Page 4 of 6 FirstFirst ... 2 3 4 5 6 LastLast
Results 31 to 40 of 59
  1. #31
    Player KigenAngelios's Avatar
    Join Date
    Mar 2011
    Posts
    44
    Character
    Angelios
    World
    Carbuncle
    Main Class
    SMN Lv 90
    Quote Originally Posted by Okipuit View Post
    Hey!

    Just a reminder, we mentioned previously that the Development Team is actually looking into expanding the locations that adventuring fellows can be summoned.
    Until fellows can be used in abyssea AND can proc stuff, many players won't care.
    (1)

  2. #32
    Player Teraniku's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    672
    Character
    Teraniku
    World
    Shiva
    Main Class
    WHM Lv 99
    Quote Originally Posted by Okipuit View Post
    Hey!

    Just a reminder, we mentioned previously that the Development Team is actually looking into expanding the locations that adventuring fellows can be summoned.
    Actually, I'd really like to be able to summon them in Abyssea and have them be able to equip an Empyrean armor set for their look.
    (0)

  3. #33
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Glamdring View Post
    you mean like the beastmaster gear we would have to earn to get our thief pets the TH that a thf with no gear of that same level would have? THAT looking into?

    Perish the thought, that would mean they were just saying something to shut us up about a permanent change they had already decided upon and had no real plans of EVER implementing, but were instead hoping we would get used to the nerf and just accept it as "good enough" and not pull our subscription fees from the company's income stream. Kinda like increasing gasoline to $5.10/gallon so that we'll all be ok with it dropping down to $3.50/gallon, even when it was steady at about $3.20 just a month before.

    Nah, they couldn't mean that.
    You should be glad they didn't change pet TH into pet gilfinder... it would be perfectly justified, considering it's an iconic trait of THF...
    Gasoline is $8.34/gallon (€1.75/liter) in my neighbourhood...
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  4. #34
    Player Fenrirs_Takumi's Avatar
    Join Date
    Mar 2011
    Posts
    216
    Character
    Yuchemey
    World
    Asura
    Main Class
    PLD Lv 99
    Quote Originally Posted by Okipuit View Post
    Hey!

    Just a reminder, we mentioned previously that the Development Team is actually looking into expanding the locations that adventuring fellows can be summoned.
    Thanks Mr. Okipuit to look upon this matter.

    - Area that NPC can walk the ground
    - AI

    But i have some Question, if the NPC is counted as a Party member. if we are RDM/NIN
    or DRG/RDM would it be possible to put refresh on the NPC? Would it be possible to choose what Enfeebling we want our NPC to cast? and a lot of question/comments regarding choosing WS that your NPC can do for light and darkness. and one more and last Question. Is it possible to Put a HP MP TP Hui for the NPC. would be nice when the NPC is out of MP or almost ready to do WS.

    On that note, thank you for your consideration. ^^
    (0)

  5. #35
    Player Fenrirs_Takumi's Avatar
    Join Date
    Mar 2011
    Posts
    216
    Character
    Yuchemey
    World
    Asura
    Main Class
    PLD Lv 99
    would be nice to have commands such as this one.
    NPC tank
    /npcma "Flash" <t>
    /npcja "Provoke" <t>

    Healer
    /npcma "Paralyze" <t>
    /npcma "Slow" <t>
    /npcma "Cursna" <me>
    etc

    Attacker none

    Attacker,Healer,Tank
    /npcws "Dancing Edge" <t>
    /npcws "Spirit Taker" <t>
    /npcws "Mystic boon" <t>*

    Also could had WS that are quested such as
    Evisceration, Retribution, Savage Blade, etc...
    as long as you did the Quest.
    and the WS gain through Nyzul such as,
    Mandalic thrust, Mystic Boon, Tachi: Rana, etc...
    As long as you have Mythic weapon done.
    Same with relic and Empyrean.

    Some quest could be done, like repeating the quest of LV.71 WS with your NPC.
    You would have to make 500 points with your NPC. and for Mythic WS. you would need to do 1000 points with your npc.
    and those quest would give a certain amount of Bond between you and your NPC.

    if anyone as any suggestion/comments about this idea, you are welcome to...
    (1)

  6. #36
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Okipuit View Post
    Greetings!

    Adventuring fellows have been made to give a slight advantage in combat. Allowing equipment to give considerable status boosts could result in exceeding the amount of assistance that we had envisioned. However, we do agree that adventuring fellows should act more precisely depending on the combat scenario. We will be looking into ways to control adventuring fellows' reactions, but please note that the mechanics of this system are quite complicated, so it may take some time.
    Perhaps it's a bit too far out of whack, but would it be possible to give fellows costume effects? For example, I'm an avid PUP, so I'd love to have a second automaton (like Wordorbor the Artificer) instead of plain old Siegward. Even if it still acts like plain old Siegward.
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  7. #37
    Player Fenrirs_Takumi's Avatar
    Join Date
    Mar 2011
    Posts
    216
    Character
    Yuchemey
    World
    Asura
    Main Class
    PLD Lv 99
    Quote Originally Posted by Kristal View Post
    Perhaps it's a bit too far out of whack, but would it be possible to give fellows costume effects? For example, I'm an avid PUP, so I'd love to have a second automaton (like Wordorbor the Artificer) instead of plain old Siegward. Even if it still acts like plain old Siegward.
    Would be fun to have costume. But most costume either you can only wear in town, which for any reason your follower cannot follow you there or.... You can't fight with a costume or you lose costume effect as soon as you combat.
    (0)

  8. #38
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Fenrirs_Takumi View Post
    Would be fun to have costume. But most costume either you can only wear in town, which for any reason your follower cannot follow you there or.... You can't fight with a costume or you lose costume effect as soon as you combat.
    Actually, you CAN fight with a costume... although you tend to be charmed as well then ;D
    For NPCs that rule doesn't apply. If they want to fight with a costume, they can, although it might affect the weaponskills they can use (animation-wise).

    Ah, to heck with it.. give me a way to trade in the flesh-and-blood Siegward for a metal, cloth and oily Tragedie! (That way I can have two automatons, Comedie and Tragedie )
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  9. #39
    Player CapriciousOne's Avatar
    Join Date
    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Quote Originally Posted by Okipuit View Post
    Greetings!

    Adventuring fellows have been made to give a slight advantage in combat. Allowing equipment to give considerable status boosts could result in exceeding the amount of assistance that we had envisioned. However, we do agree that adventuring fellows should act more precisely depending on the combat scenario. We will be looking into ways to control adventuring fellows' reactions, but please note that the mechanics of this system are quite complicated, so it may take some time.
    Well this much I figured and from reading some of the post thus far I think people have the idea of Fellows misinterpreted. For one I tend to make my fellow job based upon mine so if i'm a non mage job like Dancer she will be a soothing healer or if i'm a Mage job like RDM she is a fierce attacker. Using this dynamic I usually feed off of her and vice versa. For instance, as dancer most of her mp goes to enfeebling, keeping me buffed with Protect/Shell V/Haste and healing me. while i use most of my tp for damage dealing. Only when she gives me the "Almost out of MP" message do I use my tp for heals for ME AND HER.

    Sometimes I will go DNC/RDM so that I can at least use low level Refresh to help keep her with a little more mp during battle but i would be lying if i said i didnt have to still /heal between battles or after she just fully buffed the both of us with Protect/Shell V as those eat up alot of mp. As a mage job I obviously switch her to fierce attacker and make keeping us alive my responsibility doing what i can to take hate off her if she manages to get any at all, and improver her damage output with defense debuffs or if needed reduce her damage by using bio on the mob.

    Only thing I am not aware of is the whole Alliance thing because me and my old buddies did a 6 man party 3 of us and our 3 fellows and I would assume you could each for 3 separte 3 man parties with your fellows out then alliance up but I have never actually tried doing that before.

    The behavior I admit could use some refinement and personally I would love it if we could dictate priorities to our fellows. I suppose we could use text commands or add "Fellow" button like "Job Abilities" on the battle command menu that also had a text command /fellow and the commands would look like:

    /fellow heal <me/ft>
    /fellow buff <me/ft>
    /fellow enfeeble <t/st>
    /fellow nuke <t/st>

    Of course this menu would only appear when the fellow is called into action. Oh and for clarity sake I mean on our battle menu like pets and their pet commands.

    For the heal/buff actions if you dont specify a <> target it will act on both you and itself by default and for the enfeeble/nuke command you can tell it to target the current mob or begin to pull the nearest available mob to keep the killing going or if you doing lower level farming to attack another target. To prevent abuse of the <St> though I would make it where it can only be issued once either when the mob is 100% health or below 25% health if possible. Also the <ft> target would indicate the fellow just needs to worry about him/herself in the case you have her as soothing healer and you are main jobbing as a mage/support type of job.

    As far as armor/stats go I have been satisfied overall with my fellow damage intake but I have also switched my fellow armor style type to a more heavy armor style and have also glamourized the body head and legs a great deal as well though not to the max as of yet. I also have to call into question your choice of targets as well. Remember our fellows level up according to their job level and not ours so if your 99 and your fellow is only like level 80 then yea it is going to take a beating if you're fighting mobs level 95 and up and it is best to fight mobs 75-80 and just accept the xp hit you will take if your not in a party.
    (0)
    Last edited by CapriciousOne; 09-14-2012 at 11:54 AM.

  10. #40
    Player Fenrirs_Takumi's Avatar
    Join Date
    Mar 2011
    Posts
    216
    Character
    Yuchemey
    World
    Asura
    Main Class
    PLD Lv 99
    I must agree with you Capriciousone, but at the same time, i disagree. You see, even if you have a fierce attacker, that has a great sword, if you have a dagger, you might do as much Damage as ur NPC, and you will. But at the same time if you gave a dagger to your NPC it does little dmg and give too much tp to mobs.
    (0)

Page 4 of 6 FirstFirst ... 2 3 4 5 6 LastLast