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  1. #1
    Player Fynlar's Avatar
    Join Date
    Aug 2012
    Location
    Windurst
    Posts
    352
    Character
    Fynlar
    World
    Lakshmi
    Main Class
    WHM Lv 99
    Useless for people who want all of them, unless you can mule them or a storage option was added at the same time, but what about everyone else? What about someone like me who gets an item or two but has no use for it? Those people get an awesome helpful update. Can you really tell me because its a useless feature for those people, it shouldn't be done, or is itself useless?
    I'd rather they just get it right the first time rather than come up with a half-baked plan and calling it a day for several months/years because they think everything is all fine after that. All I was really trying to do was throw out the warning that unless something is done about the capes being rare with no current storage slip option, the "fix" wouldn't really be comparable to what they did with AF3 feet.

    Example: the set storer NPCs. The ones that give you claim slips for a full set of NQ armor, and NQ only. Needed the full set to store it, and could only take it out as a full set, and was even charged a small handful of gil every time you did. Could not use any HQ pieces at all, not even a full HQ set. Was it useful for some? Sure, probably. Was it extremely cumbersome for most others? I'd bet so. Was the system also forgotten entirely once the far superior storage slip system came out? I sure hope so.
    (2)

  2. #2
    Player Kaeviathan's Avatar
    Join Date
    Dec 2011
    Posts
    162
    Character
    Kaeviathan
    World
    Cerberus
    Main Class
    NIN Lv 99
    Im on my 8th cape for jobs I don't use.
    (0)

  3. #3
    Player FaeQueenCory's Avatar
    Join Date
    Jun 2013
    Posts
    500
    Character
    Eliosha
    World
    Odin
    Main Class
    SMN Lv 99
    Quote Originally Posted by Kaeviathan View Post
    Im on my 8th cape for jobs I don't use.
    It would be really nice wherein it works like NI: where the job you take in determines what is the first type of cape to drop.
    (so you bring whm, the first cape you get is whm, after that it's all random.)
    I think this would promote more variance in what you see in rieves.
    At least for ppl to get the capes they want/need. lol
    (0)

  4. #4
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Greetings,

    A have a couple of points to follow-up on based on plans that were shared yesterday.

    First is the issue where certain areas are being focused on more than others. The development team is aware that there are areas that players are giving a lot of attention to, while other areas are not seeing as much action.

    While the development team is still discussing this, they would like to add new objectives to each area. For example, adding new job accessories and elements that are tied to speeding up coalition growth as well as making it easier to complete coalition assignments.

    Second is the concern that returning the HP of obstacles and enemies to the state prior to the July and August version update will make it difficult to solo or low-man colonization reives. This is exactly why we will be adding ally NPCs and the battle balance will be set such that it's possible to do reives solo or with a few people.

    We've also seen feedback asking to make it so appealing NPCs join the fights, while on the other hand there are others who are mentioning that adding NPCs will reduce the amount of Bayld you can acquire. We'll continue to forward your comments on this, so please let us know your thoughts!
    (9)
    Devin "Camate" Casadey - Community Team

  5. #5
    Player radicaldreamer's Avatar
    Join Date
    Mar 2011
    Location
    Valefor, Bastok, SanD [S]
    Posts
    84
    Ok I have wanted this so here goes:

    Geomancer's Indi and Geo spells would be so much more useful if they affected everyone in a Reive, and not your own party only!
    I can understand party-only for outside of reives, but some other jobs get out-of-party functionality where it is not normally the case, in reives and campaign, but not Geomancer. I have often been in reives for long periods with my "looking for party" flag up, and gotten no invites, so just did them solo.
    Well that means any buffs that I have are only going to me, (Only geo-refresh and geo-regen because what am I going to do with strength/agi/etc on Geomancer?), and almost all debuffs for the roots or rocks that I have to fight because I'm solo, are not very useful. (Try geo-frailty on a knotted root and see if you can tell you're doing more damage to it ^_^)

    Please please please~
    (1)
    It's important to hold onto your dreams.. Even if it means staying half-asleep.
    -rd

  6. #6
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by radicaldreamer View Post
    Ok I have wanted this so here goes:

    Geomancer's Indi and Geo spells would be so much more useful if they affected everyone in a Reive, and not your own party only!
    I can understand party-only for outside of reives, but some other jobs get out-of-party functionality where it is not normally the case, in reives and campaign, but not Geomancer. I have often been in reives for long periods with my "looking for party" flag up, and gotten no invites, so just did them solo.
    Well that means any buffs that I have are only going to me, (Only geo-refresh and geo-regen because what am I going to do with strength/agi/etc on Geomancer?), and almost all debuffs for the roots or rocks that I have to fight because I'm solo, are not very useful. (Try geo-frailty on a knotted root and see if you can tell you're doing more damage to it ^_^)

    Please please please~
    WTH... They should just do that blanketly. White mage curaga spam fftw. Also, I want to hast samba everyone... In general. Dancer needs ally wide buffs.
    (5)

  7. #7
    Player Rekin's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    128
    Quote Originally Posted by FrankReynolds View Post
    WTH... They should just do that blanketly. White mage curaga spam fftw. Also, I want to hast samba everyone... In general. Dancer needs ally wide buffs.
    Because it would make people go on other jobs than DD and thats a horrible thing apparently to devs.
    (2)
    It doesn't take much to know when someone is special. After 5 minutes if the person is alive and well you have a keeper, if they are dead and obnoxious then toss em like two day old leftovers.

  8. #8
    Player Camiie's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    1,495
    Character
    Camiie
    World
    Fenrir
    Main Class
    MNK Lv 99
    Quote Originally Posted by FrankReynolds View Post
    WTH... They should just do that blanketly. White mage curaga spam fftw. Also, I want to hast samba everyone... In general. Dancer needs ally wide buffs.
    What? You want a performer to essentially become more powerful when provided with a larger audience? Madness, sir! Madness!
    (5)

  9. #9
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    I'd like to see it easier to do the Colonization Reives at the bottom of Marjami Ravine. There's a lot of players who don't know that underground tunnel at (J-10) to the bottom level even exists. For the ones who do, they are discouraged to do them because it's a long walk back out. There's no bivouac or tunnel back up on the west side meaning you have to turn around and walk all the way back. It would encourage players to complete all 7 Colonization Reives if it was easier to get a cycle down down.

    Add a 5th bivouac down there and add another tunnel exiting to the west.
    (2)

  10. #10
    Player Quedari's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    99
    Character
    Quedari
    World
    Fenrir
    Main Class
    BLU Lv 99
    Quote Originally Posted by Rwolf View Post
    I'd like to see it easier to do the Colonization Reives at the bottom of Marjami Ravine. There's a lot of players who don't know that underground tunnel at (J-10) to the bottom level even exists. For the ones who do, they are discouraged to do them because it's a long walk back out. There's no bivouac or tunnel back up on the west side meaning you have to turn around and walk all the way back. It would encourage players to complete all 7 Colonization Reives if it was easier to get a cycle down down.

    Add a 5th bivouac down there and add another tunnel exiting to the west.
    I'm sure the BSTs, PUPs, and others who solo or lowman those reives would prefer to keep them a "secret" from the rest of the mob running through Marjami killing reives so fast that no one gets any evaluations. The incentive to do those two reives is that there's usually only 1-6 people there instead of 20+, and they can be killed slower so everyone can get evals.

    Also, if NPC helpers are added to colonization reives, please please PLEASE don't allow them to be able to damage the obstructions. Even before the HP nerfs, some colonization reives died much faster than they should have. If the NPCs will be able to damage the obstructions, at least make it where the NPCs don't appear/start fighting until someone enters the reive. Otherwise we're going to have times where we walk up to a reive expecting to farm bayld only to find the NPCs have already beat the obstruction down to nearly dead (or killed it completely).
    (3)
    Quedari: WHM BLM RDM SMN SCH BLU BRD RUN GEO
    Mykaell: BLM RDM WAR DNC WHM THF SCH RUN

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