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  1. #1
    Player DarkBEWD's Avatar
    Join Date
    Jun 2013
    Posts
    66
    Character
    Darkbewd
    World
    Carbuncle
    Main Class
    SMN Lv 99
    There's a few things I'd like to suggest.

    •Could you make it so players can grind instincts on monsters they prefer to use?
    I'm willing to suffer through a grind to get to a monster I like, but I wish i didn't have to grind every other monster I don't care about to 60/90 just to improve the ones I like or play around with different stat builds.

    •It would be cool if we could use our monsters in Campaign and fight on the beastman side, maybe even replace the Allied Notes reward with Infamy to keep you showing up on your human characters too.

    •Some monsters have special traits/animations like Amphiptere's flight mode and Cerberus's howl, is it possible to give player versions access to these kinds of things without getting ridiculous (As in I don't expect to be 50 feet in the air and untargetable, just maybe hovering with faster movement speed)?

    •When you implement Dragons can you PLEASE make one of them a Blue Mage if only because being a dragon with access to a wide variety of Breath attacks makes way too much sense?
    (3)

  2. #2
    Player Mefuki's Avatar
    Join Date
    Aug 2011
    Posts
    224
    Character
    Mefuki
    World
    Fenrir
    Main Class
    BLU Lv 99
    Quote Originally Posted by DarkBEWD View Post
    •It would be cool if we could use our monsters in Campaign and fight on the beastman side, maybe even replace the Allied Notes reward with Infamy to keep you showing up on your human characters too.
    I would would LOVE to to be able to do way more content with my monipulator. Campaign, BCNM/mission BCs, Salvage, Abyssea access, etc. ether give us a separate loot pool or even half the drop rates of current drops on that content or whatever, it's doesn't matter. I just want to use my monsters for something that isn't just grinding their levels up. RoE already allows me to work on goals while being a Monipulator so I'd like that to be expanded so I can work on game content as one.

    Quote Originally Posted by DarkBEWD View Post
    Some monsters have special traits/animations like Amphiptere's flight mode and Cerberus's howl, is it possible to give player versions access to these kinds of things without getting ridiculous (As in I don't expect to be 50 feet in the air and untargetable, just maybe hovering with faster movement speed)?
    I've been saying this for a while now. I think I'll be important to give each monipulator NM/HNM unique traits like those you mentioned, withdrawing into shells (similar to Aspidochelone) or summoning additional monsters (Like Alpha Gnole Anders), etc. that come with just that specific monster subspecies as well as more general traits like En-enfeeble effects, auras, absorbing certain elements to heal or other traits that make NM's difficult/tactically interesting. The former of which you could even allow us some customization with.This can really add an extra layer of depth when Mon Vs. MON is released.

    You gave a good example of what to do if something is deemed not technically viable. Instead of saying, "Can't do it. Sorry, you just won't be able to do that", SE should try to give us something that is close to it that is within technical boundaries.

    My example would be Pitlions or Onyx Antlions as the Monstrosity help text says. They don't have Ambush because they can't burrow. Understandable that we can't go under the map and move around but what if SE gave them an ability that was called "Burrow" but when you use it the burrow/unburrow animation goes off but what it really does is give you a variation of Gestation that lets you use Ambush while in this "Burrowed" mode. Make Pitlions THF and presto we now have a mob that's unique and won't be immediately over looked for Formiceros who's currently better in every way. That shouldn't be.

    What about potent TP move access? Fatal Scream (AoE Doom) for example. Can't be implemented due to it's potent effects? Make adjustments to the way we're able to use it. For example, in order to circumvent players simply gaining 300% TP, sneaking up to an opponent and just immediately dooming everyone in range, adjust it's effects so this doom only gets applied to monsters that are under the effects of, say for the sake of example, Blind II. This has an intriguing effect on balance. Now, not only will the opponent receive a "warning" that Fatal Scream is coming, it also allows seldom used magic/skills to have a place AND, best of all, mind games can begin between players, which can be an important part of PvP. Because, of course, just because you cast Blind II doesn't necessary mean you have to use Fatal Scream but your opponent is now on his toes and you may be able to deceive him into a trap.

    Similar adjustments can be made to moves that are deemed too powerful.

    My point is technical limitations or seemingly overpowered abilities don't have to stop us from having access to them so long as they try to replicate what the monsters do and are done right.
    (0)
    Last edited by Mefuki; 03-01-2014 at 08:22 AM.

  3. #3
    Player
    Join Date
    Mar 2011
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    280
    Quote Originally Posted by DarkBEWD View Post
    There's a few things I'd like to suggest.

    •Could you make it so players can grind instincts on monsters they prefer to use?
    I'm willing to suffer through a grind to get to a monster I like, but I wish i didn't have to grind every other monster I don't care about to 60/90 just to improve the ones I like or play around with different stat builds.
    They did that on purpose. The far weaker, worthless monsters no one wants to play as have the best instincts, and the ones everyone wants to play as have just okay to terrible instincts. (Or good instincts, but they're the final reward for leveling everything else in the family to 75 first.) Otherwise why even add the other monsters at all, and just let everyone have behemoths and adamantoises straight from the start?
    (0)

  4. #4
    Player DarkBEWD's Avatar
    Join Date
    Jun 2013
    Posts
    66
    Character
    Darkbewd
    World
    Carbuncle
    Main Class
    SMN Lv 99
    Quote Originally Posted by Louispv View Post
    They did that on purpose. The far weaker, worthless monsters no one wants to play as have the best instincts, and the ones everyone wants to play as have just okay to terrible instincts. (Or good instincts, but they're the final reward for leveling everything else in the family to 75 first.) Otherwise why even add the other monsters at all, and just let everyone have behemoths and adamantoises straight from the start?
    It seems like my intent was misunderstood, but I guess I was too vague while trying to keep it short. Basically, what I mean is, for any players like myself who would rather just focus on certain monsters they enjoy, there should be a way to continue gain instincts (that don't necessarily need to be the ones from other monsters) on that monster after it hits 90 while still playing as that monster. I'm sure there's someone else out there that targets certain monsters in each family and only levels the monsters needed to unlock those and only to the level required to unlock them, I'm totally fine if I never end up with that Haste +20 or Triple Attack +10, but what I'm not okay with is the fact that once I hit 90 or 99 on the monsters I care about, I reach a dead end and can't continue to acquire stats to improve it with while continuing to play as it. Think of it like only wanting to focus on your favorite jobs, but being unable to obtain any further gear playing as that job once you hit a certain level.
    (2)

  5. #5
    Player KorPoni's Avatar
    Join Date
    Mar 2011
    Location
    Carbuncle
    Posts
    205
    Character
    Brotherlove
    World
    Lakshmi
    Main Class
    PLD Lv 99
    Quote Originally Posted by DarkBEWD View Post
    It seems like my intent was misunderstood, but I guess I was too vague while trying to keep it short. Basically, what I mean is, for any players like myself who would rather just focus on certain monsters they enjoy, there should be a way to continue gain instincts (that don't necessarily need to be the ones from other monsters) on that monster after it hits 90 while still playing as that monster. I'm sure there's someone else out there that targets certain monsters in each family and only levels the monsters needed to unlock those and only to the level required to unlock them, I'm totally fine if I never end up with that Haste +20 or Triple Attack +10, but what I'm not okay with is the fact that once I hit 90 or 99 on the monsters I care about, I reach a dead end and can't continue to acquire stats to improve it with while continuing to play as it. Think of it like only wanting to focus on your favorite jobs, but being unable to obtain any further gear playing as that job once you hit a certain level.
    So, though I agree leveling monsters to gain good instincts (Astolian Slime sucks but has awesome instincts) allows you to be more versatile, and again allows you to play more monsters which makes you even more versatile, is totally acceptable, as is playing multiple jobs to get gear, I also agree there should be something you can do to expand your versatility with the monster you currently want to play as while capped, besides getting more infamy.
    (1)
    I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.

  6. #6
    Community Rep Camate's Avatar
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    Mar 2011
    Posts
    1,712
    Greetings,

    Thanks for all the continued feedback on Monstrosity! I checked in with the Monstrosity team on a couple of things.

    Quote Originally Posted by Ochretis View Post
    5. Unlock the normal size form of that monster (i.e. instead of being a smaller behemoth, would be the actual size of the behemoth players fight.)
    Currently there are four monster sizes and large monsters, such as behemoths, are not able to pass through certain locations because they are too big (Yes, there are spots I can’t access, it’s sad I know…), which is why we’ve scaled their size down a bit so you can move around anywhere you like.


    Quote Originally Posted by Ochretis View Post
    7. Highly unlikely, however if someone got 99 on each monster in a family they would unlock a special monster that isn't in the game and is unique to monstrosity.
    We don’t have any plans of adding new monsters that would be specific only to Monstrosity, but we would like to add some rare monsters in the future.
    (8)
    Devin "Camate" Casadey - Community Team

  7. #7
    Player Edyth's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    520
    Character
    Edyth
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by Camate View Post
    Currently there are four monster sizes and large monsters, such as behemoths, are not able to pass through certain locations because they are too big (Yes, there are spots I can’t access, it’s sad I know…), which is why we’ve scaled their size down a bit so you can move around anywhere you like.




    We don’t have any plans of adding new monsters that would be specific only to Monstrosity, but we would like to add some rare monsters in the future.
    I'm guessing the fourth tier of monster sizes is the one that gets scaled down? Because we only have 3 classifications in monstrosity. In any case, I'm happy that some have been scaled down. Playing as an amphiptere isn't fun for me because he HASN'T been scaled down enough, and I can't see a damn thing. I'm glad Behemoth and Cerberus don't have that issue.

    However, why the pygmy dhalmels and pygmy treants? Dhalmels I can understand a bit, and it's kind of cute, but the miniature treant bugs me, and we can already control WAY bigger things than a normal-sized treant. Why have treants been singled out? And are the special treants unlockable yet, or will they be released in the future? It seems no one has found them if they are.

    And I happily intepret "rare monsters" to mean Voidwatch species and other cool things that haven't been added yet. And I think Asoltian slimes and Eorzean spriggans are basically monstrosity-exclusive, since they're not in the game otherwise except in a limited capacity. They are permanently in monstrosity. And big thanks to the developers for the metal slimes and she-slimes and new spriggans! However, the names Spriggan.C and Spriggan.G just don't work in English. It looks like something from NES days. Can the names be changed to something less abnormal? Even just "Graverobber" and "Crier" would look better if needed, leaving the "Spriggan" title off.
    (1)

  8. #8
    Player Ochretis's Avatar
    Join Date
    Feb 2014
    Posts
    14
    Character
    Ochretis
    World
    Bismarck
    Main Class
    WAR Lv 99
    Was reading through the Beastmaster forum and read a really awesome idea from someone about "personal companion" pets and they had suggested later on that maybe getting 99 on a monster in monstrosity would allow you to obtain a special jug to call this monster with equipped instincts. I think it would also be a cool idea if something with blu could be incorporated, such as since blu's are in danger of becoming the beast within by overusing magic, some neat job ability called something like "Brink of Monstrosity" that was a 1hr recast, lasted for about 3-5mins would allow you to take on the form of the monster you got 99 in monstrosity, utilizing stat increases and the moves of the monster. This got me thinking of a neat concept.
    If you get 99 on a monster you are allowed to purchase a key item from the corpselights for a certain amount of infamy. This key item lets you enter a BCNM or pops some NM version of the monster you are. After you defeat this boss you go back and you can select from a variety of rewards (sort of like how when you defeat an avatar you can pick different rewards). Each monster would allow you to choose the jug for bst, the monster form for "Brink of Monstrosity", a specific weapon/armor that had stats that relate to the monster, a level 4 instinct, or a random end game item, such as heavy metal plate, alexandrite pouch, currency, etc.
    These fights would be challenging, nearly impossible without well planned instincts, maybe if monster parties were implemented would require a party of monsters. And the key item would cost a fair amount of infamy/ also require HNM status as well. Anyway just something I thought would be neat and bring a lot more people to monstrosity, since there would be good end rewards.
    (0)