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  1. #1
    Player

    Join Date
    Mar 2011
    Posts
    8

    Your feelings on patch 1.16

    After reading the letter from the producer just prior to patch 1.16 going live, I was very excited to see all that they had done, the hard work to make this game better than it's predecessors. Seeing Yoshi P say that quest rewards should be good enough to have players want to do the quests had me really excited for my update to finish.

    I gotta say, 1.16 was the worst, most half assed addition to any MMO I've seen in my life. While the targeting system was a small step in the right direction, gigantic monsters, that terrible eyesore of an icon for aggressive mobs and the introduction of mindless, copy/pasted, ridiculously easy quests that give a reward of an item I've been able to craft since beta released in NA had me questioning my time invested in a game that seems to be spinning it's tires. . . Myself, and 4 good friends ( all final fantasy addicts) haven't even looked at the game since the patch.

    I really, really hope this patch was made using leftovers from the old dev team. If this is the caliber of work we should expect from Yoshi's team, this game will sink faster than anyone could have imagined.
    (0)

  2. #2
    Player
    Loony_BoB's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    725
    Character
    Loony Bob
    World
    Twintania
    Main Class
    Warrior Lv 80
    I thought it was good. I guess I'm a little more easily pleased, but I felt it was a step in the right direction. Some things weren't as ideal as one would hope, but it certainly was a significant improvement considering what patches we have received of late.
    (0)
    doop doop

  3. #3
    Player

    Join Date
    Mar 2011
    Posts
    174
    No SP for quest = FAIL
    Target system = Fail
    Doblyn nerf = FAIL
    Crafting SP nerf = FAIL

    Faster options for local leves = WIN (now do the same for reg crafting to make grinding easier.)
    (0)

  4. #4
    Player
    Elkwood's Avatar
    Join Date
    Mar 2011
    Posts
    591
    Character
    Elkwood Davidson
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    The addition of 1.16 was both good and bad it fixed some minor issues in the game broke others and apparently killed off a good 35% of the NA playerbase. Personally for me May seems to be my cutoff point, if I do not see significant progression 6 months from when the new team took over then I may consider the game a lost cause until after summer.

    The sidequests were exactly what everyone asked for, Sidequests in FFXI never had full blown cutscenes, just missions did.

    Content is a very fickle thing what 1 person may want and what they depict when they state it are two totally different elements. What people want is essentially a COP or WOTG expansion dropped in our laps, that plain and simple is not going to happen anytime soon and people really need to get used to that soon. UIf people really want to improve the game stop posting retarded topics about Jump and race customizations and a total overhaul of something that really does not need it in some aspects. This game is not wow and the problem with most of the NA community is they want solo WOW content that gives SP and makes the game cannon fodder easy.
    (0)

  5. #5
    Player
    Loony_BoB's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    725
    Character
    Loony Bob
    World
    Twintania
    Main Class
    Warrior Lv 80
    No 'bumps in the road' when you run through heavily populated areas? I imagine that would be a 'WIN'.
    (0)
    doop doop

  6. #6
    Player
    Alexis_Arteme's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    286
    Character
    Lucille Crendraven
    World
    Balmung
    Main Class
    Archer Lv 77
    No SP for quest = FAIL
    lol SP for quests. When I went out there, I saw 16 rapidly-spawning dodo's. Let me just sit here for a bit and gain 47 ranks.

    Oh look, 10 more people found this out.

    Oh look, 1000 more people figured this out.

    Man, this sucks now! Stupid SE!

    Thanks for your input, "God".
    (0)

  7. #7
    Player
    Fensfield's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    677
    Character
    Forra Descren
    World
    Balmung
    Main Class
    Lancer Lv 70
    I admit... the patch was kind of uncomfortable for me and all. I mean, the monster size up was.. well for the most part it felt dumb and unnecessary. The aggression icon gets up my nose in all sorts of ways, and.. call me weird but I rather liked the tiny hitch you got on trying to pass through another entity. It was a nice little answer to the 'immersion breaking running through people' vs 'ARGH I'M TRAPPED IN A HORDE OF PEOPLE' issue. It made other characters feel more real to me without driving me nuts.

    Targeting adjustments.. largely unnoticed, except on the rare occasion I do something that makes them mess up my targeting >.> And quests? Well, it was.. interesting to poke a bit but, that was a tiny bit disappointing. Frankly I'd prefer the Ragnarök Online route - not many quests, but most all of them bloody challenging and unique with something otherwise unattainable at the end.
    (0)
    Roleplay Profile: http://ffxiv-roleplayers.com/showthread.php?tid=961&pid=15275#pid15275

  8. #8
    Player

    Join Date
    Mar 2011
    Posts
    174
    Quote Originally Posted by Alexis_Arteme View Post
    lol SP for quests. When I went out there, I saw 16 rapidly-spawning dodo's. Let me just sit here for a bit and gain 47 ranks.

    Oh look, 10 more people found this out.

    Oh look, 1000 more people figured this out.

    Man, this sucks now! Stupid SE!

    Thanks for your input, "God".
    It's ok I understand that you need to over simplify things to understand. That you could never think that there are other ways to make the SP tied into the quest and not taken advantage of is just beyond the grasp of some people.
    (0)

  9. #9
    Player
    echogame's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    172
    Character
    Chai Latte
    World
    Hyperion
    Main Class
    Scholar Lv 100
    I love the changes to the local leve system. My life is so much easier! A+ right there.

    Absolutely loathe the new targeting system. Before, I'd just hit up & down on my d-pad to scroll through the list of party members and hit my heal macro. Now it's faster for me to click their name w/ a mouse than to try to select them using the party-only selection, because if the party member just happens to not be on my screen, I can't select them.

    Coblyn/doblyn nerf makes me super sad. I have no idea what I can grind on now, after I've finished all my leve-linking for the day.
    (0)

  10. #10
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    I'll just crosspost my blog posting:

    http://lodestone.finalfantasyxiv.com...entry?e=150906



    Sidequests (5/10):

    Good to see the development team is trying to add in content. I can see how these sidequests would be good for lower ranks to get gear, but it's pretty useless to me at rank 50.

    I'm not sure why you can't get any SP on these quests, it gives me less incentive to do them. I guess if you like reading lore stuff, they're fun to do. I was disappointed that I couldn't find any high rank quest NPCs at hamlets like Owls Nest.

    I don't see why some people are complaining about "intrusive" quest markers, as they're just gonna look it up online anyway. Quest markers are a good thing. Give them an option to turn it off, I guess.

    Synthesis Refinements (8/10):
    Less clicks and menus to get to what I want. "retry last local leve synthesis" option is very good. Sorting local leves by rank is a nice time saver. Reducing SP gain on local leves seems unnecessary. I couldn't care less about altered quest text.

    "The size of certain enemies has been adjusted." (8/10):

    If anything, this made things more interesting. I would like to see varied sizes, with mob size of a particular family of enemy to be somewhat proportional to its threat level.

    "An icon has been added to hostile enemies to distinguish them from non-hostile enemies." (2/10):

    Unnecessary. Being able to distinguish aggro and non-aggro mobs was a good element of strategy and skill.



    "Increased doblyn HP" (8/10):

    Grinding on low HP doblyns was a dumb way of ranking up and doesn't teach the player anything.

    MP Regen (6/10):
    Not sure how I feel about this yet. On one hand, it's handy to have. On the other hand, it renders moot all the effort I put into ranking up Thaumaturge to get Siphon MP II.

    "The Steadfast status no longer wears off as a result of slight movements." (8/10):
    Haven't really noticed a difference, to be honest, but okay.

    Item wear reduced and gear damage doesn't show until 35% (10/10):
    Good. Repairing all the time is a pain in the ass. Reducing wear for optimal class and rank will give people an incentive to wear the right gear.

    Improvements to targeting (5/10)

    The targeting modes are great, makes using a controller so much easier, especially in crowded areas. However, there's one very bad negative. Previously, you could activate the Cure subtarget, then mouseclick a party member's name on the party list and it would cure that person. Now, you have to click, then confirm. Takes way too long and is inconvenient now. Change it back, please. (clarification: by "change it back" I only want to change back cure targeting to the way it was before. Everything else is cool, IMO).

    Overall, a pretty decent patch, especially in regards to synthesis UI and using a controller in battle.

    The Dev team still has a long way to go, however, before they even think about charging us to play.
    (0)

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