Originally posted by Intensity
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FFXI information from TGS '06 by Destiny
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Re: FFXI information from TGS '06 by Destiny
It's really not needed, players are just getting lazy. When cap was lv. 70 players were doing just fine without Ni. Now with the 75 cap it's like they can't kill the same things they could at 70, they need Ni now because their skills have dulled.
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Re: FFXI information from TGS '06 by Destiny
I hope they bring the fight fest to the states. I'll definatly go to it...
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Re: FFXI information from TGS '06 by Destiny
it was a member's suggestion (grizzlebeard iirc), not from the devsOriginally posted by Intensity View PostMaybe I missed something, but where di this rumor of Ni being elevated to 38 come from? Or is that pure speculation? I'd love that if it happened, but I doubt it will. It'd throw off the dynamics of the game for too many people @ 74+. I agree with someone's comment earlier that it's needed whether everyone would want it or not, but I was just wondering where that idea got started.
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Re: FFXI information from TGS '06 by Destiny
Maybe I missed something, but where di this rumor of Ni being elevated to 38 come from? Or is that pure speculation? I'd love that if it happened, but I doubt it will. It'd throw off the dynamics of the game for too many people @ 74+. I agree with someone's comment earlier that it's needed whether everyone would want it or not, but I was just wondering where that idea got started.
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Re: FFXI information from TGS '06 by Destiny
offical site info:
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Re: FFXI information from TGS '06 by Destiny
ok, reading the google translation, RNG SAM DRG and SMN will get job adjustments in the next version upgrade.
here is another link to a JP site covering the event:
some good Screen shots where we can see they are doing the review of job adjustments.






as you can see there is a red line of text under the RNG SAM DRG & NIN indicating these job's adjustments should take place in next update.
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Re: FFXI information from TGS '06 by Destiny
If Abjurations had another way to become available in a endgame context sans HNMs and sky, RMT would have lost almost everything they've worked for or are currently trying to rebuild. If SE just slaps them into the newer HNMs like Hydra and Cerebrus, they've given RMT the incentive they need to invade ToA Zones.
Right now, this new wave of RMT seems to be aiming just at the Zilart Kings and Sky. If Abjurations become available from the newer HNMs, they would just invade ToA zones too and the same old problems would remain.
But I think SE won't be giving Cerebrus, Hydra or any other new HNM a Abjuration drop. SE has been rather subtle about some of their RMT countermeasures. Some of them have been in the gear they've added with ToA.
Take Scorpion Harness for example, Jaridah set and Assault gear has taken it down a notch. The NQ post-inflation was down to 6 mil on Titan before ToA, now its just below 3 mil. KS30 manaburns still happen and RMT did use this for a while, but its lost much of its profitability. No one but Ninjas really, really need a SH anymore.
Traditional farming (an old RMT pastime) also took a hit with ToA, many crystals and materials that used to go for more are now dirt cheap because they're just so common.
All of this has lead to a big deflation accross the board. as more and more gear alternatives pop up, the old status symbol gear continues to deflate. Peacock charm recently dropped from 12 to 6 mil on Titan. Precise belt, hurling belt and Deadeye gloves are a big reason for that.
With CoP content being too time consuming for RMT and Assault/ToA/ISNM not giving much profitability and being restrictive like BCNMs, I think SE's coup de grace is coming in Abjurations by another means. These new allianced endgame zones could be where they drop. If that were to happen, RMT lose whatever hold they have in sky and king camps, people would do this new endgame content instead.
Some shells would still go after sky gear, but it would (thank god) be less of a chore than it is now if such an alternative were introduced.
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Re: FFXI information from TGS '06 by Destiny
Not sure what really needs to be done, but I have my latest ideas on balances to NIN and /NIN. Offense and Defense should be balance on all jobs. Right now, NIN and /NIN allows jobs to have good offense AND good defense.
Utsusemi:
I don't have much to say besides making it NOT 100%. We can't get 100% acc or evasion through skill, nor with spells. Why keep Utsusemi like this? Just make it 95%. Still great, but not 100% effective anymore. Or have the blocking rate based on Ninjitsu skill level, just like shield skill works (but a higher rate than shield).
Dual Wield:
Most games I know of with dual wield have a penalty to offhand weapons. Why not FFXI? Not only does FFXI not have a penalty, but you attack faster with higher Dual Wield. I'd add a penalty to attack and accuracy for only the offhand weapon, with less penalty for higher dual wield. Like -40% atk/acc for Dual Wield I, -30% for Dual Wield II, -20% for Dual Wield III, and -10% for Dual Wield IV. While these percentages are not perfect, they give an idea. _20%, -15%, -10%, and -5% might be better, like how Dia and Bio progress. Or maybe set values like the Breaks. This alone would balance the Dual Wield vs. Two-handed problem IMO.
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Re: FFXI information from TGS '06 by Destiny
It won't work in FFXI, because they need to overhaul the battle system in FFXI.Originally posted by Bricklayer View PostAnother 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.
FFXI features a pseudo turnbased system, the only difference is there's no meter in the lower right hand corner of your screen which shows the order in which a player will attack (And no option to pause the battle while you select an ability or skill to use) In a sense, this is trying to make a real time system based on past experiences with the turn based system.
However, WoW implements a system similar to what you find in FPS games. Basically, it's real time (REAL TIME) cause-and-effect system. You push a button and something happens. This kind of "action oriented" game thus require a set of "hot bars" which are more geared to making something happen at a moments notice and features simultaneous cooldowns for all abilities. Also, because of this, there was a need to create reactive based abilities.
This is why you can run around and jump over mobs and even use obstacles to one's advantage in WoW, whereas you either can't do so or are very restricted to that kind of activity in FFXI.
A good example is how a ranger and a hunter both can kite differently. A ranger could be kiting Genbu by range attacks and then shadowbinding and keeping shadows up. However, each instance, requires the ranger to STAND STILL and depending on casting times (Shadowbind is instant job ability and should be excluded from this rule) will be forced to interrupt his kiting pattern.
A hunter can shoot on the fly and while autoshot does require the hunter to not move, many instant abilities allow the hunter to get around this since autoshot will at least fire off after the instant abilities which can be used while jumping around (Arcane Shot, Scorpid Sting, Multishot, Scattershot, etc.) Also a hunter can Feign Death > Frost Trap and buy him/herself enough time to get some distance and then Concussion Shot and continue barraging while kiting. These kinds of instant and on-demand type of actions require different abilities and a different type of movement/battle system.
Again, FFXI is an entirely different game based on static movement and pre-determined logic. So, none of those reactive abilities outside of latent/inherent (countering for example) would work well.
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Re: FFXI information from TGS '06 by Destiny
True, then again also have the attacks from the blitz strengths vary on the days or something. Make 8 blitz abilities which 1 gets most benefit when used on the right day, then just to keep a scripty macro from always a perfect execution have a variance of some 100+ combinations and the system picks and returns.Originally posted by Raydeus View PostIf that move did the same damage a normal WS does not many people would use it, and if it did more (specially for a perfect combo) then all the windower users would have some sort of Plug-in that would trigger the highest dmg combo like a macro.
Thinking something along what I saw in a game before, it did finishing moves when the chance came up it would display varying set of keys to execute. If completed got the strongest special ability, otherwise get different depending on were you finished.
That would make it tougher for a script kiddie to make a macro script to key in the combination for him. Even if he got all the combinations he'd then have to either pay attention and execute the right macro or spend time getting the script to recognize the characters to respond.
In either way it at least makes it tougher, to script. Even as an intentional script kiddie catcher makes a few scripts that are intentionally impossible to complete without a script. If the person were to complete it then you'd know he's scripting, be a way for SE to catch them. It wouldn't be the first time an online game made something with intentional catches to flag cheaters.
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Re: FFXI information from TGS '06 by Destiny
Not -all- the windower users, but damn that would be true for the most part...it'd be so fun though, and it'd definitely spice up the boring nights when I'm just punching my Berserk/Focus macro every 5 minutes and my Asuran Fists macro once every minute or two. And the occasional Boost/Chi Blast when I'm not in a meree burn. ; ;Originally posted by Raydeus View PostIf that move did the same damage a normal WS does not many people would use it, and if it did more (specially for a perfect combo) then all the windower users would have some sort of Plug-in that would trigger the highest dmg combo like a macro.
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Re: FFXI information from TGS '06 by Destiny
If that move did the same damage a normal WS does not many people would use it, and if it did more (specially for a perfect combo) then all the windower users would have some sort of Plug-in that would trigger the highest dmg combo like a macro.Originally posted by Macht View PostThen again they could also take the MNK system from FFVI of Sabin's Blitz ability, be intresting to see how they'd impliment that though. It might end up making MNK better to play with a controller vs. keyboard then. Or vice versa depending how they do it. I mean activate Blitz then like a 5 sec counter ticks away waiting for various key combinations to be entered, then responds a different blitz attack depending on the combinations and player's level.
Last edited by Raydeus; 09-26-2006, 10:13 AM.
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Re: FFXI information from TGS '06 by Destiny
The Blitz idea is definitely awesome, more time at higher levels, or bigger combos, or larger selection? But that would have to become a sort of 2 hour type thing..and I like Hundred Fists. But then again, having it set at 5 seconds would be really interesting...I doubt anything like that, but the thought of getting to Blitz on my MNK is exciting XD
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Re: FFXI information from TGS '06 by Destiny
Originally posted by Bricklayer View PostAnother 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.
Intresting idea, though developing it for FFXI sounds like it might be a nightmare. See in WoW they got the hotlist that have a graphic image, so if you see an ability grayed out you know you can't use so it becomes easy to recognize it and remember it's function.
In FFXI some sort of indicator would have to be implimented. The other consern about it is that this would increase the amount of data the servers would have to send out in order to let the clients know when this ability is active, it sounds like it might be to intensive for the PS2 to handle.
It's why I went with the stance idea, it continues to follow most of the games design build and isn't any drastic change to the data sent and received. It's a nice idea but not to sure how well it can be implimented with PS2.
Then again they could also take the MNK system from FFVI of Sabin's Blitz ability, be intresting to see how they'd impliment that though. It might end up making MNK better to play with a controller vs. keyboard then. Or vice versa depending how they do it. I mean activate Blitz then like a 5 sec counter ticks away waiting for various key combinations to be entered, then responds a different blitz attack depending on the combinations and player's level.Last edited by Macht; 09-26-2006, 08:28 AM.
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Re: FFXI information from TGS '06 by Destiny
I've also made a previous post regarding perpetuation, where the more <pettp> you have, the more -perpetuation you get. Meaning at 100% you get -1 perpetuation, 200% you get -3 perpetuation, 300% -5 perpetuation etc. Regarding that line, it would be not as great as your method, however it will FORCE players to leave their avatars out longer to gain the benefit of the -5 perpetuation at 300%.Originally posted by tazirai View PostDunno 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.
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