View Full Version : June 2021 FINAL FANTASY XI Digest
Akihiko_Matsui
06-10-2021, 02:23 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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Gwydion
06-10-2021, 04:59 PM
I'm not happy with the 1200 JP Gift for Paladin, especially when compared to other jobs, or even what Paladin had previously.
Why not improve Reprisal's Enmity gain or reduce it's recast? Or give Paladin a new hate spell. (I don't understand why RDM, BLM, SCH get brand new spells with incredible powers, but Paladin get's it's base CURE amount increased by 50 points?
I'd rather have coal as my 1200 JP gift for Paladin. :/
Cyriack
06-10-2021, 05:24 PM
not a big fan of v1 and no bonuses on v2. i liked last month better tbh. does this mean that caedarva etc have higher level mobs now? 10 urganites what the heck!!!! for ki~~~!!!
Zuidar
06-10-2021, 05:51 PM
not a big fan of v1 and no bonuses on v2. i liked last month better tbh. does this mean that caedarva etc have higher level mobs now? 10 urganites what the heck!!!! for ki~~~!!!
To answer your higher level mobs question, the only high level mobs added in this update were only new mission NMs and new NMs added for the new RoE objectives unlocked by talking to the new NPC Ejilah in upper jeuno homepoint exit after clearing this months new VR missions. I was under the impression when higher level mobs being mentioned meaning possible new CP camps. But I think that'd require more time to add newer mobs and remove older mobs in some spots in some zones.
Haldarn
06-10-2021, 09:21 PM
Continuing to enjoy The Voracious Resurgence missions!
Coffeegood
06-11-2021, 04:02 AM
Here is a list of goals that I think players need to continue to be engaged in this game.
Campaign 119 revitalization in new (S) Zones
Campaign Weaponskills unlockable via quest or Weaponskill trials.
Certain Moghouse furnishings turn into key items once placed inside taking 0 room
Inventory Expansions(Wardrobes, Moghouse, Sack/satchel/ or new introduction to case 2/3/4 etc.
LESS time locked content and more OPEN WORLD Notorious Monsters (This will bring back the feel of real achievement having worked hard and long to get an item unlike new un-creative content like flux BCNM's in recycled zones.)
Harder zones, hire map making dev's. Need more to do in game. We hit a wall with content and getting tired of half-hearted flux content in old zones.
I would appreciate if this was translated into japanese even for a stronger emphasis on the subject from anyone, thank you! I feel like they don't pay attention to what would make this game better.
Voltenyne
06-11-2021, 05:33 AM
Hello adventurers! This is Voltenyne from the Community team.
Director Fujito recently posted a comment listing some of the Development team’s goals for the future, so I’d like to share a translation of his comment with you.
Greetings! Director Fujito here.
Having celebrated our nineteenth anniversary on May 16, we are now less than a year away from the 20th anniversary.
I wanted to personally inform you of developments leading up to next year, and so here I am typing away at my keyboard.
Here’s a basic summary of what we will be doing from here on out.
However, we’re unable to promise a specific timeframe for many of these plans, so please consider it a simple list of goals for myself.
The FFXI team is currently developing the following three features as our primary goals for the 2021 fiscal year.
• The Voracious Resurgence
• Job-related System
• Storage System Revamp
■ The Voracious Resurgence
Aht Urhgan sets the stage of the story in the June 2021 version update.
Who will be featured this time? What is the story relevance of the blue mage mentioned in the news announcement?
As usual, I’m quite sure the story won’t betray your expectations.
We’re planning to continue the scenario for at least another year, so if you haven’t caught up, you should be able to progress through the story at your own pace.
■ Job-related System
In contrast with previous job adjustments where we rotated through individual jobs and made changes to their abilities and traits, this new system could be summed up as “removing shackles.”
Of course, this isn’t meant to completely replace job adjustments, and individual adjustments will still be made as necessary, similar to how certain jobs were changed to bring them up to standard in preparation for this new system.
Our current balancing adjustments are based on the state of the jobs after they have progressed through this new system.
■ Storage System Revamp
This has been in the works for a very long time, but we are looking into increasing inventory space.
Ever since Mog Wardrobes 3 and 4 were added, we’ve repeatedly replied that adding more inventory space wasn’t possible, so this goal may seem like a contradiction, and you might be frustrated with us and wondering why we haven’t implemented it already.
However, this method comes with a risk to gameplay and I would like to warn you that it most likely won’t be a catch-all solution.
Loading times, the aspect with the largest effects on gameplay, cannot be improved beyond their current speeds, so we'll try and tackle it from a different angle.
What I’ve mentioned so far is what we’re hoping to achieve by the end of this fiscal year.
Each of these goals are rather resource-intensive, but we’ll be tackling them with everything we have.
So what then, do we have planned for next year? I can’t go into detail, but here are some keywords.
• Empyrean Armor
• The Voracious Resurgence-related Content
These goals were decided two years ago, and we’ll be working to implement them.
Now that I’ve listed the major features of our plans, many of you may be wondering what we have in store beyond the 20th anniversary.
However, this forum post isn’t the place for a topic of such importance, so Producer Matsui will bring it up at an appropriate timing.
That’s it from me for today.
The world may still be in the midst of battling COVID-19, but I hope that all of you will remain in good health.
As Director Fujito mentioned, we don’t have a specific timeframe for these goals yet, but we’ll be sure to give you a heads up when there’s more news!
See you next time!
Coffeegood
06-11-2021, 07:29 AM
Hello adventurers! This is Voltenyne from the Community team.
Director Fujito recently posted a comment listing some of the Development team’s goals for the future, so I’d like to share a translation of his comment with you.
As Director Fujito mentioned, we don’t have a specific timeframe for these goals yet, but we’ll be sure to give you a heads up when there’s more news!
See you next time!
Thank you for your feedback!
Voidstorm
06-11-2021, 07:43 AM
In contrast with previous job adjustments where we rotated through individual jobs and made changes to their abilities and traits, this new system could be summed up as “removing shackles.” Please remove the Shackles on spells like Kaustra, Meteor, Banishga, Stonega, Waterga, Aeroga, Firaga, Blizzaga, Thundaga, as well as II/III/ja/ra. These spells in ALL areas get weaker the more enemies are hit by them. The first two have never even had an update to their damage formula making them very weak against iLv opponents. It was done a very VERY long time ago before jobs like corsair even existed as a patch to area of effect spells being too powerful while similar weaponskills did virtually no damage anyway and avatar bloodpacts that did similar damage were locked behind Astral Flow.
Storage System Revamp
This has been in the works for a very long time, but we are looking into increasing inventory space.
Ever since Mog Wardrobes 3 and 4 were added, we’ve repeatedly replied that adding more inventory space wasn’t possible, so this goal may seem like a contradiction, and you might be frustrated with us and wondering why we haven’t implemented it already.I know this may be hard to code, but would it be possible to trade a mog slip to an NPC who will copy its contents into a wardrobe 5~10 while making it so players could not directly add, remove, or sort items from said wardrobes?
That way those wardrobes could be enormous in size (big enough to fit all items stored within the slip) while doing virtually nothing to inventory load times. (as without the ability to sort, add or remove directly, they're each roughly the same size as a single signed item)
6 slips would let us at best pick one Artifact silp (15, 16, 26, 27), one Relic slip (17, 18, 28, 29), one Empyrean slip (20, 21), both ambuscade slips (23, 28), and leaves one left for some slip lockstyles.
semi-related, please add Daybreak, Malignance Pole, Malignance Sword, Malignance Chapeau, Malignance Tabard, Malignance Gloves, Malignance Tights, Malignance Boots, Malignance Earring, Sacro Bulwark, Sacro Breastplate, Sacro Gorget, Sacro Cord, Sacro Mantle, Geirrothr, Zantetsuken, Zantetsuken X, Hjarrandi Helm, Hjarrandi Breastplate, Freke Ring, Gere Ring, Cath Palug Hammer, Cath Palug Stone, Cath Palug Crown, Cath Palug Ring, & Cath Palug Earring to either the list of items that can be sent to a same account character or to a mog slip. that's a lot of rare items that can't be stored.
I'm still the latest comment, okay. In response the the digest video & update info. I was so hoping for Lv.120+ enemies to have been added in some zones in /regionmap because that would make keeping regions out of the hands of beastmen much easier. Here's hoping for a few in July or August. :pray:
Alhanelem
06-11-2021, 04:45 PM
It was done a very VERY long time ago before jobs like corsair even existed as a patch to area of effect spells being too powerful while similar weaponskills did virtually no damage anyway and avatar bloodpacts that did similar damage were locked behind Astral Flow.It is worth noting that in many cases, even FFXIV nerfs AoE damage the more targets that are hit, to prevent overall DPS from becoming too outrageous. Even with this though, most people go through content like dungeons spamming AoEs unless there aren't enough enemies for it to be more efficient.
Which is how it should be. If there are more than X targets, use AOE, if there are fewer than X targets, use single target. But in FFXI, AoEs usually do more than single target spells on a single target.
Cyriack
06-11-2021, 04:58 PM
very happy about hearing about inventory problems being solved!
Voidstorm
06-12-2021, 02:15 AM
It is worth noting that in many cases, even FFXIV nerfs AoE damage the more targets that are hit, to prevent overall DPS from becoming too outrageous. Even with this though, most people go through content like dungeons spamming AoEs unless there aren't enough enemies for it to be more efficient.
Which is how it should be. If there are more than X targets, use AOE, if there are fewer than X targets, use single target. But in FFXI, AoEs usually do more than single target spells on a single target.
Do you not play the game anymore?
When Dynamis Divergence Jeuno was added, they added an AOE nerf that applies to spawned targets from a blue statue. It has since been used for all targets in Domain Invasion when they changed it and added D.I. points and to everything in Odyssey.
The reason is probably because things like Aeolian Edge, Cataclysm, BLU AOE, etc are not affected by MTDR so their damage was quite high.
Now a BLM -ja will do 10% damage to the main target and 0.1% to the secondary targets in said events.
It's SE's way of saying to not AOE in those events. I get that, but if they're going to take that route to let us AOE elsewhere while adding events that we either can or cannot AOE, I'd like MTDR to be removed since it no longer has a purpose. Unless you think the purpose is to say, "you're allowed to AoE, just not with Divine magic, Elemental magic, or Kaustra."
i would agree with you if you said AoE should be weaker than single target in general. And if comparing all forms of damage, it is. if comparing blu spell vs blu spell ... they're some of the most potent I'm aware of.
If comparing elemental nukes, if there's only one target for the AoE to hit, then it is more potent, but it's not worth casting the AoE if there's multiple (which is retarded).
Loshiniloi
06-12-2021, 12:18 PM
It is worth noting that in many cases, even FFXIV nerfs AoE damage the more targets that are hit, to prevent overall DPS from becoming too outrageous. Even with this though, most people go through content like dungeons spamming AoEs unless there aren't enough enemies for it to be more efficient.
Which is how it should be. If there are more than X targets, use AOE, if there are fewer than X targets, use single target. But in FFXI, AoEs usually do more than single target spells on a single target.
This makes sense, there's been gatherings in events where we do Omen and someone would come as a BLU. The tank would pull the whole room, BLU does Entomb, and then Teneberal Crush to cleave everything that wasn't a Transcended Mob. It's done for the sake of squeezing three runs in a single linkshell gathering, if we get cards we do, if not, oh well.
Gwydion
06-12-2021, 06:15 PM
Thanks SE for fixing the name of the WHM AF armor for English-speaking users. However, this ticket was submitted AFTER the accepted bug that Augmented Sinister Reign gear is not deliverable on the same account. (This bug was accepted in early February with a ticket submitted to the dev team at the end of March...but it is now 3 updates past, with no resolution).
Alhanelem
06-14-2021, 05:37 PM
Thanks SE for fixing the name of the WHM AF armor for English-speaking users. However, this ticket was submitted AFTER the accepted bug that Augmented Sinister Reign gear is not deliverable on the same account. (This bug was accepted in early February with a ticket submitted to the dev team at the end of March...but it is now 3 updates past, with no resolution).
As a reminder and for clarity, a report going into "accepted bugs" means you properly filled out the bug report. It doesn't imply if/when/how it will be fixed.
Genomeffxi
06-18-2021, 01:10 PM
this idea would not affect load time between zones or total number of items available.
There are many items that are for just 1 job. All AF/Relic/Emp. armors, many R/EX also usable by just 1 job (regal gem is rdm only, regal necklace is cor only) severa ultimate weapons, su5 etc. So the idea is: Make something like mogWardrobe1 job-specific.
When you change main job, a different 80 slots of inventory is swapped in.
That's where players can hold all their job-specific gear, and if they want even some non-job-specific pieces that the player just likes to use just on that job, including ammo etc.
If you put a lot of rare/e gear just for SMN in there, you won't be able to reach it while on any other job, but if you want to you can change back to SMN and move something to shared inventory spaces.
That would effectively add 80x22 = 1760 extra inventory spaces, yet it would not slow down loading gear or zoning, because only 80 are available at a time on each job change.
Right now I have to consume inventory space for a regal gem for RDM even while I don't play RDM (it's not porter-slip-storable), for a regal necklace and COR bullets and consumables for COR even while I don't play COR, etc, and it all adds up, making me hesitate to get more gear or play other jobs.
It would also greatly speed up changing jobs, right now it can take a long time to swap all storage coupons when changing jobs.
Voidstorm
06-18-2021, 03:26 PM
as I would make a lot more capes if I didn't have to consider how useful it was, I think it would increase load times. Especially since inventory only loads once per zone, so it'd have to load 22 extra bags without changing something back-end about how inventory is loaded from the server.
even though we can't access anything in /bank /bank2 or /locker outside of town, and only moghouse/garden for /storage, the game still loads them all every time we zone.
also, you can dbox regal items to same account mules. i know since my regal neck & belt are both currently sitting on one.
slips compact an item's data into a single bit of present or absent. a slip is no larger than a signed item. If there was a way to compress certain items by the same method in a more restrictive wardrobe, i'd be thrilled.
I'd also be thrilled if they could change the back-end, so inventory only loads client side when logging in, instead of every time we zone.
Cyriack
06-18-2021, 07:10 PM
can we get more sparks and accolades for fishing roe's now that the sparks are capped?
Alhanelem
06-19-2021, 06:07 AM
this idea would not affect load time between zones or total number of items available.
There are many items that are for just 1 job. All AF/Relic/Emp. armors, many R/EX also usable by just 1 job (regal gem is rdm only, regal necklace is cor only) severa ultimate weapons, su5 etc. So the idea is: Make something like mogWardrobe1 job-specific.
When you change main job, a different 80 slots of inventory is swapped in.
That's where players can hold all their job-specific gear, and if they want even some non-job-specific pieces that the player just likes to use just on that job, including ammo etc.
If you put a lot of rare/e gear just for SMN in there, you won't be able to reach it while on any other job, but if you want to you can change back to SMN and move something to shared inventory spaces.
That would effectively add 80x22 = 1760 extra inventory spaces, yet it would not slow down loading gear or zoning, because only 80 are available at a time on each job change.
Right now I have to consume inventory space for a regal gem for RDM even while I don't play RDM (it's not porter-slip-storable), for a regal necklace and COR bullets and consumables for COR even while I don't play COR, etc, and it all adds up, making me hesitate to get more gear or play other jobs.
It would also greatly speed up changing jobs, right now it can take a long time to swap all storage coupons when changing jobs.
Because this means a data transfer somewhat similar to what happens on zone change is now potentially happening multiple times per client in the mog house areas, they would have to be careful with this because it would increase server load considerably. Maybe not a problem for most servers but the biggest ones, it might be a concern.
It would also slow down the job change process, which is currently almost instant.
Cyriack
06-19-2021, 01:30 PM
i wish 1 /10000 fish u could fish up a rainbow fish for 10,000 hallmarks, or 10 silver vouchers.
Voidstorm
06-20-2021, 03:21 AM
Please add Therion Ichor to the list of currencies we can purchase with copper vouchers.
Genomeffxi
06-20-2021, 07:52 AM
Because this means a data transfer somewhat similar to what happens on zone change is now potentially happening multiple times per client in the mog house areas, they would have to be careful with this because it would increase server load considerably. Maybe not a problem for most servers but the biggest ones, it might be a concern.
It would also slow down the job change process, which is currently almost instant.
This would not increase load times, it would not be 22 more bags to load. The load would only happen after job change and only 1 bag would be unloaded (for the previous main) and new 1 bag would be loaded (for the current job). It could even decrease load times for the whole server if we reduced wardrobes to 3 with 1 of them being job-specific, the only drawback would be possibly a second or two of load time only once per job change, which is a very infrequent event compared to zoning.
Currently the job change is incredibly slow, if you count trading porter storage slips back and forth to swap out manually all the gear for the new job, which definitely generates a lot more network server traffic and is very tedious.
Gwydion
06-20-2021, 11:11 AM
Hello adventurers! This is Voltenyne from the Community team.
Director Fujito recently posted a comment listing some of the Development team’s goals for the future, so I’d like to share a translation of his comment with you.
As Director Fujito mentioned, we don’t have a specific timeframe for these goals yet, but we’ll be sure to give you a heads up when there’s more news!
See you next time!
Respectfully Director Fujito, It is only June, so there are 6 months left in the year. What can we look forward to THIS YEAR so that I can continue staying subscribed? Thank you.
Respectfully Director Fujito, It is only June, so there are 6 months left in the year. What can we look forward to THIS YEAR so that I can continue staying subscribed? Thank you.
Odyssey, Odyssey, Odyssey and you guessed it, more Odyssey. Until May 2022.
Voidstorm
06-20-2021, 03:59 PM
This would not increase load times, it would not be 22 more bags to load. The load would only happen after job change and only 1 bag would be unloaded (for the previous main) and new 1 bag would be loaded (for the current job). It could even decrease load times for the whole server if we reduced wardrobes to 3 with 1 of them being job-specific, the only drawback would be possibly a second or two of load time only once per job change, which is a very infrequent event compared to zoning.
Currently the job change is incredibly slow, if you count trading porter storage slips back and forth to swap out manually all the gear for the new job, which definitely generates a lot more network server traffic and is very tedious.
Wrong, ALL inventory loads every time you zone. To change this to do what you're asking would require they change the way inventory loads.
They obviously are wary of attempting because of how many things are likely to break with that change. If they're going to change something back-end like that, why not just make inventory load only when you login instead of each time you zone? more bags for longer load time? who cares, it's not doing it every time I zone anymore.
Zehira
06-21-2021, 04:43 AM
Odyssey, Odyssey, Odyssey and you guessed it, more Odyssey. Until May 2022.
Yes, only time will tell. :)
kythra
06-22-2021, 07:18 AM
when is black mage going to get some love? it's intended to be king DD but is now basically outclassed by even physical Damage dealers. Except in crowd control situations where AGAS make more sense we're basically unnecessary. I've had to start whole new jobs just to be useful to other players end game.
Immortal
06-22-2021, 07:47 PM
BLM still used on some V15 Odyssey bosses though, but generally you're right, it needs an upgrade
Genomeffxi
06-24-2021, 12:22 AM
Wrong, ALL inventory loads every time you zone. To change this to do what you're asking would require they change the way inventory loads.
They obviously are wary of attempting because of how many things are likely to break with that change. If they're going to change something back-end like that, why not just make inventory load only when you login instead of each time you zone? more bags for longer load time? who cares, it's not doing it every time I zone anymore.
That's not what I am suggesting. Porter slip inventory does not ever load and this is basically the way it works, a simple implementation is that behind the scenes, when you change jobs, a "porter storage slip"-equivalent gets filled with the content for the previous job, emptying special wardrobe 1, and simultaneously another porter slip for the new job gets emptied into that same wardrobe. The effective outcome is that it's as if you had 1700+ more storage, but loading times are completely unaffected, you actually end up with a lot less gear in inventory than you ever had, because again all the gear that is only usable by one of the other 21 jobs would completely disappear from your inventory//wardrobes/sack/case/safe etc.
Voidstorm
06-24-2021, 01:38 AM
That's not what I am suggesting. Porter slip inventory does not ever load and this is basically the way it works, a simple implementation is that behind the scenes, when you change jobs, a "porter storage slip"-equivalent gets filled with the content for the previous job, emptying special wardrobe 1, and simultaneously another porter slip for the new job gets emptied into that same wardrobe. The effective outcome is that it's as if you had 1700+ more storage, but loading times are completely unaffected, you actually end up with a lot less gear in inventory than you ever had, because again all the gear that is only usable by one of the other 21 jobs would completely disappear from your inventory//wardrobes/sack/case/safe etc.
Slips do load their contents when you zone. every item that can be stored inside has a 0 or 1 on the slip itself and is modified when you store items or retrieve them.
This is why augments on abjuration gear are lost when storing them and why only augmented relic+2 can be stored on slip 13 instead of both augmented & un-augmented.
You would not be able to store incomplete REMAs or JSE necks and you couldn't store any of the JSE backs or SU5 weapons at all in such a wardrobe as it would be compressed into a single bit of data.
You might like reading this post of mine, it's a slightly more plausible version of what you're suggesting. https://forum.square-enix.com/ffxi/threads/58223-June-2021-FINAL-FANTASY-XI-Digest?p=636493&viewfull=1#post636493
Alhanelem
06-26-2021, 02:39 PM
This would not increase load times, it would not be 22 more bags to load. The load would only happen after job change and only 1 bag would be unloaded (for the previous main) and new 1 bag would be loaded (for the current job). It could even decrease load times for the whole server if we reduced wardrobes to 3 with 1 of them being job-specific, the only drawback would be possibly a second or two of load time only once per job change, which is a very infrequent event compared to zoning.
Currently the job change is incredibly slow, if you count trading porter storage slips back and forth to swap out manually all the gear for the new job, which definitely generates a lot more network server traffic and is very tedious.
IT doesn't have to be 22 bags. Every time you change jobs a new bag is being loaded. Multiply that by potentially hundreds of people in their mog houses, and further by the fact that people can change jobs literally every 2 seconds while they're there. Believe me, people would test the limits of how much this would affect the server.
Genomeffxi
06-29-2021, 01:33 PM
Slips do load their contents when you zone. every item that can be stored inside has a 0 or 1 on the slip itself and is modified when you store items or retrieve them.
This is why augments on abjuration gear are lost when storing them and why only augmented relic+2 can be stored on slip 13 instead of both augmented & un-augmented.
You would not be able to store incomplete REMAs or JSE necks and you couldn't store any of the JSE backs or SU5 weapons at all in such a wardrobe as it would be compressed into a single bit of data.
You might like reading this post of mine, it's a slightly more plausible version of what you're suggesting. https://forum.square-enix.com/ffxi/threads/58223-June-2021-FINAL-FANTASY-XI-Digest?p=636493&viewfull=1#post636493
The storage slips still only take up 1 inventory of space, with the 1/0 of having each item they could have stored only taking up less than the signed text on a normal piece of gear. A better solution would be that the content of every porter slip should be available to be equipped by macro or gearset, without first copying it into any inventory space, ad it would just show a number in the equip screen like for mogwardrobes. That way it would not affect loading times at all, in fact i'd gladly lose even 80 inventory spots if they decided to eliminate something like the mog locker and instead allow this instant equipping/unequipping directly from storage slip. And if they added more r/e items to new coupons like you're suggesting in your idea, maybe even the full augmented version of some gear so it could be stored as a single 1/0 in some 64-bit number in a porter slip that woul help even more. For those things we definitely don't care that much about having the ability to see them in any random order inside a storage, which causes a lot less efficient data representation. That would also greatly improve load times when zoning.
Catmato
06-30-2021, 10:25 PM
The storage slips may only take up one space, but I'm pretty sure someone has tested and found out that having slips full of stuff causes longer load times than empty slips.
Cyriack
07-04-2021, 03:21 PM
can it now be possible to harvest, mine , and fish, and net more stuff now that the sparks is pretty much a dead issue? in the mog garden i mean. i would like to get more darksteel ores rhodium ores and gold ores with the serums per character so that i can craft the next day or maybe even same day. i know you probably have big plans for the garden coming up, but i would like some funzies now, if thats not a problem.
Semsenorie
07-05-2021, 06:00 PM
Auto and manual sort Automaton attachments, 10 minute duration on Maneuvers and instead of 5 and bigger Automaton Elemental Capacity.
Remove rare on experience and capacity rings keep the ex
Recall and Teleport items to have a 10 minute cool down instead of 1 hour or 20 hours (Looking at Black chocobo cap).
Cyriack
07-06-2021, 12:01 PM
i wish it wasnt so rare to dig up heavy metal plates and alex, and maybe even heavy metal pouches but those can be rare. would really liven it up a bit.
Alhanelem
07-06-2021, 01:59 PM
i wish it wasnt so rare to dig up heavy metal plates and alex, and maybe even heavy metal pouches but those can be rare. would really liven it up a bit.I mean, we all wish they just dropped from everything and like candy but that will never happen.
Cyriack
07-06-2021, 04:52 PM
not like candy but only getting 1 a day heavy metal is kinda weak .
Alhanelem
07-07-2021, 03:58 AM
Wrong, ALL inventory loads every time you zone. To change this to do what you're asking would require they change the way inventory loads.
They obviously are wary of attempting because of how many things are likely to break with that change. If they're going to change something back-end like that, why not just make inventory load only when you login instead of each time you zone? more bags for longer load time? who cares, it's not doing it every time I zone anymore.
Well, you could have only the job bag associated with your job load first. But they all need to be loaded or changing jobs would really really suck. And you can change your job in various other places besides the mog house, so it always needs to be done. Plus item search won't work if it isn't loading everything.
Really, the real problem here is transmission speed, which they allege they can not increase without causing problems. the only realistic way we can have more regular type storage spaces is if they increase loading speed. Which they say they can't.
Alhanelem
07-07-2021, 03:58 AM
not like candy but only getting 1 a day heavy metal is kinda weak .The primary means of getting HMPs is supposed to be voidwatch. Any other source is just a bonus.
Voidstorm
07-07-2021, 05:16 AM
edit: paged, adding quotes.
The primary means of getting HMPs is supposed to be voidwatch. Any other source is just a bonus.
It's supposed to be voidwatch? are you sure it isn't supposed to be Ambuscade? I'm pretty sure most HMP comes from ambu nowadays.
Also, chocobo digging isn't bad, with TreasureFinder you can cap out in 30min even with blue race silks & SS endurance. The only problem with it is there's basically nothing worth digging for. Most zones aren't worth digging at all. The few that are barely ever sell on AH. Cooking materials may sell fast but aren't worth the time it takes to dig them. I personally want to see them add stuff like ruthenium ore to the list of items we can dig.
Well, you could have only the job bag associated with your job load first. But they all need to be loaded or changing jobs would really really suck. And you can change your job in various other places besides the mog house, so it always needs to be done. Plus item search won't work if it isn't loading everything.
Really, the real problem here is transmission speed, which they allege they can not increase without causing problems. the only realistic way we can have more regular type storage spaces is if they increase loading speed. Which they say they can't.
The transmission speed is indeed the main problem, the 2nd problem is that the game is quite old and trying to do anything new may cause other problems, doing something intuitive is likely to create bugs an order of magnitude greater in hours of debugging than some worse solution that shouldn't conflict with anything else.
Alhanelem
07-07-2021, 05:43 AM
It's supposed to be voidwatch? are you sure it isn't supposed to be Ambuscade? I'm pretty sure most HMP comes from ambu nowadays.Okay, fair enough. Though i have literally thousands of voidstones i could use to grind out HMPs, im just too lazy to do it lol.
The transmission speed is indeed the main problem, the 2nd problem is that the game is quite old and trying to do anything new may cause other problems, doing something intuitive is likely to create bugs an order of magnitude greater in hours of debugging than some worse solution that shouldn't conflict with anything else. This is really just a guess here, but I figure the way the servers designed, the server program expects data to arrive witha certain frequency and there are server side routines that are based on that frequency, thus making it difficult to alter because it would also require updating or rewriting everything else that depends on it. And then when you mess with those things.... it's a big can of worms they probably just don't want to open.
Cyriack
07-07-2021, 03:00 PM
The primary means of getting HMPs is supposed to be voidwatch. Any other source is just a bonus.
well , throw me a fricking bonus here!
Alhanelem
07-08-2021, 12:14 PM
well , throw me a fricking bonus here!Come over to shiva and help me burn through thousands of voidstones.
Cyriack
07-10-2021, 07:55 PM
Come over to shiva and help me burn through thousands of voidstones.
i got 5 characters with 1500 voidstones each, im too lazy to do it anymore too.