FFXI: Sep. 14, 2004 (JST*) Update Details

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VLSmooth
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FFXI: Sep. 14, 2004 (JST*) Update Details

Post by VLSmooth »

http://www.playonline.com/updateus/040914gs7tr3.html

Wow, just wow.

(For those that care)

Dave
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Post by Dave »

(which is none of us)

and WoW... is liek, WoW, just WoW. FFXI, just needs to be FIX(ed)
It takes 43 muscles to frown and 17 to smile, but it doesn't take any to just sit there with a dumb look on your face.

VLSmooth
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Post by VLSmooth »

Which is what this patch addresses.

One of the more notable things imho is this:
The maximum amount of experience that can be earned from a single battle has been increased to 250 for players from level 51-60, and to 300 for players from level 61-75. In accordance with this change, the maximum amount of experience that can be earned during EXP chains has also been increased.
This should make leveling a lot less painful / tedious.

As for the high lvl NA population, it's grown quite a bit. Kavic and Fuoco got rank10 yesterday, there are NA dynamis runs (LS = Haku), and various HNMLSes formed/forming (MugenPlus (Fuoco), TheUnity (Kavic, Trowah)), etc.

Dave
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Post by Dave »

FFXI = boring. Dynamis is a 64 player gangbang, 18 ppl alliances were bad enough. HNMLS is sitting around for 6 hours waiting for something to pop only to lose it to Japanese ping. CoP... looks like crap. A weak attempt from Square to keep FFXI players from trying other MMORPGs.

http://www.nzone.com/page/home

1000 more WoW Beta accounts cause Nvidia teamed up with Blizzard ala Doom3
It takes 43 muscles to frown and 17 to smile, but it doesn't take any to just sit there with a dumb look on your face.

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Post by Jonathan »

As long as we're talking about games that nobody plays, we might as well
talk about Shadowbane.

http://chronicle.ubi.com/About/In-Development.htm

Although this page lists these features as "planned," they have actually
been released.

First, shock and awe that
A. They're still around to make updates;
B. That the game has been "out" for over a year and a half without these
features. Talk about paying for beta.

Second, they still have leveling up. They really ought to ditch that,
since the PvE game they have ain't that great. You should be level 30 or 40 upon starting your character, really, for this game.

Third, despite all the mess they still have some interesting ideas. They
added gold mines to the game. Instead of farming mobs for gold, now all
you have to do is control a gold mine. These are a limited resource
which cannot be created and which have limits on the number you can
control. Furthermore, the farther the mine is from your city the less
money it generates.

This creates conflicts over who controls the gold mines and wars over
whose city is next to the gold mines. Winner gets free gold.

They handle sniping and dawn raids by making the gold mine vulnerable
only once per day for two hours. The two hour period has to be set in
advance, is known to all players, and is identical for all gold mines
under your nation's control. If you control the mine at the end of the
two hour period, then you can rest for a day and let the gold warehouse
fill.

It's an interesting solution to a thorny problem, though not the one I
would have picked. I personally favor automated defenses and gradual
losses to this system, but I admit this system has nice touches. For
example, the average player knows that if he logs on at a certain time
of day and goes to a particular spot, there will be a fight and the
outcome of that fight matters to his nation. There is a clear winner at
the end of a single session. There can be a longer term victory, too, if
a nation is able to parlay its gold mine control into successful sieging
of the nearby enemy towns.

I do think what a persistent world really needs is a territory control
scheme inspired by UT2004 Onslaught's.

Dave
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Post by Dave »

And while we're at it, AC2's PvP system is horribly broken still.
It takes 43 muscles to frown and 17 to smile, but it doesn't take any to just sit there with a dumb look on your face.

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