View Full Version : Belligerency (new PvP): will it catch on? Suggestions
Edyth
11-05-2013, 03:11 PM
I am dying to test my strength as a monipulator against a party of adventurers. I've already seen that I can kill a level 60 BLU as a 52 Wamoura effortlessly in less than 60 seconds. So I need entire parties to come at me.
I know this is only day 1, but here are some concerns:
Roaming old zones with a level cap on to fight monipulators is extremely unappealing for gladiators. There's aggro, and the zones are freaking huge.
Right now, gladiators have 0 prestige, and with no initial prestige, that means they have to vanquish monipulators that have nothing to gain from the battle, or they have to grind old monsters with a level cap on. Yuck. Some base prestige would be nice to get people started.
The monstrosity search function doesn't work right. It just gives us a number. No names, and searching the whole world sometimes turns up more than the total participants in the three areas, so I guess Feretory results are being added secretly? We can't contact people easily to set up battles. This ties into my last point.
The 3 zones are huge. Setting up the battles via chat is a must for this reason. It'd be nice if we could just go around and fight people. Can we have some medium-small belligerency-only zones? Like a Monster Arena or a Battle Pit zone that exists solely for Belligerency.
FaeQueenCory
11-05-2013, 11:21 PM
Can we have some medium-small belligerency-only zones? Like a Monster Arena or a Battle Pit zone that exists solely for Belligerency.
That would be really cool!
Could even tie it into the Adoulin Rala Waterways Arena where RUN has their LB5. Since I think that has other instanced areas. (and it would fit with the flavor too!)
The main thing I don't like about the new system... (and why if they don't change it.. it'll just be lol!monipulator type thing) is that whole level syncing...
If they changed it so it works like the seasonal events' level sync where normal mobs don't aggro you...
Or if they just didn't have level syncing at all... (this is the one that I'd prefer personally)
Then it could be more true to the idea of "bwahaha now I is a mob... gonna sneak up on that dude and totes kill him!"
Gaining xp as a mob is super easy, or so I am told...
And there have been multiple times that I have been out and about doing a magian trial or farming or something where I suddenly run into a manipulator...
It would have been really cool to have just been able to suddenly attack or get attacked by said other player... without having to be gimped due to not having ideal lv60 gear. (and with this AF1 update... who is even gonna have THAT to fall on for lv60 level syncs?)
But as it stands right now... I have no desire to gimp myself just to PVP a person playing a mob. (even more so now that it is basically a NM from your 52 Wamoura, Edyth)
The prestige imo isn't that big of a deal... it's basically just manipulator conquest points...
The way this was talked about.... made it seem really organic... but the way it's been implemented... it's like a coliseum fight... but with all the normal mobs there too...
Basically it's too skewed in the mob's favor atm.
darkhorror
11-06-2013, 01:41 AM
I hope they are just trying to get it right and make adjustments before they add some 99 or uncapped areas and arenas.
Players shouldn't expect to be able to do much of anything to the monsters solo. It should be more of an alliance or party fighting a monster.
FaeQueenCory
11-06-2013, 02:50 AM
I hope they are just trying to get it right and make adjustments before they add some 99 or uncapped areas and arenas.
Players shouldn't expect to be able to do much of anything to the monsters solo. It should be more of an alliance or party fighting a monster.
I dunno... I kinda disagree about the solo part.
I like the idea of the monster!players being always NM...
But one of the things that I have always enjoyed about this game is coming back to certain areas and soloing a NM.
Not because it's easy.
But the ones I am talking about are the "fun" difficult fights to solo.
Duoing the fish in RUN's AF quests is probably the most fun I've had with Adoulin content... It was challenging... it was nailbiting at times... and coming close to wiping and then pulling through is a nice feeling for me.
So I guess that's kinda what I want from the mon!player v player fighting... (hence why the arena thing Edyth suggested is so appealing to me)
Arkitan
11-06-2013, 10:06 PM
Setting it in Adoulin only zones wouldnt be that great for those who dont have the seekers expansion and that play on PS2. It would be much better to have a non seekers area so everyone can enjoy it!
Camate
11-08-2013, 07:58 AM
Greetings,
Thanks for the feedback thus far! We're glad to see everyone testing their might and braving life as a monipulator.
Below is a comment from Monstrosity lead Ryota Iwagami regarding the new additions and adjustments to Monstrosity that addresses some of your comments.
Hello,
Thank you for all the feedback and requests.
With the monipulator vs. adventurer content that was recently implemented we will of course be making adjustments moving forward.
I’d like to answer some of the questions and requests we’ve been receiving.
Roaming old zones with a level cap on to fight monipulators is extremely unappealing for gladiators. There's aggro, and the zones are freaking huge.
We’ve set the system up so when you enter belligerency you accept the status with the feeling that it’s time to fight! With that said, if there are times where you want to stop belligerency in the respective area and do something else, we ask that you withdraw from belligerency. I understand that it’s inconvenient to return if you’ve forgotten to withdraw from belligerency, so I’m thinking it would be good to have an item that returns you to the three nations or a system where you can turn the belligerency status on and off outside of belligerency areas.
Also, in regards to concerns about whether infamy will still be received if a gladiator leaves a party when fighting, infamy is added and calculated when each monster is defeated for each person, so you’ll still be able to receive the infamy up until the point the person leaves.
There are a lot of warrior/black mage species, and they are hard to use.
Originally, Monstrosity was created with the idea of replicating the original monsters, and the current situation is the way it is because there were a lot of monsters with a warrior main job and black mage support job. One reason why we did this was so you could discover what jobs monsters are. However, we are thinking that it might be better to make adjustments to make it more interesting, even though it is a sort of lie, by allowing more freedom for monster jobs.
On a related note, for the sub-species of monsters as well, we wanted players to be able to choose based on the looks that they prefer, and we set it so that there were basically no differences to the original monster other than a different graphic similar to a player 2 color difference that you see in fighting games. For certain monsters, however, such as rabbits, the sub-species have a different job than the original monster, but we are thinking it would be best to add variations to sub-species much like what we have for rabbits even if it is a lie so that it is more interesting to play. While the job of the monster that you really like may change, we would like to look into changing the jobs up, so we’d definitely like to hear back on how you feel about this.
Right now, gladiators have 0 prestige, and with no initial prestige, that means they have to vanquish monipulators that have nothing to gain from the battle, or they have to grind old monsters with a level cap on. Yuck. Some base prestige would be nice to get people started.
We are looking into the below adjustments to make it so there are benefits for both sides when winning while reducing the risks for the monipulators.
When defeating your opponent, the amount of points that can be stolen will cap at double the amount of points you currently have and 20% of the points your opponent has.
Make it possible to exchange one merit point for 4000 prestige once a day. If the amount you exchange goes over 4000, the amount you receive will only be the amount until you hit the 4000 cap.
With these adjustments, the amount of points your opponent can steal will be fewer when you don’t have that many points, and defeating opponents will yield larger returns, so you can fight while having a high number of points.
The reason why we made the risk high for when you are defeated was to make it so you all fight seriously; however, I understand it’s not desirable if it’s making it hard to participate in this content, so we would like to make adjustment so that it is much easier to participate.
Thank you.
Mefuki
11-08-2013, 09:01 AM
While the job of the monster that you really like may change, we would like to look into changing the jobs up, so we’d definitely like to hear back on how you feel about this.
I'd like to see this. I'd like to see moving forward more job coverage in general. Ninjas, Scholars, Beastmasters, etc. Speaking of BST, I'm reminded now. I noticed that almost every monipulator is still missing one of their TP moves like Rafflesia is missing Floral Bouquet, Gnole missing Call of The Moon, Peistes missing Grim Glower, etc etc. Can we expect to unlock these via spending large amounts of Infamy like we have to to unlock certain sub-species or perhaps from quests of some sort? Or are they going to be available at level 99, perhaps?
Also, as NM/HNMs, can we expect to gain the ability to have access to some of the quirks that made NMs so interesting and sometimes challenging in the first place? Things like En-enfeeble effects, auras, withdrawing into shells (similar to Aspidochelone), absorbing certain elements to heal and other traits that NMs have that make them difficult/tactically interesting (just look to other NM's you've made in the past for more examples).
I think between this and giving us more interesting job combinations will make fighting as a monster more appealing and will make for some cool strategic value, particularly when MON Vs. MON gets released and/or when we start fighting uncapped.
Make it possible to exchange one merit point for 4000 prestige once a day. If the amount you exchange goes over 4000, the amount you receive will only be the amount until you hit the 4000 cap.
My question here is what do Monipulators have to gain from accumulating and storing their Infamy? Can 4000 Infamy also be exchanged for 1 merit point once a day? Furthermore, can it be exchanged for the gear that currently is only avalible by buying it with Prestige?
FaeQueenCory
11-08-2013, 12:08 PM
My question here is what do Monipulators have to gain from accumulating and storing their Infamy? Can 4000 Infamy also be exchanged for 1 merit point once a day? Furthermore, can it be exchanged for the gear that currently is only avalible by buying it with Prestige?
Actually... Having a infamy/prestige<>merit pt exchange system...
Could give rise to an alternative to Abyburn merit building...
Not really... but it's an interesting situation.
Edyth
11-08-2013, 01:31 PM
To Mufuki: What do you mean? Infamy is used to purchase instincts and monsters, and HNM forms require you to spend over 10,000 at once. If you have 10,000 infamy, you can't gain anymore unless you do belligerancy, so all infamy gained over 10,000 is significant. If you don't have anything to spend your infamy on, level more species.
To the developers:
One thing I've wondered about is this:
What happens if a gladiator chickens out and casts warp right before he dies? Similarly, what if a monipulator with enhanced movement speed like raptors, tigers, or bugards, were to just dart off before dying? Disabling certain spells when claimed as a gladiator would help, or inflicting terror on participants who try to run (like Chaos's Judgment immobilizes cowards in Dissidia FF). Right now, this is just my theorizing; I haven't experienced this situation.
Also, I think the new Monstrosity music is kind of cool, but I wish it were battle/belligerency only. I'd like the Ronfaure, Gustaberg, or Altepa field music to play when I'm not fighting. Electric guitars and Gustaberg just don't go together :(
And lastly,
Mr. Iwagami, you are my hero for developing monstrosity. I know this PvP may be difficult to balance at first, but you have a lot of supporters and fans. You're the guy who's let lifelong Final Fantasy fans play as and level up cactuars, malboros, and Cerberus in a main-series FF game, so I hope you know how much the community likes and appreciates what you've done, and we also appreciate your openness to suggestions.
Mefuki
11-08-2013, 06:13 PM
I'd preemptively like to expand a bit on the fact that some TP moves are missing. If the reason for this is due to a system limitation or a balance issue, there are ways around both problems.
---
In the case of the former, let's take for example Rafflesia's Soothing Aroma (AoE Charm). I hope that you try your best to figure out how to make moves like this apply to us as Rafflesia monipulators just as monsters have them. That said, I don't know what system limitations are unchangeable so assuming it's impossible to charm more than one target i.e. impossible for players to have more than one pet, consider what Charm does. It stops opponents attacks from being directed at you and makes them fight for you. So, what you could do is attempt to replicate it's effects. So in this example, if AoE Charm is impossible, instead of just saying, "It can't be done. We can't give you that move.", change it's effects to: Charms casters target but also AoE large ATK Down + Amnesia + Mute with a large ATK Boost for the user commensurate with the number of targets hit. The base duration of the effects, of course, being equal to the Rafflesia mob's Charm duration.
There you go, you just circumvented a system limitation while still delivering a very similar effect. The same can be done with any TP move that has a seemingly insurmountable effect.
---
If it's the latter, monster balance, steps can be taken to not only include seemingly overpowered TP moves and combinations but can actually enrich the battle system via various counters. Now, I recently did some very quick testing on Elasmoth and pairing him up with Souleater resulted in absolutely massive amounts of damage. As it stands now, I'm concerned that when it comes to the future MON Vs. MON fights, or just about every PVP fight, everyone will just say, "I'll just use Elasmoth for everything. It's the win button." However, instead of just applying straight penalties to Souleater thereby making it all but useless, you can use monsters themselves to balance player choices. For example, if Sibilus has Oppressive Gaze suddenly you've now got a direct counter to this tactic with Elasmoth and now players start thinking to themselves, "I can't always rely on Elasmoth because there might be a Sibilus out there. Maybe I should try bringing a mage monster to counter the Sibilus.", and the cycle continues kind of like that.
Another issue came to my attention in the form of Fatal Scream (AoE Doom). Can't be implemented due to it's potent effects? Make adjustments to the way we're able to use it. For example, in order to circumvent players simply gaining 300% TP, sneaking up to an opponent and just immediately dooming everyone in range, adjust it's effects so this doom only gets applied to monsters that are under the effects of, say for the sake of example, Blind II. This has an intriguing effect on balance. Now, not only will the opponent receive a "warning" that Fatal Scream is coming, it also allows seldom used magic/skills to have a place AND, best of all, mind games can begin between players, which can be an important part of PvP. Because, of course, just because you cast Blind II doesn't necessary mean you have to use Fatal Scream but your opponent is now on his toes and you may be able to deceive him into a trap.
Similar adjustments can be made to moves that are deemed too powerful.
---
Too long; Didn't read: Please, Mr. Iwagami, don't let system limitations or perceived overpowered TP moves/unique NM tactics (Auras, an Antlion's "Pit Ambush" etc) get in the way of a potentially deep and interesting system. There are ways around both problems.
I just want you to know that it was Monstrosity that brought me back to the game when I stopped playing and it's my absolute favourite part of it. With the proper care and considerations, this can be a really cool system and I truly hope that, whether you see this post via translator or not (though I really hope you do), that you consider the great deal of potential this battle system has to offer. Thank you!
Vagrua
11-08-2013, 08:40 PM
I tried this out today and it definitely wasn't what I thought it would be. The other players playing as monsters or coming in as gladiators would use speed hacks whenever they were near death ruining it for me. I was really looking forward to this content too.
Babekeke
11-08-2013, 09:48 PM
When defeating your opponent, the amount of points that can be stolen will cap at double the amount of points you currently have and 20% of the points your opponent has.
So... If you have 0, the amount of points that you can steal will cap at 0*2 =0?
noirin
11-08-2013, 09:56 PM
I tried this out today and it definitely wasn't what I thought it would be. The other players playing as monsters or coming in as gladiators would use speed hacks whenever they were near death ruining it for me. I was really looking forward to this content too.
Indeed. unless there is a way to stop runners, or punish people for running, the only way to really enjoy the PvP will be against friends/linkshell mates.
Minikom
11-09-2013, 04:08 AM
crystal should drop while you on monstrosity
dasva
11-09-2013, 06:31 AM
crystal should drop while you on monstrosity
They do if you have beligernace on. As well as seals and geodes.
dasva
11-09-2013, 06:40 AM
I still think a large part of the problem is the one sided nature of the rewards. You could give me 1 million infamy if I win as a monster but that isn't going to matter to me at all when I've already bought all the instincts before this update came out and only have a couple of new subspecies to buy for only 15k that can be gotten really fast and easy lvling off of monsters. I mean you get like 2k just going from 1 to 14 and that takes all of 30 minutes. So with no real use for infamy beyond what you get easily from lvling in better zones to begin with besides the 5k or so you have to do past 10k to buy subspecies there is effectively no reward to fight players as a monster but you stand to lose a substantial amount of infamy which might take away your nm status. All risk no reward means monsters are going to run anytime they think they may die.
While on the other hand prestige gets you the items so is highly desirable but with the required level caps and inability to switch gear effectively and the much lower hp and most people having less low level jobs farming prestige off of normal mobs is much much much much slower than farming infamy off of normal mobs. Which makes gladiators really need to fight monipulators while monipulators really don't want to fight whick will lead to frustration for all.
Maybe having a prestige to infamy exchange or allow items to be bought with infamy.
Mefuki
11-09-2013, 06:45 AM
crystal should drop while you on monstrosity
Crystals, Seals and Geodes drop to you while under the effects of Belligerency.
I tried this out today and it definitely wasn't what I thought it would be. The other players playing as monsters or coming in as gladiators would use speed hacks whenever they were near death ruining it for me. I was really looking forward to this content too.
Hmm, I hadn't thought about that at all. Well, it's simply unavoidable. Some players are going to use illegal tools like that. Why you'd risk your account AND ruin another players game experience over a monstrosity battle is beyond me. However, maybe we should consider that, as NM/HNM, if someone speed hacks away or force D/C, really, the monster wins and we should just consider that part of what it's like to be an NM in FFXI. Sure, you don't get your Infamy for "winning" in this way but Infamy isn't too hard to come by anyway, so maybe we just need a different mindset for the few people that will do this.
At this point, I had typed down a few ideas of how to get around players essentially defeating the purpose of battles with speed hacks but I just deleted them because the more I thought about them, the more they stopped working. Like maybe the idea of battles with other players taking place in an arena would work but then you'd lose the spontaneous aspect of the current system of encounter other players in the field. You'd have to arrange everything in advance before a battle could happen in an arena, so the fear is it might not be used hardly at all (think Ballista or Pankorator (SP?)).
So, maybe in the end it's just easier to take the good with the bad and be glad that you defended your Infamy from the few opponents that choose to speed hack, while you fight to the death with most other players. I know I have.
Post #16
Yes, and to answer a question posed to me earlier in the thread, this is what I was alluding to in my first post. Infamy can be gained pretty easily while leveling and with only a few subspecies to buy, the Infamy just piles up with nothing to spend it on besides the occasionally monster or subspecies. What might be needed is an incentive on the Mon's part to engage Gladiators because right now we DO have incentives to keeping ourselves open to attack (higher faculty points) but not to go on the offensive, aside from just the enjoyment or challenge of it.
Babekeke
11-09-2013, 08:33 PM
Just killed a 1 star, who should have given me at least 2k prestige, but I got nada ><
dasva
11-10-2013, 11:28 AM
Just killed a 1 star, who should have given me at least 2k prestige, but I got nada ><
Did you try again cause I just got/lost the amount I'm supposed to 3/3 times.
dasva
11-12-2013, 11:55 AM
So I've found another problem. After finally farming enough prestige I could finally get drops.
First 1 I opened off an NM had 3 Alloy tonics second 1 had an animosity torque that already was on an augment path. Type B to be specific rank 4 with 170 rp to go giving the augment +4 mp. Seems kinda bad augment especially already being 280 rp into augmenting if it follows delve like it seems to do but hey I thought maybe you get more rp per item....
Nope! To engrave costs another 100 prestige and those NQ alloys only gives 10 RP to buy this it cost 5k rp <.<. Assuming it scales like delve since it has the same amount to rank 5 that would be .49 million prestige to rank 15 something from scratch not counting the 100 per trade. Which is at least 4.9 million xp if you got the prestige that way. <.<. For what looks like complete crap right now. Now I understand you can get some from direct drops but that's also alot of xping for that person as well to make up the 30% lost. We are talking about doing crappy old school xping in bad zones without being able to swap gear for more xp then all the merits combined for what is starting out pretty horribad....
Perhaps you might want to think about adjusting costs
Edyth
11-12-2013, 01:37 PM
Regarding Monipulator Jobs....
Rather than "lying to us" by modifying the jobs of existing monipulators, perhaps you could expedite the addition of either beastmen, Kindred Demons, or skeletons, which have a wide variety of jobs and weapons at their disposal?
I'm sure beastmen would be intimidating to tackle from a developers' standpoint, but I don't think anyone would mind if you release them as they're ready. For example, there are so many goblin/moblin variations that we'd be happy with that for a while, and then you could release quadav/yagudo/orcs the next month, and sahagins, gigas, and tonberries, then Aht Urhgan beastmen, and so on.
Demon6324236
11-12-2013, 02:11 PM
The whole item and augment things needs a massive change from how it sounds now. Don't forget, the original thing they showed was different than Delve in the respect that upon finishing a piece of gear we could start another 3 paths from that level 15 piece it looked like, which would mean even more grinding away. These rewards have no sign of being even close to that good.
Babekeke
11-12-2013, 03:32 PM
Did you try again cause I just got/lost the amount I'm supposed to 3/3 times.
I haven't yet. I can only assume that the mob I fought was below my exp range, though that would be odd since I was only lvl 81 in Uleg.
Vivivivi
11-20-2013, 02:59 PM
Monstrosity is so much fun lol.
Responding to the original post- I think level sync is necessary because quite frankly, many people don't have level 99 monipulators. I do agree more variety (or even instanced) zones would help though. Right now on average there are less than ten people participating at any time on this server, and by the time I get to a zone as a gladiator that person who might have been there has often left.
How about a place like Qufim, or even somewhere as small as the Hall of the Gods. Maybe a special Nyzul Isle configuration just for monstrosity? Or even some old Assault zones. Or (dare i bring it up...) the Colosseum?
Anyway, loving monstrosity more with each update ^_^
Vasch
11-21-2013, 03:01 AM
Every time I engage a monster as a gladiator that i'm capable of beating, they POS hack or fleebot away to avoid being defeated. This content is completely broken by player hacking and there's only a max of maybe 2-3 people on our server doing it in the first place.
dasva
11-21-2013, 12:02 PM
Every time I engage a monster as a gladiator that i'm capable of beating, they POS hack or fleebot away to avoid being defeated. This content is completely broken by player hacking and there's only a max of maybe 2-3 people on our server doing it in the first place.
Report them while they are doing it
FaeQueenCory
11-22-2013, 01:58 AM
What I want them to really do....
Add all the SEA mobs...
Luminians!!! I wanna be a squiddle or an angel!
I'd rather have them over Beastmen... which... let's be honest... is kinda racist... cause they have souls like the 5 races too y'know...
dasva
11-22-2013, 11:43 AM
So it seems you can't do anything other than auto attack pets. So no way to do a bunch of dmg fast or in some cases even gets some of the great buffs some monsters have which also hit the monsters. Which makes for a rather cheap tactic with bst of just running around with movement speed with a stack of dawn muslums
Mefuki
11-22-2013, 10:36 PM
What I want them to really do....
Add all the SEA mobs...
Luminians!!! I wanna be a squiddle or an angel!
I'd rather have them over Beastmen... which... let's be honest... is kinda racist... cause they have souls like the 5 races too y'know...
I really hope when they introduce Ghrah, they make them properly and give us the ability to change stances (and by extension, jobs) on the fly just like the real thing.
Also, even now I'm holding out hope for all the TP moves we're still missing.
dasva
11-23-2013, 12:59 AM
I really hope when they introduce Ghrah, they make them properly and give us the ability to change stances (and by extension, jobs) on the fly just like the real thing.
Also, even now I'm holding out hope for all the TP moves we're still missing.
Some moves aren't really missing just we have only found them in the dats because people haven't gotten the monster to lvl 99 yet lol.
Metaking
11-23-2013, 09:41 AM
well mefuki i doubt they will allow us to change jobs on the fly but you could make its job i rdm/war or rdm/blm and have each form gain bonuses that makes it act like said jobs orb get reduced mana cost on spells bird evasion bonus spider crit attack rate and dmg and human gains ability to block and parry maybe some pdt or def bonus as well. Gharms as well as emptys tho have another layer, there elemental centers, which i guess se could handle as skins, but 8 skins for all types of empty and gharm seems like a bit much >.>; and god knows how se would handle there mono elemental natures.
dasva
11-23-2013, 10:24 AM
well mefuki i doubt they will allow us to change jobs on the fly but you could make its job i rdm/war or rdm/blm and have each form gain bonuses that makes it act like said jobs orb get reduced mana cost on spells bird evasion bonus spider crit attack rate and dmg and human gains ability to block and parry maybe some pdt or def bonus as well.
They actually already do. Like almost every monster has some multiple bonus to att or def for instance. Or in chigoes case a -40% att penalty <.<. I forget which one it was buf I found one of them to have a hidden extra mab bonus. Haven't gotten down to serious testing but some are noticeably more/less accurate or evasion than others etc. Not really sure how far it goes since kinda newish and testing takes time and target mobs for testing is limited
Metaking
11-23-2013, 03:57 PM
i know they do i was referring to the form switches of gharm since i doubt se would let us change the mobs actually job(job traits abilitys and 2hour) with a stance switch from blm(beach ball) to war(bird) thf(spider) to human(pld). an example of what i mean is kinda like how 4 legged gnole is a fake 2 hander and 2 legged is a hand to hander (lets not think about the fact that the 4 legged dmg waaay exceeds the 2 legs tho)
Demon6324236
11-26-2013, 10:06 PM
What I want them to really do....
Add all the SEA mobs...
Luminians!!! I wanna be a squiddle or an angel!
I'd rather have them over Beastmen... which... let's be honest... is kinda racist... cause they have souls like the 5 races too y'know...I think its all coming in time, Sea monsters are going to be a bit later most likely, it seems like the first 4 sets they are doing are the Food Chains, Beasts, Plants, Vermin, and Lizards, then Aquans, Birds, and Amorphs, then Undead and Arcana, and last is Demons and Dragons. After that they will probably go in the order the special races were introduced, such as Luminians or the Abyssea races, and so on.
Some moves aren't really missing just we have only found them in the dats because people haven't gotten the monster to lvl 99 yet lol.Some are just flat out missing, others are just undiscovered, but it would be nice to have all of them no matter what.
dasva
11-27-2013, 10:45 AM
Some are just flat out missing, others are just undiscovered, but it would be nice to have all of them no matter what.
Yeah I just found out that antlion doesn't get any moves after 60. And the last move hte first 2 models get is at level 30.... no gravitic horn :(
Alhanelem
12-02-2013, 11:51 AM
I really hope when they introduce Ghrah, they make them properly and give us the ability to change stances (and by extension, jobs) on the fly just like the real thing.
Also, even now I'm holding out hope for all the TP moves we're still missing.They'll introduce grah around the same time they introduce Cait Sith and Atomos.
dasva
12-02-2013, 12:29 PM
They'll introduce grah around the same time they introduce Cait Sith and Atomos.
Wouldn't be so certain. Fighting Stance Alpha, Fighting Stance Beta, Gamma and Delta are already in the files, though I would expect them to at least add the rest of the 7 main ecosystems before then went to weird ones like that
Alhanelem
12-02-2013, 12:37 PM
Wouldn't be so certain. Fighting Stance Alpha, Fighting Stance Beta, Gamma and Delta are already in the files, though I would expect them to at least add the rest of the 7 main ecosystems before then went to weird ones like that
Woooooosh.
Edyth
12-03-2013, 01:07 PM
Wouldn't be so certain. Fighting Stance Alpha, Fighting Stance Beta, Gamma and Delta are already in the files, though I would expect them to at least add the rest of the 7 main ecosystems before then went to weird ones like that
Aside from that, you can see in-game for yourself right now that "Sort by Luminians" and "Sort by Luminions" are two of the sort options for species in the Feretory (press the same button you press to see the augments on gear to narrow down the species menu and see all the types we'll get).
Alhanelem
12-03-2013, 02:58 PM
again woooosh.... I don't think people realize it was a sarcastic remark.
dasva
12-03-2013, 03:19 PM
Perhaps you whooshed yourself?