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  1. #1
    Player Vold's Avatar
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    Mar 2011
    Posts
    908
    Character
    Voldermolt
    World
    Quetzalcoatl
    Main Class
    THF Lv 99
    Quote Originally Posted by Camate View Post
    Hello,

    The development team has no plans to remove the level and status caps for pets, but we will continue to add new pets as we move forward, and we are planning to add new pets in the September version update.
    You guys should ask yourselves why you think adding yet more jug pets is going to fix anything :x Does it not occur to you something isn't working or is it meant to be a continuous "throw them a bone to make them fell better" thing? ;(
    (5)


    Regular "John" Doe
    - Not on the Community Team

  2. #2
    Player Olor's Avatar
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    Mar 2011
    Posts
    2,134
    I want jug caps removed but DO NOT want pets to be based on "checkparam item level" as that forces us to use 119 gear even when other gear is better. Also it just overall gimps us. I want pet level to be the same as the main hand weapon with "beast affinity" ADDING levels over that, and YES all jugs uncapped thanks.
    (9)
    http://photobucket.com/gallery/http://s19.photobucket.com/user/soulchld4/media/Olorinus-Signature.jpg.html

  3. #3
    Player Rwolf's Avatar
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    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    I think removing the level cap of all the NM name jug pets Level 50+ is a good idea. The level the jug is equipped can be used to determine a lot more things than just level of the pet. It could still determine which TP moves, Job, and traits that jug pet has access to.

    While it would be some work to rework the current pets to make them more distinct. Removing the cap would be ultimately in not just the player's favor, but also the development team as well. They would not have to recreate the same pets over and over again. They could express their creativity more like they've done enjoying making Trusts and Monstrosity be so diverse and unique. I would love for Beastmaster to get that type of attention to their pets.

    We need a variety of pets in the same beast category that operate differently and all have their strengths and flaws. This would allow us to play up our strength as Beastmaster, knowing what all enemies are strong and weak to. It's also something no other job brings to the table. When I keep hearing Monstrosity related in regard to Beastmaster changes, that trend translates to me that a lot of players crave more variety in pet species, more selection in TP moves and habits, and more jobs and traits. Basically more reason to bring a Beastmaster and strategy into the table once again.

    A White Mage Leafkin whose healing TP moves are more potent than other jugs, a Black Mage Wamoura who has high elemental damage TP moves, a Dark Knight Leech that has high attack power and lower defense. All types of examples could be had and I know the development team is creative enough just looking at Trusts and how they are rebalanced when certain ones aren't used. I just wish that excitement and energy to create and rebalance was spread to pet jobs as well.
    (7)

  4. #4
    Player
    Join Date
    Nov 2013
    Posts
    400
    Quote Originally Posted by Rwolf View Post
    I think removing the level cap of all the NM name jug pets Level 50+ is a good idea. The level the jug is equipped can be used to determine a lot more things than just level of the pet. It could still determine which TP moves, Job, and traits that jug pet has access to.

    While it would be some work to rework the current pets to make them more distinct. Removing the cap would be ultimately in not just the player's favor, but also the development team as well. They would not have to recreate the same pets over and over again. They could express their creativity more like they've done enjoying making Trusts and Monstrosity be so diverse and unique. I would love for Beastmaster to get that type of attention to their pets.

    We need a variety of pets in the same beast category that operate differently and all have their strengths and flaws. This would allow us to play up our strength as Beastmaster, knowing what all enemies are strong and weak to. It's also something no other job brings to the table. When I keep hearing Monstrosity related in regard to Beastmaster changes, that trend translates to me that a lot of players crave more variety in pet species, more selection in TP moves and habits, and more jobs and traits. Basically more reason to bring a Beastmaster and strategy into the table once again.

    A White Mage Leafkin whose healing TP moves are more potent than other jugs, a Black Mage Wamoura who has high elemental damage TP moves, a Dark Knight Leech that has high attack power and lower defense. All types of examples could be had and I know the development team is creative enough just looking at Trusts and how they are rebalanced when certain ones aren't used. I just wish that excitement and energy to create and rebalance was spread to pet jobs as well.
    Bingo^^

    We do not need any new pets; we have 55 of them XD.

    Rwolf, you brought of another interesting point. SE should spread some of their monstrosity creativity to beastmaster. We were here first and monstrosity serves no real purpose outside of stomping around on lesser enemies. Moves were removed from our jugs and given to monstrosity/blue mage.

    Also, there no information regarding these "New" pets.
    (7)

  5. #5
    one would have to think from a programing standpoint it would be easier just to extend the damage tables to the higher levels on existing pets-just copy/paste over starting at the prior end point of the existing pet-than having to write a brand new one from scratch to start at say iLevel 114 for a brand new pet. now, if what they have is instead a mathematical formula where damage is calculated on a geometric or logarithmic scale as the pet gains in level I can see an issue, but the work around is rather simple. using older programming techniques it would be a simple series of "if-then-else" arguments, i.e. if level =55-75 go to line 2250, else go to 2270| line 2270 if level 75-98 go to line 3040, else go to 3060 where the damage formulae are on lines 2250, 3040 or 3060 respectively meaning your geometric or logarithmic progression recommences with a much lower doubling iterations, meaning your lifedrinker lars has not doubled ins strength 70 times from base, merely 20 times from whatever base value is set for damage calculations at 119. I'll grant you my programming skills are VERY rusty (the last language I programmed in was pascal, and that wasn't a legacy system, pascal was actually popular at the time) and it's likely easier to do with more precision using .dll files or other object oriented programming techniques but you get the idea.
    (2)

  6. #6
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    Not to continue to harp on but I just don't understand the need to make new things that do the same thing to cover up and replace old things that don't work any longer. Blue Mage got that response and Beastmaster is getting the same thing now. Eventually this rug everything is being swept under won't work any longer.

    No offense meant to the development team's work, but it feels counterproductive and also bland to just keep adding similar things every few item levels. We already have a bunch of crabs, rarabs, tigers, mandragora, etc. We have more than enough Warrior pets, with some minors in Thief, Monk and Paladin.

    Monstrosity and Trust are testaments that the Development Team is creative and enjoys creating variety. I just don't understand why that doesn't translate to jobs. Maybe the teams responsible for those two needs to have a sit down with the Battle Team because if we get another plain crab jug with the same TP moves, just higher item level cap in September... /sigh
    (6)

  7. #7
    Player
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    Nov 2013
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    400
    Quote Originally Posted by Rwolf View Post
    Not to continue to harp on but I just don't understand the need to make new things that do the same thing to cover up and replace old things that don't work any longer. Blue Mage got that response and Beastmaster is getting the same thing now. Eventually this rug everything is being swept under won't work any longer.

    No offense meant to the development team's work, but it feels counterproductive and also bland to just keep adding similar things every few item levels. We already have a bunch of crabs, rarabs, tigers, mandragora, etc. We have more than enough Warrior pets, with some minors in Thief, Monk and Paladin.

    Monstrosity and Trust are testaments that the Development Team is creative and enjoys creating variety. I just don't understand why that doesn't translate to jobs. Maybe the teams responsible for those two needs to have a sit down with the Battle Team because if we get another plain crab jug with the same TP moves, just higher item level cap in September... /sigh
    Until they fix it, no harm, no foul, it is perfectly acceptable to harp on/point out this flawed concept. Bst threads from years ago brought up the same issues and yet, here we are again.

    http://forum.square-enix.com/ffxi/th...-Jug-selection.

    http://forum.square-enix.com/ffxi/th...-and-questions. This had me rolling "We plan to broaden the range of monsters that beastmasters can coax into becoming their pets" LMAO!!! And then "Adding more pet-specific abilities". To Blu? perhaps monstrosity?

    This also clears up a lot of confusion regarding bst; basically, an Apkallu would be too "Overpowered" with frigid shuffle and yawn, hence do not expect much from the new guys folks http://forum.square-enix.com/ffxi/th...l=1#post229948. If that is their definition of overpowered........it cleared up alot...really.

    http://forum.square-enix.com/ffxi/th...ts-for-seekers.

    http://forum.square-enix.com/ffxi/th...etting-shafted
    (2)

  8. #8
    Player
    Join Date
    Aug 2011
    Posts
    317
    I'm not a beastmaster, but that is the most agitating response Square Enix throws at everything. Oh that'd be so overpowered, you know, you don't want to overpower a job that, for 10+ years, has solo'd.

    This is not a game of balance, Square, there are jobs that are BETTER AT EVERYTHING than other jobs. And furthermore, this isn't a game for hybrid jobs. They serve no purpose.

    I love puppetmaster, and I think it's probably the poorest job in the game at the minute, but you know what? at least their "Hybrid job" crap makes sense for them. Beastmaster does nothing but DD, yeah, they have a pet, but their pet in a party environment is to enhance their ability to DD.

    So after being at the bottom of the rung for the duration of their careers, screw you Square Enix. I'm going to be unreasonable, make us the best, because most other jobs have had their time up there.

    It's hard to get mad at Camate, though, or any of the people responding to these issues. I'm not entirely convinced our feedback gets through. Go through with google translate and have a look at how many of their responses are just a day late version of their japanese counterparts.

    I mean for gods sake, Yawn?! YAWN IS OVERPOWERED NOW? The amount of steps necessary to make Yawn useful in any situation is staggering. 1) Make sure that the monster is facing your pet, and won't turn or move 2) Ready Yawn 3) Make sure that after yawn is used, that the monster doesn't sneak in an attack round.
    vs - Cast Sleepga. Cast Yawn. Cast Lullaby. Use Light Shot. Cast Repose.
    (8)
    Last edited by Balloon; 07-17-2014 at 12:45 PM.

  9. #9
    Player Mitruya's Avatar
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    Jan 2014
    Posts
    356
    Quote Originally Posted by Balloon View Post
    I'm not a beastmaster, but that is the most agitating response Square Enix throws at everything. Oh that'd be so overpowered, you know, you don't want to overpower a job that, for 10+ years, has solo'd.

    This is not a game of balance, Square, there are jobs that are BETTER AT EVERYTHING than other jobs. And furthermore, this isn't a game for hybrid jobs. They serve no purpose.

    I love puppetmaster, and I think it's probably the poorest job in the game at the minute, but you know what? at least their "Hybrid job" crap makes sense for them. Beastmaster does nothing but DD, yeah, they have a pet, but their pet in a party environment is to enhance their ability to DD.

    So after being at the bottom of the rung for the duration of their careers, screw you Square Enix. I'm going to be unreasonable, make us the best, because most other jobs have had their time up there.

    It's hard to get mad at Camate, though, or any of the people responding to these issues. I'm not entirely convinced our feedback gets through. Go through with google translate and have a look at how many of their responses are just a day late version of their japanese counterparts.

    I mean for gods sake, Yawn?! YAWN IS OVERPOWERED NOW? The amount of steps necessary to make Yawn useful in any situation is staggering. 1) Make sure that the monster is facing your pet, and won't turn or move 2) Ready Yawn 3) Make sure that after yawn is used, that the monster doesn't sneak in an attack round.
    vs - Cast Sleepga. Cast Yawn. Cast Lullaby. Use Light Shot. Cast Repose.
    Yep. I'd like to hear SE argue that SAM RNG and MNK are not overpowered. I'd really like them to explain why NO OTHER JOB can be allowed into endgame. Why DRGs can't keep up, why SMN avatars are so mediocre, why BLUs and DNCs can't help support, etc etc.....
    (4)

  10. #10
    Player
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    Aug 2011
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    317
    Quote Originally Posted by Mitruya View Post
    Yep. I'd like to hear SE argue that SAM RNG and MNK are not overpowered. I'd really like them to explain why NO OTHER JOB can be allowed into endgame. Why DRGs can't keep up, why SMN avatars are so mediocre, why BLUs and DNCs can't help support, etc etc.....
    But those jobs have utility, unlike RNGs ability to deal high damage, low enmity dps out of the range of AoE and allow a tank to keep hate. I go to COR for a low of RNG things, I perform admirably at about 20-25% parse, the top ranger can do anything between 30-55% of the damage. Guess who pulls hate.

    But yeah, RNG ain't broken. Keep introducing content with lots of AoE that'll instantly kill most DPS.

    I'm sure it'll get better if you ignore it.


    SE solution to fixing things has always been to add more items, ilvl animators, satchels, pet food. There's never a change to the fundamentals of the job, but instead a dumb attempt to patch over issues with items. A geo is respectable..... ..... ... With a mythic. A puppetmaster can be a good dd.... with a mythic. Pets can hit sometimes...... with pet food and ilvl animators.

    Try to fix the problem first, Square, instead of adding stop gaps.
    (8)
    Last edited by Balloon; 07-18-2014 at 08:11 AM.

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