View Full Version : August 2019 FINAL FANTASY XI Digest
Akihiko_Matsui
08-06-2019, 02:09 PM
The latest FINAL FANTASY XI Digest is now available! The digest covers key features from the most recent version update. Check out the video, try the version update, and leave a feedback based on your experience of playing the new content.
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Isola
08-06-2019, 03:09 PM
Much like the cait sith htb, not much more than an awkward shrug about doing it. Gonna pass on this one too.
Change the cape to a belt, change the belt to an earring, all jobs, double the values on the foods, then there will be a little bit of interest.
TullemoreAsuraFFXI
08-06-2019, 03:16 PM
Happy to witness this version update. August adjustments and additions are fabulous ! HUGE pleasant surprise with more advanced foods all with desirable boons for top end players. Alexander treasures are very impressive, I am sure many will be immediately added onto player wish lists. Merit reallocation for RDM is correctly in line with the theme of the job. BRAVO. If future jobs that are in line to obtain a job adjustment receive the proper and attentive adjustment RDM received this month along with the initial adjustment, there will be many grateful fans for sure.
Edit: On behalf of those players who will enjoy August's content additions and future FFXI improvements and the dedicated efforts of Mr. Fujito and Mr. Matsui and all team members working on FFXI development; I denounce malcontent trolling comments that appear as a reply in this topic.
Please remember to be gracious when communicating constructive feedback.
Pellerian
08-06-2019, 06:39 PM
It's so great that Mr. Matsui and Mr. Fujito are consistently reaching out to the Western players in the US & EU and wish to read about our dedicated feedback on the growing legacy that has become of FFXI. As Tullemore of Asura stated before, please keep up the fantastic work that you and your team are doing each and every month!!
That being said, I have a few questions I am hoping will see either answers or improvements in the next coming updates.
1.) Being a long time tank, will we see some minor adjustments to the ability timers to Paladin and Runefencer? Preferably and minor reduction on recast timers of some our consistent cool downs like sentinel or Palisade or sword play? This would allow us to rely more on our class abilities rather than on spells.
2.) Can we see further development on job specific equipment at the 99/119 level? With the existence of the ambuscade WS weapons I feel as though the JSE weapons have all been forgotten.
Thank you again for all you consistent and hard work!!
Zekander
08-06-2019, 11:05 PM
Thank you for the great merit categories for RDM (though they may be a little too great, so hard to choose now...). I just have one small request, would it be possible to swap the augments on relic hands and feet? That would give the pieces a much better synergy, with enhancing magic duration augment on the hands along with enhancing magic skill, and immunobreak augment on the feet along with enfeebling magic skill.
Thank you again for all your hard work.
Zehira
08-07-2019, 01:37 AM
Thank you for the RDM adjustments! I truly appreciate it. :)
All right! I am gonna back to beautiful Vana'diel. See you later! :cool:
Zetara
08-07-2019, 01:45 AM
PLEASE READ:
FFXI is the most fun and rewarding online game I have played. It may be older, but it plays amazing and the new content that has been added is fantastic. The Alexander fight will be a nice challenge and is a great addition in my opinion. But after beating a high tier fight and obtaining all the spoils....then what?
Let's not forget, we are Adventurer's! That being said, have you considered adding other simple changes for content that aren't battlefield/instance related? For example, you mentioned awhile back that you wanted players to go to less traveled zones and experience those areas in Vana'diel again. Yet the reality is, that for some of these zones, there is little to no incentive to explore them. Rather than having so few zones with Apex monsters, would it be beneficial to place "new" or existing higher level monsters similar to Apex, so that Capacity Points parties may explore and discover new camps, new farming methods and perhaps even new notorious monsters related to the level 99 and I-level state of the game?
This would allow us to be the adventurer's that we once were, being able to discover newly added mobs in older, less traveled zones and teaming up with others to gain experience, capacity points, or farm materials. Throwing in a high level notorious monster similar to Domain Invasion, where anyone that wants to participate may do so, would also throw great player cooperation into the mix.
Thank you!
Z
Zetara
08-07-2019, 02:06 AM
I can appreciate the job adjustments even though these two in particular are not my main jobs. Changing spells from merits to scrolls is a great change. With the exception of some other minor adjustments and already known issues, the game is the most balanced I've ever seen it before. It's fantastic!
Speaking of job adjustments however, there is only one job that I have played that has been deemed not useful. This job used to be great for several reasons, mainly its damage output. I'm talking about Ranger. I have a decently geared Ranger and the damage output is low. It's abilities are stale and are no longer tactical. Eagle Eye Shot has become useless as a last resort damage spike, barrage is ok but does the same amount of damage as your best weapon skill, and more.
I'm not a person to complain, nor am I going to simply say, "raise Ranger damage output", but if more damage is not viable, how about changing some of the job abilities to be tactical, precise, patient and exciting? If the Ranger stays as is, it will continue to be somewhat useless compared to what other back line jobs can do.
The Thief is a great example to compare to the staleness of Ranger. When I see a Thief play, they are always adjusting their placement, dictating where the monsters attention and enmity will be directed, putting out high damage numbers and using abilities constantly to "direct" the battle and maximize their desired outcome. Thief is very active and exciting because of this. If a Thief were to engage in auto-attack and do an occasional weapon skill, that would seem pretty boring, right?
Well, the Ranger does just that, Ranged Attacks and the occasional weapon skill... Cool, they can improve their ranged accuracy and toss on a bounty shot and do some low damage weapon skill, but where are the tactics, the excitement and the maximization of using it's abilities at the most precise times? I just don't see it. Again, I'm not complaining about the job nor am I shouting to raise the damage because simply raising its damage output still wouldn't make it more of an active and exciting job. I would absolutely love to see some out of the box thinking of different adjustments to its abilities.
I also realize it was implemented into the game as a damage dealer job, but what if it wasn't? What if, similar to Dragoon (my most loved job of all <3), it were to be a Damage Dealer/ Support job in which it's abilities were similar to Thief, in terms of enmity control and "directing" the overall battle, precisely, from a distance?
Thanks for reading and not forgetting about us in the USA who love Final Fantasy XI.
Sincerely,
Z
Suteru
08-07-2019, 02:15 AM
Hello, as someone getting back into RDM after about 8-9 years of not playing it, thank you for the updates! Not having to choose between spells is such a great benefit.
Also, I want to thank you for reaching out to the English-speaking community!
TullemoreAsuraFFXI
08-07-2019, 12:55 PM
@ Zetara
http://forum.square-enix.com/ffxi/threads/55632-An-idea-i-had-posted-in-another-thread-about-an-all-new-endgame-content-addition
I also agree that it would be greatly beneficial to add numerous Apex class enemies in camps to diminish the bottle-necking. Either Quadruple the current area accomodations and apex enemy spawns or utilize the vastness of Vana'diel areas that don't fall under the bracket of the Seekers of Adoulin expansion. On Asura the bottle-necking is so bad for desirable camps it is discouraging to travel to the locations already knowing the conditions there.
Pteryx
08-07-2019, 04:57 PM
As a red mage myself, I find myself mostly approving of the adjustments to RDM. However, I worry that I'm not going to be able to actually make good use of them anytime soon because the community has atrophied so much. I feel as though the community has reached a point where one is forced to associate with people one finds intolerable just to have enough people to play the game with. Attempts to play on Asura drove me to quit for a while; it seemed to be the only server with a large enough number of people to work with, but I couldn't stand most of them nor the overall culture of the server. When I rejoined, it was to move back to Quetzalcoatl, but now Quetz seems to have reached a point where linkshells are of two types: "Asura lite" or too small to participate in any challenging content. Do you have any plans to improve FFXI's community?
Muadiib
08-07-2019, 07:45 PM
I enjoy the updates to RDM/PUP and new fights also, the gear is great really, as Im sure more fights will come for other jobs.
But Off-Topic here.
I Also am on Asura, and am wondering. Would it be possible to add Apex Monsters to area's of old like Aht Urghan? or even Old Area's of the Past [the old (S) Zones] so that there are plenty of Capacity Camps? It does seem a bit "Bottlenecked" at times on our Server.
I Think fighting Apex versions of our old favorite camps, like Apex Colibri, or even the annoying Apex Imps would make it more interesting and fun if you would consider it. Thanks.
Kalyoth
08-08-2019, 01:09 AM
Any chance of adding a flag to Trusts allowing for an enforcement of single target abilities vs. allowing a decision by AI on single vs. aoe skills?
Toren
08-08-2019, 12:54 PM
I know this may not be possible given the current resources but could we see a reboot of vanilla FFXI? I would love to see the game restored to the AU or WotG era. There are many who still miss the classic style of the game
Suteru
08-08-2019, 03:49 PM
I know this may not be possible given the current resources but could we see a reboot of vanilla FFXI? I would love to see the game restored to the AU or WotG era. There are many who still miss the classic style of the game
There is no "Vanilla" FFXI, it was constantly changing. Even your mention of "WotG era" discards the fact that by the end of the WotG era, the level cap was already 90.
Zuidar
08-09-2019, 05:33 AM
There's clearly been a lack of melee oriented equipment (especially Accessories) that some jobs should be capable of making use of (namely Blue Mage since they're primarily front-line jobs) but seems to have been deliberately cut out for a long time since omen (looking at you Regal Ring) and still has up to now (still doesn't seem like it from the new Avatar Battlefields). However, BLU has mainly been thrown on some (but only) mage items (Pinga...), but had no share of decent melee equipment and accessories. Will this be changed?
Smokenttp
08-11-2019, 01:34 AM
Is the overload while sp1 active intended? or is it actually a bug due to the changes on the attchments?
TullemoreAsuraFFXI
08-11-2019, 10:03 AM
Concerning items/equipment and the way in which itemization is currently handled:
http://forum.square-enix.com/ffxi/threads/55788-Final-Fantasy-XI-overhaul?p=618639#post618639
Zuidar
08-13-2019, 09:34 AM
New foods were added in the update that are shown as EX and non-craftable and unknown where they come from but it still seems below average from the ideas that we came up for years due to how food recipes were lacking so much compared to other crafts that do Su3 and up equipment, again such missed opportunity for culinarians only to be thrown aside and not be taken seriously. Any chance to address this whole food ordeal that has been coming up very short since the mid-late 2017? And also, will we see new craftable foods with higher stats than what was released this update?
Higher end Endgame should give an example of what the new foods should be with regarding stats, especially with the acc/macc requirements in content with Dyna Divergence Omen and other stuff
Zuidar
08-13-2019, 02:32 PM
The placement of the RDM Merit ability Augments Immunobreak chance and Enhancing Duration Plus on the items Vitiation Gloves and Feet are mix-up. Vitiation Gloves should have Enhancing Duration plus and Vitiation Boots should have Immunobreak chance as they synergize properly well with their proper stats. It makes little sense for these inconsistencies placing stats that doesn't work in sync with the gear. Hachiya Hatsuburi +3 (NIN AF1 reforge +3) is one example where there's no physical accuracy but has weapon skill damage +10%
Smokenttp
08-13-2019, 09:25 PM
Also while we are on the sugestion area, i have one sugestion to the eschutechon quest, please create a new +1 version of the spheres making then give extra spirit but being EX spheres (non tradable) and make then craftable via the current rare ex itens (like carbuncle ruby), reasoning for these is to move away the bots that farm the spheres from the rare ex itens camps to cards so they can still porfit and move a market on sphere while not cloging quest itens for too long specially after they finished their shields already and are trying to profit from sphere market. (and while we are at it do you mind moving the lvl 2 spheres like fusion from hq+1 to hq? i do know they are hq+1 to make it harder to finish the quest on proupose but the bar right now is kinda high for people who are trying to legit farm the shield instead of boting with 5 characters and geting it done in 2 months, i am also aware that more shield on the market also means shifts in the prices but that could be alliviated with new su5 like equipment going live)
Zuidar
08-14-2019, 11:16 PM
T2 Enspells were hardly used since creation because of the "Initial Attacks" function in which it affects the first main hit only and doesn't affect other attacks of the same round. Can you make adjustments to function the same as T1 enspells where it affects all attacks of the same round?
Next, the conflict with Auspice and Enspells: it's annoying how Auspice interferes with T1 Enspells in that they overwrite each other. Auspice gives subtle blow to party members but the other function is Enlight which only affects the white mage if Afflatus Misery is up. Is it possible for adjustments to not have both spells conflict with each other?
Yoji_Fujito
08-16-2019, 12:57 PM
Thank you for your feedback.
We wanted to add some popular North American foods for this Green Festival.
Hopefully we were able to include some of your favorite dishes!
Please stop by the Morbol Café for a taste!
(If you’d like to try multiple different foods, head to the back of the Café and participate in the magical experiment to regain your appetite!)
The food effects aren’t too powerful, as to avoid outclassing existing foods and requiring a high difficulty recipe if they were to be added. We’ll talk it over within the development team to see if the recipes will be made available.
Yoji_Fujito
08-16-2019, 12:57 PM
The rewards for last month’s Cait Sith battle in ★Champion of the Dawn were balanced against the Merlinic head equipment at max augment. From there we slightly lowered the numbers.
High-tier battlefield rewards as a whole are balanced in a similar way. The stats may seem lacking for players who have already obtained powerful equipment, but I believe it’d be quite useful for players who are still catching up.
We also received feedback that ranger and corsair don’t have any useful rewards from high-tier battlefields. Regarding that, we’ve received a reply from the development team to please hold on, as it’s not those jobs’ turn yet.
Akihiko_Matsui
08-16-2019, 12:58 PM
We’re glad that the Merit Point adjustments seem to be popular. Regarding the augmented stats, we released them with their current effects for balance reasons.
However, we’re considering switching the stats between the hand and feet equipment, for the following reasons:
1) Many players are requesting the stats to be switched, and there doesn’t appear to be much opposition against that.
2) The augment effects are effect duration, as opposed to enhanced effect, so their impact against balance are limited.
Please send us feedback if you feel that certain benefits would be lost if the stats are switched, or if you are against switching the stats.
Zehira
08-16-2019, 01:23 PM
Thank you for the update! I appreciate it again! Looks like not much anything else I am looking forward to and I guess I am done with posting here but will read your next video. Thanks again!
(Please consider the issues (http://forum.square-enix.com/ffxi/threads/54750-%E9%80%9A%E5%A0%B1%E3%81%97%E3%81%A6%E3%82%82RMT%E6%A5%AD%E8%80%85%E3%81%A0%E3%82%89%E3%81%91%E3%81%AB%E3%81%AA%E3%81%A3%E3%81%A6%E3%81%84%E3%82%8B?p=618640&viewfull=1#post618640) regarding to RMT.)
I know you are doing better. The community shall be more than happy if you keep doing. Thank you again and again! :cool:
Gwydion
08-16-2019, 02:05 PM
We’re glad that the Merit Point adjustments seem to be popular. Regarding the augmented stats, we released them with their current effects for balance reasons.
However, we’re considering switching the stats between the hand and feet equipment, for the following reasons:
1) Many players are requesting the stats to be switched, and there doesn’t appear to be much opposition against that.
2) The augment effects are effect duration, as opposed to enhanced effect, so their impact against balance are limited.
Please send us feedback if you feel that certain benefits would be lost if the stats are switched, or if you are against switching the stats.
You are 100% correct. Please switch RDM hands / feet!
Zuidar
08-16-2019, 03:43 PM
Thank you for your feedback.
We wanted to add some popular North American foods for this Green Festival.
Hopefully we were able to include some of your favorite dishes!
Please stop by the Morbol Café for a taste!
(If you’d like to try multiple different foods, head to the back of the Café and participate in the magical experiment to regain your appetite!)
The food effects aren’t too powerful, as to avoid outclassing existing foods and requiring a high difficulty recipe if they were to be added. We’ll talk it over within the development team to see if the recipes will be made available.
Thank you, Yoji Fujito. I just wanted to get it out there so Culinarians aren't forgotten or left behind due to a huge gap of missing recipes over the years since after the release of Marine Stewpot. I just wanted to make sure they acknowledged the issue going on for years with food recipes. As it is from the NPCs selling them, it is a good start. I'm okay if new food recipes are higher level to create and such, as long as the stats are improved. With new fights and endgame content being the big focus, new foods need to have greater emphasis on quality stats in mind. Again, thank you!
The rewards for last month’s Cait Sith battle in ★Champion of the Dawn were balanced against the Merlinic head equipment at max augment. From there we slightly lowered the numbers.
High-tier battlefield rewards as a whole are balanced in a similar way. The stats may seem lacking for players who have already obtained powerful equipment, but I believe it’d be quite useful for players who are still catching up.
We also received feedback that ranger and corsair don’t have any useful rewards from high-tier battlefields. Regarding that, we’ve received a reply from the development team to please hold on, as it’s not those jobs’ turn yet.
I'm happy to hear that. I still want to throw it out there that for a very long while, certain jobs like Blue Mage, have been kept out (deliberately?) of decent melee-oriented equipment and accessories since Omen and still is, but hopefully that changes (Blue Mages are Front line melees, after all).
We’re glad that the Merit Point adjustments seem to be popular. Regarding the augmented stats, we released them with their current effects for balance reasons.
However, we’re considering switching the stats between the hand and feet equipment, for the following reasons:
1) Many players are requesting the stats to be switched, and there doesn’t appear to be much opposition against that.
2) The augment effects are effect duration, as opposed to enhanced effect, so their impact against balance are limited.
Please send us feedback if you feel that certain benefits would be lost if the stats are switched, or if you are against switching the stats.
Thank you, Akihiko Matsui! Yes, please switch the augments! You wouldn't want to enfeeble in enhancing magic gear, right? :p
Jerbob
08-16-2019, 06:24 PM
I'm really pleased with the RDM merit options, and wholeheartedly support swapping the hands and feet augment. Thanks!
I was also pleasantly surprised by the Cait Sith battle treasure, though unfortunately I've not had an opportunity to try the battle yet. Looks good to me.
Boshi
08-17-2019, 02:56 AM
We’re glad that the Merit Point adjustments seem to be popular. Regarding the augmented stats, we released them with their current effects for balance reasons.
However, we’re considering switching the stats between the hand and feet equipment, for the following reasons:
1) Many players are requesting the stats to be switched, and there doesn’t appear to be much opposition against that.
2) The augment effects are effect duration, as opposed to enhanced effect, so their impact against balance are limited.
Please send us feedback if you feel that certain benefits would be lost if the stats are switched, or if you are against switching the stats.
This is a great move.
In a similar vein:
The Ninja Relic Head & Feet augments should be reversed.
Relic head is a great nuking piece, The Innin augment does nothing for it as the Artifact head is already a superior version.
On the feet, the macc/matt augment is absolutely useless on a piece that has zero magic attack on itself.
The old Nin relic head had a magic attack augment already, so it wouldn't be adding something there that wasn't previous there. (currently Ninja's maximum nuking potential is -worse- with the merit change than it was with the old augment on the relic head).