Looks very promising.
Only thing that made me raise an eyebrow was the removal of information regarding number of people on server/nearby. Is SE afraid of showing it now?
Text input is available on the default General and Battle tabs only.
I don't like this change. It means if you have a linkshell window as your active tab, you can't enter text to it. You have to switch back to General tab in order to type?
Patch is live, 239 mb, I'm trying to push it on a dedicated server.
Err, no mention of market ward search. I could have sworn they said that was coming in November.
Edit: actually it says this. The method of accessing market wards has been changed. WHAT DOES THAT MEAN SE!
Yeah that was for the December update not November. ;/
Dont get why they removed world player counts. Thats pretty lame.
"High quality +1 and +2 materials can no longer be obtained through combat."
Is this the same in the other languages? >< I mean, does that we can still harvest them? >.>
They must be pretty insecure about their collapsing playerbase...
Thats taken from one of the lodestone posts last month (cant find which right now, copied that from somewhere i posted it earlier). So based on that faster kills will net more sp/hr.The amount of skill points earned in battle is now determined by the enemy being encountered, rather than by the number or type of actions performed. As a result, players will no longer receive several skill points awards throughout the duration of combat. Instead, there will be only one lump sum of skill points awarded after an enemy is defeated.
Additionally, discrepancies in the amount of skill points awarded to party members of varying ranks have been reduced. For players of the same rank, this amount will now be the same, regardless of activity during combat. Together with these changes, the overall number of skill points awarded has also been increased, making progression easier even in smaller parties.
Yeah, I'm trying to not get my hopes up. I haven't played that much, but it seemed to me that keeping mobs alive is better for SP is like rewarding gimp; doing like Toth is inferring is a step back to FFXI which I feel is both good and bad :/
Edit: Well, that quote doesn't say that mobs will automatically give a set amount of SP, and though it does say that SP/mob will be increased, it didn't mention it in the notes. So while, yes, you should be getting more SP/mob, it doesn't necessarily mean that you'll be getting more SP/hour by killing more mobs, because you could very well do the same thing you were doing before and just get your new increased SP lumped at the end. They're just not showing which actions are causing you to get the new increased SP.
TY SE for fixing the ul'dah adv door and making arrows 999 =D
Think this answers above posts >.>The manner in which skill points are awarded through combat has been changed and now operates in the same manner as experience points.