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 The Honourable Souls Forum Index » News » There's some gold in this mine~
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PostPosted: Sun May 08, 2011 11:23 am    Post subject: There's some gold in this mine~  Reply with quote  

電 話 武 士

Joined: 17 Feb 2006
Posts: 3608
Location: Delaware, Ohio

At the following time, we will be performing FINAL FANTASY XI maintenance on all worlds to accompany the version update and implementation of a World Merge.

During this period, FINAL FANTASY XI will be unavailable.

Thank you for your patience and understanding in this matter.

* This maintenance will be accompanied by a version update. After maintenance is complete, the update will automatically begin after you press the “Play” button. After that, please follow the instructions on the screen.

* You may receive errors such as “POL-1160” during the download process due to heavy server traffic. If you are unable to access the update, we ask that you please wait a while and then try again.

Thank you for your cooperation and understanding in making this a smooth version update.

*During this maintenance, a World Merge will be implemented.

Source World > Destination World

Ramuh > Bahamut
Alexander > Shiva
Titan > Phoenix
Gilgamesh > Carbuncle
Unicorn > Fenrir
Ifrit > Odin
Diabolos > Siren
Caitsith > Ragnarok

We ask that all players on any source world retrieve all items stored in the Delivery Box or Auction House.

For more details regarding the World Merge, please refer to “Regarding the World Merge Schedule for Certain Worlds” (Apr. 15) in the Information section.

* The schedule for the reinstatement of the Character Reactivation Service, which is currently suspended, will be announced at another time.

* Update will be available on May 9, 2011.

[Date & Time]
May. 9, 2011 from 8:00 to 19:00 (PDT)
* Maintenance completion time may be subject to change.

[Affected Services]

URL: http://www.playonline.com/ff11us/polnews/news20634.shtml

Don't forget to empty the AH and DB everyone on May 8-9th!

Recap on upcoming update
[dev1000] Dynamis Reborn!
[dev1001] Stack Size Adjustments
[dev1002] Delivery System Adjustments
[dev1003] Abyssea Adjustments
[dev1004] Corsair’s Phantom Roll Ability
[dev1005] More Formidable Fellows!
[dev1006] Merit Point Adjustments!
[url=http://forum.square-enix.com/ffxi/threads/4925-dev1007-Voidwatch-Emerges!][dev1007] Voidwatch Emerges![/url]
[dev1008] Fishing Improvements on the Way
[dev1009] New Trigger Conditions for Notorious Monsters
[dev1010] Job Adjustments
[dev1011] Grounds of Valor and Dungeon Treasure Caskets
[dev1012] Revamped Monster Placement
[dev1013] Introduction of Synergy Augments
[dev1014] New Battlefields

The FINAL FANTASY XI Team Answers Your Questions!
The FINAL FANTASY XI Team Answers Your Questions! (12/22/2010)
The Final Fantasy XI Team Answers Your Questions! (01/20/2011)
The FINAL FANTASY XI Team Answers Your Questions! (01/28/2011)
The FINAL FANTASY XI Team Answers Your Questions! (02/04/2011)
The Final Fantasy XI Team Answers Your Questions! (02/10/2011)
The Final Fantasy XI Team Answers Your Questions! (02/18/2011)
The Final Fantasy XI Team Answers Your Questions! (02/25/2011)
The Final Fantasy XI Team Answers Your Questions! (03/07/2011)

Development Team Notes
I'm sure you'll be glad to hear that just as the dev. team is planning adjustments to Campaign and other content, both Nyzul Isle and the Assault system itself will be seeing changes in the future! While there aren't plans set in stone yet, they plan on handling adjustments in the order that the community speaks the loudest about (so keep that feedback coming!).

Regarding the idea of making Imperial Army I.D. tags like Traverser Stones, they said that it'd be quite difficult to implement with the current system. Instead, they're looking into the possibility of reducing the time for I.D. issuance. [source]

We're removing the "50/50" chance of making it to Kirin in the next version update. From then on, it'll be 100%. KIRIN FOR EVERYONE! [source]

I checked in with the dev. team regarding adding the "Wanted" type of feature to the AH. They said that the idea is really interesting, but that they're sorry to report that due to the high cost associated with creating a system like that, it's just not feasible to implement. [source]

After speaking to the development team about this, they confirmed that they're planning adjustments for a wide variety of weapon skills, which will include the break-related WS, too. [source]

Just to clarify some questions that have been popping up regarding these adjustments, KSNM99 BCs will continue to drop black belt-related quest items.

Also, another bit of important information you might like to know, the triggers needed to spawn Fafnir/Behemoth/Adamantoise WILL BE TRADEABLE. [source]

In regards to the difficulty in earning Guard/Parry skill ups, the dev. team mentioned that they are considering adjustments for those in a Q&A posted in February. [source]

We spoke to the dev. team about the possibility of including names in the chat log to make it clearer who staggered an enemy. They looked into this and mentioned that it is a bit difficult to include any more information into the log at the moment, so they will have to put this off for the time being. [[url=http://forum.square-enix.com/ffxi/threads/5589-Suggestion-Your-Attack-Staggers-the-Fiend!?p=77351#post77351]source[/url]]

Thanks for the suggestions on entering storyline battlefields! It’d definitely be awesome to throw down with Promathia or Shadow Lord whenever you feel like letting off some steam.

After talking to the dev. team, while it might not be implemented exactly as suggested, they are looking into various methods that will allow you to challenge your favorite bosses when you feel the lust for battle overtake you! [source]

We spoke to the development team about the possibility of scaling the stats on the Chains of Promathia reward rings to match the new level cap. They let us know that they’re already looking into this, and are carefully investigating it so that balance can be maintained between the CoP prizes and other rings. [source]

Robber Crabs biting your ankles at level 90 getting you down?

We spoke to the development team about this and they are planning on making adjustments. Due to the fact that each area will need to be addressed individually, the cost will be a bit high and they have decided to take care of this in the future through multiple phases of implementation. [source]

Raising of the Craft Skill Limitations
Thank you all so much for the huge amount of feedback!

In regards to our plans to raise the crafting skill limits during the next version update, we thought it’d be the perfect time to implement, alongside the auction house merge and Synergy-augmented content. We felt it would serve as a countermeasure to the low amount of active crafters and the low number of items up on the auction houses in the three nations. However, as a result of discussions based on all of your feedback we have opted to postpone this. To get a better idea of the community’s opinion and also to further our discussions we would like to explain a bit about our future plans for synthesis and synergy, and give you plenty of time to discuss and provide feedback.

For the past couple of updates we placed a heavy emphasis on level cap increases, Abyssea, and other new battle related content. For the version updates in 2011, along with the level cap increase and battle related additions and adjustments, we are planning a significant amount of adjustments to synthesis and synergy as well.

Future plans
Based on our desire to reevaluate how players obtain items, as well as adding attractive item recipes, we plan on changing our focus from shifting synthesis to synergy. We’re also planning on strengthening the specialties of each (Synthesis and Synergy) as well as creating their own special uses and objectives. Along with this we will also be looking into raising the crafting skill limitations.

Our ultimate goal is to add numerous items so that you can select what you wear depending on the situation and slot. This is similar to when the level cap was 75 and you have Relic, Salvage, Einherjar, and Limbus-related gear to utilize.

• Premise

• Expansion of new items and recipes similar to the abjuration equipment system
• Fixing of locations to obtain general purpose materials (Shop and loot expansion)
• Improvements to synergy, fishing, chocobo digging, harvesting, mining, gathering systems

• Synthesis in Perspective

• Possible to create attractive, one of a kind items
• Benefits of HQ synths are reflected largely by an increase in stats
• Possible to create base items through synthesis
• Possibility of losing materials as a result of failure

• Synergy in Perspective

• Possible to mass produce items and create EX items
• Benefits of HQ are strongly demonstrated through mass production recipes
• System to add stats via augment synergy
• No loss of materials upon failure (Fewell and cost are separate)

There were some concerns about the addition of items that can only be made by having multiple skills leveled to 100, but rest assured that we have no plans of introducing recipes of this difficulty.

The above content is not finalized and is a plan that we would like to try and apply in the future. Since this is a pretty large change to our approach, in order to create an even better direction for this, please let us know your thoughts.

We will continue to bring you updates on our plans as we receive your feedback and continue to make gradual changes as we solidify our plan. [source]

Skillchains and Magic Bursts updated

We’ve got some tidbits regarding some future updates to skillchains and magic bursts I’m sure you’ll find interesting.

As a future direction for skillchains, instead of adjusting them to be a simple source of damage, we’re planning to implement adjustments that will allow for more strategic usage options.

I think it goes without saying that the current battle style has changed drastically since the time when skillchains were first introduced. As a result of this, skillchains have become nigh unsuitable as a means for dealing massive damage and often occur now as an unintended accident. With that in mind we made sure to avoid “upgrading” skillchains so much that they became required to earn exp.

For this reason, we’re looking into reducing an enemy’s elemental resistance corresponding to the element of the skillchain used for the duration of the magic burst window. This change will make skillchains more versatile and usable during battles with notorious monsters.

Below is a basic overview:

Example 1: When executing a transfixion skillchain
Transfixion is a light-elemental based, so the monster’s resistance to spells related to light is lowered.

Example 2: When executing a light skillchain
Light is fire/wind/thunder/light-elemental based, so the monster’s resistance to spells related to fire, wind, thunder, and light are lowered. [source]


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PostPosted: Sun May 08, 2011 11:13 pm    Post subject:  Reply with quote  


Joined: 12 Feb 2006
Posts: 3656

So Sylph isn't getting merged? Whew, means my Hagun isn't lost!

Elemental Magic Skill 8/8 Lightning Magic Potency 4/4 Ice Magic Potency 3/3 Fire Magic Potency 3/3 MP 5/8
Freeze II 1/2 Burst II 1/3 Flame II 1/2 Flood II 1/1 Quake II 1/1 Tornado 1/1
Great Katana 8/8 Critical Hit Rate 4/4 Meditate 5/5 Store TP 5/5 Overwhelm 5/5 Shikikoyo 1/? Blade Bash 1/? STR 3/5

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PostPosted: Mon May 09, 2011 2:01 am    Post subject:  Reply with quote  

電 話 武 士

Joined: 17 Feb 2006
Posts: 3608
Location: Delaware, Ohio

Yes sorry. I did a c/p of a post on FFXIAH, and while I did some minor editing I didn't hit everything that needed fixed or removed. That "Don't forget to empty your dbox" message was merely for the servers getting merged, Sylph is safe.

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PostPosted: Mon May 09, 2011 11:44 pm    Post subject:  Reply with quote  

Torama Taunter

Joined: 26 Apr 2006
Posts: 338
Location: Spruce Grove, Alberta, Canada

Speaking of mining


Sagasinger Rare Exclusive
DMG:56 Delay:218
HP+75 MP+75 STR+15 VIT+15
Resistance against terror
Additional effect:
Steals enhancement effect

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