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  1. #1
    Community Rep Okipuit's Avatar
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    Apr 2012
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    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.
    (9)

    Okipuit - Community Team

  2. #2
    Player Karbuncle's Avatar
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    Mar 2011
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    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.
    I don't honestly think it would matter how weak they are if they didn't take up a party slot... I can't even go level them with my friends without throwing on an Alliance between us because they count as party slots.

    If they're going to remain as weak and useless as a level 70 player fighting Arch Dynamis Lord, Could they at least not be counted as a party member that takes up one of the 6 man slots?

    When NPC's were first released, It seemed like they were intended to be used as an extra party member, since they took up a party slot...

    Either way... Can we at least unlock more areas for them?

    They're not used that much. I wouldn't put too much time into it.
    When your computers battery dies, Do you just go buy a new computer because it isn't worth charging the old one? I mean really man!

    They're used so little because of their overall uselessness due to being weak and pitiful... If they were to fix that, However, Would actually be useful, thus, used more. Its a problem that can be fixed, and thus, should. Like Evolith, Chocobo Racing/Raising, and Pankration, They're all systems that had some form of potential left to rot. All this outdated unused content could easily become entertaining or useful if they would take the proper time to make it such.

    Instead pouring out hoards of "new" content, they could fix a lot of old problems and probably add a bit more depth to the game.
    (9)

  3. #3
    Player Kristal's Avatar
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    May 2011
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    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!"

  4. #4
    Player Fenrirs_Takumi's Avatar
    Join Date
    Mar 2011
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    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)

  5. #5
    Player Kristal's Avatar
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    May 2011
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    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!"

  6. #6
    Player CapriciousOne's Avatar
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    Aug 2011
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    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.