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  1. #101
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    Mar 2011
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    リムサ ロミンサ
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    1,084
    Quote Originally Posted by Akira_Tenshi View Post
    Don't be so sure of that. We wont see all of these changes in June.
    Yeah, I know. I should have specified, but I was talking about some of the battle changes, like auto-attack.
    (0)

  2. #102
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Quote Originally Posted by Sonic_the_Hedgehog View Post
    Hey guys, All Worlds Maintenance this Monday. Patch 1.17b!!!!!
    Battle changes were supposed to start in the middle of next month right?

    Based on the previous Yoshida letter this patch will probably be just a scaling up of various menus, effects, enemies and lalafells.
    (1)

  3. #103
    Player
    Join Date
    Mar 2011
    Location
    リムサ ロミンサ
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    1,084
    Quote Originally Posted by Seif View Post
    Battle changes were supposed to start in the middle of next month right?

    Based on the previous Yoshida letter this patch will probably be just a scaling up of various menus, effects, enemies and lalafells.
    Yeah the battle changes are in 1.18, but that doesn't mean I can't be excited for a patch, unless they're nerfing SP/EXP lol.
    (0)

  4. #104
    Player

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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    23
    Regarding auto attack will we be able to toggle, I'm close to finishing THM and CON and like sitting on the back line stratigically doing my thing and don't want to be constantly darting...
    (0)

  5. #105
    Player
    Zenaku's Avatar
    Join Date
    Mar 2011
    Location
    FL,Hialeah
    Posts
    5,526
    Character
    Zenaku Yamada
    World
    Cactuar
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by xeqtr View Post
    Regarding auto attack will we be able to toggle, I'm close to finishing THM and CON and like sitting on the back line stratigically doing my thing and don't want to be constantly darting...
    You don't even need to do dart lol just sit there and cure i guess you would need tp for the WS con and THM have but blah lol
    (0)
    Tactics Ogre: Let Us Cling Together Autographed By "Akihiko Yoshida Tarot Card Sweepstakes Winner

  6. #106
    Player
    Evenstar's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Evenstar Wanderlust
    World
    Phoenix
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Grundy View Post
    I'm not sure what to think of the proposed enmity/hate meter. On one hand I think it shall be very interesting to see how you are parsing against a mob - for the purpose of say holding back an attack if your hate gets too near the tanks. However, the other side of that is I don't want things to be too easy.

    Not a complaint, just an observation, as long as there is still a challenge I'm a happy man.
    I think it will be great. It was one of the things I really liked in WoW. It is fun to push everyone to the limit, but not take hate and wipe the raid. It doesn't really make things easier, but adds a nice factor to consider when you are nuking away Balancing damage/hate/aggro is a nice thing to do when you are fightning.

    We will have to see how it works out, but if the do it right i can be pretty nice.
    (0)

  7. #107
    Player
    Gun_Anam's Avatar
    Join Date
    Mar 2011
    Location
    Besaid
    Posts
    157
    Character
    Gun Anam
    World
    Odin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Physic View Post
    oh by the way, everyones getting nerfed, see when they said solo people fighting things their level? That implies we are going to get a lot weaker lol
    At the moment solo people can defeat enemies of their rank unaided. For clarification of this misunderstanding, it did not say that solo players will be unable to defeat enemies 10 ranks above them. It's not their intention to make solo play more difficult. There's no nerfing of solo play on the way. I would expect the mob difficulty during solo play to remain around the same level as it is now.


    I would expect jobs to be tied to classes. Who knows? Jobs might not even have ranks. It may be as simple as a pugilist equiping a monk expertise trait to make monk abilities available to them with additional skills available via. guild marks. As the 'blueprint' wasn't too detailed I'm not going to spend time speculating too much. I look forward to seeing how they actually implement jobs and expect a lot of excitement on that day regardless of how it is done.
    (0)

    Là á Bhlàir's math na Càirdean.
    (Friends are good in the day of battle)

  8. #108
    Player

    Join Date
    Mar 2011
    Posts
    768
    Actions will undergo major revisions, along with both the underlying mechanics and conditions.

    By major revisions, not only do we mean the tweaking of effects and potency of existing actions - we will work from the ground up to redesign and reassign actions based on clearly identified class roles.
    Fuck yes. This is what I wanted the most.
    (0)

  9. #109
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Holy shit, great job SE! I feel this was a good blueprint, yes we all want more specifics but those will come in time. This laid out all the basics and foundation of information. I absolutely love what was said and I can't wait to hear more!
    (2)

  10. #110
    Player
    Cxplorer's Avatar
    Join Date
    Apr 2011
    Posts
    241
    Character
    Kololo Belbwadous
    World
    Behemoth
    Main Class
    Arcanist Lv 60
    Solo Play
    Solo play is the preferred choice of those short on time, and we intend to preserve the balance wherein adventurers can take on foes of the same rank unaided. Even as we work to further accentuate the uniqueness of each class, we will make it so that all classes are capable of ranking up via solo play.
    I guess I will continue playing this game then.


    Battle Attribute Allotment
    When it comes to battle, class rank should, by logic, be more important than physical level. The reality of the situation, however, is that attribute point allotment is dependent upon physical level, something that is causing complications in our endeavor to improve the battle system.

    In the recent battle poll (thanks to all who participated), we learned that a considerable number of players would be willing to forgo physical levels, but wanted to retain the ability to customize characters through attribute allotment. Armed with this knowledge, we proceeded to formulate the optimal solution.

    The decision: attribute point allotment will no longer accompany gains in physical level, and will instead occur when characters rise in class rank. Although the amount in frequency of points awarded will be lower than previously, players will find that each point will have a more profound effect.
    As long as I still have control over this,I don't mind the changes.


    Classes
    Actions will undergo major revisions, along with both the underlying mechanics and conditions.

    By major revisions, not only do we mean the tweaking of effects and potency of existing actions - we will work from the ground up to redesign and reassign actions based on clearly identified class roles.

    We will also make a number of changes as part of our reexamination of how actions are equipped and the character requirements for doing so. First, actions learned by each class will be set to the action bar by default when playing as that class. Also, we will be making some actions settable on any class, while other "class-defining" actions obtained at higher ranks will be usable only by that class

    Nice! Nice!


    Jobs
    The job system - that series-defining trademark - will be implemented in FINAL FANTASY XIV (details such as specific jobs TBA). Quests to unlock each job will become available once you have reached a certain rank in the corresponding class.
    Rather than being advanced versions of classes, we would like players to think of jobs as specialized playing styles optimized for partying. While playing as a particular job will render you unable to equip certain actions of other classes, you will be compensated with access to exclusive actions, which can be acquired through quests.

    In practice, players will find the existing classes effective when playing solo or in certain party setups. Jobs, however, will shine in party situations where specific skill sets are demanded. Now, you didn’t hear this from me, but there are also rumors circulating that quests for obtaining job-exclusive equipment are also in the pipes.
    We at the development team are currently hard at work on the job system, and expect to have details to share with you soon.
    A great decision! Because this won't change anything to the main class especially for those who already have rank 50 classes.


    Can't wait to see that update live and going!
    (3)

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