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  1. #21
    Player Spirachub's Avatar
    Join Date
    Nov 2012
    Posts
    8
    Character
    Spirachub
    World
    Cerberus
    Main Class
    NIN Lv 99
    would be nice to change the einjerhar constraint where time limit is reduced to 10mins if you have less than 6 players. the level 75 chambers can be easily done with less than 6 but the 10 min constraint makes it incredibly hard to low man on T2-T3 chambers, esp you get unlucky with things like worms or dark elementals and that silly manticore boss who likes resetting hate!
    (6)
    Last edited by Spirachub; 12-03-2013 at 09:57 PM.

  2. #22
    Player FaeQueenCory's Avatar
    Join Date
    Jun 2013
    Posts
    500
    Character
    Eliosha
    World
    Odin
    Main Class
    SMN Lv 99
    Quote Originally Posted by Umichi View Post
    you forget this game was created back in the manual days >_>. All these new games, systems, and easier access to technology makes it just so much more automated. you'd never have to mess with your settings if you owned an xbox and any form of an HDMI cord
    This would be valid... but said friend has no system past PS2... and plays Skyrim on PC too...
    >_>
    <_<
    I'm terrified to look at his Skyrim.
    (0)

  3. 12-03-2013 11:00 PM

  4. #23
    Player Sapphire's Avatar
    Join Date
    Mar 2011
    Location
    BACK IN BASTOK!
    Posts
    267
    Character
    Seigyoku
    World
    Sylph
    Main Class
    BRD Lv 99
    Quote Originally Posted by Edyth View Post
    What about chocobos, escort quest NPCs, and Campaign NPCs? Also, this has created some concern because we now have 25% less space to kite monsters with jobs like SMN, and our magic cast times aren't reduced.
    You know, this is the second post I've found where a key point didn't make it out of the original Japanese post: http://forum.square-enix.com/ffxi/th...l=1#post481468

    I admit, I'm not the best at reading Japanese (despite four years in college...) But Matsui's post seems to say that the upper movement speed is remaining capped to avoid clipping.

    So while no clue how that will affect Escort NPCs, that does seem to indicate that Chocobos and Flee speed will NOT be getting any kind of boost, just instead of being 200% they will be uh... (does math bah) 160% speed? Sorry, four years of engineering classes killed my ability to do basic math.
    (1)
    Don't wish. Don't start.

  5. #24
    Player Dekoda's Avatar
    Join Date
    May 2011
    Posts
    56
    Character
    Dekoda
    World
    Siren
    Main Class
    RNG Lv 99
    Will quests that reward based on time completed be adjusted too? For example, the Mimeo Stone climb quest in Attohwa Chasm rewards based off of how many times the stone faded in color before you get to the top of Parradamo Tor. There are others like this, but this is just an example. If Chocobos do in fact get this speed boost as well, it would also effect the Chocobo Riding Game quests, when you escort the Lost Chocobo from one stable to its original stable.

    Another thought, if monsters are getting this boost as well, will it be impossible to see monsters, such as Cactrot Rapido, even coming?
    (0)
    Siren -- 99 THF / RNG / COR / BRD / BST / PLD / NIN / SCH / PUP
    [http://forum.square-enix.com/ffxi/threads/6834-To-the-Devs-Character-Transfer-Service]
    Support this thread!

  6. #25
    Player Renaissance2K's Avatar
    Join Date
    Feb 2013
    Location
    California
    Posts
    134
    Character
    Rentwokay
    World
    Asura
    Main Class
    SMN Lv 75
    Quote Originally Posted by Dekoda View Post
    Another thought, if monsters are getting this boost as well, will it be impossible to see monsters, such as Cactrot Rapido, even coming?
    Once Cactrot Rapido reaches 88 MPH, he'll only spawn in Eastern Altepa Desert [S].
    (15)

  7. #26
    Player Trumpy's Avatar
    Join Date
    Mar 2011
    Posts
    451
    Character
    Trumpy
    World
    Shiva
    Main Class
    DNC Lv 99
    I caught this on the welcome back adventurers page! I am worried...

    Faster movement: 25% movement speed increase in outdoor areas!

    Pleeeeeeeeeeeeeeeeease tell me this will work in town too. Seems to me if there was a area you shoudlnt have it is oustide areas (as opposed to in town) cause of all the potential issues that crop up but gettin around town faster would be nice.

    keep in mind i would love it to be everywhere just saw this "outside" part and it concerns me.
    (0)

  8. #27
    Player Renaissance2K's Avatar
    Join Date
    Feb 2013
    Location
    California
    Posts
    134
    Character
    Rentwokay
    World
    Asura
    Main Class
    SMN Lv 75
    Quote Originally Posted by Trumpy View Post
    Pleeeeeeeeeeeeeeeeease tell me this will work in town too. Seems to me if there was a area you shoudlnt have it is oustide areas (as opposed to in town) cause of all the potential issues that crop up but gettin around town faster would be nice.
    The trailer showed a character running in town, so I think you're good. If they're restricting it anywhere, based on that text, I'd say we'll be unable to run in dungeons.
    (0)

  9. #28
    Player Trumpy's Avatar
    Join Date
    Mar 2011
    Posts
    451
    Character
    Trumpy
    World
    Shiva
    Main Class
    DNC Lv 99
    That's a good point bout dungeons, stll hoping for everywhere as they are increasing mob speed as well but i can totally understand if they limit it somewhere, but man i was gonna be bummed if towns werent included lol
    (0)

  10. #29
    Player Numquam's Avatar
    Join Date
    Apr 2013
    Posts
    142
    Character
    Numquam
    World
    Bahamut
    Main Class
    BST Lv 99
    Quote Originally Posted by Renaissance2K View Post
    The trailer showed a character running in town, so I think you're good. If they're restricting it anywhere, based on that text, I'd say we'll be unable to run in dungeons.
    I wish they would just make large zones SMALLER. I mean, how hard would it be to get rid of say...half a zone...of course it would look incomplete. Just picture half a Port Jeuno, but it would be easier to cross through!!!
    (0)

  11. 12-07-2013 12:40 PM

  12. #30
    Player Ritsuka's Avatar
    Join Date
    Mar 2011
    Posts
    210
    Quote Originally Posted by Twille View Post
    This looks to be a fantastic update! SOO many different things that I've personally been hoping for.

    Adjustments to the number of players required to enter Salvage/Meeble Burrows/Assault
    I'm very excited at the chance to be able to work towards getting my Captain rank, without needing to beg for people to fill the entry requirement. Also, easing Salvage entry opens the door for more Alex farming, which I'm sure will make many other people happy as well.

    Add system that allows you to move between home points
    I will never complain about more options for getting from point A to point B, thank you.

    Increase player movement speed
    This is music to my ears! "Running" at what usually felt like a snail's pace was rather bothersome at times. I'm really glad to see this!

    Make changes so that all jobs can use Wide Scan
    I can't count the number of times I've wished for this over the years!

    Enable trading of other seals for Sacred Kindred’s crests
    Thank you!

    It's been quite some time since I've been so excited about FF11!
    I don't the wide scan thing is a bit much if you really wanted it then you can sub ranger or beast their tracker jobs so their suppose to have it. If anything would be best to added just to cor and keep ranger's and beast as is. Sense cor's limited to just using a gun. There is nothing special about subing /rng now thanks a lot Square >.>
    (0)

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