I would have levelled COR a long time ago if I had the room for it. woot post 100
Originally there were some kind of legal troubles with the Bonanza because of Japan's laws on virtual gambling or whatnot, and they got over it to do Bonanza, but if they have another Bonanza the laws changed and they don't want to deal with it again so there'll be a different system in place.
Tuberculosis used to be a serious illness, but eventually got nuked by medicines like rifampicin. Now antibiotic resistance means the disease has changed enough to be a threat again, moreso in some parts of the world than others. (Dunno if it's in Japan, some areas of East Coast USA has been hit hard.)
(The parallel tracks of failure>success>failure between an online lottery and a horrible illness that kills people aren't really funny to begin with but it's downright morbid if I have to explain it.)
Friend + Kuftal/Tree = not an issue
Except for a huge timesink I guess, but I leveled marks from 142 to 172 in 2 hours in kuftal for cor (did it on drk though), so not too bad...
I do not understand why they don't let you skill your weapon up to the level you actually are, but stay capped at the level you're synced to. As long as the mobs you're fighting con VT or IT they should allow it. It might be hard to program that way, though, I have no idea. Level sync is a total buzzkill after the party for that reason, though...
They should at least let you skill up to whatever the mobs you are fighting would cap your uncapped level (if that's what you mean, all right then.) Obviously if you are lv60 capped to lv20 the mobs won't and shouldn't do anything. But you can gain WS points in a level sync, so maybe the underlying skillup code would be quick for them to add.
The whole skillup system is just a giant pain in the ass, it would be less so if they let you cap your lv60 skill on lv20 mobs as long as they conned VT/IT to you under sync. You're going to have to mindlessly beat on mobs for hours to cap it anyway, why not do it while you're doing something else marginally useful, like exping?
I suppose they could change it to allow possible skill-ups to what adjusted level the mob appears to be vs. the player's capped level. But I don't think they can encode that without some strain, and the skill-up system is designed to be irritating.
I've been so brainwashed by endless level grinding in single-player RPGs that I expect the same amount of boring time waste to raise a little number a bit more in FFXI, too. Although it's not the same, as you pointed out, because during skill-up parties the players don't really get anything except skill points (and even then it feels random despite the algorithm).
That might work actually if SE is actually implementing something like that.
If I understand it correctly, only two 80-item storage tables (or whatever it's called) is loaded into memory once opened. That's a total of 160 spaces if not including Gil (1 slot) and Temporary Items. And, if something similar is implemented, you could have selectable Gobbiebags loaded from the server into memory.
Example:
Server
- Gobbiebag 1 [80], Gobbiebag 2 [80], Gobbiebag 3 [80]
- Storage [80]
- Locker [80]
... Select "Gobbiebag 2 [80]" and open it along with Locker [80]...
Console/PC Memory
- Gobbiebag 2 [80]
- Locker [80]
It would probably be something similar to what is implemented with the macro books and the Maze Tabulas.
It's a rather creative workaround honestly. Keep the storage groups on the server since they can have almost no limits on memory like they do now. Expand the maximum number of storage groups allowed possible per character, which possibly requires either a server hardware upgrade, or the software itself, or both. And, when a player wants a certain Gobbiebag opened and selected, then load only the appropriate storage groups (i.e.- Gobbiebag 1 & Locker; Gobbiebag 2 & Storage, etc.) into memory client-side.
That may actually work if they implement it. Why not do this from the start? I don't know. SE does things that I can never understand fully sometimes.
That sounds almost exactly like what SE did with macro books. To switch to a different "inventory book" you would have to select it from the items sub-menu. Seeing how SE has actually implemented something like that before, it seems plausible.
So long as you can place one item into multiple "inventory books" that is a great way of describing a better system.
I dunno, I could see a possible dupe issue happen that way.
Yeah, there's no way SE would allow you to keep the same items in multiple storage "boxes," or whatever it's called if they implement something like that. Especially after the last mass bannings due to item-duping, I don't see that ever happening.
This is SE for goodness sakes.
The Macro Books were nice additions but as usual of SE, they didn't change much. You are still limited to 60 characters per line, 7 lines per macro.
If an Inventory Box were implemented, you'd probably be limited by the same 80 space limit obviously and same items cannot be stored in multiple boxes. It's like having 5 closets and you are unable to store the same dress in each closet. So, players will have to get creative on how they manage their items.
Honestly, they should just expand storage exponentially. Give you 80 (maybe less, that would be a very cluttered mog house...) spaces to store furniture, and add another selection to the menu. This would bring up a list of all your furniture, and each of them would open up an inventory list of its own. Thus, potentially, you could have 80 "Storages" of varying sizes.
While this would be annoying as hell trying to find something (just like in your room if it's cluttered!), it could provide near limitless storage. All this without breaking the 80-80 in memory limit.
It could be possible to have the same item in multiple bags if they set it up to use references to the item rather than the item itself (basically a shadow copy). Let's go on the assumption of one item instance between bags though. Even with that limitation you could still keep all of your job specific gear in that job's bag. For example, you'd never need your Wizard's Petasoss +1 on your PLD, or your Hagun on your BRD. You could keep those items forever sequestered to their designated job bags and never have to sort them again. Common items you might use between multiple jobs such as Swift Belt and Walahra Turban would be all you'd have to transfer over. It might even be possible to load two bags side by side for easy transfer depending how things are implemented. Just a few more thoughts on the matter.
I'd be happy if they gave us some sort of hybrid. Some spaces could be common spaces and then the rest could be in bags for each job. 30/50 or something like that.
http://i38.photobucket.com/albums/e1...FatChocobo.jpg
I miss you ; ;