Lucifel Sensei
Nombre de messages : 313 Date d'inscription : 01/08/2005
| Sujet: Le future de Final Fantasy XI Dim 12 Mar à 5:56 | |
| - http://www.ffxionline.com/forums/general.ffxi.discussion/53859-final.fantasy.xi.fan.festival.2006.report.html a écrit:
ok i'll report the stuff i've gathered from the 2d day's 1st dev panel (please excuse the quick list)
+ chocobo raising - breed/raise your own chocobo - can race chocobo - anyone can do it, regardless of level, and it was described as like gardening - no word on whether you can call and ride your chocobo, but I'd imagine they'd make it possible later on
+ new at urghan MISSIONS
+ Mog Locker - a new type of storage that will cost money; a recurring fee - requires expansion - initially start at 30 and will be expanded to 50 (or more) - don't pay fee, you can't access your stored EQ - data-converstion and memory limits prevent more expansion of existing mog safe or inventory
+ all jobs will be "re-balanced" after the release of the new expansion - got a lot of "warm" reactions
+ new thing called Colosseum where monsters fight monster
+ Beseiged will happen automatically in town. Everyone will join the battle. There is no XP loss, but no XP gained either. "other" types of points will be gained. - from playing in the demo, it was really hectic
+ 1st update following expansion release will include the job rebalance, merit point adjustments, new dynamis+limbus areas and the first stages of chocobo raising
+ 2nd update (in the fall) will include more new areas and the introduction of Colosseum. Also another part of chocobo raising called the "chocobo servant"
some other stuff: - questions about the new jobs will be reserved for the 2nd dev panel later this evening - they did NOT demo the new jobs. we ran through some areas with basic jobs (lvl 70) - the pirate boat can be explored. undead and lamia types all over it - some new PVP areas will be introduced - they will continue to evaluate the drop rate of abjurations. they fear unbalancing the game if they make it too common - some day there will be male mithras - there will be solo and <6 ppl quests (i'd assume for xp) - sage sundi said it's technically possible to freely move between servers, but made no commitment as to whether or not they will allow it to happen
I got to play around with the new areas for aht urgan, but the real meat, the new jobs, were no where to be seen; heck there wasn't even any advanced jobs in the playable portion.
I hope we get to see more later today about the new jobs.
/phew btw, if any of you attending wants to meet up, I'm a short asian guy wearing a black Kauai cap with turtles.
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these are just some "ideas" the dev team has in mind for job changes, not all of them will be implemented.
quick posting for now, formating and clarification later. here we go! oh screw editing, if someone is confused i'll try to respond in here http://www.ffxionline.com/forums/si...ml#post5 42354
war
try to expand weapon use try to encourage wars to use other sj beside /nin ability to throw axes
mnk
change so monk is not just punching - something else to help the party new ability to boost other PT members HP
whm
traditionally healer, but other mages have taken over healing; trying to give whm more advantage as healer thinking of other ways to involve whm in front line new abiltiy to give HP or MP to other PT members also ability to cure all bad status at the same time
blm
acknowledged one of the most powerful acknowledged that 6 blm can pwn, but not necessary how they envisioned it try to make it so they play in regular parties more but giving them more spells to "compensate" so it doesn't seem they are picking on blm
rdm
acknowleged very powerful also along with blm new spells for rdm
thf
one of the most technical, ie running back and forth trying to add abilities so that the thf abilities are distributed among the PT steal might change so that it's not just stealing items perfect dodge change it in battle so that it will increase the damage attacking from behind
pld
acknowledge that pld might take second seat to nin, make more appealing for pld to be first choice for tanking auto-refresh making ability to use shield more ofthen that other jobs (blocking) more TP gained from shield block
drk
like for drk to use scythe more often, adding more benefits to use scythe not many ppl are using absorb spell, adjust so that there is more reason to use absorbs
bst
recognized lots of ppl have been complaining about last patch reason they believe that bst is a strong job, but don't want to completely undo changes so they will look to do "something"
brd
seems to play same songs all the time, change it so there are more places for them to use other songs a new low level song to increase speed of all the party
rng
thinking on a way to give rng more damage from last patch maybe fix sharpshot so that acc won't change depending on distance also increase more types of arrows in quivers
sam
like to change it so sam can use their TP in more different ways new ability to decrease enemy's TP when hitting them
nin
"the ninja is very strong" not going to make nin any weaker most difficult thing, need more time to think of what to do
drg
no plans to change anything, still evaluating impact of lastest changes
smn
alot of smn will only summon avatars when they need certain spell and then release would like to have players keep them out longer so thinking of more benefits change so that duration and effect of avatar buffs are calculated based on summoning skill increase more abilities for the avatars currently no plans for summoning bahamut; reason is they want to keep him as a "special" type of avatar if they made him summonable, they'd have to weaken him and they don't want to do that more summonable avatars
bluemage
acquistion - only new spells if blue mage is main job - to obtain new spell have to defeat monster that using that spell - only able to learn spell only if within a certain level from the monster - only learn spells from monsters that give xp - no learning spell if dead - can't learn every ability from monsters, but will have an inital amount with updates opening up more abilities setting spells - after learning ability from monster, have to set it - each spell will have a certain amount of setup points and blue mage will have a certain number of setup points - can only set spells limited to setup points and max number can set per level - all blue magic will depend on monster learned from and monster cast on; mob vs mob weakness will affect acc and strength - can be used in skillchains and magic bursts
corsair
information - a random effect based on numbers will affect monsters - drawing cards; after drawing one card you can use another on top of the other - if you add up to 11 you get best effec - if you go over, you bust and might get negative effect effects - depends on other jobs in the PT, ie WAR double attack bonus, BLM magic attack bonus - card shot, one of 8 types of card used with gun will change the attack of gun to a magic attack - can strengthen debuffs like dia - ability to lower recast time of spells
Double Post Edited: from the QA session: Q: how does treasure hunter work? A: ehhh... if he tells you too much, when he gets back to japan, he'll be dead. but not last strike. as long as thf in group, PT will feel the effects
Q: are they going to add utsu 3 A: it's on the table but still in the thinking process
Q: are there any plans to address other burn type parties A: currently no plans. when certain parties destroy the balance of the game, they want to change it; that's why they are changing blm
Q: throwing weaponskills A: take that suggestion back to JP
Q: will PLD be able to use other sj beside /war A: are thinking of changes so jobs are more flexible with subjobs
Q: will there be more "armor" for females A: laughter, good idea will take it back to japan
Q: SMN, NIN and DRG don't have AOE will corsair or bluemage have AOE and will the previous 3 get AOE A: alot of blue magic is AOE, but no plans for corsair to get AOE. will take AOE idea for nin, smn and drg back to japan
Q: are they gonna change it so that it's more easier to learn the story of all the nations A: they want to give ppl incentive to do the conquests, etc but if enough interest they will consider it
Q: what kind of enmity will the new whm ability to give HP/MP have A: there will be enmity, but it won't be so much. don't worry
Q: does charisma affect provoke? A: "nothing to do with it"
Q: smn hard to get pt, also used as main healer. why don't they have AOE mp refresh A: take that idea back to JP
Q: will it be possible to join jeuno as a nation? A: no plans currently, but some surprises in aht urgan
Q: why is PLD invincible still vulnerable to magic A: no plans to make invincible to magic because it works as designed
Q: any plans to give whm ability to drain hp from and give to PT A: drk has ability to absorb hp so they don't want to give that to other jobs. they want to keep the jobs seperate.
Double Post Edited: New Job is PUPPET MASTER (has a doll of some kind) in red af!
Double Post Edited: cerebus and odin were introduced in the final video
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oops, got stuck in traffic and missed most of the panel for today. after talking to PiNG and Akosygin they said it was mostly about RMT. they were talking about continuing to watch accounts and ban them as necessary.
some stuff i did catch and transcribed: q: will you make sam better tank? a: sam always a attacker. will make sam better attack, pld better tank
q: multiple hit ws will no longer give full tp on additional hits, but feels it hurts solo players. will that be adjusted back in the future? a: no details, but there will be adjustments on next patch to the ammount of tp gained during attacks
dev team has lots in store for future. try to get expansion out on time. plan to support as long as ppl keep playing. moogle rods will be given after event and they do do "something"
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Aerdrÿe Faënya Sensei
Nombre de messages : 390 Localisation : Windurst Date d'inscription : 21/06/2005
| Sujet: Re: Le future de Final Fantasy XI Dim 12 Mar à 12:41 | |
| - Citation :
- drg
no plans to change anything, still evaluating impact of lastest changes Hmmm. Se paierait-on ma tête? à par ca , plein de bonnes nouvelles on dirait... | |
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Atomnium Chudan
Nombre de messages : 58 Localisation : ici et là... bientôt plus loin ^^ Date d'inscription : 01/11/2005
| Sujet: Re: Le future de Final Fantasy XI Dim 12 Mar à 14:14 | |
| - Lucifel a écrit:
- http://www.ffxionline.com/forums/general.ffxi.discussion/53859-final.fantasy.xi.fan.festival.2006.report.html a écrit:
smn
alot of smn will only summon avatars when they need certain spell and then release would like to have players keep them out longer so thinking of more benefits change so that duration and effect of avatar buffs are calculated based on summoning skill increase more abilities for the avatars currently no plans for summoning bahamut; reason is they want to keep him as a "special" type of avatar if they made him summonable, they'd have to weaken him and they don't want to do that more summonable avatars
pourquoaaaaaaaaaaaaaaaaaaa bouhouhouhouhou /em se mouche dans son teeshirt ....... ils viennents d'enterer mon bébé ? noooooon ; ; Bahamut.... mon petit.... ghraaa.... bon sinon ben quelques bonnes nouvelles pour certain job (sniff) | |
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Aerdrÿe Faënya Sensei
Nombre de messages : 390 Localisation : Windurst Date d'inscription : 21/06/2005
| Sujet: Re: Le future de Final Fantasy XI Dim 12 Mar à 14:42 | |
| Je viens de relire corsaire , ca à l'air sympas finallement | |
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Lucifel Sensei
Nombre de messages : 313 Date d'inscription : 01/08/2005
| Sujet: Re: Le future de Final Fantasy XI Lun 13 Mar à 5:22 | |
| Ato... je sais pas si tu as vu/lu mais il est dit (et on vois tres rapidement) mais à la fin de la video on vois Odin et Cerberus | |
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Atomnium Chudan
Nombre de messages : 58 Localisation : ici et là... bientôt plus loin ^^ Date d'inscription : 01/11/2005
| Sujet: Re: Le future de Final Fantasy XI Lun 13 Mar à 12:54 | |
| oui je les ai vus a la fin de la vidéo... peut etre un nouvelle espoir d'avatars... ou peut etre juste encore de foutu BCNM comme Bahamut.
espoir ou poudre aux yeux. | |
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| Sujet: Re: Le future de Final Fantasy XI | |
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