I like how this is sounding.Recruiting Party Members
In an effort to bring new elements to party play, we decided to introduce a different recruitment method than was available in FINAL FANTASY XI, in which the usual flow was for the recruiter to send an invitation to the prospective party member. Now, however, players can join a party automatically if they meet the conditions designated by the recruiter.
In the future, we plan to add features such as allowing players to join parties based on skills with weapons not currently equipped, or to join a party in a different area. Give the current system a try and tell us what you think.
I would still prefer it if the party leader had to accept or decline an application. If they're looking for members, its not like they'll slap down every application, and it gives you more control over your party (or at least the illusion of)
But if the criteria functions are tight enough, then I'm cool with that. We'll see come Saturday.
thing is as of level 20 conjured isn't much better at healing one person than anyone else and one could say they could also be doing damage. Where they do have an advantage is in curing multi people. But thaum also gets this ale effect subbing cure. Honestly the game doesn't seem made for one super curer cooldown and casting speed can't back that up. They would need a new class for pure healing or give other classes heal other abilities maybe alch will be able to throw potions
If this takes some load off the leader's chest, I'm all up for it though.
It was quite stressful being the leader sometimes in XI, now I can hopefully focus on doing something more productive with my time than inviting people.
Surprised no one has crapped their pants yet on that line...Player macros, a feature required to fully realize the Armoury System, are essential not only for battle situations, but also for switching equipment...
People don't notice the important things. Also macros will allow you to change gear, I wonder if that means in combat or is it just a fast way to change jobs.
Also will it have any bearing on combat. (Probably because the PS3 controller would be less gimp then, thats assuming keyboard and mouse get fixed)
P.S.
I hope its like the old system without line limitations. (All gear swap haters rage on if it is)
Probably this. Macros are groovy if you're using them for attack rotations and priority-based rotation, but switching 15 slots of gear won't be possible considering you'll be in active mode, unless they reduce ALL of the delay off of passive and active switching, so that you can quickly macro into passive, macro the gear swap, then macro back into passive, then macro your next attack.
When you swapped classes in alpha, any equipment you could not wear with your new class was unequipped. You then had to equip every single slot by hand which -- as mentioned above -- could be quite laborious given the time it took to browse through your item lists.
With a macro, you will hopefully be able to change/equip all of these slots at once, turning what could be a 5 minute job into a 5 second job.
I'm still hoping for a system that remembers how you had your spells/abilities equipped the last time you used a particular job, because rearranging your bars every time you swapped to Miner to mine a node and then switched back was a royal pain in the arse.
Have enough people been suggesting that they implement a system that remembers what skills and equipment you had with a previous job? Seems like having to requip skills and equipment is a real roadblock to the kind of fluidity they wanted when changing jobs.