Is there an ETA on when they're going to open up the Ul'Dah inn? Starting to get old how I have to travel/teleport to another city just to use the damn inn.
Is there an ETA on when they're going to open up the Ul'Dah inn? Starting to get old how I have to travel/teleport to another city just to use the damn inn.
Funny you should ask... just posted:
Bolded to answer your question directly.* The following adjustments, scheduled for patch 1.22, are in development and subject to change.
The measures outlined below will be implemented in patch 1.22 to address server slowdown.
Market Areas
It will now be possible to purchase items from all three cities via designated NPCs.
The location of the item search feature will be changed.
“Market Guide” NPCs will be added.
Click here for more details on these, and other, market area improvements.
Inns
The entrance to the Ul’dah Inn will be relocated to the Gold Court in the Ul’dah Merchant Strip (X:6, Y:5).
Please note that until these measures are implemented, the current restrictions on entering the Ul’dah Inn will remain in effect.
....oh god lol
I haven't been able to play recently so forgive my ignorance, but are they trying to push people out of Ul'dah by getting them to go to other cities to even the population out or is the Inn just legitimately borked post merge?
Well, it was a bit more severe than that since the area's congestion frequently crashed people (myself included).
Do people actually expect me to repair their bazaar equipment for 1g?
I barely consider it worth my time to hit the macro to change to {craft} for normal, 500g repairs and they expect people to do it for not only no reward, but to actually use their own DM?
They probably have some (retarded) idea in their head that it's worth it just for the exp (it's not).
If it's unique gear, they are probably doing so for storage so they can obtain a second unique item. I do it all the time with AV/CC loot that actually sells decently.
Make NPCs repair items to 100% provided you give them a Dark Matter. Why isn't this implemented yet? It would save everyone a lot of frustration.
Inbefore "loleconomy".
Ah, you're talking about the cheapasses. I'd say fuck em but I normally never even pay attention to the repair rewards anymore.
I recently came back to 14 after a break right after the moogle battle came out, jumped right into speed running cc/av every time and I already had all the moogle/ifrit weapons.. already sick of the horrible droprates on darklight gear and my linkshell's drop distribution so I'm quitting again, perhaps would have been better with a not so fucked up shell but only doing 2 dungeons over and over and over again was worse than anything there is still left to do on 11 sadly
hope the game turns out well and I'll be ready with gil/jobs50 when it does.. but these tiny patches with hardly any content and terrible drop rates to accompany that has lost my interest yet again!
I know how you feel. Between the shit drop rates, dull and repetitive fights, and how annoying it is just to finish off my last jobs quest lines I'm back in a rut again. Was hoping with the Aegis move I could do stuff with my friends. But one is hardly on and the other is in a late night shell which I'm in no way interested in. So it's just me hoping this static works out tomorrow.
After 2 months, I thought I started missing the game again. I played for about a couple hours today and yesterday. Haven't seen any old friends pop up, and even if they did the content just looks so meaningless. Deep down I want 2.0 to be some kind of magical turn-around to the mediocrity of... this. But I don't see how it can happen at this point. No matter how pretty it looks or what kind of bells and whistles they add, it's going to be fundamentally the same system. SE is very much phoning it in with content pre-2.0, but it worries me that this is still going to be the kind of content we'll be stuck with forever: done quick, waiting for the next patch. This never seemed to happen in XI (while the cap was still 75 at least).
In all honesty, XI's endgame wasn't that different from what we have now. Only real difference is we didn't burn ourselves out in the first week due to lockouts.
Though yeah, I worry about how endgame is going to be. OF has been fed up with it as well and have made multiple threads about it and asked for something else, but still no response on the matter. Just another reason why I called it quits tonight.
I'll admit I'm probably looking back on XI way more favorably than should be merited. Was younger, first/only MMO I got serious about.
The main thing XIV seems to have going for it is instanced content as opposed to server-wide competition. Everyone has equal access to primals, dungeons, and pretty much all kinds of meaningful content, with the caveat that there's only a handful of items from each event and abysmally stupid time-lengthening loot pool limitations.
In XI, there was always some kind of chore to do with either outclaiming other shells or just farming all the stupid pop items in Sky/Sea for the 1000th time. But even like 4 years later you might still need a piece from Dynamis or Sky or something, even if that was more because of stupid drop rates than anything else. Equipment stayed useful for a long time; so far in XIV new gear is just flat out better or worse than old gear most of the time. Not saying it's a better system (had time for it as a dumb teenager) but I personally liked it better than the current burnout. My two cents :/
Edit: Maybe that's part of what feels stupid: if everything is instanced, nobody really sees you and your crew doing cool stuff. It forces an even bigger clique attitude.
Jesus, came back to try this "welcome back" campaign and see how the game would run on my new rig...
runs TERRIBLE. brand new i7 2600k, 570gtx, SSD, etc. It ran better on my old piece of shit PC
Eh, it's kind of a tough area IMO. I really don't want to see any type of LS competition like XI's because of what it did to the community. Linkshells were practically out for blood against their rivals and people you literally hate you just because of the shell you were associated with, nothing else.
Overall, my biggest complaint is the game rewards you based on luck, not effort. Gear should be rare because the encounter is hard, not a random number generator since the content is shallow and a strategy is set in stone within about a week.