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  1. #1
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    Apr 2011
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    114
    As far as functionality goes, that was SquareEnix's own concept of the job, "feeling comfortable in almost any situation," and many of my suggestions were things they already mentioned. I was hoping to address ways the job is falling short of the job concept using quick copy/paste abilities/magic in the form of attachments to fix it that wouldn't require much coding to accomplish, save for the enmity screen JA suggestion.

    Actually we do know what Tactical Processor does:

    Quote Originally Posted by Camate View Post
    Prepare to have your minds blown as we have…yes…information about what the Tactical Processor does!

    This attachment is a bit different than the standard attachment that, for example, gives XX% increase in attack, defense, etc. The automaton periodically checks the information around the automaton and decides its next move (if HP took a hit, it will cure, if TP has been saved up, it will perform a WS, etc.).

    When using the Tactical Processor the frequency of these checks is increased and allows the automaton to respond to variations in its environment quicker and more precisely.

    However, every time it performs a check, the overload value increases, so as the frequency of checks increases it will increase the possibility of an overload.

    Epic sauce? Anti-climatic? Let us know!
    Furthermore, with all the best current available gear, attachments, and food there is Valoredge has nearly 75% accuracy on VD high level battlefield mobs, so I would debate the "need" of (1) so much as making base accuracy higher, so we can use other maneuvers beside thunder maneuvers and not have to full time pet gear. But for sure there is not much we can't hit at this point with right gear, food, attachments+maneuvers. Also there is new even stronger food going to come out, so I think DEV team on the right track with this, it's not here yet, but we can probably focus on other issues like pet enmity/survivability now.

    I agree on most of (2), but the reason why pet food gives Automaton such a huge buff is exactly because they can't receive party buffs, so buff sharing isn't likely:

    Quote Originally Posted by Camate View Post
    Hello, everyone.

    Rest assured that the development team has not forgotten about pets, nor are they ignoring your feedback. Everything is being taken in and considered for adjustments.

    The first adjustment that they are planning, as we mentioned previously, is the addition of food that will affect both the master and the pet. Amongst this new food, there will be accuracy enhancing food, much like sushi, that will increase the accuracy for both the master and the pet. These new foods will be added in the next version update.

    Also, due to the fact that pets cannot receive enhancements from songs and such, the development team is planning to make the effect received from food higher for pets than what the player receives.

    Before any further adjustments are made, we’d like to start by implementing this first and monitoring the situation for a while. After the version update is live, please be sure to try out the food and let us know your feedback.
    (3) and (4) I agree on, but again fixing things with attachments of already existing magic/JA data is much more probable than another massive Automaton pet AI overhaul, mostly because the data for abilities like Cover/Sentinel/Palisade etc. is alrdy there, so simply copy past data/animation, then configure to fit Automatons. I don't think there is enough manpower at SE HQ for a massive AI overhaul like that for FFXI anymore, maybe FFXIV.

    You know what would be cool though? If we could assign each Automaton weaponskills to the maneuvers we wanted, to fit our own play style.
    (0)
    Last edited by Nezha; 12-06-2014 at 06:05 AM.

  2. #2
    Player Roja323's Avatar
    Join Date
    Sep 2014
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    196
    Character
    Raijitsu
    World
    Asura
    Main Class
    PUP Lv 99
    Quote Originally Posted by Nezha View Post
    As far as functionality goes, that was SquareEnix's own concept of the job, "feeling comfortable in almost any situation," and many of my suggestions were things they already mentioned. I was hoping to address ways the job is falling short of the job concept using quick copy/paste abilities/magic in the form of attachments to fix it that wouldn't require much coding to accomplish, save for the enmity screen JA suggestion.

    Furthermore, with all the best current available gear, attachments, and food there is Valoredge has nearly 75% accuracy on VD high level battlefield mobs, so I would debate the "need" of (1) so much as making base accuracy higher, so we can use other maneuvers beside thunder maneuvers and not have to full time pet gear. But for sure there is not much we can't hit at this point with right gear, food, attachments+maneuvers. Also there is new even stronger food going to come out, so I think DEV team on the right track with this, it's not here yet, but we can probably focus on other issues like pet enmity/survivability now.

    (3) and (4) I agree on, but again fixing things with attachments of already existing magic/JA data is much more probable than another massive Automaton pet AI overhaul, mostly because the data for abilities like Cover/Sentinel/Palisade etc. is alrdy there, so simply copy past data/animation, then configure to fit Automatons. I don't think there is enough manpower at SE HQ for a massive AI overhaul like that for FFXI anymore, maybe FFXIV.

    You know what would be cool though? If we could assign each Automaton weaponskills to the maneuvers we wanted, to fit our own play style.
    I am well aware of what they claim tactical processor does, however, it has yet to parse a significant change in anything other than overload.

    You say things like "increase functionality" and "it is unlikely for a massive AI overhaul". Well which is it? I dont see them adding tons of stuff like you said which is why i suggested just 4 simple options that would be hugely helpful.

    Fixing things with attachments requires new code to say what the AI should do with a certain attachment is equiped, which really isn't any different than new code that says Buff order > pro -> shell -> haste II when no attachments are equiped. I just would rather not waste attachment slots to control the ai of my pet, when i dont think there is a single situation that you would want your pet stoneskin'ing itself before it haste IIs you.

    The thing about 1), is we know we are getting high end attachments, we know that they will specifically targeted for ilevel content, and we can pretty much guarantee they will be ACC related. The issue is, like you said, if we go full + pet gear and food, we get to maybe 75% acc on VE...but whats the masters acc at that point? Is it even worth bringing a pup if their pet cant come close to acc cap?

    The question is, with a pup in high end gear so he can hit the mob, whats the pets acc at? If I am at 1.3k + acc with buffs/food, my pet is probably at 50% acc. Ideal would be for when a master is in full acc/dd gear their pet is at 75% acc, and when we go full pet gear the pet is at 90%+ acc.

    I know what they said about pets and buffs, but I just dont think they realize that if a player needs 2x songs, food, and full acc gear, then a 5/10/15/25 acc attachment isn't going to take them from 900 acc to the 1200 acc + they need for most events.
    (1)

  3. #3
    Player
    Join Date
    Apr 2011
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    114
    Quote Originally Posted by Roja323 View Post
    I am well aware of what they claim tactical processor does, however, it has yet to parse a significant change in anything other than overload.

    You say things like "increase functionality" and "it is unlikely for a massive AI overhaul". Well which is it? I dont see them adding tons of stuff like you said which is why i suggested just 4 simple options that would be hugely helpful.

    Fixing things with attachments requires new code to say what the AI should do with a certain attachment is equiped, which really isn't any different than new code that says Buff order > pro -> shell -> haste II when no attachments are equiped. I just would rather not waste attachment slots to control the ai of my pet, when i dont think there is a single situation that you would want your pet stoneskin'ing itself before it haste IIs you.

    The thing about 1), is we know we are getting high end attachments, we know that they will specifically targeted for ilevel content, and we can pretty much guarantee they will be ACC related. The issue is, like you said, if we go full + pet gear and food, we get to maybe 75% acc on VE...but whats the masters acc at that point? Is it even worth bringing a pup if their pet cant come close to acc cap?

    The question is, with a pup in high end gear so he can hit the mob, whats the pets acc at? If I am at 1.3k + acc with buffs/food, my pet is probably at 50% acc. Ideal would be for when a master is in full acc/dd gear their pet is at 75% acc, and when we go full pet gear the pet is at 90%+ acc.

    I know what they said about pets and buffs, but I just dont think they realize that if a player needs 2x songs, food, and full acc gear, then a 5/10/15/25 acc attachment isn't going to take them from 900 acc to the 1200 acc + they need for most events.
    Yeah I never said tactical processor was significantly helpful, but just saying we DO know what it does, in response to your saying we don't.

    Increasing functionality and a massive overhaul are not mutually exclusive, most of the code for already available job abilities are already written, copy pasting them for an attachment is different from creating brand new frames/heads/attachment effects etc. I do admit some of my suggested attachments might require a little more work, like cover, but it makes more sense to me to give Automaton more options of managing hate through already available abilities, than to rework how enmity works overall or something difficult like that. Buff order stuff was already mentioned by Camate and wouldn't require an attachment based on what he said. I'm sure when they add Pro/Shell for Automaton self use they will fix spell cast order, but to be honest I don't care for this, I'd much rather stormwaker get Distract/Frazzle than Pro/Shell itself or if they just copy-pasted Koru-Moru's magic casting AI, I'd be happy with that too.

    I don't think anyone is arguing we want pet stoneskining itself before Haste II or even stoneskining itself for that matter granted we already have Shock Absorber... so yeah don't know what to say about that...

    As far as accuracy goes we are in agreement that it would be nice if pet and master could have high ACC together without having to spam thunder maneuvers and full time pet ACC gear, I was only making the claim the pet CAN hit well, with right gear/food, but of course at the expense of the master at this point.

    As far as harlequin goes, suggestions were only to make it useful, by giving it a niche ability, like innate formless strikes on monsters like Tojil, or more MP so you have a pet that can cure itself which also has relatively high HP, with enough earth capacities to tank. I don't think there was anything senseless about wanting all pets to be used/useful if we aren't getting new ones.
    (2)
    Last edited by Nezha; 12-10-2014 at 03:05 PM.