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Nezha
12-04-2014, 12:27 PM
I'm making this post as a place to consolidate all DEV quotes for promises of attachments like strobe II or allowing automatons to Protect/Shell themselves etc. It'll serve as a place to keep track of what's in store as well as reminder for PUP community and DEVs alike. Please only post PUP-related DEV quotes here that you can find. Thanks.



Necro-bumping for all the loyal puppetmasters!

In a future version update we will be increase the cap on elemental attributes, and the adjustment to the elemental attribute values layout that took place during the November version update was in preparation for this.

The increase of the elemental energy cap will not be by additional heads or frames, it will involve separate elements. Along with this increase we are also looking into adding high-tier attachments.

Nezha
12-04-2014, 12:32 PM
Prioritizing Haste II and Valoredge Enmity:

Greetings,



Currently, the Stormwaker Y-700 prioritizes the buffs it chooses starting from the ones that protect the player first. However, we informed the development team about your suggestion for the priority of casting and they will be looking into prioritizing Haste II over Stoneskin.



Compared to other pets, automaton defense is already quite high and it’s also possible for them to apply Protect and Shell to further enhance their resilience, so the development team does not have any plans at the moment to increase their resistance against AoE.
*The development team will be looking into making it to automatons cast Protect and Shell on themselves.

Additionally as a side note, we’ll be looking into whether we can add other means for the Valoredge frame to generate enmity.

Nezha
12-04-2014, 12:37 PM
Attachments that augments automaton with current HP.

Greetings,

Apologies for the delay in responding to this thread.




With the latest enmity adjustments implemented in the February version update, automaton attachments were also included in the changes and it should now be easier to maintain enmity on a target.



While there is a possibility for creating an attachment such as this that varies the automaton’s actions based on different values of enemy HP, we have to look into whether this can be done from a technical standpoint. Additionally, there are other adjustments that we would like to prioritize, so please give us a bit of time for this.

Roja323
12-04-2014, 11:18 PM
Necro-bumping for all the loyal puppetmasters!

In a future version update we will be increase the cap on elemental attributes, and the adjustment to the elemental attribute values layout that took place during the November version update was in preparation for this.

The increase of the elemental energy cap will not be by additional heads or frames, it will involve separate elements. Along with this increase we are also looking into adding high-tier attachments.

Hers one from quality pup check

Nezha
12-05-2014, 01:50 AM
Allowing Automatons to cast Protect and Shell on themselves:


Alrighty, I double checked with the development team. As everyone has been mentioning, currently automatons cannot cast Protect and Shell
on themselves, but the team is looking into making this possible. I'll keep you posted once there is more information. Apologies again about the confusion!

Additionally, I have some other information regarding puppetmaster to share.


Automaton weapon skill adjustments
We’ll be making adjustments to automaton weapon skills in the August version update to increase the value of being able to fight alongside your automaton.


Target Marker adjustments
Previously we received reports that the Target Marker was not functioning properly while in high-tier mission battlefields, and we’ve confirmed the issue. The team is currently looking into how to address this. There is a possibility that the way the Target Marker functions will be heavily changed. (However, we’ll be careful not to make it so the stats are reduced.)


Tactical Processor adjustments
Coinciding with the aforementioned Target Marker adjustments we will also be making long awaited adjustments to the Tactical Processor.


As a reminder please keep the posts to DEV quotes, I don't want to dilute it with idle chat, as to not defeat the purpose of "consolidating" PUP-related DEV posts. Thanks community.

Nezha
12-05-2014, 01:55 AM
Reforging Empyrean Armor (Indirectly related to PUP):

Hello!

While I can't give you a specific implementation time at the moment, rest assured that Empyrean armor reforging is on the way!

Nezha
12-05-2014, 02:16 AM
Strobe II & Looking into Automaton WS Manual Execution:


Sorry for the delay, but here is some information from the development team in regards to your feedback! :)




The maneuver duration, recast time, and overload are all balanced very subtly; through maneuvers, the automaton’s operability, as well as the frame and attachments, are largely affected. Due to this, we plan to create balance by adding and adjusting attachments and abilities without changing the operations of the base maneuvers.



In regards to abilities, we are making adjustments based on the original execution timing, however, for weapon skills we are looking into making it possible to select the execution timing manually. For magic, we believe the top priority is the revamping of recast times, so once we finalize those adjustments we plan on looking into being able to select the timing for that, as well.


We understand that there are times this is inconvenient for ranged/mage frames. We will look into increasing the distance for using Deploy.



With the current system, Scanner will detect resist rates, so by using a Scanner it should make it so your automaton does not cast this.
However, if there is even a small chance that the monster uses magic, the automaton will start to cast silence. The chance of there being a bug related to this isn’t impossible, so we will be checking on this.

Also, if you have any feedback such as “I don’t want silence to be cast on enemies that are highly resistant to silence” (ex: Make it so it doesn’t cast silence when the resist rate is over 60%) please make sure to let us know.



We are looking into changing the automaton behavior. Since this is something that we have received a lot of feedback about we will be looking into it, but since the workings of the automaton logic are so complex it will take some time.



We understand how you feel and are looking into separating the recast timers.



While we would like to do something for this, we would first need to perform a lot of work to revamp the user interface, so this will be difficult to accomplish right away. Sorry :(



We plan on revamping attachment stats, so there is a possibility that we make it so that there is no consumption of maneuvers. This doesn’t mean that we will be adjusting every attachment for this, but we will be looking at each one separately. If you have any feedback please let us know!



We will be performing adjustments on attachments that need adjusting as necessary.



Planning to implement this in the form of an attachment.



We are thinking about making adjustments in the form of attachments, not on the automaton or puppetmaster side. For example, how does implementing Strobe II sound?


Currently, we are thinking more in the direction of implementing superior lubricant, such as Lubricant +3, instead of directly increasing the physical resistance.



It doesn’t crit because it is recognized as a special ability. We are looking into it.



First we will be revamping attachments that need adjustments. After that we will take a look at the balance and look into this.



We definitely understand. Since automatons are different than player characters, and it is difficult to adjust the positioning of the automaton, we are looking into easing up or even eliminating the distance factor.



We would like to look into new automaton WS ideas, however, since you can recover MP through Deactivate/Activate and by using the Mana Converter, we think it would be better to look at different effects.



The damage is calculated as a special WS, however, we will be looking into making this easier to use while making use of its special properties since we hear a lot of people saying it keeps doing zero damage…

Nezha
12-05-2014, 02:22 AM
Haste II priority:


Hello!

Along the lines of “intelligent casting,” I just wanted to add a bit about enhancing magic cast by automatons.

When it comes to the way automatons cast enhancing magic, they prioritize their master’s safety above all else and start out by casting defensive spells first.

There have been some players mentioning that they would like to make haste more of a priority as opposed to stoneskin and phalanx being cast first.

It is definitely possible to change the priority order and additionally we can even make it so the automaton will decide which spell to cast based on the level of the monster you are fighting. So for example, prioritizing stoneskin for stronger monsters and prioritizing haste for monsters evenly matched or below.

With that said, we will be looking into adjustments!

Nezha
12-05-2014, 02:27 AM
AI Adjusting Attachments:


At the moment, there are no plans for adding new frames but we do plan on making the various roles that players have requested possible by making attachments more unique through new additions and adjustments.

Keep your eyes out for those updates!

Nezha
12-05-2014, 03:10 AM
Making combined DPS of Pet and Master stronger than standard DD:


Greetings,

As an overarching theme for job adjustments we are planning to make attack adjustments to damage dealing jobs based on monk’s current attack capabilities.

One aspect of this overall adjustment plan was the skill chain and weapon skill enhancements that gave samurai more power.


Warrior
Compared to monk, warrior’s hit per hit strength is slightly lacking as an attacker, and the development team feels a need to give them attack power that is more suitable and in order to do this they are looking into a new type of system.


Puppetmaster
We’ll be reducing the damage gap between each of the weapon skills performed by automatons and make it so you’ll be able to better control your maneuvers to match the attachments you are using.


Beastmaster, dragoon, and puppetmaster
To give a rough overview of our plans for these three jobs, we’re planning to boost the combined damage over time capability of the master and pet so that it is greater than that of your standard damage dealer as there are certain costs associated with maintaining pets.
As such, the development team is looking into the following adjustments:

Implementation of higher-tier mochi
By adding new mochi, a pet’s attack and accuracy will be supplemented further.


Improvements to the power of special abilities
Just as we increased the damage value of pet’s special abilities in the January version update, we’ll be making further adjustments to this again as we move forward.


New “Call Beast” pets
We’re still in the midst of planning the addition of new pets, and as an example of a pet that can utilized for a comparatively lower cost, a Lucerewe-type sheep has been brought up as a possible candidate.



The team has been assigning priority to the various job adjustment tasks at hand, so please stayed tuned for further details for each of these adjustments.

Nezha
12-05-2014, 03:34 AM
Gildrein Job Adjustments Manifesto Quote Closed Thread, so couldn't quote directly.: Additional abilities to Cure automaton:

Puppetmaster


•Vision
Puppetmasters feel comfortable in almost any type of role thanks to their automatons, but countless hours of research is needed to create the perfect puppet to deal with various and sundry situations.

We want to bring out the unique characteristics inherent in each automaton via creative new attachments as well as abilities that extract the potential latent in each frame.




•Example Adjustments

•Introducing an assortment of new attachments.

•Adding an ability that restores an automaton's HP.

Roja323
12-09-2014, 05:41 AM
Greetings, and thanks for the feedback.

One idea the development team is looking into is some method to make it so you can lock the weaponskill an automaton uses.

In the future we are planning to add an even higher tier version of the Armor Plate attachment. Additionally, we’ll be making adjustments so that Stormwaker automatons cast protect and shell on themselves.

We’ll be adding new attachments that enhance accuracy. In regards to increasing melee skill through equipment and merit points, but there being no change in attack or accuracy, this is a bug and we will be fixing it in the January version update. Likewise, we will be fixing the current issues with the Attuner and Target Marker attachments in the January version update as well.

This just in...

Nezha
12-13-2014, 02:19 PM
Despawn issue fix for high-tier battles:

As an additional note for pet jobs, I would like to provide the following information.

The team is currently working towards making it so that pets do not disappear when starting high-tier mission battlefields, Wanted battles, and Voidwatch. They’re hoping to implement this adjustment in the next version update.