Developer Responses On PUP

Eorzea Time
 
 
 
Language: JP EN FR DE
users online
Forum » FFXI » Jobs » Puppet Master » Developer Responses on PUP
Developer Responses on PUP
 Bismarck.Selka
Offline
Server: Bismarck
Game: FFXI
user: Selka
Posts: 95
By Bismarck.Selka 2011-07-27 12:41:18
Link | Quote | Reply
 
Link
Devs said:
Sorry for the delay, but here is some information from the development team in regards to your feedback!


Extend the maneuver duration.
The maneuver duration, recast time, and overload are all balanced very subtly; through maneuvers, the automaton’s operability, as well as the frame and attachments, are largely affected. Due to this, we plan to create balance by adding and adjusting attachments and abilities without changing the operations of the base maneuvers.

Make it possible to select the timing of ability, magic, and WS execution.
In regards to abilities, we are making adjustments based on the original execution timing, however, for weapon skills we are looking into making it possible to select the execution timing manually. For magic, we believe the top priority is the revamping of recast times, so once we finalize those adjustments we plan on looking into being able to select the timing for that, as well.

Extend the range of Deploy.
We understand that there are times this is inconvenient for ranged/mage frames. We will look into increasing the distance for using Deploy.

Make it so my automaton does not keep casting silence on monsters that are not affected by silence.
With the current system, Scanner will detect resist rates, so by using a Scanner it should make it so your automaton does not cast this.
However, if there is even a small chance that the monster uses magic, the automaton will start to cast silence. The chance of there being a bug related to this isn’t impossible, so we will be checking on this.

Also, if you have any feedback such as “I don’t want silence to be cast on enemies that are highly resistant to silence” (ex: Make it so it doesn’t cast silence when the resist rate is over 60%) please make sure to let us know.

Make curing a priority over curing status ailments when HP is low.
We are looking into changing the automaton behavior. Since this is something that we have received a lot of feedback about we will be looking into it, but since the workings of the automaton logic are so complex it will take some time.


Make a separate recast timer for each type of magic.

We understand how you feel and are looking into separating the recast timers.

Would like to save attachment sets.

While we would like to do something for this, we would first need to perform a lot of work to revamp the user interface, so this will be difficult to accomplish right away. Sorry

Get rid of the consumption aspect for attachments that consume maneuvers.

We plan on revamping attachment stats, so there is a possibility that we make it so that there is no consumption of maneuvers. This doesn’t mean that we will be adjusting every attachment for this, but we will be looking at each one separately. If you have any feedback please let us know!

Revamp the negative aspects of the tactical processor, drum magazine, and other attachments.

We will be performing adjustments on attachments that need adjusting as necessary.

Add Subtle Blow to automatons.
Planning to implement this in the form of an attachment.

Add a method to gain volatile hate with the Valoredge frame.
We are thinking about making adjustments in the form of attachments, not on the automaton or puppetmaster side. For example, how does implementing Strobe II sound?

Increase the physical damage resistance of the Valoredge frame.
Currently, we are thinking more in the direction of implementing superior lubricant, such as Lubricant +3, instead of directly increasing the physical resistance.

The sharpshot frame’s ranged attacks don’t crit…
It doesn’t crit because it is recognized as a special ability. We are looking into it.

Reduce the attack delay for the sharpshot frame.
First we will be revamping attachments that need adjustments. After that we will take a look at the balance and look into this.

Fix the issue where the sharpshot frame’s ranged attack damage is severely lowered depending on distance.
We definitely understand. Since automatons are different than player characters, and it is difficult to adjust the positioning of the automaton, we are looking into easing up or even eliminating the distance factor.

Add a MP recovery type WS to the stormwaker frame.
We would like to look into new automaton WS ideas, however, since you can recover MP through Deactivate/Activate and by using the Mana Converter, we think it would be better to look at different effects.

Can you make Magic Mortar a bit easier to use?
The damage is calculated as a special WS, however, we will be looking into making this easier to use while making use of its special properties since we hear a lot of people saying it keeps doing zero damage…
 Cerberus.Hiryo
Offline
Server: Cerberus
Game: FFXI
user: Hiryo
Posts: 278
By Cerberus.Hiryo 2011-07-27 12:46:22
Link | Quote | Reply
 
Make curing a priority over curing status ailments when HP is low.
We are looking into changing the automaton behavior. Since this is something that we have received a lot of feedback about we will be looking into it, but since the workings of the automaton logic are so complex it will take some time.



Hmmggggggahhh
 Ramuh.Austar
Offline
Server: Ramuh
Game: FFXI
user: Austar
Posts: 10457
By Ramuh.Austar 2011-07-27 12:47:55
Link | Quote | Reply
 
Quote:
lubricant
 Fenrir.Lillaly
Offline
Server: Fenrir
Game: FFXI
Posts: 103
By Fenrir.Lillaly 2011-07-27 13:04:35
Link | Quote | Reply
 
Quote:
is
[+]
 Phoenix.Sehachan
Guide Maker
Offline
Server: Phoenix
Game: FFXI
user: Seha
Posts: 13352
By Phoenix.Sehachan 2011-07-27 13:09:59
Link | Quote | Reply
 
A lot of good things, but they need more time to fix the cure bug? 4 years weren't enough?
 Shiva.Pheare
Offline
Server: Shiva
Game: FFXI
user: pheared
Posts: 176
By Shiva.Pheare 2011-07-27 13:10:56
Link | Quote | Reply
 
I'm pretty excited with what they've stated....

but they should fix automaton ranged attacks being counted as ruby in abyssea. :(
 Siren.Stunx
Offline
Server: Siren
Game: FFXI
user: Bungie
Posts: 903
By Siren.Stunx 2011-07-27 13:29:19
Link | Quote | Reply
 
thats cool of SE to respond in any way like that. sadly its about pup tho...
 Bismarck.Selka
Offline
Server: Bismarck
Game: FFXI
user: Selka
Posts: 95
By Bismarck.Selka 2011-07-27 13:55:18
Link | Quote | Reply
 
Shiva.Pheare said:
I'm pretty excited with what they've stated....

but they should fix automaton ranged attacks being counted as ruby in abyssea. :(
And shield bash
 Carbuncle.Sanders
Offline
Server: Carbuncle
Game: FFXI
user: Sanders
Posts: 134
By Carbuncle.Sanders 2011-07-28 18:45:41
Link | Quote | Reply
 
Quote:
It doesn’t crit because it is recognized as a special ability. We are looking into it.

I've always hated this. Also likely why it counts as a ruby kill (JA).

The mage fixes are the biggest deal. Also interested in the attention to VE.

MORE, SE. YOU'RE ON THE RIGHT TRACK! >.>