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  1. #1
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    Quote Originally Posted by Camate View Post
    Next, on to red mage's new special ability, which is being heavily discussed.
    This is like saying Grandpa's naked jaunts through the assisted living facility are being heavily discussed by the staff. Everybody is discussing how awful and wrinkly the new ability is, and how it is ineffectual and makes them painfully aware of human mortality.

    Quote Originally Posted by Camate View Post
    Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
    Let's say I own two army tanks. One is normal tank and one is a haunted tank, inhabited by the patriotic (and racist) spirit of J.E.B. Stuart.

    My goal is to run over the neighbor's toddler, because I am deranged. Either tank will work, because in both cases, tons and tons of metal stuck on caterpillar treads are capable of crushing the life out of a small human.

    The relationship between the new new Red Mage SP and Elemental Seal is exactly like this. The special benefit of the new new SP is statistically near-identical compared to a simple massive Magic Accuracy bonus. The fact that it does something special matters every bit as much as the fact that there's a racist ghost rolling over my neighbor's kid's face; the end effect is the same.

    These two situations have one more thing in common. Both are totally nuts.
    (28)

  2. #2
    Player Nebo's Avatar
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    Quote Originally Posted by Camate View Post
    Next, on to red mage's new special ability, which is being heavily discussed.

    Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
    The fact that you even have to try and explain this....

    Yeah. No. This ability should be given to rdm on a 10 minute timer (just like Elemental Seal), and a REAL SP2 ability given to them.

    This ability is not worthy of being an SP2 ability. The fact that you need to have this explained to you is absurd.

    I am so scared by all the nonesense that is coming out of the dev camp lately. Things are not looking good for the future
    (15)
    Last edited by Nebo; 11-17-2012 at 07:03 AM.

  3. #3
    Player Monchat's Avatar
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    Mar 2011
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    Mdkuser
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    Quetzalcoatl
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    MNK Lv 99
    Quote Originally Posted by Camate View Post
    Happy Friday everyone!

    The new special abilities mentioned in my post from yesterday have been implemented on to the Test Server. In order to make it easier to test all of these new special abilities, we have set the cool down timers to 10 seconds. (However, since I’m sure you all would like to test out the new special ability for corsair, we left all of the original special ability cool down timers at 1 hour.)

    *Monk's new special ability effect duration has been set to 30 seconds, but we will be making changes and testing it with effect duration set to 60 seconds, 45 seconds, and 30 seconds, so there is a possibility that this time is adjusted.

    With that said please make sure to test it out as we would love to hear your feedback!

    Now then, I have a couple of responses in regards to feedback for the new special abilities announced for monk and red mage.

    First, I'd like to give a bit more of an explanation about the decision for monk, as there were comments floating around that the revamp special ability did not fit the original job concept. The counter effect for the new special ability, no matter how we adjusted it to deal with AoE attacks, we just couldn't solve the problem with the current battle specs, so we decided to change direction.

    There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)

    Next, on to red mage's new special ability, which is being heavily discussed.

    Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

    The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

    There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.

    On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
    Can you go back to the dev to explain what the RDM ability actually do?

    What will be in practice the difference between elemental seal and RDM SP2?


    Players believe both do the exact same, ie bypass the magic evasion checks
    (3)

  4. #4
    Player FrankReynolds's Avatar
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    Mar 2011
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    Mrkillface
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    Cerberus
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    MNK Lv 99
    Quote Originally Posted by Camate View Post
    Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
    Up next: a new 2 hour ability for thief that lowers the chances of an item NOT dropping. This is totally different from treasure hunter which increases the chances of an item dropping...
    (19)

  5. #5
    Player hideka's Avatar
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    Mar 2011
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    Hideka
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    Cerberus
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    SAM Lv 99
    Quote Originally Posted by Camate View Post

    There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)
    Dear camate,
    Genome, proved that gaurding can activate on all physical weaponskills about 4-6 YEARS ago. however since the game does not have a guarding message, it will display as a "Miss" if zero damage is recieved. i have PERSONNALLY recieved guard skillups while taking damage from AOE (and im not the primary target, so no chance of invisible melee causing this) on Spike flail, Whirl of rage, spinning claw, Wind shear, Benthic Typoon, Whirl claws..... please learn how your games mechanics work before making a post about them.
    Love Hideka.
    (9)

  6. #6
    Player Calintzpso's Avatar
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    Apr 2011
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    San d'Oria
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    59
    Quote Originally Posted by Camate View Post
    ...There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun...
    MOOOOOOOOOOOOOOO!!!!!




    Less Talk, Make it happen.
    (0)

  7. #7
    Player Xikeroth's Avatar
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    Mar 2011
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    Character
    Xikeroth
    World
    Ragnarok
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    NIN Lv 99
    Quote Originally Posted by Camate View Post
    Happy Friday everyone!

    The new special abilities mentioned in my post from yesterday have been implemented on to the Test Server. In order to make it easier to test all of these new special abilities, we have set the cool down timers to 10 seconds. (However, since I’m sure you all would like to test out the new special ability for corsair, we left all of the original special ability cool down timers at 1 hour.)

    *Monk's new special ability effect duration has been set to 30 seconds, but we will be making changes and testing it with effect duration set to 60 seconds, 45 seconds, and 30 seconds, so there is a possibility that this time is adjusted.

    With that said please make sure to test it out as we would love to hear your feedback!

    Now then, I have a couple of responses in regards to feedback for the new special abilities announced for monk and red mage.

    First, I'd like to give a bit more of an explanation about the decision for monk, as there were comments floating around that the revamp special ability did not fit the original job concept. The counter effect for the new special ability, no matter how we adjusted it to deal with AoE attacks, we just couldn't solve the problem with the current battle specs, so we decided to change direction.

    There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)

    Next, on to red mage's new special ability, which is being heavily discussed.

    Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

    The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

    There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.

    On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
    Seriously?

    The only thing this PROVES is the FFXI development team has NO IDEA what it is doing with this game anymore and they completely gave up on even developing some jobs with their original intention in mind. Back when Red Mage was made in the 80s it filled quite a few roles quite well and this continued in multiple games. Now you're lucky to play like the original Red Mage that was created back then.

    I am going to make one thing very clear: This ability is a complete JOKE. Compared to the other abilities this one doesn't even suit the game anymore. I get that square enix gave up on giving this game any real job balance at all so they just decided to make everyone overpowered so no one cared anymore. Whatever, that's what the game turned into. It requires 75% less skill then pre-abyssea FFXI.

    It seems like SE is purposely trying to kill Red Mage as a whole I no longer see very much going in the direction of helping the job out. When you compare it to the other jobs RDM continues to get the shaft time and time again.

    Now I am a RDM fan, I love the job but its no longer worth playing. I stopped playing RDM in most situations because it has lost almost, if not ALL of its thunder that it had back when level 75 was the cap.

    Hows about an ability that expands how RDM can be played, Or maybe an ability that makes RDM able to contribute more to the group then cures enfeebs and maybe the occasional nuke.

    Most of us could come up with a better RDM ability on the toilet.

    One thing the dev team needs to realize... Tanaka's path was proven to be a bad path, i mean he ruined FFXIV and someone else has to save it, and fix his mistake. He ran FFXI for so long and never once tried to balance the game, or improve it to what the players wanted.

    Its time to listen to the community not shrug it off as nothing. Remember we are paying you. If you want to keep some of the people here that quit to play FFXIV then maybe you need to listen to the community for once.
    (10)
    SE needs to be more original with content, because spreading the same content and copying it everywhere isn't going to keep people playing for very long. STOP WITH WEAKNESS TARGETING! It is NOT that good of a concept!
    If you don't like what I say, that's fine, you don't have to. But don't think that I care if you agree with me or not. Soooo... if you don't like what I say, don't reply, and move on with your life

  8. #8
    Player Llama's Avatar
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    Apr 2012
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    14
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    Ipotane
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    Quetzalcoatl
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    BST Lv 99
    Quote Originally Posted by Xikeroth View Post
    Seriously?

    The only thing this PROVES is the FFXI development team has NO IDEA what it is doing with this game anymore and they completely gave up on even developing some jobs with their original intention in mind.
    Absolutely. The director is still new at his job though, I wish him much success.

    Quote Originally Posted by Xikeroth View Post
    Most of us could come up with a better RDM ability on the toilet.
    Let alone half of them.

    Quote Originally Posted by Xikeroth View Post
    One thing the dev team needs to realize... Tanaka's path was proven to be a bad path, i mean he ruined FFXIV and someone else has to save it, and fix his mistake.
    People really need to stop blaming Tanaka, his FFXI was far better then today's.
    As for Yoshi-P cleaning his mess, please FFX14 launch - now is very much the same.
    All he did was add more content, change/remove some spells, abilities, around. Small tweaks here and there, but aside from that the core game play has not changed at all.
    14 failed due to lack of content, and bad programming decisions, not one man.
    (0)

  9. #9
    Player Xikeroth's Avatar
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    Ragnarok
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    Quote Originally Posted by Llama View Post
    Absolutely. The director is still new at his job though, I wish him much success.
    The new director will get praise and respect when he earns it. When he can prove he can help move this game forward and make better changes and abilities than this crap RDM one. Maybe actually balance the jobs, Tanaka downright refused to and only made the "liked" jobs more powerful while giving other jobs the shaft.

    When the new director can prove he is better than Tanaka (which shouldn't be hard) He'll earn the respect of anyone that is able to criticize something.

    SE stated the new director is working on FFXIV 2.0, and when finished he'll come to FFXI

    Quote Originally Posted by Llama View Post
    People really need to stop blaming Tanaka, his FFXI was far better then today's.
    As for Yoshi-P cleaning his mess, please FFX14 launch - now is very much the same.
    All he did was add more content, change/remove some spells, abilities, around. Small tweaks here and there, but aside from that the core game play has not changed at all.
    14 failed due to lack of content, and bad programming decisions, not one man.
    You do realize Tanaka is notorious for making insanely difficult code right? That its almost impossible to change without screwing something else up. They didn't do many huge changes because they are relaunching FFXIV with new engines, clients, maps, mobs, races(male mithra/female galka) and content overhaul. Even the essential programs are being changed, the only thing staying the same is the characters.

    The changes Yoshi-P made were praised by everyone that played more then 80% of the time including the critics. Tanaka can never claim this, his biggest enemies in FFXI and FFXIV are the critics. Yoshi-P removed the stuff that made it complete junk(which Tanaka refused to) and he listens to the community. Something the FFXI development team has yet to prove they even do.

    While I agree the OLD FFXI was better than todays we also have to remember Tanaka made the road map we are currently on, he set out the plans for abyssea in the first place, as well as voidwatch. So if right now isn't as good. It is still Tanaka's fault.

    Tanaka never listened to what the community wanted and before they removed him from the FFXIV director chair he wasn't even considering making changes, 4-5 months after Yoshi-P took over there were sweeping changes. Ones that actually got the FFXIV community excited and made more people want to play. Before they stopped selling FFXIV to prepare for FFXIV: A Realm Reborn they were GAINING players at a higher rate then FFXI is right now. FFXI is actually losing more players per month then they gain.

    The game, when it shutdown a week ago and when it was run by tanaka are a completely different experience. Anyone that has actually played FFXIV from launch to shutdown can tell you that.

    Yoshi-P Changed almost everything about the game, but was very limited due to the fact Tanaka's code is terrible. There is no doubt in my mind that if they left Tanaka in charge FFXIV would have been dead 2 years ago. He had 5 years+ to develop that game and still gave us nothing amazing. (The name rapture ring a bell? That was its code-name)

    Tanaka never listened to the community, Yoshi-P does. That's the major difference between the FFXI and FFXIV development team. The FFXIV dev team listens, In fact, all of the SUCCESSFUL MMOs in the world, the ones with triple FFXI's population or MORE all listen to, reply to and consider player feedback. All Tanaka ever said is "I'll consider it" or when they said it was a good idea at fan fests it still never made it into the game. What does that tell you?

    The core game could NOT change because when they were getting around to it they decided "lets change the entire game, what we're doing isn't working" Whats the point in changing what we currently have when they knew they would only relaunch it anyways with a completely different client and code.

    It wasn't just content. The way the jobs were played, the abilities they had, the way the armory system works are all completely different to when Tanaka was in charge. The game play and experience changed dramatically. Playing FFXI since NA launch I can tell you this. Yoshi-P made more real changes to FFXIV in a year then Tanaka made to FFXI in a 10 years. The only thing Tanaka did was add content and the only time it changed dramatically was when abyssea was launched which is terrible content compared to the old FFXI content. (don't even get me started on how stupid the stagger system is. The only decent stagger system is the dynamis one. VW and Abyssea sucks in that respect too. The ONLY thing that should EVER effect drop rate is Treasure Hunter.)

    All were changed by Yoshi-p. SO instead of defending a sub-par director, hows about you look into some facts before you actually say something.. Tanaka stopped being good when he came out with Abyssea(if you remember correctly he briefly passed director to someone else after FFXIV was launched) Abyssea, voidwatch, re-releases of Limbus, dynamis, nyzul, salvage, etc... are all Tanaka's doing.

    From what people are saying almost everything in A Realm Reborn is different. its BETTER. Due to restrictions they aren't allowed to post screenshots or anything... silly agreements NDA's <.<;
    (4)
    SE needs to be more original with content, because spreading the same content and copying it everywhere isn't going to keep people playing for very long. STOP WITH WEAKNESS TARGETING! It is NOT that good of a concept!
    If you don't like what I say, that's fine, you don't have to. But don't think that I care if you agree with me or not. Soooo... if you don't like what I say, don't reply, and move on with your life

  10. #10
    Player Arcon's Avatar
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    Mar 2011
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    Arcon
    World
    Leviathan
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    PLD Lv 99
    Quote Originally Posted by Xikeroth View Post
    [..]
    Almost everything you said was bullshit based on your own speculation and random interpretation of certain facts. And you had some of them wrong as well, for example that Tanaka left FFXI's position to someone else. That never happened, he was in charge the entire time. And you still didn't address the fact that no one man makes all bad decisions in a company. A producer is not a dictator. Tanaka is a scapegoat, nothing else. People need someone to blame, and he was in a good position to be blamed. That's all there is to this ranting.
    (2)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers

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