[dev1152] Item Levels / Equipment Help Text

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[dev1152] Item Levels / Equipment Help Text
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By Kalila 2013-06-28 21:25:43
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06-28-2013 05:53 PM
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Akihiko Matsui
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Hello, Matsui here.

Thank you for all of the replies.

I'm not quite sure if I will be able to explain this properly by writing it, but I would like to make a follow-up post to my previous comment.

Many of you that continue to play and enjoy FINAL FANTASY XI have at some point in time cast off your shyness and became players who made a breakthrough by forming parties and participating in pick-up groups.
 
At the current point in time, Delve is the highest level content (from both a difficulty and reward standpoint, as well as a cost perspective), but whether we should make this content something that needs an alliance is definitely something that has been discussed within the team. 

Players feel like the threshold for entry is set quite high when taking into consideration the current trend of how people play now. However, since there were suggestions to make content similar to Dynamis, we ultimately decided to proceed by making alliance-based content.

Of course, with recent MMOs, it's possible to reach high levels while playing solo and players aren't spending a lot of time making parties because of the ability to auto-group up for large battles. While it definitely makes it easy to play, we are lacking too many things to be able to reach that point.

We have two goals in mind:
Create content that will excite players enough to join up with others again.
Create content that lets you discover the fun aspects because others are with you.
From the beginning, and with these goals in mind, the staff strove to make Delve into this type of content.

With that said, in regards to Delve, there is no need for all players to be able to clear it at the same exact time. Once the top players have played through it, the staff would like to make it so a larger number of players are able to complete it as well. 
 
On the other hand, we feel it's necessary to increase the amount of content for solo and low-man groups immediately, as well as supplement them with equipment that is not exactly on par with Delve but is of a significant content level.

The gap between players that have been playing this content and those who are trying to catch up is increasingly widening.

With that said, instead of rushing to add on to Delve, our highest priority is to spend that time to create other variations of content to supplement the content (item) levels (similar to how there was a variety of content at level 75 and 99 in the past). Also, we feel the need to first create content to revamp (enhance) relics, mythics, empryeans, and job-specific armor.

While I'm repeating myself, we would like to fill in the gaps that have been created by adding content where you can achieve your goals by putting your time in, and adding content choices so you can progress with the play style that suits you (for example, skipping content that you're not interested in).

While it's important to proceed with the original plans, I feel it's also extremely important to prioritize implementation based on the feedback of those that are playing right now, so please let us know what content you would like to play solo or low-man and other feedback as well. 

We really look forward to reading your sincere opinions.
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 Fenrir.Camiie
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By Fenrir.Camiie 2013-06-28 21:34:04
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I applaud the intent. I just hope they execute it well.
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 Bahamut.Dannyl
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By Bahamut.Dannyl 2013-06-28 21:35:05
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 Phoenix.Gaiarorshack
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By Phoenix.Gaiarorshack 2013-06-28 23:59:25
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Quote:
We will try to avoid implementing techniques which strip and encumber as much as possible. Although they might be used rarely, in those cases we will have methods to avoid them.

so removing enemy moves aka game content so we can fit in a impossible to make arbitrary number of the value of gear.


yes we know changing gear will change the value and make the system not work as intended. We fix it by removing the enemy moves that strips you from gear... cause thats the only instance gear changes midtfight...
clearly this shows they don't know we gear swap.
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By Anberlin 2013-06-29 00:41:00
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Quote:
1.
Expand equipment variation laterally
This would be preserving the original style of the game up until now.
Keeping relics, mythics, and empyreans at the top, add gear that can be used depending on the situation without creating higher tiers of equipment. No changes to the level 99 cap.



2.
Boost equipment variation vertically
This is the current plan.
Add equipment that surpasses relics, mythics, and empyrean. Player level cap of 99 remains unchanged, but growth takes place via equipment.

Why change something if it works. Total waste of time and I got one foot out the door...
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By Enuyasha 2013-06-29 01:00:57
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Phoenix.Gaiarorshack said: »
Quote:
We will try to avoid implementing techniques which strip and encumber as much as possible. Although they might be used rarely, in those cases we will have methods to avoid them.

so removing enemy moves aka game content so we can fit in a impossible to make arbitrary number of the value of gear.


yes we know changing gear will change the value and make the system not work as intended. We fix it by removing the enemy moves that strips you from gear... cause thats the only instance gear changes midtfight...
clearly this shows they don't know we gear swap.
Or they are stating the only actual instance where you are actually stripped of gear midfight and misworded/mistranslated.

Im glad we wont see incumberance/gear strip moves in the future...was kinda irritating.


Anberlin said: »
Quote:
1.
Expand equipment variation laterally
This would be preserving the original style of the game up until now.
Keeping relics, mythics, and empyreans at the top, add gear that can be used depending on the situation without creating higher tiers of equipment. No changes to the level 99 cap.



2.
Boost equipment variation vertically
This is the current plan.
Add equipment that surpasses relics, mythics, and empyrean. Player level cap of 99 remains unchanged, but growth takes place via equipment.

Why change something if it works. Total waste of time and I got one foot out the door...
This works, its just not something we are completely used to, and change hurts.
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By Phoenix.Morier 2013-06-29 01:31:05
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Anberlin said: »
Quote:
1.
Expand equipment variation laterally
This would be preserving the original style of the game up until now.
Keeping relics, mythics, and empyreans at the top, add gear that can be used depending on the situation without creating higher tiers of equipment. No changes to the level 99 cap.



2.
Boost equipment variation vertically
This is the current plan.
Add equipment that surpasses relics, mythics, and empyrean. Player level cap of 99 remains unchanged, but growth takes place via equipment.

Why change something if it works. Total waste of time and I got one foot out the door...
Dont let the door hit ya where the good lord split ya.
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By Pantafernando 2013-07-16 12:59:18
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This system is already functional?
I will do exp trial in dynamis so i wanted to use a higher level pet/axe, surpassing 99. But i guess that will backfire me, as with that mobs will give less experience right?
Gear swapping near the end of battle could trick that and give more exp?
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By Ragnarok.Alahra 2013-07-16 13:00:01
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Pantafernando said: »
This system is already functional?
I will do exp trial in dynamis so i wanted to use a higher level pet/axe, surpassing 99. But i guess that will backfire me, as with that mobs will give less experience right?
Gear swapping near the end of battle could trick that and give more exp?

I don't believe the XP adjustments are coming until August.
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By Pantafernando 2013-07-16 13:01:24
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Sweet.
If i knew that earlier...
Thanks.
 Lakshmi.Aelius
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By Lakshmi.Aelius 2013-07-16 13:13:09
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I really hope they don't go the route of socketing.
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By Quetzacoatl 2013-07-16 14:13:47
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Lakshmi.Aelius said: »
I really hope they don't go the route of socketing.
didn't they try that with Evolith anyway?
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By Quetzalcoatl.Morari 2013-07-16 14:25:50
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Pantafernando said: »
This system is already functional?
I will do exp trial in dynamis so i wanted to use a higher level pet/axe, surpassing 99. But i guess that will backfire me, as with that mobs will give less experience right?
Gear swapping near the end of battle could trick that and give more exp?
It's not until August and only active in Adoulin areas too.
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By Bismarck.Chasuro 2013-07-16 14:41:30
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Quote:
We have two goals in mind:
Create content that will excite players enough to join up with others again.
Create content that lets you discover the fun aspects because others are with you.

This is what I miss about post Abyssea FFXI. Sorry to all the antisocial people or those afraid of others, but I'm one person who is happy about this.
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By Kalila 2013-07-16 16:34:52
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07-05-2013 01:41 PM
[source]
Akihiko Matsui
Dev Team

Hello, Matsui here.

Apologizes that it took so long to post. I'd like to expand a bit on the explanation as to why increasing the level cap was not a choice for the direction we are taking. I apologize ahead of time for the complexity and the jargon that is used.

  • A problem of programming consensus

    As a development consensus, it was decided that the UI display would not exceed level 99 and as such an extremely large amount of aspects were created based on the idea that the level cap would not exceed 99.

    I'll go ahead and mention this for the sake of the developers, but normally things are structured with as much margin as possible so that aspects can be addressed by just changing definitions and compiling.

    However, if there is too large a margin for save data, packets, and other multiplicative elements, then performance will be affected, so there are a lot of areas that have been setup on a bit by bit scale. Also, in statements for content and events in FFXI, a lot of them have been written on the basis that the maximum level is 99.

  • The problem of man-hours required to change this

    If we were to simply increase the level cap to go beyond 99, we would first have to start by investigating exactly how many areas would experience the above issues. As I stated previously, it's not only the program, but there are also level statements in the scripts for content and events. The time needed to check all of these, re-write them, and then test each one could not be secured before the deadline for Adoulin, and as such we were unable to select a level cap increase as an option.


Due to the above reasons we were unable to adopt a plan to increase the level cap.

However, in order for FFXI to continue to operate, I feel that in addition to growth via items, a new growth system is necessary.

While it will take some time considering everything we have in the game thus far, we've allocated the necessary people and time and have begun calculating and testing where possible. With that said, I apologize for not being able to get responses out right away.

One more thing.

As many of you have mentioned in your posts, I too believe that level design-wise, starting with the implementation of craftable items and quest rewards, then moving on to party-based battles, and then ultimately high-level, alliance-based battles is both normal and correct.

However, many FFXI players have already completely played through all the high-level content for level 99, and we felt that quick implementation of new, high-level content was desired. Due to this, in order to break the feeling of stagnation, we prioritized the implementation of reives, Skirmish, and Delve, which make up the vertical backbone of content.

Speaking in regards to Delve, while we have received feedback that it's really fun, we understand that a lot of players have given up on challenging this content.

Both the staff and I have no plans to see these conditions continue.

The development team is currently in the midst of discussing the priority order of the items to be implemented after the August version update, but unfortunately since final adjustments are being made to the content for the July version update we were unable to finalize this yet.

Below is an example of the things we have been discussing:

  • Addition of battle content that can be undertaken by low-man parties or solo (+NPC)
    The idea is something like an Adoulin version of Meeble Burrows.

  • Expansion of synthesis and other non-battle content

  • Continued adjustments to reives

  • Addition of solo-content that focuses on exploration instead of battle

  • Adjustments so that players’ efforts are more naturally tied to colonization

  • Revamps and enhancements to equipment
    RMEC weapons, job specific equipment, etc.


To start off, we'll be placing a heavy emphasis on increasing the amount of content variety, supplementing the gaps in content, and making it possible to increase your item level solo or low-man, and we are proceeding to prepare for the implementation of a lot of this.

As we are in midst of working on the July version update as well as the August version update, I'll need a bit more time before I can tell you new information, but I’ll be doing my best to deliver it to you as it becomes available.
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07-11-2013 02:24 PM
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Akihiko Matsui
Dev Team

Hello, Matsui here.

I would like to apologize for leaving out two items from the version update notes:
-The magical resistance value cap for both characters and monsters has been increased
-A bug wherein it was possible to charm monsters that could not originally be charmed has been addressed

This happened because the development team didn't provided the needed information to the operations team. The information was also not properly shared within the development team itself.

I feel that the development team has a tendency to prioritize implementation over communication in order to meet deadlines. Going forward, I've taken steps to ensure that they place the same amount of importance on properly communicating information to users as they do for implementation. I'll continue to repeat this and make sure we are thorough.

I deeply apologize for the inconveniences caused by this.

Since we've received quite a few questions about the "combat skill +" stat that has been added to new items, I'd like to talk a bit about this as well as talk about future plans.

  • What is "combat skill +"?

    This is a new bonus stat that is being added to weapons, and it is different than the stat that originally appeared on armor (Though, there are some exceptions. Scathacha for example, but the stat is the same as that which appears on armor.)

  • How is this different than the "combat skill +" that we’ve seen up until now?

    The main weapon and sub weapon are calculated independently.

  • Why did you decide to add "combat skill +"?

    In the event we were to adjust "accuracy +" and "attack +", it would conflict with dual-wielding.

    This is an issue that has been brought up previously. We have to take into consideration that weapons can be dual-wielded when adding stats, because when we add things like "accuracy +" and "attack +" that apply to sub weapons, it will always make dual-wielding the best choice.

    Similarly, there were aspects that would make adjusting one-handed and two-handed weapons even more difficult.

    In order to solve this, we implemented a new system, "combat skill +".

  • But, aren't you only adding "combat skill +" to certain weapons?

    With some exceptions, we will be adding this stat to weapons with an item level above 100.

  • Please go into a bit more detail.

    With weapons that are implemented moving forward, we'll be adding the proportionate amount of "combat skill +" to match the item level of the weapon.

    For existing weapons, we plan on switching out "accuracy +" and "attack +" for "combat skill +".

    Especially for one-handed weapons, after making the switch to "combat skill +", you’ll be able to better *** the accuracy and attack for dual-wielding.

  • Tell us which weapons "combat skill +" will be added to.

    Bahamut.Oakozric said: »
    I'll share with you a couple of examples of the weapons we will be adjusting in the August version update. (Since this is still in-development, the values may be changed, but they are pretty much set.)

    • Camatlatia (reward from Achuka)
      Before: DMG: 76 Delay: 240 STR +8 Fire +20 Physical damage taken -4%
      After: DMG: 76 Delay: 240 STR +8 Fire +20 Sword Skill +67 Parry Skill +67 Physical damage taken -4%

    • Iztaasu (Skirmish weapon)
      Before: DMG: 68 Delay: 236
      After: DMG: 68 Delay: 236 Sword Skill +54 Parry Skill +54

    • Forefront Blade (Bayld weapon)
      Before: DMG: 71 Delay: 247 Accuracy +15 Reives: DMG: 89 Accuracy +25
      After: DMG: 71 Delay: 247 Accuracy +15 Attack +7 Sword Skill +63 Parry Skill +25 Reives: DMG: 89 Accuracy +25

  • What about relics, mythics, and empyreans?

    While it will not take place in the August version update, we will be adjusting these to make them higher than item level 100.


I tried to answer some of the major questions that were brought up with post.

I'd like to also apologize once again for the large feeling of uneasiness towards the current adjustments due to the new equipment implementation and stat adjustments taking place in August.

The entire development team is working as hard as possible to get everything in to the August version update. Thank you very much for your patience.

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 Ragnarok.Alahra
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By Ragnarok.Alahra 2013-07-16 16:51:24
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Considering that the DW jobs aren't generally considered for DPS roles, I'm not sure why they were worried about them getting some extra Attack/Accuracy in the first place.
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 Ragnarok.Ghishlain
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By Ragnarok.Ghishlain 2013-07-16 16:57:50
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Quote:
Why did you decide to add "combat skill +"?
In the event we were to adjust "accuracy +" and "attack +", it would conflict with dual-wielding.

This is an issue that has been brought up previously. We have to take into consideration that weapons can be dual-wielded when adding stats, because when we add things like "accuracy +" and "attack +" that apply to sub weapons, it will always make dual-wielding the best choice.

Similarly, there were aspects that would make adjusting one-handed and two-handed weapons even more difficult.

In order to solve this, we implemented a new system, "combat skill +".

Wouldn't the easier fix to this be that you just make the combat skill of these weapons a latent that only works while the weapon is equipped on the main hand? That way we could use whatever offhand we'd like as normally speaking, the off hand isn't there for damage, but also there to provide supporting stats (like why so many people love the STR ToM weapons so much). Now DW'rs will have to farm up two types of Combat Skill+ weapons in order to be effective in any capacity in the latest zones.
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By Heimdel 2013-07-16 16:59:11
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So if I understand this right why not just make levelup stats more like 75 and under increases.
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By Valefor.Prothescar 2013-07-16 17:19:55
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Ragnarok.Ghishlain said: »
Quote:
Why did you decide to add "combat skill +"?
In the event we were to adjust "accuracy +" and "attack +", it would conflict with dual-wielding.

This is an issue that has been brought up previously. We have to take into consideration that weapons can be dual-wielded when adding stats, because when we add things like "accuracy +" and "attack +" that apply to sub weapons, it will always make dual-wielding the best choice.

Similarly, there were aspects that would make adjusting one-handed and two-handed weapons even more difficult.

In order to solve this, we implemented a new system, "combat skill +".

Wouldn't the easier fix to this be that you just make the combat skill of these weapons a latent that only works while the weapon is equipped on the main hand? That way we could use whatever offhand we'd like as normally speaking, the off hand isn't there for damage, but also there to provide supporting stats (like why so many people love the STR ToM weapons so much). Now DW'rs will have to farm up two types of Combat Skill+ weapons in order to be effective in any capacity in the latest zones.

offhand is actually a pretty major crutch for one handed jobs. the additional DoT and weaponskill damage offered by the extra hits, along with the supplementary stats like attack and accuracy, goes a very long way. I prefer this method as it doesn't give DW jobs 350+ attack/acc in both hands, but doesn't gimp the offhand by having a mainhand-only bonus.
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By Kalila 2013-07-31 14:25:01
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07-31-2013 11:23 AM
[BG source]
Slycer
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Matsui: Item Level and Equipment Adjustments

Hello, it's Matsui.

Thanks for sending in your various questions and comments.

Regarding some of the content to be adjusted, I'd like to answer some of your questions and respond to feedback.

Make it easier to see item help text.

While we will continue to improve this within the development team, this is a project that will take some time.

For hiding the stats, there would not be much problem if we had a simple rule such as "item level 100 = all stats +5"; however, there is no simple rule such as that, and so it would be rather difficult to implement.

Further, in order to change the appearance, we would need to upgrade the UI's help text display as the current help text includes text data only, so this would be difficult as well.

In order to resolve this, we could update the help text so that client data is displayed, but then the specification to display this data must be included and it will take up a bit more memory in the client. Additionally, there are many specific equipment benefits in FFXI that I haven't mentioned that would make it difficult to move forward with this project.

Rather than aiming for the perfect solution at this point, we will aim to continue to improve these features.

Originally, there were plans to increase the amount of Physical Damage Taken reduction equipment, but it doesn't seem to have been increased.

The planned purpose was to decrease the amount of physical damage taken with the new equipment. If you look at the difference in the defensive capabilities of paladin and other jobs, our aim is to mitigate some of this difference. We don't necessarily want all jobs to have the same defensive performance, but we do want to reduce the currently large difference.

In other words, as we continue to adjust the attack power of monsters, attacks would become more lethal to jobs other than Paladin, so the idea is to make it so that there isn't as much fear to be struck by an attack.

However, I found that there are some minor problems if we continue to only adjust the "Physical Damage Taken" values (for example, above a certain amount, some healing power wouldn't be necessary).

Therefore, we've considered other methods with item and job adjustments, and we've sufficiently obtained the desired effect by mainly adjusting defense and adding HP.

I do want to apologize in advance that we have not added any "Physical Damage Taken -" equipment as we previously discussed in our future update policies. Also, please note that this does not mean that we will not be adding any Physical Damage Taken reduction gear in the future; several pieces of this type of equipment are scheduled to be implemented in future version updates.

The effect of "Magic Damage +" is weak; please add higher values.

Because this was just introduced as a new parameter, we can confirm at this time that the effect is weaker than we originally assumed.

We have completed some development and verification work, and once we have implemented the originally assumed effect, even without re-valuing the equipment, performance will be enhanced, so we will be retaining the current values.

Do you plan to continue to strengthen the magic accuracy for dark knight, blue mage, and ninja?

Although we will be adding some magic accuracy on certain armor pieces, the main method of implementing this change will be to increase both magic damage and magic accuracy in proportion with the combat skill present on the equipped main weapon.

Will the adjustments to Utsusemi also be applied if you have ninja set to your support job?

The ninja adjustments as well as the adjustment where DMG rating impacts physical blue magic apply only to main jobs at this time.

Some equipment and job abilities have effects impacted by player level. Will these pieces of equipment and job abilities also be impacted by item level?

Neither of these will be affected by item level.

The amount of equipment with item levels should be the same for each job.

There's a slight variation in the amount of equipment, so I'm sorry for the inconvenience.

With the amount of equipment being prepared for Bayld exchange, Delve, Skirmish, we're adding large amounts of equipment with each type of new content. Additionally, since we have things like Wildskeeper Reives with several types of equipment yet to be implemented, it's difficult to maintain exactly the same amount of item-level equipment for each job. As we continue to fill in the item level gaps and implement the remaining, these should become closer aligned (a big reason for the lack of alignment currently is that there are seven total Naakuals for Wildskeeper Reives).

Additionally, since the new Skirmish development and validation work is ongoing and it will offer new armor and weapons, please hold on a bit longer for that.

Finally, I have one announcement.

We have tested the performance of the shields updated on the test server, and we have decided that the "Shield Skill+" value on shields will be adjusted to a much smaller amount.

The adjustment was performed using the calculation criteria regarding the frequency of shield blocks triggered based on shield skill; however, after validation, we discovered that for monsters higher than a certain level (equivalent to level 110), the trigger rate of Ochain was decreased by approximately 30%.

Therefore, rather than changing the activation rate of current shields, we will update the values of shield skill on the shields to be adjusted. We wanted to update you on this ahead of time since we previously stated that it was unlikely that the values would vary substantially, so we wanted to avoid any surprises at the time of the update.

Translated by: Slycer
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 Valefor.Sehachan
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By Valefor.Sehachan 2013-07-31 14:26:36
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"We implemented this but didn't know how it would work, what a surprise! Let's fix it!"

Only at SE.
 Bismarck.Misao
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By Bismarck.Misao 2013-07-31 14:26:46
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:D
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By Cerberus.Senkyuutai 2013-07-31 14:33:52
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Literally "I have no idea what the *** I am doing, but don't worry guys, I'm working on it".
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By Odin.Creaucent 2013-07-31 15:04:11
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Cant see help text are the people complaining blind?

Who cant see stats, jobs and <item level: 119> in the bottom corner?

Do you want it flashing the middle of your screen so you cant see anything else all lit up vegas style with rainbows, flying cats, pixies and butterflies around it?
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 Sylph.Safiyyah
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By Sylph.Safiyyah 2013-07-31 15:06:58
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S-E literally has no idea what they are doing with this game. It's an embarrassment.
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 Cerberus.Pleebo
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By Cerberus.Pleebo 2013-07-31 15:12:42
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That was fairly benign information. Why are people getting all pissy?
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By Drjones 2013-07-31 15:27:24
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Sylph.Safiyyah said: »
S-E literally has no idea what they are doing with this game. It's an embarrassment.
Hasn't this been the case for years though?
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By Fenrir.Camiie 2013-07-31 15:38:21
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I'm not sure I'm following him on the shield thing. Are they nerfing the new shield skill values specifically so Ochain can remain top dog?
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