FINAL FANTASY XI Update (Jul. 19)

Wow, this thing is huge. [Event-Related] *A new chapter has been added to "Chains of Promathia." *A new quest called "The Fellowship Quest" has been added. Upon completion of this quest, the player will receive an item used to call an NPC. -The NPC may not be called during NPC escort quests, but may be used along with beastmasters' pets, summoners' avatars, and dragoons' wyverns. -The NPC may only be called in certain field areas. -The NPC may fight monsters, gain experience, and level up with the player. -A player fighting with an NPC fellow will receive only 70% of the usual experience points gained for solo battles. -The NPC may be called only when there are less than six members in the player's group. A party may contain a maximum of three NPC fellows, along with the three players who have called them. -If the NPC's level exceeds that of the player, its status will be adjusted to match the player's level. -The NPC's equipment will occasionally change after fighting several battles. -The NPC will leave if the player: -temporarily logs out to PlayOnline -logs out -enters a different area -is KO'd -All NPCs in a party will leave if the party attempts to increase its total number of players and NPCs to seven. *Several new quests have been added, including: -A quest in which the player may acquire headgear that resembles various beastmen -Rematches with mammets and the Mithran sin hunters And more! *An NPC that tells the player's fortune regarding titles and other "elements" has been added in Mhaura. *Character title selection has been changed in the following ways: -It now costs less gil to change a player's title. Also, it now costs no gil at all to check the player's list of available titles. -The NPC bard that changes player titles will now sing out the player's title just before changing it. -After changing the player's title, the NPC bard will sing out the new title. Nearby PCs will also be able to hear the new title. -The player will now have the option to have a random title selected for him or her at no cost once each day (Earth time). -Titles earned by defeating NMs are now available for selection not just at Selbina and Mhaura, but also at Kazham and Rabao. *A chocobo riding game has been added. The player must deliver a chocobo from the chocobo stables where the quest was offered to a designated nation. *Players are now able to talk to an NPC and check the remaining time until they are able to reenter the battlefield for the ENM quests "Pulling the Strings" and "Automaton Assault." *"Return Ring" and "Homing Ring" have been added to the list of items that may be earned by exchanging conquest points. *If a player has completed the quests to get a pair of Mannequin Pumps or a Minstrel's Dagger but disposed of the item he earned, the player may now reacquire the item at the same place he attained it. *Mythril Plate Armor has been added to the list of equipment that may be stored as a key item. *A new NPC that will trade items for treasure earned by defeating Lumorian monsters has been added. [Battle-Related] *Players are now able to earn experience from monsters of a wider level range than previously possible. Experience points earned by defeating "decent challenge" and "easy prey" monsters will also increase in some instances. *Experience chain bonuses in level-restricted areas of Chains of Promathia are now determined by the level of the player while in that area, rather than the player's actual level. *Monster locations have been adjusted, particularly in Chains of Promathia areas. The following areas will be affected: Bibiki Bay, Uleguerand Range, Attohwa Chasm, Newton Movalpolos, Promyvion – Holla, Promyvion – Dem, Promyvion – Mea, Promyvion – Vahzl, Lufaise Meadows, Phomiuna Aqueducts, the Sacrarium, Riverne – Site #A01, Riverne – Site #B01, the Garden of Ru'Hmet, Ro'Maeve, the Boyahda Tree, the Den of Rancor, the Shrine of Ru'Avitau, Kuftal Tunnel *The damage and accuracy of a player's ranged attack are now calculated based on the distance of the player from the monster. This determination varies from weapon to weapon, as does the ideal distance for maximum damage. In addition, the higher the monster's level is with regard to the player, the less damage will be dealt with a ranged attack. *The player's enmity now decreases when a shadow image created by Utsusemi is absorbed by an attack. *Weather will no longer have an effect on the distance a player can be detected for monsters that detect based on the use of magic. *Several new notorious monsters have been added. *Creatures summoned by monsters (excluding elementals) have had their names changed to "(Monster's name)'s Avatar" for consistency. *The strength of monster techniques has been adjusted, particularly in Chains of Promathia areas. *A player who is KO'd, revived, then while still in a weakened state KO'd again will now, after a second reviving, temporarily experience a weakened attack and accuracy loss for magic and ranged attacks. *Before the update, a player who fought a monster without using auto-attack would retain his claim on the monster, even if he was KO'd in battle due to poison, etc. This has been fixed so that when the player dies, the monster becomes unclaimed. *Before the update, a monster that was claimed by a party or alliance would occasionally go unclaimed when magic or a weapon skill was used on the monster as the monster moved out of range before the magic or weapon skill could strike. [Item-Related] *Trading a wijnruit and 99 ninja tools to a certain NPC can now earn the player a toolbag. This item may be gathered in stacks of twelve, essentially increasing the player's ninja tool inventory capacity twelvefold. *New synthesis recipes have been added. *Prices at guilds have been changed to reflect the amount of each item the guild currently has in stock. The cost may rise to a maximum of five times the original price. *Some of the treasure items earned from notorious monsters in the Boyahda Tree have been changed. *The way that the following items are acquired has been changed: Archer Ring, Leaping Boots, Emperor Hairpin, Peacock Charm In addition, players may receive an EX/Rare or EX item with the same attributes from the monsters who previously dropped each of the above items. *The effects of the following items have been altered: Poison Potion, Venom Potion, Paralyze Potion, Sleeping Potion, Silencing Potion, Blinding Potion, Vitriol, Instant Warp, Bastok Mines gate glyph, Bastok Markets gate glyph, Port Bastok gate glyph, Eastern San d'Oria gate glyph, Western San d'Oria gate glyph, Northern San d'Oria gate glyph, Windurst Waters gate glyph, Port Windurst gate glyph, Windurst Woods gate glyph, New Year's gift, Cantarella, Black Drop, Muting Potion, Invitriol, Warp Cudgel, Trick Staff II, Treat Staff II, Teleport ring: Holla, Teleport ring: Dem, Teleport ring: Mea, Teleport ring: Vahzl, Teleport ring: Yhoat, Teleport ring: Altep, Memento Muffler, Gargoyle Boots, Zoolater Hat, Root Sabots, Aries Mantle, Anubis's Knife, Oscar Scarf, Kinkobo, Carpenter's Belt, Blacksmith's Belt, Goldsmith's Belt, Weaver's Belt, Tanner's Belt, Boneworker's Belt, Alchemist's Belt, Culinarian's Belt, Fisherman's Belt, Counter Earring, Tactical Ring, Wing Gorget, Healing Feather, Spirit Lantern, Astral Pot, Homing Ring, Return Ring, Absorbing Shield, Tavnazian Ring, Ducal Guard's Ring, Maat's Cap, Kingdom Stables Collar, Republic Stables Medal, Federation Stables Scarf, Cursed Beverage, Cursed Soup *The item "Timepiece" has been added to the list of special items a player may receive 100 days after participating in the Vana'diel Adventurer Recruitment Program. *The following item names have been changed in the English version: Panzer Mask -> Panther Mask Panzer Mask +1 -> Panther Mask +1 Amemit Mantle -> Amemet Mantle Amemit Mantle +1 -> Amemet Mantle +1 *The item name "Comet" has been changed to "Little Comet." *An attribute of the following item has been changed: Darksteel Pick +1 Delay:312 -> Delay:303 [System-Related] *Region Info may now be viewed from all areas. *Messages may no longer be sent using /tell to a player on the user's blacklist. *Along with the introduction of the Fellowship Quest, players may now combine text commands with to target their NPC fellows and execute their desired actions. Only the player who called the NPC may target it using . [Other Content] *The following changes have been made to Ballista. -If one side of an official match is low on members, entry into that force is now possible even if a match is already underway. In this case, experience may still be gained if certain conditions are met, just as if the player had entered the match from the start. Also, if a player enters during a match, both forces will receive a message notifying them of the new entry. The player must have the following in order to enter a match already underway: -A Ballista License -Enough gil to enter the match -The minimum level required for the match being played -A player who has just entered an official match or a match in Diorama Abdhaljs-Ghelsba that was already underway will temporarily be placed under "Preparing for Battle" status. -Players may now borrow the key items "Ballista Earring" and "Ballista Band" free of charge from the Pursuivant in Ru'Lude Gardens. Ballista Earring: When in possession of this item, the player will receive information about the next Ballista match and the entry registration time when entering San d'Oria, Bastok, Windurst, or Jeuno from one day prior to the match (Vana'diel time) until the end of the entry period. Ballista Band: When in possession of this item, the player will be given the choice of whether to keep or throw away the first Petra he quarries. Ownership of a Ballista License is not required to borrow the above items. The player may return the items simply by speaking to a Pursuivant. -Players are no longer able to adjust Petra selection settings in Diorama Abdhaljs-Ghelsba. The player will be given the option of what to do with the first Petra quarried only when in possession of the new key item "Ballista Band." -The following rules have been changed from special rules to standard rules. -Camp locations will change when the number of participants in a match is 40 or less. -The number of Rooks will be reduced to two when there is a significant difference in the number of players on each side. -Players will now receive experience points for participating in an official match. -The system of "Open Entry" for official matches, in which all adventurers were allowed to join the force with the smallest number of participants, has been done away with and replaced by a system called "Temporary Entry," in which players may join a force regardless of allegiance. However, the player's entry is temporary, and similar to Diorama Abdhaljs-Ghelsba's "Auto-Balance" feature, the players may be redistributed for balance when the match begins. -In Ru'Lude Gardens, the player will be able to view Diorama Abdhaljs-Ghelsba's reservation status. Reservations for the next two days (Earth time) will be shown. -The NPC Tillecoe will now inform the player of the match's level restriction when a match at Diorama Abdhaljs-Ghelsba is set to allow general participation. -Temporary items will now be distributed at the start of official matches held at the Pashhow Marshlands. -A section of the Ballista rulebook that is read out by the Pursuivant has been changed. -The rate of success for Foe Lullaby and Horde Lullaby has been lowered for players with bard as a support job. -A limit has been imposed on the amount of HP that can be absorbed by Bloody Bolts' HP Drain effect during Ballista.

Comments

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Rare/EX items dropped by NMs.
# Jul 18 2005 at 6:44 PM Rating: Decent
Some people seem to be misunderstanding the wording of this change:

*The way that the following items are acquired has been changed:
Archer Ring, Leaping Boots, Emperor Hairpin, Peacock Charm
In addition, players may receive an EX/Rare or EX item with the same attributes from the monsters who previously dropped each of the above items.*


It merely states that only the WAY the items are obtained will be changed. They're not changing anything else about the items. The NMs will instead drop rare/EX items that MATCH these items in stats...meaning, for example, that there will be a rare/EX set of boots that have the same bonuses as leaping boots.

Hope this helps...
RE: Rare/EX items dropped by NMs.
# Jul 18 2005 at 6:52 PM Rating: Decent
So what will happen to those Items selling AH house will they just get sent back to you?
RE: Rare/EX items dropped by NMs.
# Jul 18 2005 at 7:04 PM Rating: Decent
OMG THOSE ITEMS WILL STILL EXIST! THEY JUST WONT BE DROPPED BY THE NMS ANYMORE! THE WAY THESE ITEMS WILL BE OBTAINED WILL CHANGE.

seriously people, its plain as day. read for a second.

*The way that the following items are acquired has been changed:
Archer Ring, Leaping Boots, Emperor Hairpin, Peacock Charm
In addition, players may receive an EX/Rare or EX item with the same attributes from the monsters who previously dropped each of the above items.

the WAY these items will be aquired has changed, these items WILL remain the same! the NMs will drop new items thathave the same or similar effects but are Rare/EX so that gilsellers cant camp them day and night and make it impossible for a passerby to get the drop.
RE: Rare/EX items dropped by NMs.
# Jul 18 2005 at 7:43 PM Rating: Decent
Thanks for beating me to that. :)
/cheer
# Jul 18 2005 at 6:42 PM Rating: Decent
It actually might look like SE still cares about its customers and trying to improve the game, I love every single one of these changes and can't wait to log in.

As for the 4 items being Ex, I personally wish every piece of equipment that dropped from NMs was Rare/Ex or just Ex, if you want a piece of equipment go out and take the time to get it, if you don't want to spend the time getting it well then you must not really want it. However that can't be done anymore, I believe a system like that would only work on a new server using that from the beginning.

The Ranged Attack & Utsusemi changes are going to make Ranger more exciting now and require more skill, which is going to weed out the bad RNG who play the job only cause they get mass invites and do high damage. While RA will do less damage now, we still don't know how much less...however I'm confident RNG will still outdamage most other melees.

As for the NPC fighting dude, I browsed through a few posts but didn't see anyone mention it...does this remind anyone at all about Diablo 2 and the mercenary you can hire? Granted I'm sure the NPC in FFXI will be much smarter since you command it and not run into an orgy of mobs and get itself killed, but more or less the second I read that it gave me a flashback to Diablo 2, gah these are all such awesome updates...I can't believe I'm about to say this but {Good job!} SE.
whaaaa?
# Jul 18 2005 at 6:38 PM Rating: Decent
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216 posts
Squenix wrote:
*The effects of the following items have been altered:
Poison Potion, Venom Potion, Paralyze Potion, Sleeping Potion, Silencing Potion, Blinding Potion, Vitriol, Instant Warp, Bastok Mines gate glyph, Bastok Markets gate glyph, Port Bastok gate glyph, Eastern San d'Oria gate glyph, Western San d'Oria gate glyph, Northern San d'Oria gate glyph, Windurst Waters gate glyph, Port Windurst gate glyph, Windurst Woods gate glyph, New Year's gift, Cantarella, Black Drop, Muting Potion, Invitriol, Warp Cudgel, Trick Staff II, Treat Staff II, Teleport ring: Holla, Teleport ring: Dem, Teleport ring: Mea, Teleport ring: Vahzl, Teleport ring: Yhoat, Teleport ring: Altep, Memento Muffler, Gargoyle Boots, Zoolater Hat, Root Sabots, Aries Mantle, Anubis's Knife, Oscar Scarf, Kinkobo, Carpenter's Belt, Blacksmith's Belt, Goldsmith's Belt, Weaver's Belt, Tanner's Belt, Boneworker's Belt, Alchemist's Belt, Culinarian's Belt, Fisherman's Belt, Counter Earring, Tactical Ring, Wing Gorget, Healing Feather, Spirit Lantern, Astral Pot, Homing Ring, Return Ring, Absorbing Shield, Tavnazian Ring, Ducal Guard's Ring, Maat's Cap, Kingdom Stables Collar, Republic Stables Medal, Federation Stables Scarf, Cursed Beverage, Cursed Soup


What does this mean exactly? O.o
Rare/Ex
# Jul 18 2005 at 6:37 PM Rating: Decent
Seen this mentioned before regarding Rare/Ex items. But, couldn't the campers keep their inventory full so when it drops the new rare/ex items, they can just do a live bidding for it and invite the person to their party and lot it in return for gil. Course, they would have to hope someone is in the area that's willing to buy it.
RE: Rare/Ex
# Jul 18 2005 at 6:54 PM Rating: Decent
I guess it could work that way. I, for one would not take ivt to lot and pay for it - I would tell other player to go ahead and then laugh because he/she prob allready has one and they will just loose it. Besides, gilsellers useually are botting and not around anyways, so their entire strategy goes against this theory -- I really like this part of the update.
RE: Rare/Ex
# Jul 18 2005 at 6:47 PM Rating: Decent
Good point. People might be willing to do that, but the only problems would be (1)getting a person to lot in time, (2) actually being close enough and having enough trust that they'll actually pay you before, and (3) how long are they willing to camp and go through those rare/ex until they get a not-rare/ex item.
NPCs
# Jul 18 2005 at 6:36 PM Rating: Default
20 posts
Wow, this new summoning thing will be awesome for Dragoons and Beastmasters. Since BST doesnt get parties period and DRG has a pretty hard time, getting one, these NPCs could make soloing a bit easier for them, but then theres the reduced exp, so will it be worth it? .. We will have to wait and see
Leaping Boots Emp Pin
# Jul 18 2005 at 6:32 PM Rating: Decent
*The way that the following items are acquired has been changed:
Archer Ring, Leaping Boots, Emperor Hairpin, Peacock Charm
In addition, players may receive an EX/Rare or EX item with the same attributes from the monsters who previously dropped each of the above items.

Those items still exist, but the nm's that dropped them now drop a rare/ex or ex form on that item, probably with a different name.

Or am i wrong again. stupid vex (everyone hates me on my server)
RE: Leaping Boots Emp Pin
# Jul 18 2005 at 6:42 PM Rating: Decent
20 posts
Players MAY recieve a Rare/EX copy of that Item.

Maybe this means that you can still get the normal type. Who knows? Wait and see.
RE: Leaping Boots Emp Pin
# Jul 18 2005 at 9:41 PM Rating: Decent
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805 posts
Quote:
Players MAY recieve a Rare/EX copy of that Item.

Maybe this means that you can still get the normal type. Who knows? Wait and see.


Simply, no. What it means is you will either get the new EX version or you get nothing. This is indicating that the items are still not a 100% drop.
RE: Leaping Boots Emp Pin
# Jul 18 2005 at 8:00 PM Rating: Decent
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108 posts
*The way that the following items are acquired has been changed:
First line, the way they're obtained is being changed. So, I'm guessing instead of having 2+ ways of obtaining them that you can no longer recieve them from the mob, that much is implied really. I suspect an ENM or BCNM will now be able to drop them.
WOOT
# Jul 18 2005 at 6:32 PM Rating: Default
Yaay thank you so much SE i have been dieng for a rmp pin and leaping boots but i dont have that money but now haveing making rare/ex makes it soo much better camp without the damn gilsellers
So what will happen in AH
# Jul 18 2005 at 6:29 PM Rating: Decent
So if the Archer Ring, Leaping Boots, Emperor Hairpin, Peacock Charm are changing to Ex/rare or EX what will happen to those that selling in the AH because you can't sell Ex/rare in AH?
So what will happen in AH
# Jul 18 2005 at 6:29 PM Rating: Decent
So if the Archer Ring, Leaping Boots, Emperor Hairpin, Peacock Charm are changing to Ex/rare or EX what will happen to those that selling in the AH because you can't sell Ex/rare in AH?
better monk parties?
# Jul 18 2005 at 6:25 PM Rating: Decent
hmm... now that are gimping rng do u think that monks will have easier time getting parties?
the would be good for me lol bringing monk to 41 was hard enough i hope this makes it easier
RE: better monk parties?
# Jul 18 2005 at 7:33 PM Rating: Default
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262 posts
This is not a gimp to RNGs. All this will do is force them to stand either really close, or reall far from the mob to do maximum damage. (depends on which SE decides)
......?
# Jul 18 2005 at 6:24 PM Rating: Decent
Seriously, where are all the Exp. changes taking place? Just the CoP areas?
server status
# Jul 18 2005 at 6:20 PM Rating: Decent


this shows you the maitenance status on all the worlds and it updated every 5 min.

http://www.playonline.com/ff11us/server/index.html

If the link does notwork go to the playonline site and click on the bottom button on left called server stats ( maitenance)
Sniper Rings
# Jul 18 2005 at 6:19 PM Rating: Decent
So how exactly are snipers going to be synthed? Are Archer Rings that a rare/ex can be used to make the snipers?
RE: Sniper Rings
# Jul 18 2005 at 6:20 PM Rating: Decent
this is what is gonna happen Archers ring will be the same, but some new item will come in to replace archers ring kinda like the venrir ring a gimped version of snipers you kno? might be called 1337rareEX ringthing
Guild Belts
# Jul 18 2005 at 6:16 PM Rating: Decent
Hmm.. is it just me or are those Guild Belts new? :P that's great news anyway ^.^ I personally find everything in this update to be kickass so far! :)
Sniper Rings
# Jul 18 2005 at 6:12 PM Rating: Decent
ooo sniper rings price might skyrocket? imagine that.. sniper ring +1 can i have it?^^
--
can we choose what race our npc will be?
im going to get a mithra, how about you
Awesome... ^^
# Jul 18 2005 at 6:12 PM Rating: Decent
37 posts
Wow, these are some really big changes - and they're all great! This will help a lot with those constant campers and everything. I'm also extreemly excited for the Fellowship quest and the chocobo game ^^

Now... how many hours - or, more likely, days - do you suppose I'll have to wait before I'll actually be able to get the whole download done?
Synthing and exp
# Jul 18 2005 at 6:12 PM Rating: Decent
I can't believe they are going to increase prices up to 5x depending on availablity in the guild halls. It's aleady expensive enough to craft. geezzzz

I'm looking forward to the camp adjustments in the CoP zones. Maybe the zones that produce the best exp won't be so gimped to only allow 3-5 prime camp spots. Can't tell you how many times I've tried to go to Bibi bay and you see there are 5 pt leaders in the same lvl range so that counts out an entire zone for exp. I think they should make more zones with a wider lvl range of mobs so you don't have everyone going to the same zones ex: A zone like La Theine Plateau is so large have small areas that aren't used for low lvl quests. Make little "pockets" of higher lvl mobs to spread out the killing zones ^^
New NIN
# Jul 18 2005 at 6:10 PM Rating: Decent
This is what i beleive... you know how your a WHM and you pull hate and no one else does anything the monster hits you a couple times and moves away, well it moves away because when you get hit buy it it takes some 'aggro' off and NIN held exsesive hate because they never get hit and didnt lose any enmity from the monster now they are making it so that taking off a shadow is like taking a hit somehting like that
now i am almost 96.8% sure of this maybe SE wants NINs t3h sux0r and t3h pld b3 1337...
RANGED ATTKS
# Jul 18 2005 at 6:06 PM Rating: Decent
*The damage and accuracy of a player's ranged attack are now calculated based on the distance of the player from the monster. This determination varies from weapon to weapon, as does the ideal distance for maximum damage. In addition, the higher the monster's level is with regard to the player, the less damage will be dealt with a ranged attack.

the way i'm thinking this will work is for bows (Archery) the farther you are, the more damage but the less accuracy... BUT for guns/xbows (marksmanship) it will be reverse, closer more damage but less accuracy, and farther more accuracy and less damage, the reason i think this is it says "[b]This determination varies from weapon to weapon[/b ...but i could be wrong, i jus think that Squeenix is gonna make it complicated, because everything about ffxi is complicated. (i.e. the conquest point system and exp chain multiplyer)

Edited, Mon Jul 18 19:14:14 2005
Death to all gilsellers
# Jul 18 2005 at 6:05 PM Rating: Decent
Hmmm 1 thing bothers me. How about amemit in Kuftal tunnel? If they wanted to hurt Gilsillers y not go with him 50 gilsellers gather there for his pop and when they get bored they love to MPK the closest skill up party.^^ Anywho im looking forward to the changes.
Finally Death for Gilsellers
# Jul 18 2005 at 6:05 PM Rating: Decent
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174 posts
It is FINALLY here.

Square-Enix doing something about Gilsellers overcamping the best NM's.

Kind of IMPOSSIBLE to gil sell a RARE/EX item. Or even an EX item.

Thank you S-E for finally doing something to help those of us who have been trying to get equipment for our own character, but until now had no chance because of the 24/7 voke bots.


Exp. Change?
# Jul 18 2005 at 6:01 PM Rating: Decent
My question is where all are the exp changes? Just in CoP areas, or everywhere?
Paladin Ninja Debate
# Jul 18 2005 at 5:57 PM Rating: Decent
As a 70 pld this subject is important to me. I admit i have some jealosy when it comes to nins but i lvl other jobs (rng thf whm blm...etc) and have lvled with nins and plds. Its simple there are pld that suck and nin that suck. I can honestly say that 1 is no better than the other. How well u do is dependant on the party makeup and the abilities of each member as well as the tank nin or pld. Take care and see u around if your on Quezacoatl.


P.S. I love FF:)
pin, boots, etc changes
# Jul 18 2005 at 5:56 PM Rating: Decent
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97 posts
i think the rare/ex stuff for pins and boots is really cool. i wonder tho, what will happen to the price of the pin and boots i have now? i bet they go way up due to less avail and now i can camp and get a new set and sell mine lol
RE: pin, boots, etc changes
# Jul 18 2005 at 6:09 PM Rating: Decent
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174 posts
Quote:
i wonder tho, what will happen to the price of the pin and boots i have now? i bet they go way up due to less avail and now i can camp and get a new set and sell mine lol


Well, if the items are changed to RARE/EX or EX then all the items which were previously in the Auction House will be returned via delivery box to the seller, and all items in your inventory which are affected will no longer be tradable, sellable, auctionable, bazaarable or giveawayable (not a word, but work with me here).

Essentially if you have it, it's yours, and you can't sell it. If you don't have it, then you can go get one for yourself much easier now because (A) anyone who has one cannot get it again & most importantly (B) gillsellers can't sell them, so why be there.

So, the price of your items you have goes from 1.4 million to ZERO. Assuming of course, that they change the item instead of replacing it with something new.

But since as a close reading states, the items which are changing are doing exactly that: changing. So we can assume, for example, that the original Leaping Boots will become something more like Leaping Shoes, Leaping Gaiters or Leaping Sandal's or something. So the new item will be rare/ex or ex and the old items will be still available for sale and/or trade.


P.S. I predicted/asked for this last week on the Leaping Lizzie Boots forum. :)))))

Edited, Mon Jul 18 21:36:29 2005
RE: pin, boots, etc changes
# Jul 18 2005 at 6:49 PM Rating: Decent
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805 posts
Thank you Ezekio, finally somebody who has read and understands the patch notes.

Marinka wrote:
So, the price of your items you have goes from 1.4 million to ZERO.


Well seeing as how dont know exactly how these items will now be attainable we cant say they will be worthless. However if one were to make an educated guess then based on SE previous decision to make Astral Rings available in BCNMs we could speculate that the prices will raise on the short term as supply will be limited. In the long run however they may actually dip in price a little and stabilize.
RE: pin, boots, etc changes
# Jul 18 2005 at 6:49 PM Rating: Decent
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805 posts


Edited, Mon Jul 18 19:49:59 2005
RE: pin, boots, etc changes
# Jul 18 2005 at 6:46 PM Rating: Decent
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805 posts


Edited, Mon Jul 18 19:50:24 2005
RE: pin, boots, etc changes
# Jul 18 2005 at 6:36 PM Rating: Good
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219 posts
Nuh uh, They're making new items not changing existing ones. Leaping boots ect. will still be sellable. What it will do to the price is speculation, and from judging from previous SE updates they'll probably put normal ones into a BCNM.
Close Range
# Jul 18 2005 at 5:54 PM Rating: Decent
so here's my question, with the distance adjustments to ranged attacks, will this make the close-ranged attacks of SAM/RNG more obviously devistating?
<Sidewinder> <Yes, Please.>
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