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Final Fantasy XI Fan Festival 2006 REPORT

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  • neighbortaru
    replied
    Re: Final Fantasy XI Fan Festival 2006 REPORT

    these are just some "ideas" the dev team has in mind for job changes, not all of them will be implemented.

    quick posting for now, formating and clarification later. here we go!
    oh screw editing, if someone is confused i'll try to respond in here http://www.ffxionline.com/forums/sit...tml#post542354

    war

    try to expand weapon use
    try to encourage wars to use other sj beside /nin
    ability to throw axes

    mnk

    change so monk is not just punching - something else to help the party
    new ability to boost other PT members HP

    whm

    traditionally healer, but other mages have taken over healing; trying to give whm more advantage as healer
    thinking of other ways to involve whm in front line
    new abiltiy to give HP or MP to other PT members
    also ability to cure all bad status at the same time

    blm

    ok this part I will edit cause it seems it's causing a lot of confusion. original text is in yellow.
    acknowledged one of the most powerful
    acknowledged that 6 blm can pwn, but not necessary how they envisioned it
    try to make it so they play in regular parties more
    but giving them more spells to "compensate" so it doesn't seem they are picking on blm

    Black mages are very powerful.
    BLM in a manaburn are very powerful, but it was not how they envisioned it to be.
    They want to make it so BLM join regular XP parties more; how, they did not mention
    Will get more spells

    rdm

    acknowleged very powerful also along with blm
    new spells for rdm

    thf

    one of the most technical, ie running back and forth
    trying to add abilities so that the thf abilities are distributed among the PT
    steal might change so that it's not just stealing items
    perfect dodge change it in battle so that it will increase the damage attacking from behind

    pld

    acknowledge that pld might take second seat to nin, make more appealing for pld to be first choice for tanking
    auto-refresh
    making ability to use shield more ofthen that other jobs (blocking)
    more TP gained from shield block

    drk

    like for drk to use scythe more often, adding more benefits to use scythe
    not many ppl are using absorb spell, adjust so that there is more reason to use absorbs

    bst

    recognized lots of ppl have been complaining about last patch
    reason they believe that bst is a strong job, but don't want to completely undo changes so they will look to do "something"

    brd

    seems to play same songs all the time, change it so there are more places for them to use other songs
    a new low level song to increase speed of all the party

    rng


    thinking on a way to give rng more damage from last patch
    maybe fix sharpshot so that acc won't change depending on distance
    also increase more types of arrows in quivers

    sam

    like to change it so sam can use their TP in more different ways
    new ability to decrease enemy's TP when hitting them

    nin

    "the ninja is very strong"
    not going to make nin any weaker
    most difficult thing, need more time to think of what to do

    drg

    no plans to change anything, still evaluating impact of lastest changes

    smn

    alot of smn will only summon avatars when they need certain spell and then release
    would like to have players keep them out longer so thinking of more benefits
    change so that duration and effect of avatar buffs are calculated based on summoning skill
    increase more abilities for the avatars
    currently no plans for summoning bahamut; reason is they want to keep him as a "special" type of avatar
    if they made him summonable, they'd have to weaken him and they don't want to do that
    more summonable avatars

    bluemage

    acquistion - only new spells if blue mage is main job
    - to obtain new spell have to defeat monster that using that spell
    - only able to learn spell only if within a certain level from the monster
    - only learn spells from monsters that give xp
    - no learning spell if dead
    - can't learn every ability from monsters, but will have an inital amount with updates opening up more abilities
    setting spells
    - after learning ability from monster, have to set it
    - each spell will have a certain amount of setup points and blue mage will have a certain number of setup points
    - can only set spells limited to setup points and max number can set per level
    - all blue magic will depend on monster learned from and monster cast on; mob vs mob weakness will affect acc and strength
    - can be used in skillchains and magic bursts

    corsair

    information
    - a random effect based on numbers will affect monsters
    - drawing cards; after drawing one card you can use another on top of the other
    - if you add up to 11 you get best effec
    - if you go over, you bust and might get negative effect
    effects
    - depends on other jobs in the PT, ie WAR double attack bonus, BLM magic attack bonus
    - card shot, one of 8 types of card used with gun will change the attack of gun to a magic attack
    - can strengthen debuffs like dia
    - ability to lower recast time of spells

    Double Post Edited:
    from the QA session:
    Q: how does treasure hunter work?
    A: ehhh... if he tells you too much, when he gets back to japan, he'll be dead. but not last strike. as long as thf in group, PT will feel the effects

    Q: are they going to add utsu 3
    A: it's on the table but still in the thinking process

    Q: are there any plans to address other burn type parties
    A: currently no plans. when certain parties destroy the balance of the game, they want to change it; that's why they are changing blm

    Q: throwing weaponskills
    A: take that suggestion back to JP

    Q: will PLD be able to use other sj beside /war
    A: are thinking of changes so jobs are more flexible with subjobs

    Q: will there be more "armor" for females
    A: /laughter Good idea, will take it back to japan

    Q: SMN, NIN and DRG don't have AOE will corsair or bluemage have AOE and will the previous 3 get AOE
    A: alot of blue magic is AOE, but no plans for corsair to get AOE. will take AOE idea for nin, smn and drg back to japan

    Q: are they gonna change it so that it's more easier to learn the story of all the nations
    A: they want to give ppl incentive to do the conquests, etc but if enough interest they will consider it

    Q: what kind of enmity will the new whm ability to give HP/MP have
    A: there will be enmity, but it won't be so much. don't worry

    Q: does charisma affect provoke?
    A: "nothing to do with it"

    Q: smn hard to get pt, also used as main healer. why don't they have AOE mp refresh
    A: take that idea back to JP

    Q: will it be possible to join jeuno as a nation?
    A: no plans currently, but some surprises in aht urgan

    Q: why is PLD invincible still vulnerable to magic
    A: no plans to make invincible to magic because it works as designed

    Q: any plans to give whm ability to drain hp from and give to PT
    A: drk has ability to absorb hp so they don't want to give that to other jobs. they want to keep the jobs seperate.

    Double Post Edited:
    New Job is PUPPET MASTER (has a doll of some kind) in red and black af!

    Double Post Edited:
    cerebus and odin were introduced in the final video
    Last edited by neighbortaru; 03-14-2006, 10:40 AM. Reason: Automerged Doublepost

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  • neighbortaru
    replied
    Re: Final Fantasy XI Fan Festival 2006 REPORT

    ok i'll report the stuff i've gathered from the 2d day's 1st dev panel (please excuse the quick list)

    + chocobo raising
    - breed/raise your own chocobo
    - can race chocobo
    - anyone can do it, regardless of level, and it was described as like gardening
    - no word on whether you can call and ride your chocobo, but I'd imagine they'd make it possible later on

    + new at urghan MISSIONS

    + Mog Locker
    - a new type of storage that will cost money; a recurring fee
    - requires expansion
    - initially start at 30 and will be expanded to 50 (or more)
    - don't pay fee, you can't access your stored EQ
    - data-converstion and memory limits prevent more expansion of existing mog safe or inventory

    + all jobs will be "re-balanced" after the release of the new expansion
    - got a lot of "warm" reactions

    + new thing called Colosseum where monsters fight monster

    + Beseiged will happen automatically in town. Everyone will join the battle. There is no XP loss, but no XP gained either. "other" types of points will be gained.
    - from playing in the demo, it was really hectic

    + 1st update following expansion release will include the job rebalance, merit point adjustments, new dynamis+limbus areas and the first stages of chocobo raising

    + 2nd update (in the fall) will include more new areas and the introduction of Colosseum. Also another part of chocobo raising called the "chocobo servant"

    some other stuff:
    - questions about the new jobs will be reserved for the 2nd dev panel later this evening
    - they did NOT demo the new jobs. we ran through some areas with basic jobs (lvl 70)
    - the pirate boat can be explored. undead and lamia types all over it
    - some new PVP areas will be introduced
    - they will continue to evaluate the drop rate of abjurations. they fear unbalancing the game if they make it too common
    - some day there will be male mithras
    - there will be solo and <6 ppl quests (i'd assume for xp)
    - sage sundi said it's technically possible to freely move between servers, but made no commitment as to whether or not they will allow it to happen

    I got to play around with the new areas for aht urgan, but the real meat, the new jobs, were no where to be seen; heck there wasn't even any advanced jobs in the playable portion.

    I hope we get to see more later today about the new jobs.

    /phew
    btw, if any of you attending wants to meet up, I'm a short asian guy wearing a black Kauai cap with turtles.
    Last edited by neighbortaru; 03-10-2006, 02:42 PM.

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  • KamuroIshigami
    started a topic Final Fantasy XI Fan Festival 2006 REPORT

    Final Fantasy XI Fan Festival 2006 REPORT

    Please make any discussions about this here.

    For Thursday, March 9th, I got there quite late, at around 8:30 PM. So I couldn't get the iTunes card. A friend told me earlier that the line was VERY long, when I got there it went around on two sides of the building (Rather than the two and then around).

    Waiting in line, I saw the following cosplayers:
    Human Red Mage (in job costume)
    Monk carrying a Kingdom of San d'Oria flag
    somone carrying a Windurst flag

    and of course plenty of people with their Moogle wand that they got. After I got my badge and the items in the Gobbie bag: http://www.ffxifestival.com/giveaways.html

    The Gobbie bag is bigger than I first thought, apparently it is backpack sized, and a few of the attendees were wearing them as such.

    Something of note is that they have made a map of the festival tent, and the map format is the same as the in-game display map. A very nice touch to the brochure. I will make a scan of it at a later time. There wasn't much to see, as Thursday is only for picking up the badges, the setup looks very interesting and I look forward to Saturday. (I may be unable to go on Friday because of work. )


    The Pictures have been uploaded to there: http://www.ffxionline.com/cpg/
    Last edited by KamuroIshigami; 03-26-2006, 11:48 PM. Reason: Updated thread accordingly.
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