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  1. #1981
    Fake Numbers
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    Quote Originally Posted by Katlan View Post
    Oh, I missed that.

    Anybody able to determine if SLI/CF is now enabled through the title screen or w/e?
    To my knowledge support would also need to be added in nvidia or ati drivers respectively before being supported fully, but it can be enabled with a bit of tampering (renaming files and such). No idea if it's on on SE's end though.

  2. #1982
    Old Merits
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    Quote Originally Posted by Katlan View Post
    Oh, I missed that.

    Anybody able to determine if SLI/CF is now enabled through the title screen or w/e?
    Crossfire is and has been working.

  3. #1983
    Ridill
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    Jul 2006
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    Ramuh
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    Kilrogg

    Quote Originally Posted by Jojimbo View Post
    Crossfire is and has been working.
    SLI wasnt in p2, so wondering if Nvidia is now. And yeah, Im pretty confident Nvidia has made it so SLI works since the demo in E3 showed it running on multiple monitors. But SE didnt enable it for p2

  4. #1984
    I'd Rather Be in Zi'Tah
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    Aug 2005
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    Kaelie Niie
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    Gilgamesh
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    Ramuh
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    Kilrogg

    Quote Originally Posted by ScootSeraph View Post
    In the beta is Limsa Lominsa 100% opened?

    I remember reading that there are sections completely blocked off. Is the area where we can set up shops and retainers opened?
    The area where we set up shops and retainers is only reachable by "teleporting" to it in a blocked off area within LL. It still remains to be seen if you will be able to access all 9 of these Market Wards from each city, as there are pretty specific areas to the other 2 cities currently available from LL.

    LL itself is NOT 100% opened. There is a locked and uninteractable gate or two around and several areas where there is "Gatekeeper" NPC. That being said, these Gatekeepers may be there to stop us from going behind them, or these could merely be "mission related" as in XI, a good number of doors, chairs, trees, various ??? and gatekeeper npcs inside cities were just there to help you trigger cutscenes that took place behind said area.

    Quote Originally Posted by meonline View Post
    They only posted the text commands. The macro system itself is still unknown.

    How many Macros?
    How many lines per macro?
    etc
    Yet to be seen obviously. To be honest, if they were in fact adding macros into the game, I would have expected a manual addition for them as well.

    Considering how the actionbar works how will we use these macros is more important question for me than "how many" and "how many lines per"? To be honest, if its limited in "lines per macro" like XI the entire system will be a complete and total failure.

  5. #1985
    Melee Summoner
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    Bahamut

    man how i've missed the launcher music

    on topic of linkshells, is there any word on beta linkshells being made here? like a designated one for bg forum people

  6. #1986
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    Shuichi Shadowstar
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    Excalibur
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    Leviathan

    Quote Originally Posted by niwaar View Post
    Considering how the actionbar works how will we use these macros is more important question for me than "how many" and "how many lines per"? To be honest, if its limited in "lines per macro" like XI the entire system will be a complete and total failure.
    I'm optimistic that there won't such a limitation this time. But, like you said, we'll see for ourselves soon enough. I was hoping maybe there would be a way to set everything up on a class and then say; "save this as my X class setup".

  7. #1987
    aru
    aru is offline
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    I'm a bit confused now.
    Are they Linkshells or Companies?
    Or are Linkshells and Companies two different things?
    Or are Companies really Linkshells but were translated improperly in magazines and expos?

  8. #1988
    Dragoon Princess
    My Little Ixion

    Join Date
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    Kaiyoko Star
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    Destromath

    Quote Originally Posted by aru View Post
    I'm a bit confused now.
    Are they Linkshells or Companies?
    Or are Linkshells and Companies two different things?
    Or are Companies really Linkshells but were translated improperly in magazines and expos?
    Linkshells are purely a chat channel by the sounds of it. A Company is a Guild by the sounds of it. There isn't a whole lot of information on it yet and they said it would be in release. From most of the interviews a company sounds like it will have a bank/safe for people to store items/money in, have chat for members(like a linkshell), and probably more, but that more speculative. How we look at HNM/Event LSs in XI is what companies will be.

    Edit- They talked about giving companies a site like the community site from XI to set up events and what not. Probably would be better to make your own tbh though.

  9. #1989
    Sea Torques
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    5

    It sounds like linkshells will be like they were in FFXI and companies will be like an "alliance" for multiple linkshells.

  10. #1990
    Kristenn's Kat
    Join Date
    Mar 2010
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    So Hyan: maybe I'm missing something straightforward. I get why having multiple jobs at 85 or 90% offers more flexibility. If you're only doing things with three or five people, I get why it's also more efficient - everyone can change roles between events, and you can always have the right set up. And you're still working well enough to always get it done. Which is great.

    If your ls has 12 or 14 people though, or is one of those large shells that has many more than that, what's the point? You have enough people on enough different jobs that everyone can be doing their own thing, right? (ie: you can afford to have two dedicated pugilists, some dedicated mages, some dedicated lancers, etc, etc, and you don't really need much flexibility so long as people show up fairly reliably.) Why would a large group need more than maybe one or two people who're able to switch around rapidly, to handle the odd hiccup now and then?

  11. #1991
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    There's no chance these companies we've heard about from interviews are just a poor translation of the factions we already know to exist, is there? Or maybe related to it somehow.

  12. #1992
    New Odin
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    Quote Originally Posted by Yoli View Post
    So Hyan: maybe I'm missing something straightforward. I get why having multiple jobs at 85 or 90% offers more flexibility. If you're only doing things with three or five people, I get why it's also more efficient - everyone can change roles between events, and you can always have the right set up. And you're still working well enough to always get it done. Which is great.

    If your ls has 12 or 14 people though, or is one of those large shells that has many more than that, what's the point? You have enough people on enough different jobs that everyone can be doing their own thing, right? (ie: you can afford to have two dedicated pugilists, some dedicated mages, some dedicated lancers, etc, etc, and you don't really need much flexibility so long as people show up fairly reliably.) Why would a large group need more than maybe one or two people who're able to switch around rapidly, to handle the odd hiccup now and then?
    Because you can kill shit faster.

    I don't see why there would be a difference between 4-5 person groups and 15 person groups. With 15 you would kill mobs even faster than with just 5, when you can always use the most efficient setup for any given encounter. If a monster goes down fastest with 15 CON's, you can use that set-up. If it goes down with 15 PUG's, you can use that too. If both melee, mage and ranged damage is required, you can change your setup for that situation as well.

  13. #1993
    Smells like Onions
    Join Date
    May 2010
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    Does anyone know where I can directly download the patch H2010.07.27.2000?
    I know there are torrents, I have tried them all but none of them are working for me.
    All of the other patch files I can DL with torrents fairly quickly but this one simple refuses to begin the download. Not even the game patcher wants to download it.
    It's only 4.97MB, perhaps someone could upload their patch file and send me a link through PM?
    Thanks in advance.

  14. #1994
    Kristenn's Kat
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    Oh. I get what you're saying now.

    I was working under the (probably false) assumption that a broadly balanced set up would be getting used most of the time, but you're right if SE puts in things that can get mage burned/pugilist burned.

    I kind of hope they don't do that though... that sort of stuff invariably leads to more kraken drking, which bored me to death after the first few times.

  15. #1995
    New Odin
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    I dunno what they end up doing, but I doubt a balanced set-up will be the most efficient set-up for everything. The more classes you have leveled, the more flexible your group can be. I think that flexibility will be needed too.

  16. #1996
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    I definitely can't wait to see how broken a combo I can come up with. I'm looking at punishing barbs intently. On second thought with everything working like a pseudo Blue-mage with action points it may not be terribly hard for them to balance. It won't be perfect but you probably won't see to many RDM/NIN esque combinations early on. Or maybe that's just wishful thinking on my part.

  17. #1997
    New Odin
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    I wonder what the "calibrate" options do in the gamepad settings? 0.0, 0.1, 0.2 etc.

    Good to see they made a better use of the emote list command... it's also used for "stacking battle commands" now. Sounds like a new feature.

  18. #1998
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    Quote Originally Posted by Hyan View Post
    I wonder what the "calibrate" options do in the gamepad settings? 0.0, 0.1, 0.2 etc.
    I was wondering that also.

    Also curious as to what 'cutscene effects' are.

  19. #1999
    Ridill
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    Teisha Linne
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    Moogle
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    Bahamut

    Maybe the goddamn lighting that turns white into pure gold.

  20. #2000
    Smells like Onions
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    Do you folks think that they will stay with this everyone-can-do-everything-model or do you think this is just low and mid level as we see it now?

    Don't know if it is confirmed, but I have read (ff14news.com) that the game will have 18 start/base classes at release. Are the rest (fencer, enforcer, musketeer, mystic, arcanist, shepard) advanced classes with more unique setup? What is your guess?

    There where even a couple more classes in a list somewhere around here, but I didn't find that one now.

    Disciples of War: 5

    Pugilist (Pgl) (Hand-to-Hand)
    Gladiator (Gla) (Sword, Great Sword, Shield, Two-Handed Shield)
    Marauder (Mrd) (Great Axe)
    Archer (Arc) (Great Bow, Bow, Arrow)
    Lancer (Lnc) (Polearm)

    +Fencer (Fnc) (Precious Sword, Rapier, Off-Hand Rapier)
    +Enforcer (Enf) (Club)
    +Musketeer (Msk) (Musket, Bullet)

    Disciples of Magic: 2

    Thaumaturge (Thm) (Scepter, Staff)
    Conjurer (Con) (Wand, Cane)

    +Mystic (Mys) (Rod, Crozier)
    +Arcanist (Acn) (Truncheon, Signum)


    Disciples of the Hand: 8

    Carpenter (Crp) (Carpenters' Tool)
    Blacksmith (Bsm) (Blacksmiths' Tool)
    Armorer (Arm) (Armorers' Tool)
    Goldsmith (Gld) (Goldsmiths' Tool)
    Tanner (Tan) (Tanners' Tool)
    Weaver (Wvr) (Weavers' Tool)
    Alchemist (Alc) (Alchemists' Tool)
    Culinarian (Cul) (Culinarians' Tool)


    Disciples of the Land: 3


    Miner (Min) (Mining Tool)
    Botanist (Btn) (Botanists' Tool)
    Fisher (Fsh) (Fishing Gear)

    +Shepherd (Shp) (Shepherding Equipment)

    /Isabo

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