if you hadn't been soloing it you could still have joined back in for the SP!
(is this a bright side?)
if you hadn't been soloing it you could still have joined back in for the SP!
(is this a bright side?)
That is a side benefit of grouping for leves I'll agree however the game should be able to keep players in their leves until the timer runs down even if they get disconnected.
An oversight I would guarantee is hard coded into the system.
Maybe we are all supposed to have clairvoyant space-brains and know where all the mobs will spawn?
Just wait for the Nidhogg opening with Spike Flail on pop before any bot can hit it.
I've seen a few times when using abilities like Sacrifice and Second Wind a message pop up telling me my weapon is damaged. I kept thinking that maybe it was just coincidence and lag but I decided to do a very quick and easy test. My sword was at 4,857 durability so I cast Sacrifice and check it again. Its durability now is 4,704 and another cast of Sacrifice brings it down again to 4,561. Why the hell SE is my weapon breaking when I'm not even using it to hit anything?
Your using it to cast spells? It would be pretty unbalanced if melee got durabilty loss for fighting and mages didn't
Why is it that you can succeed on a Bold Synthesis and yet Quality is the lowest value to increase?
You have to be significantly past the recipe's rank as well as have all appropriate training and support for it to be consistent otherwise. One some shit synths, I occasionally get Bold's to give the typical max-progress of 10% as well as some Quality +26 and around there~
Since the patch I can never get the quality over 300, even with using all of the abilities I have available to help such as Epiphany, Manipulation and Masterpiece. Ok sure, use HQ mats. But on leves it now seems impossible to reach 300 for that third tier of bonus. I don't even pick 20 leves up any more, I used to do them for the extra reward but it's a huge struggle just to reach 200 and sometimes I'll fall short by about 10-20.
Currently the only thing that wears out too fast is my weapon in my opinion and that's because every single action you take eats at its durability. And yes the repair system is entirely set up to "encourage" people to craft or get crafters to repair their gear since repair NPCs charge a lot to only repair up to 75% and can only be found in the main cities.
The repair NPCs may as well not be there, because you'd have to be a retard to pay the prices they charge for any gear above rank 10 for only 75% repair. Why not make the prices more reasonable? People will still use crafters because their weapon will stay above 50% for twice as long with a crafter as it would with repair NPC. Worst case is they buy twice as many weapons to carry, which is good for crafters in a different way.
...Which kind of sucks in a game that's not very populated, and sucks even more when you realize that you can only really load about 30 or so figures on your screen at one time.
I truly hope they overhaul the repair system. Its gotten to the point where I don't even see people wearing rings and accessories because they fear having to find someone to repair them. I never wore them in the first place, mostly because I wanted the extra inventory space and didn't really see any difference in stats, and I still don't regret that decision I made 2 and a half months ago.
I keep hoping that they'll overhaul the repair system eventually but I have yet to see much attention go towards the issue, and I suppose that's mainly due to it not being as crippling an issue as the other numerous problems in the game currently. I've just gotten to the point that I feel like the only reliable way to get SE to address an issue is for them to get a lot of bad press over it.
That's incredibly retarded. A 1/# wear ring is better than no ring. (Also "noticing a difference" by eye sounds impossibly difficult - especially when it comes to accuracy. Considered stupid talk in FFXI-land.)
EDIT: Buying two copies of one weapon is beneficial to the game's economy. It also isn't outrageously expensive or prohibitive for the purchaser. Pre-update I did have to repair my own axe on the field many times. Now I am ranking up two disciplines simultaneously. This practice could be saving me the trouble of buying two weapons, but then again, post-update none of my weapons have gone to yellow before I've got new ones(I am sure that changes for higher ranks). Thanks to LSmates I haven't struggled with repair on equipment. Think I used the repair NPC once, ever. Forget why...
Of course you think its retarded. There's nothing wrong with the repair system. That's why SE didn't adjust it during their first freakin' patch. That's why I see level 40's running around with no accessories on. It must simply be a fashion statement. Some sort of minimalist vibe going around.
The system would be flawless now, but it wasn't designed by BRP. That's a true tragedy for us all. Perhaps you should apply for a position at SE, BRP, since the whole "I want to be a mod really badly!" thing didn't exactly work out.
I wish they would lower the "damaged" status to 25% instead of 50%, and heavy damage at like 10% or something. People who use the repair npc would still use him, it would just require less trips and allow you to be out in the field longer before getting gimped by wear. Hell, i'd even be willing to accept an increase in repair costs for this feature. Gil is no issue at this point, this game needs more gil sinks anyway. Maybe it's just me, but it seems a little ridiculous that gear starts degrading when it's still got over half it's wear left.
I don't think they should ever allow the repair npc to repair to 100%, that just cuts out a need for crafters and discourages people from leveling them. One of the main reasons i'm leveling a craft is to be able to completely repair some of my gear.
And i fucking hate how the market wards randomly reset, i.e. crash because SE would prefer to use shitty servers or something. That's a great way to please players. I'm willing to bet that's related to the issue of mobs/pc's/npcs loading ridiculously slow as well.
Was thinking this exact thought just yesterday.
Also I have noticed post-patch that SE increased durability for two-handed weapons much more than one-handed (Gladiator) weapons. I'm guessing SE's logic in doing this was something along the lines of "Well derp Gladiators use shield in their offhand so if we make the combined durability from both hands roughly the same of other, two-handed class' weapons it'll all even out!" Except it doesn't, at all. Gladiators now reach damaged on their weapons in half the time, or less, than every other class in the game. This on top of the already ludicrous degradation rate on weapons is just yet another turd that SE has shat upon the Gladiator class.
Surprised no one has done research into the numbers on weapon decay. I'd LOVE to see how much damage is taken to weapons per attack. May try this myself if I get time and assistance soon.