008)

I think Raydeus is getting more shit than he deserves.

It's not at all wrong to be pleased with the changes, but I don't think he's wrong in expecting much better. I think we are all beholden to a collective eye-roll, saying to the developers "good job, but you're a long way off from being caught up."

That said, their tardiness really is better than not giving us the changes at all, but as late as some of these things are, it's not wrong to be only minimally impressed.
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Old 11-17-2008, 06:10 PM   #47
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Re: December Version Update Preview (11/17/2008)

It's not what he said, it's how he said it. "SIGH, SE fails yet again." It's not even like this is the whole scope of the update. This is side stuff to the new things coming like the mazes and whatnot.

Yes, it would've been useful 5 years ago. What would you rather have, though, lots of minor side fixes, or expansions?
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Old 11-17-2008, 06:27 PM   #48
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Re: December Version Update Preview (11/17/2008)

You also have to consider some of these changes only come because the game will continue to get larger. If you wanted these changes back when the game was still new and you didn't have an outpost warp or gate crystal to your name, I'd just call you a lazy bastard.

But now we have the mainlands in the present and past, Sky, Sea, Limbus, Dynamis and Aht'Urghan. Whatever zones come in the next expansion will only increase the ways we need to travel. This is just as much a prep for the future expansions as it is useful for now.

Devs do want you to explore the game. It may not be your thing, but its what they hope you will do. Most players still cling to thier WHMs like a dimwit to get them around. I don't even shout for teleports at all, I have the OPs i need, I have teleport items, I raised a chocobo.

Sometimes I swear people just want to step out of thier MH and right into Dragon's Aery and won't be happy til that happens.
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Old 11-17-2008, 07:18 PM   #49
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Re: December Version Update Preview (11/17/2008)

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want to step out of thier MH and right into Dragon's Aery
Okay come on though, getting there is such a huge pain in the ass, I'd pay real life money to get from my MH to DA with just a click of the button, day after day after day. And I don't even camp Fafhogg every day. (yet.)

Though I do understand where you're coming from BBQ.

That would still be hella sweet.
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Old 11-17-2008, 08:49 PM   #50
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Re: December Version Update Preview (11/17/2008)

Now if they could just do something about the long ass waits between Besieged >-> (why does it take them an hour just to march to Al Zhabi?)
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Old 11-17-2008, 09:03 PM   #51
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Re: December Version Update Preview (11/17/2008)

Go read the Lvlup comic about why it takes so long for them to get there

Also I like trekking on out to fight the super tough mobs. Feels more adventury than just a simple point and click and you're there.

1 point and click, no thanks. 50 points and clicks? Yes please.
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Old 11-17-2008, 09:50 PM   #52
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Re: December Version Update Preview (11/17/2008)

You know what I always thought would be cool to have in game? How about if you could bring up the map (of course you'd have to have one) and then click a spot on the map and your chocobo auto runs there. I guess you could implement it for regular walking too but at the time I was thinking more for chocobos. It would take the same amount of time but then at least you could go get a drink or go tinkle or whatever while the chocobo was on the way to your destination. Now THAT I'd like to see! LOL
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Old 11-18-2008, 05:49 AM   #53
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Re: December Version Update Preview (11/17/2008)

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You know what I always thought would be cool to have in game? How about if you could bring up the map (of course you'd have to have one) and then click a spot on the map and your chocobo auto runs there. I guess you could implement it for regular walking too but at the time I was thinking more for chocobos. It would take the same amount of time but then at least you could go get a drink or go tinkle or whatever while the chocobo was on the way to your destination. Now THAT I'd like to see! LOL

one is in development for, .....you know..... "that program" ;p

(being silly here just to do it)
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Old 11-18-2008, 05:57 AM   #54
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Re: December Version Update Preview (11/17/2008)

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I guess you could implement it for regular walking too but at the time I was thinking more for chocobos.
Walking would only be good in areas where you won't get aggro. Imagine using that and going afk in Caedarva Mire to come back dead with 900 Soulflayers poking you with their sticks.
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Old 11-18-2008, 06:38 AM   #55
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Re: December Version Update Preview (11/17/2008)

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Took me about 8 straight hours to get my Drk Af body in that place. I swear that any thf who could go to Castle O did.
Took me 20 minutes to get my Thf AF pants there ;;>.>

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Now expand the moghouses dagnabit! I want more room to put in furniture and make an actual house!
This. Please. Hell, I'd even settle for being able to place my moogle in other parts of the room to open up the space in the middle for furniture. My moogle would look much more at home behind the bar then floating in the center of the room.

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For only a preview these are very good, although obviously my attention is towards that player-made dungeon they announced <_<. It's nice to see that SE in the last 2 years have been fixing problems that have gone ignored. But of course I guess if we think like Raydeus, its better to leave them the way they are since that's how they were since retail?
Ya know, a funny concept sorta dawned on me the other day. All througout ToAU SE repeatedly said "We're going to work on new content and then go back and fix the old" whenever someone would complain about Dynamis or Sky or Kings or what have you. And ever since WotG started...SE has been fixing a LOT of old content, from Mogs in Selbina/Mhuara to reduced Dynamis prices and increased drop rates, to relics for all jobs to instanced pop HNMs that actually drop their original items (Serket/Guivre/KA) to an in game tutorial. Hell, even level synch was a massive fix to an old old problem. And now there's even more little tidbits of fixes for older content coming out. Makes you wonder...is it possible...even in the slightest...that SE will finally fix Ground Kings?

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You know what I always thought would be cool to have in game? How about if you could bring up the map (of course you'd have to have one) and then click a spot on the map and your chocobo auto runs there. I guess you could implement it for regular walking too but at the time I was thinking more for chocobos. It would take the same amount of time but then at least you could go get a drink or go tinkle or whatever while the chocobo was on the way to your destination. Now THAT I'd like to see! LOL
They should make that a feature of self raised Chocobos...that would really give a nice boost to Choco raising. Now if only they could fix Choco racing so that people want to do it, in both racing and betting. It used to be some decent cash if you played towards the strong numbers...but now anyone and everyone has a chance to win and usually the two highest ranks will end up in last place. I blame RMT
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Old 11-18-2008, 07:59 AM   #56
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Re: December Version Update Preview (11/17/2008)

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Now if they could just do something about the long ass waits between Besieged >-> (why does it take them an hour just to march to Al Zhabi?)
It's 30 minutes (15 for undead). It's not THAT long.

What other surprises do they have in store for us in this update? I can only wonder what they will have going on for the fan fest.
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Old 11-18-2008, 05:32 PM   #57
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Re: December Version Update Preview (11/17/2008)

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Speak for yourself Ray. The rest of us still care =P
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Raydeus, being one who hasn't gone through the infamous coffer AF pieces yet, I thoroughly appreciate these changes, and I am sure the influx of new players would also agree. You and all of the other 75 veterans out there aren't the only ones in the game, and while I personally feel for all of you, I believe the "better late than never" sentiment is well-justified.
Don't worry, both of you will get to the point where I am soon enough.

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Cause every MMO is perfect from the start? Get over yourself please.

For only a preview these are very good, although obviously my attention is towards that player-made dungeon they announced <_<. It's nice to see that SE in the last 2 years have been fixing problems that have gone ignored. But of course I guess if we think like Raydeus, its better to leave them the way they are since that's how they were since retail?
Thing is we aren't talking about perfection at all. We are talking about pretty small changes (that yet have a big impact on gameplay) players have been asking for for YEARS and that as such should've been made years ago.

SE has absolutely no excuse for taking so long to finally get to change things while trying to spin it as "the development team listening to the comunity."

But hey, if SE can score cheap PR points by simply keeping expectations low and then doing their job once in a while then more power to them.


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Yes, it would've been useful 5 years ago. What would you rather have, though, lots of minor side fixes, or expansions?
Do you honestly believe they really can't do both?
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Old 11-18-2008, 06:11 PM   #58
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Re: December Version Update Preview (11/17/2008)

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SE has absolutely no excuse for taking so long to finally get to change things while trying to spin it as "the development team listening to the comunity."
Yes they do, they want you to learn how to travel in the damn game. Was there really a reason to lower the requirements to outpost warp in Selbina during ToA?

Not really, you could just boat from Al'Zahbi to Mhaura to Selbina. If you were a high level player, that was easy. Shit, you could just shout for a Tele-Holla from Whitegate and be a stone's throw away from the dunes. If you were a low level player, you had no reason to be in Whitegate yet. Hoof it.

Was it warranted for the addition of WotG? Hell yes. The options for low level camps practically doubled. They knew morons would still go to the dunes like lemmings, though, hence tweaking the outposts and adding Nomad Moogles. When you have dunes level mobs in North Gustaberg (S), that's all the reason to add nomad moogles to Selbina since players could head back to Markets (S) to change in thier mog house if needed.

I think things like increasing the territory you must cover is a valid reason to update this now.

Now Jeuno has a new attraction, one that possibly could present player-created alternatives to existing EXP camps. Being able to warp from Jeuno to Whitegate or vice-versa makes a lot of sense with that addition.

It really wasn't that hard to get to these two places anyway. There was always the Olduum ring if you were HPed in your nation but couldn't Warp from Jeuno and didn't want to HP.

Most likely, you still would have to do the Lure of the Wildcat quest in Jeuno to even get access to the teleport. For you, that's just another thing you'll have to bitch about and tell us how SE "fails."

You're probably one of those that still uses the level 1 bloodport method, amirite?

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Old 11-18-2008, 07:41 PM   #59
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Re: December Version Update Preview (11/17/2008)

I've been playing for 5 years, and while I think it's a bit late for some things, I sure as hell am not jaded by the fact that it took awhile.

To be honest, it's a convenience for me more than anything. I don't NEED outpost warps, nation-whitegate tele, increased EP-DC exp, or anything of that nature. While it does help, I would still and did enjoy the game without it.

More than likely they are listening against their judgment for some things, it's not like it's THAT hard to do most things. They probably just don't want to make it so simple that it's not a challenge.

Also, name one company that would say, "We're giving you something that should have been there, but it's not because we care what you think." Of course they're spinning it in a positive light.
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Old 11-18-2008, 08:15 PM   #60
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Re: December Version Update Preview (11/17/2008)

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Yes they do, they want you to learn how to travel in the damn game. Was there really a reason to lower the requirements to outpost warp in Selbina during ToA?
The fact that the majority of players take up their jobs from 10-20 in the dunes? And the idiocy of having to be at the level you typically leave an area to warp there?
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