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  1. #9
    Player Shinron-PUP's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    124
    Character
    Archedian
    World
    Bahamut
    Main Class
    PUP Lv 99
    Quote Originally Posted by Stompa View Post
    Customisable automaton clothing - the time is now! :P
    Like can we really lol? Beyond that, new pets would be nice. Bard Automaton is feasible now that they have been creating the Bard AI for trust NPCs. Even a Geomancer Automaton would be pretty interesting also. All attachment effects on the Automaton could be made into a Aura when that specific maneuver is up. BST could really use some better pets also. Unfortunately though, I don't think there should be any additional Automatons added until they revamp the current ones. Spiritreaver (BLM) is complete outdated and Harlequin died a long time ago and could be easily made into a useful Automaton. I think until they make manual magic execution, which they already mentioned they would do like 2-3 years ago, our BLM automaton will always be terrible. [Read the Bold]

    *This is a post that was in the Puppetmaster forums some time ago
    Quote Originally Posted by Camate View Post
    Greetings,
    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…

    On a more realistic note, however, I think it's time that Automaton Attachments started being Macroable now. It takes way too much time to switch between pets which could easily be solved with either a auto-save set that we could choose from, or a way to macro in the attachments like equipment. The idea has already been shot down before, but I don't believe that such things are out of reach. Extrapolating even more, all pet jobs need similar touch ups. People have been making Quality of Life threads, and I think its time that we get a Quality of life thread for pet jobs. JA delays, long recast timers, expensive items such as pet foods, jugs, and Mulsims, are only a few examples of unnecessary suffrage that pet jobs face that could easily be fixed.
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    Last edited by Shinron-PUP; 04-26-2014 at 10:45 AM.