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  1. #1641
    RIDE ARMOR
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    Maybe that Scouts' NPC is meant to direct folks to Loci that need to be surveyed more, like how Couriers' can use the waypoint menu to see which bivoacs are down and therefore most in need of supplies. Maybe the loci will have to be ~maintained like bivoacs.

  2. #1642
    Ridill
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    Quote Originally Posted by Arthars View Post
    i was wondering the same when i saw 10k fragments... we can only hold 9999 for now

    so......
    perhaps that xxx/9999 is a red herring?

  3. #1643
    D. Ring
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    Maybe surveying the Loci is another one of those aspects that upgrades over time like colonization. The more they upgrade from collective surveys the more the Tinctures buff you for?

  4. #1644
    Black Belt
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    Quote Originally Posted by dasva View Post
    perhaps that xxx/9999 is a red herring?
    Maybe they missed a 9 and the cap is OVER NINE THOUSAND (99999)?

  5. #1645
    First invited, last in the zone.
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    Quote Originally Posted by Uzor View Post
    Maybe they missed a 9 and the cap is OVER NINE THOUSAND (99999)?
    9999 is already over nine thousand

  6. #1646
    Who's driving? Oh my God Bear is driving! How can that be??
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    I am not sure if this was stated before so I apologize if it was, but I was looking at the past interviews and they mentioned "power spots" which will give us enchantments of some kind. I wonder if this hasn't been turned on yet, or if we just haven't examined enough Ergon Locus the correct amount of times.

    edit: nvm Ergon Locus > Tinctures derp..

  7. #1647
    Pandemonium
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    Quote Originally Posted by Anasa View Post
    Maybe that Scouts' NPC is meant to direct folks to Loci that need to be surveyed more, like how Couriers' can use the waypoint menu to see which bivoacs are down and therefore most in need of supplies. Maybe the loci will have to be ~maintained like bivoacs.
    I missed something I think. Is there a way to tell which bivuoacs are about to get destroyed? Is that what I'm reading here?

  8. #1648
    Pro's Pet
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    Maybe the scout intelligence hints at that when he says enemies are increasing in a zone.

  9. #1649
    Melee Summoner
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    Sorry if that wasn't clear enough.
    Ghastly stone : 50 fragments
    Ghastly stone +1 : 1000 fragments
    Ghastly stone +2 : 9800 (not 10k, ok, my mistake, thought ppl woudl get it tho)

  10. #1650
    Impossiblu
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    that's... quite a scale in pricing

  11. #1651
    Sea Torques
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    Incidentally, NPC is Ornery Dhole, (I-10) in Western Adoulin.

  12. #1652
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    With that kind of pricing, he certainly is a d-hole.

  13. #1653
    D. Ring
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    If you talk to the civil registrar npc they pretty much tell you Tinctures are tied to ergon locus strength. "The potency of an ergon tincture is highly dependent upon the strength of the ergon locus from which it's extracted, so a thorough investigation must be made into each location if we're to successfully use this trump card we've created.≺Prompt≻"

    So if anyone has bayld to spare first go and check the Ergon Loci info NPC in scouts coalition and see which of them your server has "concluded" researching. The dat files show 5 increasing levels of researching them: have yet to be conducted/have just begun/are progressing nicely/are coming to a head/have concluded.

    So if their buff strength depends on the stage of research you would only want to get the finished ones. Also there's info in the colonization debug menu showing it increases, and also has a "range"? Here is a big debug menu that really gets into depth with the colonization statistics (Rocl may have posted this before? not sure if its the same stuff):

    Code:
    DEBUG: Colonization Rate: ≺Numeric Parameter 0≻% (Internal value: ≺Numeric Parameter 1≻≺Prompt≻
    
    DEBUG: Current no. of outposts: ≺Numeric Parameter 0≻.
    DEBUG: Maximum no. of outposts: ≺Numeric Parameter 1≻.≺Prompt≻
    
    DEBUG: ≺Multiple Choice (Parameter 0)≻[Bivouac/Outpost A/Outpost B/Outpost C/Outpost D/Outpost E] building value: ≺Numeric Parameter 1≻.≺Prompt≻
    
    DEBUG:≺Multiple Choice (Parameter 0)≻[Bivouac/Outpost A/Outpost B/Outpost C/Outpost D/Outpost E] building flag: ≺Multiple Choice (Parameter 1)≻[OFF/ON]≺Prompt≻
    
    DEBUG: No. of ergon loci surveyed: ≺Multiple Choice (Parameter 0)≻[A/B/C/D]: ≺Numeric Parameter 1≻.≺Prompt≻
    
    DEBUG: Ergon loci ≺Multiple Choice (Parameter 0)≻[A/B/C/D] effect rang: ≺Numeric Parameter 1≻.≺Prompt≻
    
    DEBUG: Active reive no.: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Reive no. for which battles have ≺Multiple Choice (Parameter 0)≻[commenced/finished]: ≺Numeric Parameter 1≻.≺Prompt≻
    
    DEBUG: Participating reive no.: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Left reive no.: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Decreased HP increment: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Base exp (decreased boss HP): ≺Numeric Parameter 0≻.
    DEBUG: Base points: (decreased boss HP): ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Base exp after additional vanquishing bonus: ≺Numeric Parameter 0≻.
    DEBUG: Base points after additional vanquishing bonus: ≺Numeric Parameter 1≻.≺Prompt≻
    
    DEBUG: Base battle evaluation rating: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Upper experience limit after battle assessment rate: ≺Numeric Parameter 0≻.
    DEBUG: Upper point limit after battle assessment rate: ≺Numeric Parameter 1≻.≺Prompt≻
    
    DEBUG: Post-rate experience by reive type: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Experience after deviation from base level value: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Final experience after cutting upper limit ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Post-rate points by reive type: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: レベル基準値との差分後のポイント:≺Numeric Parameter 0≻≺Prompt≻
    
    DEBUG: Final points after cutting upper limit: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Stored experience: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Stored points ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG:≺Multiple Choice (Parameter 0)≻[Colonization rate/station/ergon loci/coalition] degradationover time: ≺Multiple Choice (Parameter 1)≻[ON/OFF].≺Prompt≻
    
    DEBUG: Debug?
    ≺Selection Dialog≻Colonization rate degradation over time: on/off
    Biouvac degradation over time: on/off.
    Change internal colonization rate value.
    Change internal station building value.
    Change internal biouvac A building value.
    Change internal biouvac B building value.
    Change internal biouvac C building value.
    Change internal biouvac D building value.
    Change internal biouvac E building value.
    Add station coalition assignment completion value.
    Add biouvac A coalition assignment completion value.
    Add biouvac B coalition assignment completion value.
    Add biouvac C coalition assignment completion value.
    Add biouvac D coalition assignment completion value.
    Add biouvac E coalition assignment completion value.
    Add ergon locus A coalition assignment completion value.
    Add ergon locus B coalition assignment completion value.
    Add ergon locus C coalition assignment completion value.
    Add ergon locus D coalition assignment completion value.
    Ergon loc degradation over time: on/off.
    Add colonization rate coalition assigment completion value.
    Cancel.≺Prompt≻
    
    DEBUG: Debug:
    ≺Selection Dialog≻Growth value degradation over time: on/off.
    Change internal Pioneers' Coalition growth value.
    Change internal Peacekeepers' Coalition growth value.
    Change internal Couriers' Coalition growth value.
    Change internal Scouts' Coalition growth value.
    Change internal Inventors' Coalition growth value.
    Change internal Mummers' Coalition growth value.
    Change Pioneers' Coalition referendum/support value.
    Change Peacekeepers' Coalition referendum/support value.
    Change Couriers' Coalition referendum/support value.
    Change Scouts' Coalition referendum/support value.
    Change Inventors' Coalition referendum/support value.
    Change Mummers' Coalition referendum/support value.
    Add Pioneers' Coalition coalition assignment completion value.
    Add Peacekeepers' Coalition coalition assignment completion value.
    Add Couriers' Coalition coalition assignment completion value.
    Add Scouts' Coalition coalition assignment completion value.
    Add Inventors' Coalition coalition assignment completion value.
    Add Mummers' Coalition coalition assignment completion value.
    Add Pioneers' Coalition coalition quest completion support value.
    Add Peacekeepers' Coalition coalition quest completion support value.
    Add Couriers' Coalition coalition quest completion support value.
    Add Scouts' Coalition coalition quest completion support value.
    Add Inventors' Coalition coalition quest completion support value.
    Add Mummers' Coalition coalition quest completion support value.
    Cancel.≺Prompt≻
    
    DEBUG: Degradation over time on/off.
    ≺Selection Dialog≻ON.
    OFF.
    Cancel.≺Prompt≻
    
    DEBUG: Change internal value.
    ≺Selection Dialog≻1000.
    995.
    905.
    900.
    895.
    805.
    800.
    795.
    705.
    700.
    695.
    605.
    600.
    595.
    505.
    500.
    495.
    405.
    400.
    395.
    305.
    300.
    295.
    205.
    200.
    195.
    105.
    100.
    95.
    5.
    0.
    Cancel.≺Prompt≻
    
    DEBUG: Change internal value.
    ≺Selection Dialog≻250.
    245.
    205.
    200.
    195.
    105.
    100.
    95.
    5.
    0.
    Cancel.≺Prompt≻
    
    DEBUG: Add completion value.
    ≺Selection Dialog≻2500.
    2000.
    1500.
    1000.
    500.
    250.
    100.
    50.
    10.
    5.
    Cancel.≺Prompt≻
    
    DEBUG: Add completion value.
    ≺Selection Dialog≻250.
    200.
    150.
    100.
    50.
    10.
    5.
    Cancel.≺Prompt≻
    
    DEBUG: Select building plan.
    ≺Selection Dialog≻1.
    2.
    3.
    4.
    5.
    6.
    7.
    8.
    Cancel.≺Prompt≻
    
    DEBUG: Change support value.
    ≺Selection Dialog≻0.
    1.
    2.
    3.
    4.
    5.
    6.
    7.
    8.
    9.
    10.
    11.
    12.
    13.
    14.
    15.
    Cancel.≺Prompt≻
    
    DEBUG: ≺Multiple Choice (Parameter 0)≻[Pioneers'/Peacekeepers'/Couriers'/Scouts'/Inventors'/Mummers'] Coalition growth value: ≺Numeric Parameter 1≻.≺Prompt≻
    
    DEBUG: ≺Multiple Choice (Parameter 0)≻[Pioneers'/Peacekeepers'/Couriers'/Scouts'/Inventors'/Mummers'] Coalition growth rank: ≺Numeric Parameter 1≻.≺Prompt≻
    
    DEBUG:≺Multiple Choice (Parameter 0)≻[Pioneers'/Peacekeepers'/Couriers'/Scouts'/Inventors'/Mummers'] Coalition support value:
    DEBUG: 1=≺Numeric Parameter 1≻ 2=≺Numeric Parameter 2≻ 3=≺Numeric Parameter 3≻.≺Prompt≻
    
    DEBUG:4=≺Numeric Parameter 1≻ 5=≺Numeric Parameter 2≻ 6=≺Numeric Parameter 3≻.≺Prompt≻
    
    DEBUG:7=≺Numeric Parameter 1≻ 8=≺Numeric Parameter 2≻.≺Prompt≻
    
    DEBUG: Bonus condition achieved: condition no. ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Share battle bonus activated: bonus no. ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Used flag deactivated: bonus no. ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Shared battle bonus received: bonus no. ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Shared battle bonus flag deactivated: bonus no. flag ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Personal assessment completed--bonus condition: condition no. ≺Numeric Parameter 0≻/added value +≺Numeric Parameter 1≻/overall total: ≺Numeric Parameter 2≻.≺Prompt≻
    
    DEBUG: Total battle assessment value: ≺Numeric Parameter 0≻.≺Prompt≻
    
    DEBUG: Drop rank ≺Numeric Parameter 0≻≺Prompt≻
    
    ≺Multiple Choice (Parameter 1)≻[Logging/Mining/Harvesting/Mining] is possible here if you have ≺Possible Special Code: 01≻≺Possible Special Code: 01≻≺Possible Special Code: 01≻ ≺Possible Special Code: 01≻≺Possible Special Code: 05≻$≺BAD CHAR: 8280≻≺BAD CHAR: 80≻≺BAD CHAR: 80≻.≺Prompt≻
    
    You are too fatigued.≺Prompt≻
    
    You should be able to gather ≺Numeric Parameter 0≻ more time≺Singular/Plural Choice (Parameter 0)≻[/s] before you become fatigued.≺Prompt≻
    
    ≺Multiple Choice (Parameter 0)≻[You/However, you] are unable to gather anything.≺Prompt≻
    
    Your ≺Possible Special Code: 01≻≺Possible Special Code: 05≻#≺BAD CHAR: 8280≻≺BAD CHAR: 80≻≺BAD CHAR: 80≻ breaks!≺Prompt≻
    
    Your ≺Possible Special Code: 01≻≺Possible Special Code: 05≻#≺BAD CHAR: 8280≻≺BAD CHAR: 80≻≺BAD CHAR: 80≻ remains intact!≺Prompt≻
    
    You find ≺Possible Special Code: 01≻≺Possible Special Code: 01≻≺Possible Special Code: 01≻ ≺Possible Special Code: 01≻≺Possible Special Code: 05≻$≺BAD CHAR: 8280≻≺BAD CHAR: 80≻≺BAD CHAR: 80≻, but your ≺Possible Special Code: 01≻≺Possible Special Code: 05≻#a≺BAD CHAR: 80≻≺BAD CHAR: 80≻ is destroyed in the process.≺Prompt≻
    
    You also find ≺Possible Special Code: 01≻≺Possible Special Code: 01≻≺Possible Special Code: 01≻ ≺Possible Special Code: 01≻≺Possible Special Code: 05≻$≺BAD CHAR: 8280≻≺BAD CHAR: 80≻≺BAD CHAR: 80≻!≺Prompt≻
    
    You also find ≺Possible Special Code: 01≻≺Possible Special Code: 01≻≺Possible Special Code: 01≻ ≺Possible Special Code: 01≻≺Possible Special Code: 05≻$≺BAD CHAR: 8280≻≺BAD CHAR: 80≻≺BAD CHAR: 80≻, but you are carrying too many things.≺Prompt≻
    
    ≺Possible Special Code: 1F≻y≺Multiple Choice (Parameter 0)≻[Critical/Double/Enduring/Cherished]≺Multiple Choice (Parameter 1)≻[chop/quarry/harvest/quarry]!
    ≺Player Name≻ ≺Multiple Choice (Parameter 0)≻[found some high quality materials/deftly collects more materials/expends no energy/prevents ≺Multiple Choice (Player Gender)≻[his/her] gathering tool from breaking]!≺Prompt≻
    
    DEBUG: Current fatigue level: ≺Numeric Parameter 0≻ (≺Numeric Parameter 1≻point/≺Numeric Parameter 2≻flame)≺Prompt≻
    
    DEBUG: Critical result: rnd=≺Numeric Parameter 0≻/ (train=≺Numeric Parameter 1≻ equip=≺Numeric Parameter 2≻ tool=≺Numeric Parameter 3≻)≺Prompt≻
    
    DEBUG: Double result: rnd=≺Numeric Parameter 0≻/ (train=≺Numeric Parameter 1≻ equip=≺Numeric Parameter 2≻ tool=≺Numeric Parameter 3≻)≺Prompt≻
    
    DEBUG: Recovery result: rnd=≺Numeric Parameter 0≻/ (train=≺Numeric Parameter 1≻ equip=≺Numeric Parameter 2≻ tool=≺Numeric Parameter 3≻)≺Prompt≻
    
    DEBUG: Modulation result: rnd=≺Numeric Parameter 0≻/ (train=≺Numeric Parameter 1≻ equip=≺Numeric Parameter 2≻ tool=≺Numeric Parameter 3≻)≺Prompt≻
    
    DEBUG: Breakage rate result: break=≺Numeric Parameter 0≻ (rnd=0--≺Numeric Parameter 1≻)/≺Numeric Parameter 2≻ (base=≺Numeric Parameter 3≻)≺Prompt≻
    
    DEBUG: Practice value result: train=≺Numeric Parameter 0≻ (base=≺Numeric Parameter 1≻ equip=≺Numeric Parameter 2≻ tool=≺Numeric Parameter 3≻)≺Prompt≻
    
    DEBUG:Fatigue level result: tired=≺Numeric Parameter 0≻ (base=≺Numeric Parameter 1≻ equip=-≺Numeric Parameter 2≻ tool=-≺Numeric Parameter 3≻)≺Prompt≻
    
    DEBUG: Table result 1: (dev=≺Numeric Parameter 0≻ equip=≺Numeric Parameter 1≻ tool=≺Numeric Parameter 2≻ train=≺Numeric Parameter 3≻)≺Prompt≻
    
    DEBUG: Table result 2: rank=≺Numeric Parameter 0≻ (tech=≺Numeric Parameter 1≻ all=≺Numeric Parameter 2≻)≺Prompt≻
    Edited my post to contain the Code box instead of spoiler which didn't show up correctly.

  14. #1654
    A gigantic waste of space
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    Quote Originally Posted by Gwynplaine View Post
    If you talk to the civil registrar npc they pretty much tell you Tinctures are tied to ergon locus strength. "The potency of an ergon tincture is highly dependent upon the strength of the ergon locus from which it's extracted, so a thorough investigation must be made into each location if we're to successfully use this trump card we've created.≺Prompt≻"

    So if anyone has bayld to spare first go and check the Ergon Loci info NPC in scouts coalition and see which of them your server has "concluded" researching. The dat files show 5 increasing levels of researching them: have yet to be conducted/have just begun/are progressing nicely/are coming to a head/have concluded.

    So if their buff strength depends on the stage of research you would only want to get the finished ones. Also there's info in the colonization debug menu showing it increases, and also has a "range"? Here is a big debug menu that really gets into depth with the colonization statistics (Rocl may have posted this before? not sure if its the same stuff):

    Spoiler: show

    DEBUG: Colonization Rate: ≺Numeric Parameter 0≻% (Internal value: ≺Numeric Parameter 1≻≺Prompt≻

    DEBUG: Current no. of outposts: ≺Numeric Parameter 0≻.
    DEBUG: Maximum no. of outposts: ≺Numeric Parameter 1≻.≺Prompt≻

    DEBUG: ≺Multiple Choice (Parameter 0)≻[Bivouac/Outpost A/Outpost B/Outpost C/Outpost D/Outpost E] building value: ≺Numeric Parameter 1≻.≺Prompt≻

    DEBUG:≺Multiple Choice (Parameter 0)≻[Bivouac/Outpost A/Outpost B/Outpost C/Outpost D/Outpost E] building flag: ≺Multiple Choice (Parameter 1)≻[OFF/ON]≺Prompt≻

    DEBUG: No. of ergon loci surveyed: ≺Multiple Choice (Parameter 0)≻[A/B/C/D]: ≺Numeric Parameter 1≻.≺Prompt≻

    DEBUG: Ergon loci ≺Multiple Choice (Parameter 0)≻[A/B/C/D] effect rang: ≺Numeric Parameter 1≻.≺Prompt≻

    DEBUG: Active reive no.: ≺Numeric Parameter 0≻.≺Prompt≻

    DEBUG: Reive no. for which battles have ≺Multiple Choice (Parameter 0)≻[commenced/finished]: ≺Numeric Parameter 1≻.≺Prompt≻

    DEBUG: Participating reive no.: ≺Numeric Parameter 0≻.≺Prompt≻

    DEBUG: Left reive no.: ≺Numeric Parameter 0≻.≺Prompt≻

    DEBUG: Decreased HP increment: ≺Numeric Parameter 0≻.≺Prompt≻

    DEBUG: Base exp (decreased boss HP): ≺Numeric Parameter 0≻.
    DEBUG: Base points: (decreased boss HP): ≺Numeric Parameter 0≻.≺Prompt≻

    DEBUG: Base exp after additional vanquishing bonus: ≺Numeric Parameter 0≻.
    DEBUG: Base points after additional vanquishing bonus: ≺Numeric Parameter 1≻.≺Prompt≻

    DEBUG: Base battle evaluation rating: ≺Numeric Parameter 0≻.≺Prompt≻

    DEBUG: Upper experience limit after battle assessment rate: ≺Numeric Parameter 0≻.
    DEBUG: Upper point limit after battle assessment rate: ≺Numeric Parameter 1≻.≺Prompt≻

    DEBUG: Post-rate experience by reive type: ≺Numeric Parameter 0≻.≺Prompt≻

    DEBUG: Experience after deviation from base level value: ≺Numeric Parameter 0≻.≺Prompt≻

    DEBUG: Final experience after cutting upper limit ≺Numeric Parameter 0≻.≺Prompt≻

    DEBUG: Post-rate points by reive type: ≺Numeric Parameter 0≻.≺Prompt≻

    DEBUG: レベル基準値との差分後のポイント

  15. #1655
    Nidhogg
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    Anyone with buttloads of spare Bayld wanna try out those Coalition Potion/Coalition Ether/Instant Shell/Instant Protect/Instant Stoneskin scrolls?

  16. #1656
    RIDE ARMOR
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    Quote Originally Posted by Buffy View Post
    I missed something I think. Is there a way to tell which bivuoacs are about to get destroyed? Is that what I'm reading here?
    By "down" I meant the bivoac is dead, totally gone, no longer available to teleport to. I'm not aware of a way of knowing how strong a live bivoac is.

    As I did last time this issue came up, I’ll shore a quote, this time from a different source. Although he refers to children, what he says is reasonably universal.
    Quote Originally Posted by Tolkien, J. R. R. (2011-05-03). Tales from the Perilous Realm: Roverandom and Other Classic Faery Stories (Kindle Locations 4373-4380). Harper Collins, Inc.. Kindle Edition.
    Children are capable, of course, of literary belief, when the story-maker’s art is good enough to produce it. That state of mind has been called ‘willing suspension of disbelief’. But this does not seem to me a good description of what happens. What really happens is that the storymaker proves a successful ‘sub-creator’. He makes a Secondary World which your mind can enter. Inside it, what he relates is ‘true’: it accords with the laws of that world. You therefore believe it, while you are, as it were, inside. The moment disbelief arises, the spell is broken; the magic, or rather art, has failed. You are then out in the Primary World again, looking at the little abortive Secondary World from outside. If you are obliged, by kindliness or circumstance, to stay, then disbelief must be suspended (or stifled), otherwise listening and looking would become intolerable. But this suspension of disbelief is a substitute for the genuine thing, a subterfuge we use when condescending to games or make-believe, or when trying (more or less willingly) to find what virtue we can in the work of an art that has for us failed.
    The lack of a way to determine the status of a bivoac constitutes such a failure. It makes no sense that no one cares to let us know how desperate they are for supplies. SE has broken a law of the world they created; they have broken the spell; the art has failed.

  17. #1657
    CoP Dynamis
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    I think you're looking way to far into things - nevermind that the Bivouac administrators complain about needing supplies constantly

  18. #1658
    RIDE ARMOR
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    To me it requires no looking-into. It's an obvious, ugly stain right on the surface of the game.

  19. #1659
    BG Content
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    I'm too tired for this, therefore I don't get it. What's the reason behind quoting Tolkien?

  20. #1660
    Impossiblu
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    Quote Originally Posted by Ophannus View Post
    Anyone with buttloads of spare Bayld wanna try out those Coalition Potion/Coalition Ether/Instant Shell/Instant Protect/Instant Stoneskin scrolls?
    Coalition Potion - 200HP
    Coalition Ether - 150MP
    Instant Stoneskin - 100HP

    Didn't check Protect or Shell but I assume they're just as bad. Pretty much not worth the points whatsoever, sort of like 8000bayld prism powders/silent oils.

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