Ok in older post i have asked for information and those who argued and got mad at me for posting usuck threads as "When Will We See New Information" many would agree i was right and many would say i was wrong . Everyone is entitled to their opinion and thoughts on something they are passionate about , To those who agree thank you.
Now im going to continue with i was going to say in this im goint to copy and paste dev post and in red give my thoughts on each points he made . with that being said im glad to say this is what what i wanted detailed information not necessarily time table but what they were going to do .
Battle Reform Blueprint
Reform Concept
Fostering Skillful Play
Creating a battle system that fosters skillful play.
The above is, in a sentence, the rationale behind the coming battle changes. Not exactly the punchiest catchphrase around, but perhaps there’s kindly a soul out there who could word it better. */poke Yoshi-P*
To elaborate, we are aiming to address issues such as the following:
Victories coming with little reliance on skillful play.
Lack of information needed for skillful play.
No sense of accomplishment even with skillful play.
In light of the above, our objective is to implement a battle system that rewards player effort and innovation in such areas as equipment, hunting grounds, and party structure.
Lastly, in conceiving these changes, we have kept one fact close to heart: simply making enemies stronger does not equate to an environment that fosters and rewards skillful play.
So this section i kinda get it but if anyone can explain what they mean thank you ahead of time lol....
Battle Content
Dungeons
Dungeons, the proving grounds for parties, will be released in 1.18. We will be implementing two types to begin with, with future updates to usher in additional maps and battle concepts.
This content takes the form of raid missions in which players slash and burn their way through a labyrinthine area before finally squaring off against a formidable final foe. Dungeons are intended to push teamwork to the limit, and players can expect a level of satisfaction (and spoils!) befitting the challenge.
To coincide with the addition of dungeons, a number of actions and skills will receive tweaks ahead of time, the details of which will be released at a later date.
This is sort of exciting isnt it ,when i read it got my blood flowing and thought of Dyna/Ein type event i used to do in FFXI
Notorious Monsters
We will continue to introduce new NMs on a regular basis, although numbers may be modest for patches boasting large-scale features such as dungeons. Players can look forward to engaging in more epic struggles and acquiring spectacular spoils.
Pretty much i think making more epic fights and NM/HNM worth something then just hi lets go kill it and more like whats the plan or we gonna wipe
Partying
Skillful Partying
Alongside our ongoing endeavors to make solo adventuring ever more rewarding, we are also injecting effort into making full-fledged partying more enjoyable. At the heart of this undertaking is a series of plans to draw out the uniqueness of each class (details in the Armoury System section below).
It goes without saying to those familiar with MMORPGs, but the masterful manipulation of the following facets of battle is the cornerstone of effective partying.
Thank you SE making content that where we are going to party and have a benefit to do so with also making solo players happy
Enmity (hate) control, which governs the enemy’s attack target.
Crowd control (CC), the act of rendering enemy groups incapable of attacking.
Enmity (Hate) Control
Following review, we have deemed the current algorithm unnecessarily complicated, and as such have decided to simplify the system as follows:
Damage will convert to enmity at a one-to-one ratio (in most cases)
Players will have the means to examine their own current hate value.
A hate conversion formula will be applied to actions that target friendlies or do not inflict damage.
Furthermore, a player’s enmity will be made constantly visible as a percentage of that of the party member being attacked. A feature whereby players may examine hate values for all party members is also under consideration for a future update.
Finally Tank can be Tank and not lets the hate bounce everywhere keeping this one short and sweet
Crowd Control (CC)
As crowd control tactics are expected to gain in prominence with the introduction of dungeons, a host of adjustments is being planned centered around the following:
The reforming of crowd control methods
Tweaks to crowd control actions and their distribution among classes.
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.
QUE
Thank you for taking the time to pore over these words. Having read the blueprint, there is bound to be more than a few players who feel that we’ve only recited a handful of things common to all MMORPGs. There may be others still who are saddened - perhaps even piqued - that elements they felt made FINAL FANTASY XIV unique will be going to the cutting block.
I would like to clarify here that the battle team’s overarching objective is to lay a solid foundation upon which to build new elements - elements that will bring out the best in FINAL FANTASY XIV. The marriage of classes and jobs is representative of this endeavor. Whereas the ease of play classes offer will find favor with solo and casual party players, jobs will add a new depth of enjoyment for those wishing to take on high-level, strategy-rich content.
A period of great change is underway, and we ask you to bear with us. FINAL FANTASY XIV is dear to us as it is to our fans, and there is simply nothing we would love more than to see it flourish into everything it can be. And to see this wish become reality, we promise to spare no effort in delivering the ultimate battle experience to players.
On behalf of the team, thank you always for your encouragement and support.
Thank You!!