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Dev Tracker - news, discussions
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By Draylo 2016-06-10 19:17:10  
:( Time mage and Alchemist new jobs in the new expansion coming.
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By Creecreelo 2016-06-10 20:01:05  
I always thought Alchemist could be an interesting job for FFXI; it was a pretty fun job in X-2. I feel like items in XI have been rather poorly utilized for the most part, perhaps due to past inventory issues.
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By Pantafernando 2016-06-13 16:49:04  
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Greetings Ambuscaders,

I hope you are enjoying this month’s challenges (and hope the regular Ambuscade's Antlion isn’t bugging you too much) and making some awesome capes for your jobs!

Quote:
Originally Posted by Camate:
We’re currently in the midst of looking into adding a sound effect when your turn is up to enter. However, there are some internal hurdles at the moment, so we can’t make any promises that this will be implemented.

In a follow-up to the above, I just wanted to let you know that we will be making a change to the queue system in the next version update so that your party will automatically enter the instance when your tome flares up. This will be a setting that you can switch to, but if you would like to manually enter, we will be adding a sound effect to let you know your turn has come.

What kind of capes have you all been making?
 Bismarck.Snprphnx
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By Bismarck.Snprphnx 2016-06-13 17:02:19  
Asura.Calatilla said: »
People been asking for it since they added /checkparam, SE said they would look into it, but this is SE after all.

They did look into it and if I'm not mistaken said due to the wide variety of magics Mage jobs have, it would be too complicated to add it in.
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By FaeQueenCory 2016-06-14 07:34:27  
Sylph.Jeanpaul said: »
Taken from BG (thanks Kincard!):
Quote:
Magic Accuracy From Mythic and Ergon Weapons (2016/6/10)

Quote:
I wish for more detailed information for how magic accuracy skill, magic damage, and the aftermath bonuses factor into final performance.

The difference between a completed IL119 Mythic/Ergon and a typical IL119 weapon is 27 weapon skill, but the different in magic accuracy skill is 41. What does this mean in terms of performance?
Below are the potential effects of magic accuracy and magic attack from the Mythic Aftermath.

Mythic Weapon Carnwenhan (Bard)
Magic Accuracy +30~49

Mythic Weapon Murgleis (Red Mage)
Magic Accuracy +30~49
Magic Attack +30~49

Mythic Weapon Tizona (Blue Mage)
Magic Accuracy +30~49
Magic Attack +30~49

Mythic Weapon Yagrush (White Mage)
Magic Accuracy +30~49

Mythic Weapon Laevateinn (Black mage)
Magic Accuracy +30~49
Magic Attack +30~49

Mythic Weapon Tupsimati (Scholar)
Magic Accuracy +30~49
Magic Attack +30~49

Ergon Weapon Idris (Geomancer)
Magic Accuracy +30~49
Magic Attack +30~49

Furthermore, the property “Weapon Skill+” and “Magic Accuracy Skill+” translates out as follows.

Weapon Skill +242: Attack +195, Accuracy +195
Weapon Skill +269: Attack +216, Accuracy +216

Magic Accuracy Skill +228: Magic Accuracy +115
Magic Accuracy Skill +242: Magic Accuracy +122
Magic Accuracy Skill +255: Magic Accuracy +128
Magic Accuracy Skill +269: Magic Accuracy +135

The above values should be used as a reference, as they are the stats that come out when applied to the base values. The actual value you receive may deviate slightly.

The last part detailing the efficacy of Magic Accuracy Skill is interesting. Basically, the formula appears to be:
Magic Acc = floor(Magic Accuracy Skill / 2) + 1
This would mean some weapons with low skill but high magic accuracy, like malevolence, are more effective than we realize (or would it be accurate to say high skill items are less effective?).
What's really more interesting about that is the fact that when Macc skill was added, they said that it acts like +X of Y magic skill.
So... Does this mean that ALL magic skills work like BRD? Which can't be right. As we've shown in the past that 1 skill is 0.9~1 Macc, just like how physical skill translates into physical accuracy.
It could be that these are values for 0 skill? But that would be dumb. Then again, not every job has 424 base at 99.

And it could just be as dumb as they used Bard as the example, as they started with Carnwenhan.
Wouldn't be the first time they did something like that.
*coughsummoningskillcough*
(Given how the formula fits Bard's Macc formula to a T, that's what I'm betting.)
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 Asura.Sechs
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By Asura.Sechs 2016-06-14 09:34:34  
You quoting that post gives me the chance to follow this conversation. I forgot to after I read the original post on FFXI forums.

Care to elaborate further what you mean with "BRD magic accuracy calculation"? Thanks D:


Also you're talking about the 0,9(0,8):1 conversion ratio for macc:skill, but that reduced conversion rate only applies to physical skills.
As far as we know 1 magic skill = 1 magic accuracy.
I think that "Magic accuracy skill +" is simply something completely different from "magic skill +", and that's it. From the data they provided us it seems to be roughly 0,5:1 ratio, which is quite far from what we all assumed ("somewhere around 1:1")



Also did SE commit a mistake in the calculation of attack or am I simply ignorant? I always thought that for physical skills only accuracy was receiving the reduced ratios of 0,8:1 and 0,9:1 but that attack always stayed at 1:1
 Bahamut.Tychefm
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By Bahamut.Tychefm 2016-06-14 10:06:09  
SE still won't admit that GEO bubbles give way more MACC than they tell us !
 Asura.Sechs
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By Asura.Sechs 2016-06-14 10:11:17  
Are you being sarcastic or do you mean it?
I thought the only data off from what they published some time ago were the Threnody values.
Which as far as we know might even be correct number-wise, but it's pretty clear they use a different formula from normal magic accuracy because the final result is that they give much lower results compared to stuff like Focus, Languor or Frazzle.
 Bahamut.Tychefm
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By Bahamut.Tychefm 2016-06-14 12:45:57  
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Are you being sarcastic or do you mean it?

I mean it. 75 gear MACC never seemed even close to a Dunna bubbles potency.
 Asura.Sechs
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By Asura.Sechs 2016-06-15 02:28:41  
Uhm... from that perspective I think I'm getting the same impression, but then again it might just be bias.

Either way I wouldn't really suggest to delve too much into that topic, don't really want SE to nerf Focus/Languor :'D :'D
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By FaeQueenCory 2016-06-15 06:18:49  
Asura.Sechs said: »
You quoting that post gives me the chance to follow this conversation. I forgot to after I read the original post on FFXI forums.

Care to elaborate further what you mean with "BRD magic accuracy calculation"? Thanks D:


Also you're talking about the 0,9(0,8):1 conversion ratio for macc:skill, but that reduced conversion rate only applies to physical skills.
As far as we know 1 magic skill = 1 magic accuracy.
I think that "Magic accuracy skill +" is simply something completely different from "magic skill +", and that's it. From the data they provided us it seems to be roughly 0,5:1 ratio, which is quite far from what we all assumed ("somewhere around 1:1")



Also did SE commit a mistake in the calculation of attack or am I simply ignorant? I always thought that for physical skills only accuracy was receiving the reduced ratios of 0,8:1 and 0,9:1 but that attack always stayed at 1:1
Unless I'm misremembering, BRD's Macc is (Total skill/2).
And I do believe attack has always yielded similar to accuracy, as my guesstimates using 0.9 on +skill from gear (like empy pieces) returns correct /checkparam numbers.

Furthermore, there was one test for Macc being 1:1. It was in the late 75 era. During which, it wouldn't be shocking if the 200~300 range (which iirc was the tested numbers) was indeed 1:1.
But given how physical accuracy has conversion rates that change every hundred skill or so... I even think there was just a 50 point spread in there too?
I'm fairly confident that so too does Macc.
Even moreso now if they didn't derp and those Macc skill values are 100% accurate. (Since that would mean that the +440 range of magic skills converts to Macc as 2:1... Which blows.)
So the 1:1 test, while valid enough, doesn't cover every range of skill. So it's very likely that at some point there's a 1:0.9 or even a 1:0.8 conversion in there, just like with physical accuracies. (The identical Mythic AM values gives a relative credence.)
Though of course the pattern need not be identical, and very likely is not. (As in, the ranges and conversions are likely different.)

(And also, calculating +skill on gear with 0.9 would edge you to have slightly more than you need, should it be 1:1. Which isn't troublesome in the slightest. Though if they didn't derp, assuming 1:1, or even 1:0.9, is critically overestimating.)
 Bahamut.Vinedrius
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By Bahamut.Vinedrius 2016-06-15 07:38:32  
Zululu said: »
Time mage and Viking jobs would be awesome with a few updates. 2-3 far north zones and 2-3 south islands zones would make the game feel complete.

Time Mage was the obvious way to go in WotG but I guess they couldn't come up with a proper skillset for it. They must have considered adding it. Actually it wouldn't be too hard but it wouldn't have been a desirable job imo, given how traditional FF Time Mage mechanics are scattered all over other jobs. Also, Dancer doesn't really have any depth in WotG. They are just there...

As for Viking, it could have been added with a Rhazowa expansion obviously.

Draylo said: »
:( Time mage and Alchemist new jobs in the new expansion coming.

A dream that will never come true... /sadface

Alchemist would have been perfect in ToAU. Corsair would have been fine in SoA, as Adoulin is a trade hub and a perfect area for piracy. But it is heavily built into ToAU. Dancer would have also made sense. I would drop PUP (no offense <.<)

Geomancer would have been better in an Olzhirya expansion. It feels too forced in Ulbuka imo. Oracle could have been another job for Olzhirya.

Rune Fencer was obviously meant for a Rhazowa expansion according to its story in SoA.

SoA storyline is all about challenging death, so why not Necromancer? There are already some necromancer NPCs in the game. There are also exorcists who fight witches and undead, so they could have come up with an offensive white magic job called... yeah, Exorcist.

tl,dr; I would have liked to see;

-Alchemist and Dancer in ToAU,
-Time Mage in WotG (it would probably suck but still a no-brainer),
-Necromancer and Exorcist in SoA (and Corsair if it wasn't already built into ToAU story),
-Viking & Rune Fencer in a Rhazowa expansion,
-Geomancer & Oracle in an Olzhirya expansion.
 Asura.Sechs
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By Asura.Sechs 2016-06-16 01:45:48  
FaeQueenCory said: »
Unless I'm misremembering, BRD's Macc is (Total skill/2).
Not sure if you can say it that way as well but I don't think so?
BRD macc is calculated as a sum of Sing + relevant skill for the instrument you're using.
Singing still convert to 1:1 (sorta) while string/wind have a lower conversion. I don't really remember how much but it's around 3:1
Don't think total skill / 2 is an accurate description of the formula?


Quote:
And I do believe attack has always yielded similar to accuracy, as my guesstimates using 0.9 on +skill from gear (like empy pieces) returns correct /checkparam numbers.
No I think it's never been like that? Wonder how you got that idea.
Some other people already tested some posts ago (I didn't notice it) and I think it's actually a mistake on SE's side or something. Skill still converts 1:1 to attack.
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By Pantafernando 2016-06-21 03:15:19  
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Greetings, everyone!

Last week involved a lot of hustle and bustle due to E3, so apologies that I couldn’t get this out to you all sooner, but I have a comment from Director Fujito in regard to the current status of melees.

Quote:
Quote Originally Posted by Yoji_Fujito

Thank you for all the feedback.

As mentioned during a previous Freshly Picked Vana’diel, we view the difficulties melee jobs are experiencing at high content levels as problematic. Though pointed out by many already, I too am concerned about the following points for melee jobs:
Melee attacks are difficult to land.
There is a large risk due to AoE damage from enemies.

Before we get into the one-hand and two-hand weapon discussion, these two points are a much bigger problem and we understand that something needs to be done to address them.

With that said, the development team has already begun testing out adjustments in stages, and they are in the process of implementing them. At the moment we are supplementing the game with various content to offer variations in equipment that will allow you to secure the needed accuracy, and we don’t plan on stopping after doing this once.

Now then, I would like to go ahead and let you all know what kind of plans we have for the future to address this.

With the current battle formulas, there are aspects between the relationship of accuracy and evasion that create more differences in level status as compared to magic accuracy and magic evasion. This is the result of giving consideration towards that fact that melees are continuously dealing damage with auto-attacks for consistent damage as well as dealing damage through weapon skills and skillchains through TP accumulation.

However, one of the main reasons that players are unable to hit monsters is due to the fact that the gap between monsters’ levels and stats and the players’ item level 119 is extremely large. We’re currently trying to make balance adjustments to the calculations so that it becomes possible to land hits more than now with support and without being at the accuracy cap by gradually reducing the effects of the level status gap in content level 119 and above content. Naturally, however, content level 119 and content level 145 are by no means the same, and when it comes to content level 145 encounters it will still be difficult to land consistent hits without the proper support.

This adjustment is a part of the core game system, so its effects will be on an extremely large scale. Due to this, it will require a lot of testing to employ properly, and as such, it will not be possible to implement in a near version update. However, please know that this is a task that the development team is actively working on at the moment.

Next up: two-hand and hand-to-hand weapon adjustments.

In the February version update, the damage cap was increased; however, with the necessity to focus on accuracy, it’s difficult to select elements to boost damage even higher, which makes it hard to feel the boons from this adjustment.

As a next step for adjustments, we’re looking into implementing job traits that apply damage bonuses when attacking with two-hand weapons and hand-to-hand weapons to jobs that have a heavy emphasis on auto-attacking with these weapons.

Finally, in regard to the risk associated with melees due to AoE attacks, this is largely a problem with the monster design and it’s not simply a case where boosting defense would help, especially since it’s not only the AoE damage, it’s the status ailments that often come with them. We’re currently looking into nerfing these problems, but the starting point is extremely difficult. I just wanted to let you all know that we haven’t forgot about this and will be working on it.

While it has been this way up until now, rest assured that we will be making changes as we move forward. We’ll either be making it possible to deal with the strong effects or one-shot mechanics through some method or scaling back on extremeness when it comes to new monsters added in the future.

We’re proceeding with discussions and measures for various things such as equipment supplementation as well as plans that are still in the planning phases, but please continue to provide your feedback!
 Quetzalcoatl.Mithlas
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By Quetzalcoatl.Mithlas 2016-06-21 03:34:01  
A lot of that talk is equipment supplementation...
Where does SE think we have the inventory space at?
They already throw so much gear at us to be situational.

And L. O. L. at the two-hand change. I'm curious as to what these job traits may be.

I don't think the developers actually play this game.
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 Phoenix.Mikumaru
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By Phoenix.Mikumaru 2016-06-21 08:17:42  
Quetzalcoatl.Mithlas said: »
A lot of that talk is equipment supplementation...
Where does SE think we have the inventory space at?
They already throw so much gear at us to be situational.

And L. O. L. at the two-hand change. I'm curious as to what these job traits may be.

I don't think the developers actually play this game.

I don't think it can be better stated that this. Alot of the 130+ content that I have experienced (UNM,Heavenly Beasts,Reisenjima) the difficulty tends to come 1.) Not being able to deal enough damage in the time alotted or 2.) One shot AoE/Cones that require perfect positioning by support to not get hit or having to stay too far away to cast on the melee and running in when needed (but still risking getting hit because the AoE or Cone is too damn big)

They should take a hint from 75 content where the difficulty was dealing with the AoE/Cone which could be done either by kiting or by interruption through damage dealt or, god forbid, enfeebling magic. It gets frustrating when you keep timing out with a sliver of HP left because it's impossible to land melee blows with out top tier gear, 2 GEOs, a COR, a BRD or 2, and RDM.
 Asura.Calatilla
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By Asura.Calatilla 2016-06-21 08:30:26  
It's nice to see SE admit that some mobs have a *** you move that there's nothing you can do to avoid.
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 Sylph.Braden
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By Sylph.Braden 2016-06-21 08:38:18  
Your average monster gains around 35 evasion for every level in the 119+ range. They admit that's too high and that it'll be reduced after testing, but ***takes time. More gear options are good in the short-term.
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 Asura.Masrur
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By Asura.Masrur 2016-06-21 09:34:40  
MOAR mog wardrobes please! One for each job ideally! I have so many mog slips my character doesn't need toilet paper to wipe his ***.
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 Valefor.Sapphire
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By Valefor.Sapphire 2016-06-21 10:40:48  
If they are really going to add more gear to alleviate the acc issues, I wonder if they will throw 119abj+reisen stuff under the bus.
I'd rather have them just lower the acc reqs on the content and have them leave the f***you aoe dmg/status ailments. maybe we'd invite bards for carols/scherzo again heh.
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 Shiva.Kasaioni
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By Shiva.Kasaioni 2016-06-21 10:54:11  
Asura.Masrur said: »
MOAR mog wardrobes please! One for each job ideally! I have so many mog slips my character doesn't need toilet paper to wipe his ***.
I figured they would just increase the limit of our existing item and equipment inventories when they dropped PS2/360 support, but I guess not.
By volkom 2016-06-21 10:56:27  
Be nice if drk got acc. job traits :3
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By Osterburg 2016-06-21 11:01:08  
I can see them doing something like with the old skirmish gear for Reisenjima gear. HQ it, lose all your augments and get to start that god awful process all over again with more expensive/harder to get stones.
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By Pantafernando 2016-06-22 04:12:30  
Quote:
Announcing the Next Version Update! (06/22/2016)

The next version update is scheduled for early July.



The July version update will feature a changing of the guard in Ambuscade, a new Master Trial, and more.

Other features include a new Mog Garden quest and several job-related adjustments. We hope you'll enjoy the patch as much as we enjoy bringing it to you!
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By Odinz 2016-06-22 04:53:45  
Boss fights should really be different for each individual job/role.
The problem with XI fight mechanics is they have always designed the fight mechanics to do the same thing to everyone.

Now they're suffering and finding it a challenge for the fights to be relevant to all roles.

Let me explain:

The boss should be challenging for the tank, to tank.

The DPS should be required to output a certain standard of dmg.

The healers should have their roles challenged - expanded so that it isn't boring. That doesn't mean they have to add to the dmg, as XIV tried to do. You could introduce fun mechanics into the fight that only healers are free to do. setting bombs off, riding huge wyrm mounts - imagination is the limit.

The threatening one-shot tank busting moves that bosses do should target the tanks and tanks alone. Let them worry about it. But when you make it so everyone within a 10 yalm radius of the boss is at risk of being doomed, one shotted, paralyzed, terrored, amnesia'd, gravitied - it just becomes stale and it is lazy game design.

That's not to say that melee and mages shouldn't be at risk. They should, but not by lazy one-size-fits-all aoe mechanics.

There are a few fights that stand out in some SE titles where boss fights were done extremely well.

In FFXI - I think all the Wyrm fights were really well thought out and were excellent for that particular era. On Nid/Faf there was consistent pt/alliance dmg that everyone had to deal with in the form of hurricane wings, there was specific tank focused attacks such as terror and roar. then there were "if you're an idiot you're dead" moves such as breath and spike flail. More dimensions were added as you tried harder/rarer Wyrms such as Timat, Jourm and Vrtra.

In XIV, Titan hard and Titan Extreme as well as Ultima Extreme were epic fights and I don't think I've seen a fight as balanced or enjoyable since. Each class had a role to play, and in addition, basics that were common for all pt members such as landslide dodging. They kind of lost the plot with Leviathan, Ramuh and Turn 9 - where it was either just too easy or the fights were just too ridiculously complicated required memorization of the mechanics to succeed.

Also, on a side note but still related - there are no EPIC battles left in XI. This is something unfortunate they have adopted from XIV.
Where there were once rare enemies that the server gathered to take down, we now have a waiting que in an instanced area, completely cut off from the greater community.

It used to be fun watching other linkshells attempt something hard, and even more fun attempting it yourself with the entire server sitting as spectators.
Now - does anyone really care or know who's good and who's excellent?

ALL the big and popular games these days are ones where bragging rights are a thing. E-sports is quickly becoming one of the most lucrative entertainment platforms in the world. In South Korea game tournaments are broadcast live and have the largest audience following. Why is SE compartmentalizing their game to be about low-man content when its been proven that is a sure way to kill your own game.
 Lakshmi.Lenus
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By Lakshmi.Lenus 2016-06-22 05:07:27  
Sweet, another master trial event for a level 1 lockstyle equip.zzzzzzzz
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 Asura.Sechs
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By Asura.Sechs 2016-06-22 05:45:49  
Heard a group of JPs beat the Master Trial.
Do we know what it drops, other than the sword?
And is it a treasure pool drop or a personal pool drop?
 Asura.Sechs
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By Asura.Sechs 2016-06-22 05:47:18  
Odinz said: »
Also, on a side note but still related - there are no EPIC battles left in XI. This is something unfortunate they have adopted from XIV.
Think it kinda depends on your definition of "epic" though?
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 Asura.Tarquine
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By Asura.Tarquine 2016-06-22 06:18:05  
Asura.Sechs said: »
Odinz said: »
Also, on a side note but still related - there are no EPIC battles left in XI. This is something unfortunate they have adopted from XIV.
Think it kinda depends on your definition of "epic" though?

One suggestion of epic: An 18 man alliance battle, that has a 2 hour timer, has several 'stages' and cannot just be simply zerged down in a few minutes...

Just sayin'
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