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FFXI information from TGS '06 by Destiny

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  • Balfree
    replied
    Re: FFXI information from TGS '06 by Destiny

    I do believe they should put more effort into hiring people that play the game normaly and keep an eye out for "unoutorized activities", integrate these people in the normal stream of players and you have a great measure to keep botters and rmt at bay.

    That sounds like a good roll by SE!

    Leave a comment:


  • KoukiRyu
    replied
    Re: FFXI information from TGS '06 by Destiny

    You think they will maybe be like mixed in with normal players, but have GM powers? Or just someone else that watches us in super invisible mode like most GM's do...I'd like to see how they set this "special task team" up..

    Leave a comment:


  • neighbortaru
    replied
    Re: FFXI information from TGS '06 by Destiny

    Domo arigato bside-san.

    the special task team does, indeed, sound very interesting

    Leave a comment:


  • KoukiRyu
    replied
    Re: FFXI information from TGS '06 by Destiny

    All of this stuff is so exciting @_@ I had gotten excited just with the editions of the new merits, but this is even better. Not to mention I just started SMN, and it's gonna be my new main, so now I may actually get to throw a few bloodpacts in! (Prolly not, but I can hope). Also, the idea about taking Utsu:Ni to 38 is fabulous...I mean I'm a MNK...and people want me MNK/NIN, I understand it's to keep from taking damage when I take hate...but I'm not going to take as much hate as /nin...but anyway, if they did that, I'd be so so happy...I can't wait for October now! XD PSU and FFXI updates, yaaaay!

    Leave a comment:


  • Kaickul
    replied
    Re: FFXI information from TGS '06 by Destiny

    Originally posted by bside View Post
    Source: http://ff11creatersvoice.cocolog-nif...post_177b.html

    ---------------------------------------------------------------------------------------------------
    Things we're concerned:

    MC: Will there be other, increased chances to obtain Abjurations and Relics (probably meaning armors)?
    Matsui: We'll increase the chance for Abjurations sometime soon. Also we're adding the equipments that are equivalent in stats to relics through ToAU (areas?).
    (It doesn't clearly state what the "increased chance" exactly means, such as more NM's to drop them or same HNM's dropping more.)
    If they really do this, and the alternatives are just as good as the relics and the abj... wow... so happy. I never even came close to getting a relic because HNMLSs would fall apart within months of my joining, and obtaining relics now are next to impossible. The same goes for abjuration with 3-4 LSs (And RMT) camping all the major kings on a 24/7 basis.

    Hell this would almost eliminate the need for HNM with so much content for smaller groups.


    Originally posted by bside View Post
    Session on 3rd day

    Source: http://ff11creatersvoice.cocolog-nif...09/3_382c.html

    ---------------------------------------------------------------------------------------------------
    Importance of economy in MMORPG's


    Objectives
    In Oct, Special Task team will be created within the operation team, separate from GM's, to crack down on the unauthorized activities, through further cooperation w/ dev team. We'll do everything we could even aginst those suspicious activities for which in-game evidences might not be enough to make it certain that they are in violation.

    We intend to pursue our path to eliminate unauthorized activities and tools through the strict enforcement (of ToS).

    Ohhhh hell. This sounds promising.

    Leave a comment:


  • bside
    replied
    Re: FFXI information from TGS '06 by Destiny

    1st session on the 1st day

    Source: http://ff11creatersvoice.cocolog-nif...post_6e3f.html

    ---------------------------------------------------------------------------------------------------
    New feature to be added in the future patch(es):

    New Multi-player Battle Area, after Dynamis, Assult, and Besieged. (It doesn't mention Limbus lol)

    4 areas to be added, alliance size, 18 players.
    It's made to require more teamworks and tactics.
    "Logical" areas that require advanced strategies to conquer.
    Players will lose various abilities upon entry, like unable to cast magics, can't use WS', etc.


    That castle-sort thing, or monument, seen from the Mount Zhayolm is the stage for these new areas.

    ---------------------------------------------------------------------------------------------------




    2nd session on the 1st day

    Source: http://ff11creatersvoice.cocolog-nif...post_177b.html

    ---------------------------------------------------------------------------------------------------
    Things we're concerned:

    MC: Will there be other, increased chances to obtain Abjurations and Relics (probably meaning armors)?
    Matsui: We'll increase the chance for Abjurations sometime soon. Also we're adding the equipments that are equivalent in stats to relics through ToAU (areas?).
    (It doesn't clearly state what the "increased chance" exactly means, such as more NM's to drop them or same HNM's dropping more.)

    MC: Is it possible to make fellows not to go away when we zone? Also, any continued quests?
    Ogawa: As for the zone, dev person (in charge of fellowship) is working hard to make that possible. Maybe that'll happen soon. Continued quests are unlikely until ToAU missions "settle."

    MC: How do we obtain Parade Gorget?
    Matsui: In order to spawn the NM, you need a Goblin Drink, synthesizable at around 80 in cooking. You trade it to ??? in Oldton Movalpolos. Goblin Drink requires 8 ingredients to synth. Gysahl Greens, La Theine Cabbage, and 6 others. Others (will be revealed) tommorow and the day after. Please also search for them yourselves.


    Chocobo Breeding

    1. We'll adjust the rate of progression of their status, as it's slow now.

    2. Q: My chocobo has been sleeping too much these days...
    A: It's not a bug that they don't wake up after they rest, but we'll do something in the next patch as it's boring not to be able to do anything for a long time.

    3. New color to be added in the Oct patch. Red, and one another. Their "shape" also start to change.
    ---------------------------------------------------------------------------------------------------




    Session on 3rd day

    Source: http://ff11creatersvoice.cocolog-nif...09/3_382c.html

    ---------------------------------------------------------------------------------------------------
    Importance of economy in MMORPG's

    When it's inflated too much, there will be problems such as everything being too expensive for new players. The "normal" is when it's slightly inflated.

    - In case of FFXI

    Deflating as we speak as a result of prevention measure of inflation by unauthorized activities. Total amount of gils in players' possession is now decreasing because of that. Once the inflation cools down, necessary measure will be taken to normalize the economy.

    - Respond to the problem of NM monopolizing
    - Respond to the fishing bots


    Objectives
    In Oct, Special Task team will be created within the operation team, separate from GM's, to crack down on the unauthorized activities, through further cooperation w/ dev team. We'll do everything we could even aginst those suspicious activities for which in-game evidences might not be enough to make it certain that they are in violation.

    We intend to pursue our path to eliminate unauthorized activities and tools through the strict enforcement (of ToS).


    Goblin Drink
    San d'Or. Carrot and Water Melon.
    Just hints for the remaining 2...

    You might think strange things are used by the name of it, Goblin Drink
    but Moval. Water isn't used, just normal water

    Another one is "weird dish" ("weird thing" might be a better way to put it.)

    Please try various things yourselves.
    ---------------------------------------------------------------------------------------------------


    I wonder what sort of change will be made for Abjurations...
    Last edited by bside; 09-25-2006, 10:23 PM. Reason: Added 2 more, covering all Q&A's now

    Leave a comment:


  • bside
    replied
    Re: FFXI information from TGS '06 by Destiny

    I don't know if other forums already cover this, but the page neighbortaru originally put a link to only covers the Q&A session on the 2nd day of TGS, and the same blog (FFXI Creator's voice Ζ) has 3 other pages covering those on 1st day (2 sessions) and 3rd day.



    Well, what the heck. I'll translate them myself. brb

    Leave a comment:


  • Bricklayer
    replied
    Re: FFXI information from TGS '06 by Destiny

    Originally posted by Macht View Post
    MNKs change sounds like they are making them more like a MUD style MNK I played once before. Basically they are giving the monks more stances. An example of what I mean this particular MUD did this:

    Crane Stance: Higher Evasion, Better Counterattack, Low Defense, Moderate Damage, Normal Attack Speed
    Dragon Stance: Higher Damage, Moderate Defense, Low Evasion, Low Counterattack, Normal Attack Speed
    Mantis Stance: Higher Attack Speed, Moderate Damage, Low Defense, Moderate Counter, Low Evasion
    Tiger Stance: Normal Damage, Moderate Attack Speed, Low Defense, Slightly Higher Counter, Low Evasion

    And so on, not a great example. Enough to give an idea of what I'm thinking. Basically if the MNK finds himself drawing hate and ending up the Tank he can change his stance. Say it's a MNK type mob or fast hitting one MNK could change to Crane stance and tank by avoiding and countering frequent attacks. If it's a hard hitter and slow attack then could change to Dragon Stance and do a fight Fire with Fire logic. Or if he isn't a tank can change to Mantis and get a quazi Hundred Fist like damage going to start building up TP and whatever else.
    Another possibility, though I'm not sure if FFXI has implemented this previously, is reactive abilities. For example, if a mob misses, a job ability could be activated within 3-5 seconds. If not used, the JA just goes disabled until the next miss. This would be similar to Mongoose Bite in WoW.

    Leave a comment:


  • Kholdstare
    replied
    Re: FFXI information from TGS '06 by Destiny

    Originally posted by Omgwtfbbqkitten View Post
    Yeah, seeing how all the aspects of this update seem to lean to more diversity or longevity and how good most of it sounds, there has to be a trade-off. I'm hoping that trade off is Utsusemi: Ni getting bumped up to 38. Its a kick in the pants the FFXI community needs (and, quite frankly, deserves).
    Exactly. I don't think anyone here wants it, but everyone here knows we need it, for the betterment of everyone. As long as Ni is 37, this game is only for those select few who sub it. There is, at this time, no room for the /WARs, or the /THFs. You pretty much sub NIN for melee, and WHM(or less often, BLM) for mage. Only NIN can get away with subbing WAR and at the same time remaining at the top of their game. Those who try and sub WAR or THF (read: anyone who uses a two handed weapon) gets left in the dust for today's "metagame"

    Also, to those complaining about BST, I have something to say: Stop trying to make them Solo Only. A job should be able to solo by CHOICE, not necessity. I'd rather be able to more efficiently party for decent exp with the option of soloing than being forced into soloing for meager exp all the time. I know BST is good in a party, but they could stand to be better. They need an incentive to be in a party instead of that other DD, and hopefully this update will do just that. (I.e. if this update is just more low cap jugs with 5 ingredients that drop from lvl 80 mobs maybe once every 125 kills, and possibly "enhancing" Reward, I'm gonna be mega pissed).

    I personally don't think that any of these ideas looks bad. From the way they mentioned Samurai with lowbie abilities, and sub job promotion, I'm thinking they're gonna give Samurai something to the effect of Martial Arts, but with 2 handed weapons (e.g. DRK, DRG, Gaxe WAR, and obviously Samurai could become contenders in the speed kill department.)

    Leave a comment:


  • Omgwtfbbqkitten
    replied
    Re: FFXI information from TGS '06 by Destiny

    Originally posted by ValisOfValefor View Post
    Means their trying to open up other subjobs and weapon combination for warrior (other than everone going /nin with 2 axes)

    Meaning their most likely either doing something to /nin, or their going to make a way to make other subjobs more appealing.
    Yeah, seeing how all the aspects of this update seem to lean to more diversity or longevity and how good most of it sounds, there has to be a trade-off. I'm hoping that trade off is Utsusemi: Ni getting bumped up to 38. Its the kick in the pants the FFXI community needs (and, quite frankly, deserves).
    Last edited by Omgwtfbbqkitten; 09-25-2006, 07:29 PM.

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  • tazirai
    replied
    Re: FFXI information from TGS '06 by Destiny

    Originally posted by Omniblast View Post
    Yes! Something for us finally. Now if only we can somehow solve the perpetuation problem. As much as I like to summon and sit, I'd much rather be helping my party out by keeping my avatar out. I mean, who doesn't like to see the sight of a Purplish glowing wolf running behind me ready to bite something.
    Now we can finally do stupid buffs to our pets BEFORE doing a damage blood pact, and it would increase the blood pact's effectivness. Ecliptic Howl, then Ecliptic Bite (full moon = more accuracy)
    I'm sick of seeing 200 damage by fenrir, when I know he can do more.
    Dunno If you saw what I said about perpetuation or not, But I think it should be tied to the Summoning SKill, XX points = -1 Cost to per.. would work very well.

    OR have a JA that lasts 1-3 min, cool down of 3 min to have 0 perpetuation cost.
    That way you can use your Avatar free for a2-3 BP's. Kinda like a Mini Astral Flow.

    Leave a comment:


  • Clever Ninja
    replied
    Re: FFXI information from TGS '06 by Destiny

    After looking at Counterstance, I can actually see Macht's idea actually coming through. Different stances that do different things.

    Leave a comment:


  • Mhurron
    replied
    Re: FFXI information from TGS '06 by Destiny

    Originally posted by Raydeus View Post
    Enfs are capped though, players have tested the max Slow effect and stuff like that, it's not that spells wont cap, is just that you'll never see the max effect they can have simply because you'll never have enough +skill +stat
    You're right saying they aren't capped is not right, but enfeebles cap differently then elemental spells. The elementals have a hard limit and you will hit it before you get the next tier spell. You must have the next tier spell to increase your damage output. Enfeebles work on a percentage that factors in your skill and MND or INT. Increase them and you have a higher chance of working effectivly. That Paralyze works the same in the dunes as it did as it does in VoS or what not is because it grew with you. Stone will never do more then 30, Slow will slow down a mob by a percentage everywhere if you keep your skill up. A second Tier wasn't needed to keep up.
    So SE needs to improve that if they wanna enhance our role as enf/support.
    But they said they didnt want to empasize Enfeebling any more, they wanted to empasize RDM flexability. Simply giving more Enfeebling would not change anyones perception of RDM flexibility. It would be like them giving BLM a huge MP spell to try and make them fit into a roving party.

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  • Aeni
    replied
    Re: FFXI information from TGS '06 by Destiny

    Originally posted by DakAttack View Post
    I think in this situation they mean more along the lines of Job Abilities the Monks can turn on in the event a certain situation arises. Maybe the crab uses a Def Up ability, and the Monk can use an Atk Up ability that will also raise Enmity and lower Defense as a balance effect. If the Monk gets hate he can switch to an Atk Down, Enmity Down, and Eva Up stance until the crab is turned back to the tank, providing the Monk has access to it.
    You've got to understand, speccing is similar to subjobs For example, if you go speccing fully into one tree, you can't get abilities or enhancements from another tree without enough points.

    That's why I point out the similarities. In this case, yes, the subjob availability may be a factor (about time) since right now, there's no incentive for jobs unless they only sub one or two jobs with their main (Only job right now that can be defined better by their subjobs and options available are RDMs and maybe to a certain extent DRGs)

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  • DakAttack
    replied
    Re: FFXI information from TGS '06 by Destiny

    Originally posted by Aeni View Post
    Your suggestions sounds like WAR in WOW. Three stances (Battle-default, Shield-tank and Berserk-attack) In each of the stances, you get a different benefit (Dual-wield in one, shield mastery in another, etc.) This gives an added flexibility to a job class depending on a situation.

    And yes, it's not easy to master. It takes a certain individual that is willing to be anal in his/her process with each of the stances. You're either perfect or just a nub.
    I think in this situation they mean more along the lines of Job Abilities the Monks can turn on in the event a certain situation arises. Maybe the crab uses a Def Up ability, and the Monk can use an Atk Up ability that will also raise Enmity and lower Defense as a balance effect. If the Monk gets hate he can switch to an Atk Down, Enmity Down, and Eva Up stance until the crab is turned back to the tank, providing the Monk has access to it.

    Leave a comment:

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