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Kida
#1 Posted : Thursday, September 29, 2011 1:07:02 AM(UTC)
Kida


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From the lodestone:

Quote:

Changes Planned for Patch 1.19

* The following feature, planned for patch 1.19, is still in development, and therefore subject to change.

New Recipes
Updated Recipes
Abolished Recipes
Copper Ingot (blacksmith)
Copper Ingot (armorer)
Items not Used in New Recipes
Updated NPC Vendor Merchandise
Items no Longer Available for Purchase from NPCs
Updated NPC Vendor Selling Prices
Updated NPC Vendor Buying Prices
Items no Longer Dropped by Enemies
Changes to Items Available Through Gathering
Items no Longer Available Through Gathering
Changes to Existing Item Names
Changes to Item Categories

Further Insight into Recipe Revision & Abolishment

Over the past year, we have conducted several rounds of balance adjustments to intermediary part recipes, focusing on the number of materials required to create an item in relation to the number of items yielded by its recipe. For most items, this meant increasing a recipe’s yield to accommodate the large number of parts required in the crafting of weapons and gear. New recipes introduced in 1.19, however, will no longer require as many materials, meaning that, if left untouched, current intermediary part recipes will yield more items than crafters need. This could lead to an influx of those items in the market, and ultimately end up disrupting the balance of the in-game economy. To counter this, we have gone back to those intermediary part recipes and readjusted both the amount of materials required, as well as the number of items yielded with each successful synthesis.

Copper ingots are not part of any new blacksmithing and armoring recipes, rendering the item obsolete. To ensure that existing materials are not wasted on a no-longer necessary item, potentially affecting the in-game economy in an adverse manner, we have decided to remove the two recipes for copper ingots altogether.

*Items that are crafted using pre-1.19 recipes have had "Dated" added to their names (e.g. Dated Canvas Robe).


http://forum.square-enix...4818?p=359233#post359233
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AndrewN
#2 Posted : Thursday, September 29, 2011 3:45:53 PM(UTC)
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Yeah, been talking about this today.

The most interesting bit from our perspective is the changes to the gathering. It looks like the gathering locations will be vastly simplified, each area will give a group of mats to gather and all the nodes of the same type in the area will give the same items.

Still, with the all the changes coming we are still going to be in demand ThumpUp .
Orophin
#3 Posted : Thursday, September 29, 2011 3:49:56 PM(UTC)
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Some big changes coming for gatherers it looks like, mining and botany in particular.

http://forum.square-enix...mp;viewfull=1#post359249

This link shows that each area will now only so many items you can obtain for each mining/quarrying or botany/harvesting node. (fishing looks relatively unchanged except for what you can obtain spearfishing) They're also making dyes universal across each crafting class and can all be obtained from secondary gathering professions. Here's the JP dev post concerning this:

http://forum.square-enix...eads/14967-Translations-(JP-to-English)?p=360436&viewfull=1#post360436

I noticed that there were no new areas added in this list so maybe they're only addressing the current items. Hopefully there'll be some good news tomorrow regarding Grade 6 nodes. :)

I guess once the patch goes live, a lot of data will need to be changed to reflect the coming changes for what can be gathered in each area.
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Kida
#4 Posted : Friday, September 30, 2011 12:43:24 AM(UTC)
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OK this is a rather extreme simplification. Ofcourse this list means we can make a very direct update to the database but it will more or less leave the maps useless...

I will see if I can get them all updated to reflect the changes as soon as possible but I am not doing anything until the patch has been made.

Oh well.... on a lighter note: I have found a way to parse the game files making it much easier to pull the items into the database. This should enable us to have the complete database within reasonable time after the patch letting everyone get an insight into new items added.
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Orophin
#5 Posted : Friday, September 30, 2011 1:02:33 AM(UTC)
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Yeah that's pretty sad about the maps. A lot of time was put into it. I would say they still have some use from a graphical point of view, but that's probably not true because you can find your nodes with the abilities like Arbor Call. Maybe just leave them up with the updated area information for nostalgia sake :P
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Kida
#6 Posted : Friday, September 30, 2011 1:30:47 AM(UTC)
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Well not all people may know where to find things even though they are simpler to find and the maps may still be a resource.

So yes I am going to leave them up and see what happens.
Kida
#7 Posted : Friday, September 30, 2011 2:37:26 AM(UTC)
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I was looking at the link provided with the list of all the gatherings and recipes and got somewhat confused.

There is a section called Updated Recipes. How is this supposed to be understood?

The list of woodworking recipes at the start of the thread has the following
Maple Lumbers (3)
- 3 Maple Logs
- 3 Wind shards

but the list of updated recipes (Search for "Updated Recipes") further down says:
Maple Lumber yield 4 using Maple Log has been changed to yield 1 using Maple Log

Does this mean that there also is a recipe that takes one Maple Log and creates one Maple Lumber?

I am confused!?!
Kida
#8 Posted : Friday, September 30, 2011 2:44:25 AM(UTC)
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Also there is no information on Alchemy and Culinarian recipes... does this mean that these are unchanged?

And on the list of things that can no longer be gathered are items like Almonds. These are used in four recipes... will they need to be obtained from vendors and mobs now? A shame that gatherers can't get these items any more as it makes a lot more sense that a botanist would obtain these rather than a DoW/DoM.
Vicious
#9 Posted : Friday, September 30, 2011 4:51:39 AM(UTC)
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Per Alchemy and Cul:
"Patch 1.19 recipe changes are for other than Alchemist and Culinarians.
For Alchemist and Culinarians we are have new recipe changes in later patch."

"Does this mean that there also is a recipe that takes one Maple Log and creates one Maple Lumber?"

I believe that's correct but I'm taking this from a rough translation. Sounds like different recipes to make different amounts of an item which if is the case I don't get.

Why not just do different hq results with 1 synth. Giving people everything they want in a simplified manner with "given" results seems boring to me. It is a mmorpg for godsakes.. don't make it too easy.

from SE: "Yes, for those that show (x3) you craft once and it will make 3."


Soo... from what I understand from the posts and links above is you will only get specific items in certain areas from all nodes for Botany and Mining only (fishing unaffected)? How is this going to be applied? South Shroud nodes drop certain items for all nodes, West Shroud drops certain items, etc?

I will say that it was annoying trying to farm a specific item even hitting the sweet spots and never getting them or it taking a long time. It took me hours to get some simplistic items for the guild for Botany on various runs. But I just don't like this whole way of thinking for synthing and DoL that you want this.. you do this and you get it 100%.

Knowing only a few items will drop in certain areas will help speed up the process. I don't see why the maps won't still be beneficial though. Just have to change the items for certain nodes which will be rather easy since only a few items will drop in certain areas. A huge shame though for Kida and all the people who helped at the very start to input everything.

My main reason for using the maps has always been to find the nodes for certain items. I don't use the node find abilities we get lol.. I'd rather know where they are exactly since we're on pc anyways and have it right there on my other monitor. So seems like the maps will be much simplified but still of great use... or am I missing the whole picture here. >.>

Edited by user Friday, September 30, 2011 4:59:53 AM(UTC)  | Reason: Not specified


Orophin
#10 Posted : Friday, September 30, 2011 10:13:38 AM(UTC)
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The way it's going to work now is you can only get so many of the same items from every node in the same area, and each area has specific items. Before, Tranquil for instance, had like 4 or 5 different log types you could obtain along with all the other items. Now it only yields Yew Logs and a few other items. The same goes for every other area we can currently gather from. That's why the maps are only good from a visual perspective, unless like you said, don't bother to use the gathering abilities.

Pretty significant changes for gatherer in this morning's patch notes:

* Stealth ability (which we knew was coming)

* Gathering fatigue removed!

* The character growth rate for Disciples of the Land over a certain level range has been adjusted. [I can't tell if this is good or bad. Hopefully it'll help with the R40+ gatherers since I don't see a mention of Grade 6 nodes]

* Vendor and Repair NPCs in each camp! There'll be less fluff items to sell now, but at least if you need to make room (will that be necessary with 200 slots??) you don't have to trek all the way back to one of the main cities.

* Only two variants of gatherable items now (NQ and HQ+3) instead of 4. Less inventory clutter!

There's no mention of Grade 6 nodes so I guess we're stuck with Grade 5 for now. I had a sneaking suspicion about that this morning when I relooked at the gathering locations and saw Cobalt Ore (used for making new high level equipment) obtainable in Cedarwood and Iron Lake. Hopefully that note above about the certain level range of DoL growth rate being adjusted is oriented towards the high levels.

Edited by user Friday, September 30, 2011 10:17:42 AM(UTC)  | Reason: Not specified

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Vicious
#11 Posted : Friday, September 30, 2011 12:23:09 PM(UTC)
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well that clears that up.. nq and hq3 only. That makes me a lot happier than what I was thinking. The vendor and repair npcs in each camp is awesome as well. Homerun on that one SE. Sounds like you are correct Oro on the grade 5 for now but faster rate of growth to compensate. Other grades will come soon.. maybe later they'll nerf the growth once they do so I better get to it! lol.

more stuff not DoL oriented:

Basically HP/MP regain is the same as FFXI now except you don't have to kneel.

The following actions are now executable while in passive mode:
All magic spells
Actions which can be used on self or other party members


The following changes have been made to passive mode HP and MP recovery:
Players will not automatically recover HP and MP when incurring enmity.
HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.
The recovery amount will reset under the following conditions:
The player is attacked
The player moves or performs an action

Flare
Freeze
Tornado
Quake
Burst
Flood
Now affects a single target.
Recast time raised from 10 to 90 seconds.
These six actions share a recast timer.

5000 to ride the airship.

Edited by user Friday, September 30, 2011 12:32:23 PM(UTC)  | Reason: Not specified


Orophin
#12 Posted : Friday, September 30, 2011 2:18:31 PM(UTC)
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I don't think they're going to add Grade 6 nodes until there's a level cap raise sadly. We won't see any new fish unless they add them into existing Grades. :(
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Eldr
#13 Posted : Monday, October 03, 2011 3:41:23 PM(UTC)
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I have not been playing for almost 2 months because of my schedule, but I am planning on starting up next week again.

As I understand it patch 1.19 to patch 1.21 is going to be an entire gathering and synth overhaul, so items and recipes will be changing constantly over the next 3 patches (at least).

It is going to take a while to stabilize the gathering nodes and what they yield, and also all the synth recipes.

This could be a very testing time during the next few patches for disciples of the Hand and Land! Things will be constantly changing...
Vicious
#14 Posted : Tuesday, October 04, 2011 8:17:22 AM(UTC)
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another update today with some previous information:

http://lodestone.finalfa...e85d048a02baf5de2a876b43

and of course maintenance is today for the update:

http://lodestone.finalfa...346cc1632afc595221f5493e

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