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  1. #1
    Player Afania's Avatar
    Join Date
    Aug 2011
    Posts
    1,452
    Character
    Afania
    World
    Bahamut
    Main Class
    BRD Lv 1
    Quote Originally Posted by Okipuit View Post
    We would like to carefully approach these adjustments as they offer valuable rewards and strong equipment that could affect the overall balance.
    The balance was already gone for past 5 months when log in campaign hand out defending rings
    (4)

  2. #2
    Player Tamarsamar's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    305
    Character
    Tamarsamar
    World
    Carbuncle
    Main Class
    RDM Lv 95
    Quote Originally Posted by Afania View Post
    The balance was already gone for past 5 months when log in campaign hand out defending rings
    Um. Beg pardon?
    (0)
    Quote Originally Posted by Ophannus View Post
    I love back in 2006 when they said Mythics would be the casual-player's alternative to Relic weapons.
    Quote Originally Posted by Armando
    No one at Square Enix has heard of Occam's Razor.
    FFXI Official Forums in a nutshell:

    Quote Originally Posted by saevel
    The stupid is strong here.

  3. #3
    Player Renaissance2K's Avatar
    Join Date
    Feb 2013
    Location
    California
    Posts
    134
    Character
    Rentwokay
    World
    Asura
    Main Class
    SMN Lv 75
    Quote Originally Posted by Okipuit View Post
    We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase. The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
    I'm giving the team the benefit of the doubt and assuming the "valuable rewards and strong equipment" to which you're referring are the Mythic weapons that require these HNM kills. Considering you still need to collect six gazillion Alexandrite to get these weapons, reducing the overall build time by a few days through the shortening of the Puppy/Draggy/Kitty spawn times is negligible. It's just trying to remove yet another "aw, come on" game mechanic.

    And, if I'm mistaken and by "valuable rewards and strong equipment," you mean the Algol and Seveneyes, well, that's just silly.
    (2)

  4. #4
    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 Okipuit View Post
    There are a lot of NMs that we would like to address but since there are so many, it would be difficult to adjust them all at once. The purpose of the recent NM respawn and drop rate adjustments were aimed to increase the avenues for obtaining equipment in starting areas only.

    We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase. The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.

    We would like to carefully approach these adjustments as they offer valuable rewards and strong equipment that could affect the overall balance.
    Khimaira, Cerberus, and Hydra have nothing to do with mythic weapons. Are you getting them mixed up with Tyger, Sarameya, and Tinnin? Spawning the mythic NMs is not an issue currently. In fact, they are far easier to engage in battle because you can spawn them with your own items. I think these users are complaining about the not-very-useful, just-plain-outdated, why's-anyone-camping-them-the-drops-aren't-worth-it-and-it's-easier-to-learn-blue-magic-on-Nyzul-floor-100 timed pop NMs.
    (9)

  5. #5
    Player Anjou's Avatar
    Join Date
    May 2013
    Location
    San d'Oria
    Posts
    543
    Character
    Anjou
    World
    Ragnarok
    Main Class
    NIN Lv 60
    Quote Originally Posted by Edyth View Post
    Khimaira, Cerberus, and Hydra have nothing to do with mythic weapons. Are you getting them mixed up with Tyger, Sarameya, and Tinnin? Spawning the mythic NMs is not an issue currently. In fact, they are far easier to engage in battle because you can spawn them with your own items. I think these users are complaining about the not-very-useful, just-plain-outdated, why's-anyone-camping-them-the-drops-aren't-worth-it-and-it's-easier-to-learn-blue-magic-on-Nyzul-floor-100 timed pop NMs.
    Speak for yourself, I'm trying to get my hands on Haute which is horrendously outdated. Khimaira's horn is no longer very valuable, and RMT will not overcamp him. There is no excuse as to why it can't be lowered, 3-4 days is uncalled for and quite frankly I cannot understand why we can't just lower the respawn timers since you graciously lowered the repops on lottery NM's needed for super weapons, but you can't lower a 72 hour repop for an outdated sword/club.


    I love the 'logic'
    (1)

  6. #6
    Player Luscia's Avatar
    Join Date
    Mar 2013
    Posts
    32
    Character
    Luscia
    World
    Siren
    Main Class
    DRG Lv 99
    Quote Originally Posted by Okipuit View Post
    The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
    Yet the RMEs are weaker than the Delve counterparts. That aside though, the 3 kings for Aht do need adjusting; mainly khim. Unlike cerb and hydra, a blu can't learn their spell from Abyssea.
    (2)

  7. #7
    Player
    Join Date
    Oct 2013
    Posts
    3
    Quote Originally Posted by Okipuit View Post
    There are a lot of NMs that we would like to address but since there are so many, it would be difficult to adjust them all at once. The purpose of the recent NM respawn and drop rate adjustments were aimed to increase the avenues for obtaining equipment in starting areas only.

    We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase. The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.

    We would like to carefully approach these adjustments as they offer valuable rewards and strong equipment that could affect the overall balance.
    Uh, pretty sure that does imply that they do think it's involved in RME creation. Relics have no time spawn NM requirements, empyrean already had those NM timers reduced, and mythic has 3 NMs with obscene repop timers(one is likely bugged, hello gulool jaja my friend). This post didn't ask anything about RME, so it's obviously a mixup.
    (2)

  8. #8
    Player Kaeviathan's Avatar
    Join Date
    Dec 2011
    Posts
    162
    Character
    Kaeviathan
    World
    Cerberus
    Main Class
    NIN Lv 99
    Quote Originally Posted by Okipuit View Post
    The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.
    It's not difficult, it just plain tedious and unpleasant. There is nothing challenging about the process of their creation nowadays.
    (5)
    Last edited by Kaeviathan; 11-25-2013 at 06:39 AM.

  9. #9
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Luscia View Post
    Yet the RMEs are weaker than the Delve counterparts.
    This is incorrect. Their DMG may be lower that does not mean they are weaker, they are stronger, but in a balanced way that makes them close enough that we should not have to deal with the RME Only issues we suffered in the past.

    Quote Originally Posted by Kaeviathan View Post
    It's not difficult, it just plain tedious and unpleasant. There is nothing challenging about the process of their creation nowadays.
    100% agreed!
    (2)

  10. #10
    Quote Originally Posted by Okipuit View Post
    There are a lot of NMs that we would like to address but since there are so many, it would be difficult to adjust them all at once. The purpose of the recent NM respawn and drop rate adjustments were aimed to increase the avenues for obtaining equipment in starting areas only.

    We agree that the current condition of FINAL FANTASY XI doesn't fit to have users wait 3-4 days to encounter NMs and we would like to adjust this phase by phase. The reason why we are not currently adjusting NMs that are requirements for RME weapons is because they are directly linked to the difficulty of their creation.

    We would like to carefully approach these adjustments as they offer valuable rewards and strong equipment that could affect the overall balance.
    you still have that difficulty, it's just the other people camping it and trying to get claim.
    (0)

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