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November 2024 Version Update
Valefor.Philemon
Server: Valefor
Game: FFXI
Posts: 438
By Valefor.Philemon 2024-11-13 17:51:58
I mean, just looking at the last two besieged announcements from earlier today on Valefor, I see one advancing at 6:31:58 and another advancing at 15:30:44. I'll go to the second of the two but I have a feeling it'll be attacking within a few minutes of 16:00:00.
Edit: they reached Al Zahbi at 15:59:17.
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3607
By Phoenix.Capuchin 2024-11-13 18:27:25
Here's every besieged-start message I've logged since 2016. I don't see any real-world clock time that matches the pattern - certainly not on the hour.
Good stuff, thank you for actual data.
A lot more trustworthy than "it happens exactly on the hour guys, trust me" that turns into... oh, I meant a 20 minute range of +/- 10 minutes from the top of the hour (which STILL isn't reflected in actual data)
Note that Radec's times even include one from today that was at 09:38:23 - so it looks safe to assume there hasn't been a change in connection with the most recent update that limits start times to a short window at the top of the hour.
Bahamut.Navius
Server: Bahamut
Game: FFXI
Posts: 68
By Bahamut.Navius 2024-11-13 19:52:30
Yesterday on Bahamut, Undead Swarm attacked at 36 past the hour (advancing message occurred at 15 past the hour, 21 minutes to advance), and Mamool Ja attacked at 20 past the hour (advancing message at 40 past the hour, 40 minutes to advance).
I don't think any of the timings are related to the real world clock at all, I'm not sure where this rumor is coming from.
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Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3607
By Phoenix.Capuchin 2024-11-13 20:17:36
I think I figured it out, everyone.
I am almost certain that Besieged starts within 30 minutes plus or minus the top of the hour. Probably.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2024-11-13 20:22:56
I'm more interested in how fast can they progress from 0-->9. Or what is the basic progression to go from Preparing 0->1. Rather than how's long it takes them to walk to town.
Valefor.Philemon
Server: Valefor
Game: FFXI
Posts: 438
By Valefor.Philemon 2024-11-13 20:37:59
Well, I don't know what to say, on Valefor you can literally set your watch to it. It literally always starts on time.
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 3906
By Carbuncle.Nynja 2024-11-13 22:56:48
Back on the skillup adjustment: they must have gone very lenient with it as I'm getting skillups very commonly at ML50 on lv70-90 mobs.
By Lili 2024-11-14 02:40:08
Back on the skillup adjustment: they must have gone very lenient with it as I'm getting skillups very commonly at ML50 on lv70-90 mobs.
What was the change exactly? I was confused by the wording as all my ML50 jobs are fully skill capped - or rather, were before the update, I'm currently unsubbed.
By Pantafernando 2024-11-14 02:51:42
Back on the skillup adjustment: they must have gone very lenient with it as I'm getting skillups very commonly at ML50 on lv70-90 mobs.
Stop buying powerleveling!
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Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 3906
By Carbuncle.Nynja 2024-11-14 07:34:18
Back on the skillup adjustment: they must have gone very lenient with it as I'm getting skillups very commonly at ML50 on lv70-90 mobs.
What was the change exactly? I was confused by the wording as all my ML50 jobs are fully skill capped - or rather, were before the update, I'm currently unsubbed.
From the notes:
Quote: The issue wherein the skill level is not raised to the Master Levels' increased skill level cap.
A lot of people were complaining about an inability to cap certain skills at the highest ML's (maybe just 50)
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10098
By Asura.Sechs 2024-11-14 07:49:51
I don't think there was anything "impossible", other than Enhancing Magic.
But a lot of skills were unusually slower than meant to be, so I guess they must have fixed that?
Phoenix.Iocus
Server: Phoenix
Game: FFXI
Posts: 1518
By Phoenix.Iocus 2024-11-14 08:39:15
I mean there are literally books for sparks if you're running into some sort of weird inability to level skills.
You're going to get at least .1 every time. This seems like something that shouldn't have taken dev time.
Asura.Eiryl
By Asura.Eiryl 2024-11-14 08:41:00
It was a broken feature, thats literally the most important thing they address. Regardless of how easy it is to bypass.
Shouldn't have taken this long to do it either.
Server: Asura
Game: FFXI
Posts: 597
By Asura.Melliny 2024-11-14 09:18:21
Quote: But a lot of skills were unusually slower than meant to be, so I guess they must have fixed that?
How are we even supposed to know what the intended skillup rate was? The skillups were arbitrarily slow for aeons ever since the 75 era. It's a remnant of the tanaka days when everything was meant to take forever. Do you know how painful it was to level summoning magic back in the day? Yeah, I'm pretty sure it was intentionally slow. Tweaking it now is well and good, but that's just modernizing the system. They knew damn well how slow the system was. Why do you think they implemented all those monthly "combat and magic skillup" campaigns and created the skillup books in the first place. This isn't a sign of being oblivious. They knew it and chose not to change it because they wanted people to grind.
Quote: Shouldn't have taken this long to do it either.
They should have done it about a decade ago when abyssea launched...
Server: Asura
Game: FFXI
Posts: 8
By Asura.Shiroikiri 2024-11-14 09:55:45
Quote: The issue wherein auto-targeting remained disabled when alter egos and pets were auto-attacked by a monster.
Alter egos: Alter egos summoned either by you or the party leader will utilize the auto-target function if they are auto-attacked.
Pets: Pets summoned either by you or the party leader will utilize the auto-target function if they are auto-attacked.
Just wanted to call out one of my favorite things from this patch, it's already been so nice when grabbing a bunch of mobs at once with Valaineral, and not having to re-engage each one individually, as long as the others are in usual auto targeting sight.
Server: Asura
Game: FFXI
Posts: 831
By Asura.Iamaman 2024-11-14 11:53:07
It is annoying it took so long for them to update this, I seem to recall this first becoming a major issue for some jobs around the time Level Sync was introduced, then compounded again with Abyssea. At least with the former you'd have some skills up to lvl30,50ish but you'd still be stuck with this huge annoying gap where you couldn't hit or stick anything, then Abyssea was worse esp if you just leveled up as key ***. Prior to that it seems like a lot of skillups came organically but damn some of them were a PITA and it only got worse the faster leveling got.
I actually found a post a few months ago from ~2008-2009, someone was asking how to get skillups on their job (BLU or RDM I think) from 0 when they had already hit 75. Trying to skill up on mobs you either can't hit or would one shot was real frustrating and that post made me relive the trauma.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10098
By Asura.Sechs 2024-11-14 11:58:01
How are we even supposed to know what the intended skillup rate was? We can't, I'm just comparing to the skill rate in the late 90s.
But one could say that they planned it to be that way.
For physical skills I doubt anybody even noticed a difference honestly, but some magic skills were really slow. Maybe meant to be, altough judging from the fact they fixed it I guess they were not.
Enha instead was simply broken. You would get literally zero skillups even with earring and gear and the best food after hours of casting on other players in your party. So clearly that was a bug.
Quote: Do you know how painful it was to level summoning magic back in the day? Hey buddy, you're talking to someone who capped Guarding on MNK in the level 75 era, so trust me if I say I know how painful it was.
It hasn't been this slow since early Adoulin, they more than doubled the skillup rate for all jobs and they also added items (and books!) to furtherly increase the rate. Skillup up was basically no longer an issue for nobody.
The "slower" skillups I noticed on some magic skills were still much, much faster than the level 75 era if you ask me.
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Server: Asura
Game: FFXI
Posts: 8
By Asura.Shiroikiri 2024-11-14 12:19:48
Temachtiani set and skill up foods, along with Sakura and Moogle have made skilling up So much easier, even outside of skill up monthly campaign. That and much easier to access toy weapons for skilling those combat skills up without destroying monsters too fast when at 99+
Asura.Eiryl
By Asura.Eiryl 2024-11-14 12:22:53
You guys are just on the complete wrong track.
Skill ups for self cast spells weren't "slow" they literally stopped working. That is what the fix was.
Server: Asura
Game: FFXI
Posts: 8
By Asura.Shiroikiri 2024-11-14 12:30:36
You guys are just on the complete wrong track.
Skill ups for self cast spells weren't "slow" they literally stopped working. That is what the fix was. I got distracted in the general skill up speed discussion, missed that self skillups had broken entirely (I tend to use Trusts for (n)pc targetd skillups, though I use enemies as the primary focus anyways)
Shiva.Thorny
Server: Shiva
Game: FFXI
Posts: 2788
By Shiva.Thorny 2024-11-14 13:57:04
They had specifically broken for enhancing and other self buffs at very high master levels. We already know the chance of skillup is based on target's level relative to current skill level, so most likely they had the formula set in a way that a lv119 player was not sufficient to reach the ML50 cap for some of these.
The solution was probably to make the curve more generous, which has the side effect of increasing skillup rates across the board. Unusual for SE to give us more than they had to, but it's probably because it was the smallest code edit they had available to accomplish the fix.
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Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2024-11-14 16:10:26
Quote: The issue wherein auto-targeting remained disabled when alter egos and pets were auto-attacked by a monster.
Alter egos: Alter egos summoned either by you or the party leader will utilize the auto-target function if they are auto-attacked.
Pets: Pets summoned either by you or the party leader will utilize the auto-target function if they are auto-attacked.
Just wanted to call out one of my favorite things from this patch, it's already been so nice when grabbing a bunch of mobs at once with Valaineral, and not having to re-engage each one individually, as long as the others are in usual auto targeting sight.
Oh, so they CAN fix and address auto-target features when they want to. Interesting...
By Seun 2024-11-14 16:50:48
What exactly would you do to fix auto-target?
Asura.Eiryl
By Asura.Eiryl 2024-11-14 16:57:40
Target closest mob, instead of the one with least hp
Currently if a war, a drk, a bst, a blm, a rng are all aggroed and attacking, autotarget will select the blm or rng while they stand 15 yalms away. That is *** stupid. We all know it, yet that's the way it works. Literally no one thinks this is good design.
It should be as simple as target highest hp enemy, instead of lowest. Not perfect, but very simple fix.
Better would be like always target non-nm-warriors first for example
Perfect would be a full on menu selecting job kill order priority.
By Genoxd 2024-11-14 17:05:30
I had no idea it was based on HP. I always assumed it was just directional
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Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2024-11-14 17:53:49
I had no idea it was based on HP. I always assumed it was just directional
I mean, at the AMA, they said it was supposed to be based on whichever target is the closest in your peripheral from left-to-right, and the fact that it does NOT behave this way is clearly a bug. It's existed for years. Also stupid that the autotarget system defaults to a monster's pet before the actual monster.
Auto-Target does seem to target the mob with the least HP primarily, but you could argue it does that because logically/arithmetically its faster to kill a monster with 15% health vs a monster with 100%, so they set it this way to assist players. HP Targetting is not an issue if your next target is 100% health anyways. The real problem is it will pick something completely out of your melee range, which is impractical.
Its clearly designed a way to target certain parameters, but those options are hidden from the player. Their recent fixing of trust-hate-autotarget proves they could easily make these options accessible to players, or at the least adjust autotarget to benefit players more than it currently operates. I would much rather they implement a very simple UI menu option where you can toggle between a few sets of targeting preferences: default, closest monster, least hp, or some other setting. This way, players can decide what they want to target based on how they want to play. But yeah, its super clunky and is my least favorite feature of battle (the second is the camera view is terrible) in the game. Anything besides the current autotarget system would be welcome
By Seun 2024-11-14 20:50:55
autotarget will select the blm or rng while they stand 15 yalms away. That is *** stupid. We all know it, yet that's the way it works. Literally no one thinks this is good design.
If you know that AT will pick targets in the distance and you also know that it's based on player LoS, you should understand why it's your fault when this happens.
Don't get me wrong, I'm not going to bat for AT. I'm asking because the best option here in my opinion is to turn it off. Removing it completely is a better option to me than SE wasting resources they don't have trying to improve it to something that will still be inferior and/or require frequent manual input/override.
Bahamut.Senaki
Server: Bahamut
Game: FFXI
Posts: 120
By Bahamut.Senaki 2024-11-14 21:17:12
Target closest mob, instead of the one with least hp
Currently if a war, a drk, a bst, a blm, a rng are all aggroed and attacking, autotarget will select the blm or rng while they stand 15 yalms away. That is *** stupid. We all know it, yet that's the way it works. Literally no one thinks this is good design.
It should be as simple as target highest hp enemy, instead of lowest. Not perfect, but very simple fix.
Better would be like always target non-nm-warriors first for example
Perfect would be a full on menu selecting job kill order priority.
Ody C experience on Warrior:
>> Target mob
>> Hit "Savage Blade"
>> Switch Target before mobs dies so that you don't auto-target the mob being killed by the Bard.
>> Lag and swap to Bard's target anyway.
>> Bard's mob dies.
>> Put away weapon.
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Asura.Eiryl
By Asura.Eiryl 2024-11-14 21:22:00
autotarget will select the blm or rng while they stand 15 yalms away. That is *** stupid. We all know it, yet that's the way it works. Literally no one thinks this is good design.
If you know that AT will pick targets in the distance and you also know that it's based on player LoS, you should understand why it's your fault when this happens.
Don't get me wrong, I'm not going to bat for AT. I'm asking because the best option here in my opinion is to turn it off. Removing it completely is a better option to me than SE wasting resources they don't have trying to improve it to something that will still be inferior and/or require frequent manual input/override.
The thing of it is, it's just how it should work. Yes, we know how to make best use of it, and/or that turning it off is an option.
It just shouldn't need to be. It should work and work optimally. Basic functionality is not supposed to be optional.
It's really not asking that much to have the enemies within autoattacking range, be the priority over the ranged attackers. It's common sense.
Plus! Turning off autotarget is a liability for solo play with trusts. Trusts stop healing when you stop attacking. If you have autotarget on when you link, they will heal you before you successfully hit the second target. This is moot to us, but a failure of basic function for people figuring the game out.
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By Seun 2024-11-14 22:55:05
It's really not asking that much to have the enemies within autoattacking range, be the priority over the ranged attackers. It's common sense.
As common sense as not facing a mob you don't want to target?
If you play manual, you're pressing buttons but you're getting the target you want without LoS/positional conditions.
Even if AT was changed to target more specifically (ie directly to the left or right of current target), you're still pressing buttons to position yourself so that you get the intended target.
I don't really see a difference here. At least, not one worth investing the resources in.
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