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  1. #61
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Well 1 way to open it would be have pop items drop off of all enemys in the area that pop the NMs which gear drop from. That way everyone can fight the NMs and get gear still like with the Arch-NMs for Dyna. Perfectly honest I have no idea though because I never really did Salvage, always seemed more annoying than it was worth to me, so this might fit nothing of what Salvage is/was and could be completely stupid nonsense.
    (1)

  2. #62
    Player Damane's Avatar
    Join Date
    Mar 2011
    Posts
    715
    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    Quote Originally Posted by MarkovChain View Post
    They can't transform salvage into a farming zone because the goal is the gear. In dynamis the gear is garbage and the only thing worth doing is farming coins or marrows. From camate's post we can conclude that salvage gear is going to be good unlike limbus (free entry VS 3-man requirement, which will probably be too low as is for level 99 content). You can see it the same as voidwatch. It's impossible to solo farm your metal plates but the things are widely available in bazars. If the gear is good enough the supply will be there and there will be more balance among end game weapons. Everyone wins.
    because that was sooo much the case with odin v2 that requires at least 6 people to enter? odin v2 gear is garbage too ¬.¬ cecxept for 1 weapon
    (1)

  3. #63
    Player deces's Avatar
    Join Date
    Mar 2011
    Posts
    126
    Character
    Deces
    World
    Lakshmi
    Main Class
    BST Lv 99
    Quote Originally Posted by Camate View Post
    Greetings!

    Similar to how we added jobs that previously could not wear Homam/Nashira to the new Murzim and Shedir equipment available via the new higher-tier Limbus areas, the development team is planning to add dancer, scholar, and other jobs to the new Salvage equipment, but not to the currently existing Salvage gear.


    In regards to reducing the number of required players for entry, I believe a similar response was made in the past about assault, but we do not have any plans of lowering the requirement due to concerns that instances will be filled faster causing congestion.
    Just think back in time when we had twice as many servers and about the same amount of endgame players to do events on... keep on not listing to us SE, you created this so called problem..
    (2)

  4. #64
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    In regards to reducing the number of required players for entry, I believe a similar response was made in the past about assault, but we do not have any plans of lowering the requirement due to concerns that instances will be filled faster causing congestion.
    I could have misread something, but I'm pretty sure they just posted something in the JP thread saying they would lower the requirements.
    (0)

  5. #65
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Greetings!

    The higher tier Salvage expansion is currently under-development as we speak and I’d like to share the basic concept of what we will be adding.

    Higher Tier Expansion
    • High tier expansions will be added for each of the four areas (Arrapago Remnants, Silver Sea Remnants, Zhayolm Remnants, Bhaflau Remnants)
    • Fundamental concept is the same as the original Salvage, but will be targeting level 99 characters
    • Will contain strategy elements such as route selection and NM spawning conditions

    Changes to the Pathos of Alzadaal

    After considering that these imbued items clutter inventory, and the time spent lotting and distributing them made it difficult to focus on strategy, we will be changing the system so that instead of using items to unlock limitations, they will randomly be removed when defeating monsters.

    While it will no longer be possible to select the player you wish to unlock, we are planning to make adjustments so that the effects removed by defeating monsters will be more than enough to go around.

    Up to 18 players can participate, but we are envisioning a difficulty level that can be cleared with around 6 players. Additionally, due to the change in the system, the higher tier focus will be on relieving the entry-level difficulty associated with doing Salvage, while providing content and rewards for level 99 characters.

    Reward wise we will be preparing two kinds of equipment: revamped versions of the previously existing Salvage gear and new equipment.

    Finally, as shown on the road map we will be adding this to the Test Server around September and plan on spending time for balancing/adjustments. With that said, actual implementation is still a bit off, but we are working our best so you can all try it out on the Test Server.

    We will be releasing more specific information around the timing of Test Server implementation, so hang in there a bit and look forward to it!
    (15)
    Devin "Camate" Casadey - Community Team

  6. #66
    Player Kitkat's Avatar
    Join Date
    Mar 2011
    Posts
    436
    Character
    Kaliyah
    World
    Fenrir
    Main Class
    BLU Lv 99
    There anyway to make it so this will skip over individuals the either won't benefit from the pathos or already has it removed? While it will free up inventory I can see this as being a bit more of a strategy killer as you'd have to have the mages engage and kill a mob to get a pathos unlocked (unless I'm misreading this). You're talking about jobs that have absolutely no h2h skill and only means of being profecient in a type of damage is already locked (their magic) where as with cells you'd have the melee do kills for you to get the cells passed to these individuals.

    If possible, can you clarify how this pathos unlock system is working? Is it randomly unlocking anyone in the zone or is it randomly unlocking only those who perform a killing blow? By "skipping over individuals who won't benifit" I mean melee jobs that have no main/sub use of magic skill at all (thus this shouldn't be locked in the first place or be required to be unlocked).
    (4)
    Last edited by Kitkat; 08-14-2012 at 10:33 AM.

  7. #67
    Player Insaniac's Avatar
    Join Date
    Mar 2011
    Posts
    1,003
    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    This also worries me. Not having to worry about distributing cells will be great but not being able to decide who gets what and when could be a huge pain. If my mage doesn't get magic and my non-mnk DD doesn't get weapons or abilities out of the gate problems will arise. I would suggest leaving the initial chest as it is. With cells that can be distributed.
    (10)
    ↓ Trolling sapling ↓

  8. #68
    Player Muse's Avatar
    Join Date
    Mar 2011
    Posts
    64
    Character
    Thenomadgrey
    World
    Siren
    Main Class
    RDM Lv 99
    Quote Originally Posted by Camate View Post
    Changes to the Pathos of Alzadaal

    After considering that these imbued items clutter inventory, and the time spent lotting and distributing them made it difficult to focus on strategy, we will be changing the system so that instead of using items to unlock limitations, they will randomly be removed when defeating monsters.

    While it will no longer be possible to select the player you wish to unlock, we are planning to make adjustments so that the effects removed by defeating monsters will be more than enough to go around.
    Could this be further explained?

    Because as it stands it sounds more hurtful then helpful... Especially as, stated by others already, it means mages may not get magic/MP and DD's weapons/HP when they should. This also sounds like it'll make Salvage harder, and make making Mythics even harder in the long run.

    Also, will this new system of not needing items to unlock pathos effect just the new Salvage areas or both of them?

    If both of them... I weep for the future of Salvage.

    Anybody want to do some some full unlock frogs when you can't get 3 people unlocked?
    (7)

  9. #69
    Player Kitkat's Avatar
    Join Date
    Mar 2011
    Posts
    436
    Character
    Kaliyah
    World
    Fenrir
    Main Class
    BLU Lv 99
    Quote Originally Posted by Muse View Post
    Could this be further explained?

    Because as it stands it sounds more hurtful then helpful... Especially as, stated by others already, it means mages may not get magic/MP and DD's weapons/HP when they should. This also sounds like it'll make Salvage harder, and make making Mythics even harder in the long run.

    Also, will this new system of not needing items to unlock pathos effect just the new Salvage areas or both of them?

    If both of them... I weep for the future of Salvage.

    Anybody want to do some some full unlock frogs when you can't get 3 people unlocked?
    Have to agree with this, especially considering the old system worked this way requiring that people strategize to unlock specific pathos on specific players only because the zone required it. So saying that cells hurts strategy but somehow a randomly pathos unlock system doesn't is kinda double standard given the past of Salvage requirements don't you think?
    (5)

  10. #70
    Player
    Join Date
    May 2011
    Posts
    462
    Imagine that the system would not require mages to be meleeing to unlock, sounds to me like kill x mob and random person in alli gets pathos unlocked.

    Perhaps they will set up a method to prioritize pathos ex: mp and magic to mages, JA and Weapons to melee. That said as explained it does seem rather half baked.

    I know my level of pessimism concerning the dev bros getting it right has gotten pretty high but I'm not willing to bet they will release the neo pathos system that incomplete... (oh dear god must find real wood to knock on now...)
    (0)
    Last edited by Nala; 08-14-2012 at 12:38 PM.

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