I like that idea. Not sure why there are 12 combat and only 8 magic merits anyway...seems off-balance for someone who has too many mage jobs >.>; ahem...Originally Posted by Lordender
I like that idea. Not sure why there are 12 combat and only 8 magic merits anyway...seems off-balance for someone who has too many mage jobs >.>; ahem...Originally Posted by Lordender
Needs to be reemphasized. SE has long been encouraging "horizontal gear progression" rather than straight upgrades. By horizontal, I mean having a different piece of gear that is better for one particular job aspect but worse for others (i.e. RDM AF1 hat for nuking, AF2 hat for enfeebling, etc.). This requires multiple sets of gear for fulfilling the basic job function, and multiple pieces of gear at virtually every item slot. Had they done straight upgrades, this wouldn't be as much of an issue because I could use my AF2 +1 Body for everything, but I need to carry around 6 body pieces, 3 head pieces, 6 leggings, 3 footgear, 8 earrings, 4 rings, 3 belts, etc.. By implementing horizontal gear progression, SE has made their own macro system obsolete. An upgrade to it would be timely and much appreciated.Originally Posted by Lordwafik
Personally, I would prefer to use an SE windower than an unofficial one, and I can live without TParty and Distance, but it would be really, really hard to go back to 6-line macros.
How about make combat/magic merits so that you are able to talk one to 8/8 and after you can only take the rest to 4/4. That way you won't break ridill wars since they still can only have 8 sword 4 axe. I guess it sucks if you have MNK and THF lvled and you want to go 8H2H and 8Dagger though.
Maybe per job you are only allowed to have a max of 12 combat merits but I can't think of a way of easily implimenting that since how would you choose which 12 you use aside from a new menu each time you job change?
PEOPLE ARE LAZYOriginally Posted by Codernaut
HP set: Aht Urhgan > silver piece taru > Home nation OR Jueno
done in jeuno? Warp via blm sub/instant warp/friend D2/D4 on lvl1 job
done in home nation? OP to anywhere(not having OPs = ur lazy)/warp back to TOA
why do you need to go from Home nation to jeuno instantly? it takes literally 4 mins to go from home nation to TOA and then to jueno...
there is no need for a warp taru in jueno... it would make the already obsolete airships even more obsolete
you can get anywhere you want in the game from TOA and back again not to mention the sea shortcuts from the crags, the teleport rings which are really cheap, tav ring, homing rings/outposts, chocobo stables warp items from that event etc etc etc
how much more lazy can u get requesting a warp taru in jueno siriusly
The bold is something that needs to be emphasized, in that we understand the reasoning for 6 lines in a macro three years ago, but SE has knowingly expanded gear and needs to accommodate players as the play the game as SE intended. Very good observation, probably pretty obvious, but Byrd hit the description right on the head.Originally Posted by Byrd
Restating just for emphasis..
1. Being able to change nations without losing OP's:
For a long time now I've been wanting to try other nation's missions, but it's just working against yourself to reset your OP's and so I don't do it. I can't even count how many random people I've heard say the same thing as well. This would really bring new enjoyment to the game for me.
2. Expanded macro lines:
Long long long overdue for reasons already stated (plus I play on PS2 -.-).
Other than that, I can't really find much to complain about... Kings still suck to camp but tbh, claims seem to be pretty spread out between LS's at least on my server, no one really dominates. 10 days for Nidhogg is a bit rediculous though, and has happened quite a bit recently...
I don't think SE will add more tags. If they did that it would break the assault/salvage system. I can already make enough Assault runs for 3 salvage/week plus an extra assault run to do whatever. Think about it. At the moment, one can get approximately 1k AP per assault (I realize it can easily be more). You can do 7 assaults a week, aka 7k points. Now, if they change the timer, then points become considerably easier to attain, making anything costing AP considerably gimped (go 5k ap buyable items), and making any assault related ex/rare items way too easy to attain. You have to look at the effect that these things have on people who don't do all three, and those that only do 2 here or 2 there. I myself do assault and salvage (nyzul sets suck, and I'm not wasting tags on NMs I could just camp myself alone) and more tags would honestly make it too easy to do assaults all the time. While that would be nice, it would just gimp the system.
I also have never had trouble with macro lines either. I had once in besieged where it looked like i had my mage gear equipped for like 30mins but I was switching to melee stuff and I had it equiped in my equipment slots. I'm on PS2 by the way, and as a RDM I haven't had any problems with only 6 line macro slots, well, except for the fact that using /wait requires an entire line to itself. More lines would be great if they could though, but I honestly don't need it that badly.
Allow people to warp between ToAU, Juneo and Home Nation for free. This would definetly relieve some of the lag.
The whole idea here would be to get people out of Whitegate/Al Zhabi because they are laggy as hell. It is extremely easy to get anywhere from Whitegate extremely quickly, but it isn't easy to get to Whitegate from the pre-ToAU areas unless your HP is there, and that's why nearly everybody keeps their HP there.Originally Posted by takedown2
Add a warp from hometown to Whitegate and my HP would go back to San d'Oria where checking my inbox isn't a preposterous and baffling ordeal.
Of birth or their employment at SE?Originally Posted by Gatsby
Please stop using the phrase "official windower."There is no reason for them to provide a separate executable to add functionality to a game that they are developing. The phrase that should be used is "windowed mode."
Originally Posted by Nagamaki
Yeah, Takedown unwittingly agreed with my point by misunderstanding my argument. He further outlined why it is that white gate is the best homepoint.
The "PEOPLE ARE LAZY" comment is something I feel should be directed to whoever is in charge of deciding transportation within the game at SE.
They can add an option to the current outpost NPC, or add new NPC's for better accessibility to white gate from home nations and/or jeuno.... or they can spend hundreds of hours coming up with a way to reduce lag in white gate. Whatever sadist sense of control they feel they need to have over transportation is silly.
Basically.Originally Posted by Nagamaki
In regards to Salvage:
All of the chariots except one have 2 items to drop when you kill them (Armored Chariot in Arrapago Remnants). Considering how much Arrapago remnants sucks already, at the very least, could they give that boss two drops as well? Or at least explain their reasoning as to why it only drops one?
This is also a crapshot, but given that all the chariot bosses have a possible total of 8-9 drops, yet can only drop two, compared to the. . 4 or so Abjurations that can drop from a king at a given time, is there a way to make this process less random, or give the players more choice here?
I mean I can foresee it sucking in the future later when you do Bhaflau for the 5th time, kill LBC (which may require foregoing other farming) just to get your 8th Phoboss Cuirass, when all you really wanted was a Macha's crown.
I'm not entirely sure how they could work that out, though: Chariot boss drops a chest, you can pick up to two items out of it? Of course, that paves the way for some idiot in a pick-up group to pick the wrong thing, or something..
1.) How about allowing for chocobos to be called in more areas? Thinking I could ride a chocobo in the Northlands was one of the main reasons I raised my first chocobo.
2.) Adventuring Fellows:
-That reason for not allowing adventuring fellows in the Near East is quite silly. How about making the Middle Lands and less popular Near Eastern camps more appealing at higher levels to reduce the amount of people at a given camp?
-Raise the fellowship level cap to at least 70.
-Allow for a player to make their fellow engage without having to engage themself, much like the "Sic" or "Assault" pet commands.
-Add other combat styles such as "wizard/sorcerer" (black magic), "warlock/duelist" (red magic), and "hunter/marksman/scout" (ranged attacks).
3.) Give us some more backstory on the parts of the game the main storylines do not focus on (such as more on the history/culture of the races of people and beastmen, especially the less explored ones such as the various Sahagin tribes). This would be nice to release when there are not too many announcements, and is great because it seems now the "Life in Vana'diel" topics all relate to current events, unlike the Vana'diel Tribune which focused on anything.
Whitegate (and Jeuno) are what they are simply because they're centralized. Best stocked AH, centralized guilds/shops, most people available to shout for missions/BCNM's/whatever. You can still warp to Whitegate, stroll a few second to the Warp Taru, and jump to your hometown. It'd be nice to have a high-ranking IS item that allowed a Teleport: Al Zahbi with a modest cooldown time (say, 2 hours?).Originally Posted by Nagamaki
The big problem is that a two-zones-to-HP area got cut down to one shortly after the expansion. Putting a second zone with HP's available in Al Zahbi would amend the problem- perhaps an underground area, since Al Zahbi has tunnels to various points on the map as-is (to Wajoam and Bhalfau). I always wondered where they managed to tuck all those Mog Houses in, anyway...
personally, the huge benefit to me for whitegate is warping right in front of the home town OP warp guy. it makes getting nearly anywhere in the world incredibly quick. If jeuno doesn't have that, I'll still spend nearly all my time in TOA.Originally Posted by SephirothYuyX
A very approriate suggestion to SE given the reason for it being there no longer exists is....
WHAT THE FUCK GET RID OF THE STUPID AH TAX IN JEUNO/WHITEGATE...
Is it still necessary to have to pay 2% + 100 gil....the reason behind this change was inflation I believe but now gil is leaving way faster than its coming in....
This gives a huge advantage to people that can afford to bazaar to sell stuff...(gilsellers fall into that category >.>)....
Not to mention it would save some electricity and bandwidth by getting rid of bazaar mules!
1M Gil item is 20,100 >.> thats just ridiculous nowadays
Quoted for emphasis.Originally Posted by Eurlzoo
This is because of how the drops are spread, it is logical and semi-necessary considering how you have to drop 5 slots of gear over 4 areas. It would suck less if it wasn't this way but looking at the drops it is logically consistent.Originally Posted by Ayn
Well, think about it this way, getting the right drops is like getting a Ridill or E. Body, not common but it will happen. I mean, how many Fafnir's do you kill that just have N. Legs when you don't need them? The way you go about getting the gear is different, but the appearance rate of the gear (completing an item) is probably on par with Kings.Originally Posted by Ayn