Final Fantasy XIV: A Realm Reborn |OT2| Use a security token. Seriously.

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No, the trash mobs don't directly drop anything of value. But it's pretty clear that the team considers the tomes a reward for clearing the mobs AND the bosses. Not just skipping all the mobs and doing the bosses only. That is how they've decided to balance these dungeons. That is your reason for killing them.

I get it if you don't like that, but I'm trying to figure out why people insist that these mobs aren't worth anything because they are.

Ahhh...brain hurts... making sense, stop it....
 
I guess I just hope they add more stuff that requires meaningful interaction. Right now you can get from level 1-50 without ever talking to another human once, something that was impossible in ffxi.

Just seems silly. The best part about the MMO genre is player interaction, I hope they focus on content revolving around that, which for me seems to be dungeons, primals, ect.
 
I think the execution of the token system isn't a good thing in the first place. Seems like tokens should be used to soften the blow of not getting a drop, not be the single most important thing for all loot.

I don't like how that makes players feel/act (they can make easy time/token comparisons), how it basically allows the game to be a matter of grinding duty finder parties (as an asshole, if you wish) instead of joining a static group for the most of it, and I don't like what it does to crafters and gathers (I don't understand why this game doesn't employ more Monster Hunter-ish crafting for pretty much all endgame gear, with crafters synthesizing stuff from rare/ex items from other player inventories (plus harder to obtain gathered materials which work in a sub-system that isn't so brainlessly easy to bot or crash the market of, i.e. a new gatherer endgame to match this new crafter endgame). To me, something like tokens should be used so no players feel they got nothing from the run and casual players can get loot over long periods of time without ever joining a group. As the main form of progression, it is way too manipulative and obvious for my tastes.

The proper solution to the AK speed run problem was to make a portion of tomestones consistently and predictably drop from enemies. The solution to AK being a bottleneck would be to improve the rewards of other dungeons (in fact, I'd say they need to think in terms of content not being outdated so quickly, doing 3 dungeons over and over is better than doing each one over and over consecutively. Dynamis was a grind I didn't like, but at least you had five "dungeons" to do, in addition to a bunch of other content), give minute amounts to those who redo story primal and lower level dungeons (more so to make helping new players not seem like a complete waste of time to those who are little obsessive about it), and add it to other types of the content. The latter, I admit, isn't a very suitable fix given how stupid and easy to break stuff like FATEs are (which makes up most of the content in the game putting aside the main scenario). Maybe a more controlled type of FATE is in order for end-game content, one that is activated and limits participation. I was thinking if need/want/pass loot system even comes down to deciding the fate of major loot, then players should get rewarded tomestones whenever someone else in their party gets a piece of loot (maybe a bonus for passing an item they could need).

As for rushing people through cutscenes, a fun solution would be getting bonus tombstones for helping new players - but only if the new players allowed that player to get it. So, you would award players who were patient and kind and players who weren't wouldn't get this bonus. I also feel like a small nerf to some of the tactics used in Castrum Meridianum may be in order, mainly the part where people use those launchers to kill enemies instantly.

In FFXI, EXP at 75 could be used for merits. In this game merits would probably just mean more points to allot. Not much room for customizing classes through lowered recasts, new actions, etc. since they seem to want to avoid that kind of stuff looking at the design (if everyone plays the same it is easier to balance and is... "less stressful").
 
No, the trash mobs don't directly drop anything of value. But it's pretty clear that the team considers the tomes a reward for clearing the mobs AND the bosses. Not just skipping all the mobs and doing the bosses only. That is how they've decided to balance these dungeons. That is your reason for killing them.

I get it if you don't like that, but I'm trying to figure out why people are insisting that these mobs aren't worth anything because they are.

There's no decent offset though to cover repair costs from running the dungeon unless you have DoL or DoH bringing in income. Not sure how much a difference repair costs are now, but they should still consider a lower degradation rate from just fighting and increase the rate when you die.
 
So....a bit late to the party, when I heard okay this was actually good I tried to get a CE of the game but was of course too late to get one. Had some things to do so put it off until I began to read more good things and thought screw it, I want it. And that included the CE, looked online and they were going for absurd prices.

Finally found where could get them for still slightly absurd prices, the UK! So I thought hell why not, cost me essentially 150 when it was said and done due to the currency change etc. I sucked it up and patiently waited.

Today it came! So I make my SE account, then I go to finish the game registration and.....of course the region is an issue it turns out. So now I'm left wondering what to do.

Anyone else been in this situation? Got any clue on how to proceed.

You will have to make an EU/UK square enix account to register the game and I'm not even sure if that is enough but worth a try.
 
you know, I might be oldschool... not a fan of easily achievable level caps in modern mmos.

i mean, i wouldn't mind if there was some neat end game stuff... but in the end, you still are grinding... but for gear.

Maybe it's just me, but I enjoy leveling up in games more than gear and what not. Unlocking new skills is the ultimate high for me. Put a near unreachable level cap will keep me around longer. Dish out some minor passive skill buffs every few levels if you are too lazy to code in/balance more stuff, idk.


I want bars to increase when i kill shit.
 
There's no decent offset though to cover repair costs from running the dungeon unless you have DoL or DoH bringing in income. Not sure how much a difference repair costs are now, but they should still consider a lower degradation rate from just fighting and increase the rate when you die.

Go farm drops for crafters and sell them in the downtime? Lots of crafters, even ones with their own DoL, get lazy when it comes to farming things like fleece, snurble tufts, and animal skins.
 
I thought this game was too easy?

Then nerfing that would make it not as easy.

I'm actually of the perspective every single dungeon pre-50 could use at least a little more difficulty, if not optional super boss fights players can backtrack to, but that's probably asking for too much.
 
Then nerfing that would make it not as easy.

I'm actually of the perspective every single dungeon pre-50 could use at least a little more difficulty, if not optional super boss fights players can backtrack to, but that's probably asking for too much.

Yeah, misread, thought you meant on the boss. It's kinda lol blasting the trash packs, I agree.
 
I think the execution of the token system isn't a good thing in the first place. Seems like tokens should be used to soften the blow of not getting a drop, not be the single most important thing for all loot.

I don't like how that makes players feel/act (they can make easy time/token comparisons), how it basically allows the game to be a matter of grinding duty finder parties (as an asshole, if you wish) instead of joining a static group for the most of it, and I don't like what it does to crafters and gathers (I don't understand why this game doesn't employ more Monster Hunter-ish crafting for pretty much all endgame gear, with crafters synthesizing stuff from rare/ex items from other player inventories (plus harder to obtain gathered materials which work in a sub-system that isn't so brainlessly easy to bot or crash the market of, i.e. a new gatherer endgame to match this new crafter endgame). To me, something like tokens should be used so no players feel they got nothing from the run and casual players can get loot over long periods of time without ever joining a group. As the main form of progression, it is way too manipulative and obvious for my tastes.

The proper solution to the AK speed run problem was to make a portion of tomestones consistently and predictably drop from enemies. The solution to AK being a bottleneck would be to improve the rewards of other dungeons (in fact, I'd say they need to think in terms of content not being outdated so quickly, doing 3 dungeons over and over is better than doing each one over and over consecutively. Dynamis was a grind I didn't like, but at least you had five "dungeons" to do, in addition to a bunch of other content), give minute amounts to those who redo story primal and lower level dungeons (more so to make helping new players not seem like a complete waste of time to those who are little obsessive about it), and add it to other types of the content. The latter, I admit, isn't a very suitable fix given how stupid and easy to break stuff like FATEs are (which makes up most of the content in the game putting aside the main scenario). Maybe a more controlled type of FATE is in order for end-game content, one that is activated and limits participation. I was thinking if need/want/pass loot system even comes down to deciding the fate of major loot, then players should get rewarded tomestones whenever someone else in their party gets a piece of loot (maybe a bonus for passing an item they could need).

As for rushing people through cutscenes, a fun solution would be getting bonus tombstones for helping new players - but only if the new players allowed that player to get it. So, you would award players who were patient and kind and players who weren't wouldn't get this bonus. I also feel like a small nerf to some of the tactics used in Castrum Meridianum may be in order, mainly the part where people use those launchers to kill enemies instantly.

In FFXI, EXP at 75 could be used for merits. In this game merits would probably just mean more points to allot. Not much room for customizing classes through lowered recasts, new actions, etc. since they seem to want to avoid that kind of stuff looking at the design (if everyone plays the same it is easier to balance and is... "less stressful").

This man gets it.
 
There's no decent offset though to cover repair costs from running the dungeon unless you have DoL or DoH bringing in income. Not sure how much a difference repair costs are now, but they should still consider a lower degradation rate from just fighting and increase the rate when you die.

The new repair costs should be pretty low if the patch notes are anything to go by. I think if people can't afford to run AK constantly with these new numbers then they need to do other things to farm gil every now and again. But yeah, we'll need to see what the solid numbers are for ilvl 50+ gear. I think it's perpetuating the problem if they make it so people running AK only have to rely on AK runs to repair their gear to keep doing them.

-Reduced the amount of gil required for repair fees and materia removal as follows:

Equipment levels 1-10: 10 gil -> No Change
Equipment levels 11-20: 50 gil -> 30 gil
Equipment levels 21-30: 100 gil -> 60 gil
Equipment levels 31-40: 210 gil -> 120 gil
Equipment levels 41-40: 500 gil -> 200 gil

-Reduced the price of Dark Matter as follows:

Dark Matter G1: 5 gil -> 4 gil
Dark Matter G2: 30 gil -> 12 gil
Dark Matter G3: 70 gil -> 24 gil
Dark Matter G4: 150 gil -> 48 gil
Dark Matter G5: 350 gil -> 80 gil

And yeah, I would love to see BCNMs make a comeback. The Guildhest system seems almost designed for that exact thing, but people just ignore it or only run them the first time for the EXP bonus. Just make some high end lv50 Guildhests that require like 5-10 tomes to get into or something, and have the same kinda drop rates that BCNMs had. Maybe you won't get that great piece of gear you're looking for, but if they had some other high-value drops then it would give another option for end-game income.
 
Go farm drops for crafters and sell them in the downtime? Lots of crafters, even ones with their own DoL, get lazy when it comes to farming things like fleece, snurble tufts, and animal skins.

I do farm in what downtime I may have, but depending on how often I want to run a dungeon or help others out, I might not have much queuing as a healer.

I think people should explore avenues for gaining gil and not just rely on dungeon drops to get them through, but that shouldn't mean that dungeons should at least give something in return to help offset repair costs. Even Allagan bits to sell to vendors would be welcome if those were given to every player when it drops and not given to just one random party member (which, as far as I understand, is how it works now unless I'm reading chat log wrong).
 
This man gets it.

I don't think trash mobs dropping tomestones is a solution at all unless the bosses didn't drop any. Otherwise, why fight the bosses when you can just go farm trash mobs?

As for crafting, yeah, I am pretty irritated at what SE has done making crafting more of just a convenience thing rather than something that feels like a real profession. I get that they need to balance crafted gear against dungeon drops so that people who don't want to craft can still get decent stuff (which is the case now, where i70 crafted is superior to i70 Darklight but not by much), but I think they really goofed by putting such a high tomestone cost (125 x 9) on the ingredients for those recipes.
 
I think people should explore avenues for gaining gil and not just rely on dungeon drops to get them through, but that shouldn't mean that dungeons should at least give something in return to help offset repair costs. Even Allagan bits to sell to vendors would be welcome if those were given to every player when it drops and not given to just one random party member (which, as far as I understand, is how it works now unless I'm reading chat log wrong).

No, you're correct, coffers of allagan pieces for NPC gil are randomly given to someone automatically. If it's a static/friend/FC/LS group, you could agree to split them if people are that strapped for cash.
 
you know, I might be oldschool... not a fan of easily achievable level caps in modern mmos.

i mean, i wouldn't mind if there was some neat end game stuff... but in the end, you still are grinding... but for gear.

Maybe it's just me, but I enjoy leveling up in games more than gear and what not. Unlocking new skills is the ultimate high for me. Put a near unreachable level cap will keep me around longer. Dish out some minor passive skill buffs every few levels if you are too lazy to code in/balance more stuff, idk.


I want bars to increase when i kill shit.

That's why you have class switching. You essentially always have new bars to fill up, and every class you level up has affinities that can be used to improve other classes and cross ability unlocks.
 
I don't think trash mobs dropping tomestones is a solution at all unless the bosses didn't drop any. Otherwise, why fight the bosses when you can just go farm trash mobs?

How about they make it so that you don't get any tomes (from mobs and the boss) unless you actually complete the dungeon?
 
I don't think trash mobs dropping tomestones is a solution at all unless the bosses didn't drop any. Otherwise, why fight the bosses when you can just go farm trash mobs?

Maybe they could stagger it with checkpoints? Like if the dungeon gave you 100 tomestones overall but at each mid-boss you would get X amount and certain trash mobs at certain points would give you X amount that all goes towards the 100 tomes in the end. Possibly make the boss drop 50 and the other 50 are earned by going through the run.
 
Finally found where could get them for still slightly absurd prices, the UK! So I thought hell why not, cost me essentially 150 when it was said and done due to the currency change etc. I sucked it up and patiently waited.

Today it came! So I make my SE account, then I go to finish the game registration and.....of course the region is an issue it turns out. So now I'm left wondering what to do.
What region are you exactly? Supposedly you can adjust the region on the MogStation site or your SE account online, but I didn't have region problems so I'm not exactly an expert. You could try to contact SE support I guess.
 
So i've had one of these since 1.0:

iNSH3OxZFznLE.jpg


But I got this email early today:


Dear Valued Square Enix Customer,

Thank you for using the Square Enix Account Management System.

Based upon recent suspicious activity, we have identified that your account may potentially be at risk. For your protection, we have temporarily suspended login access to this account.



But the SE support website says:


-How to avoid the login restriction:

Using a Square Enix Security Token will prevent any login restrictions from being placed. Security Tokens are also an effective means of preventing your account from being compromised and we strongly recommend their usage.



So the question is...would a legit notification come from this email address?


autoinfo_u​s@account.s​quare-enix.​com


Because if so, whats the point of have a security token, if people can still attempt to mess with your account, to the point of you having to change your password?
 
I don't think trash mobs dropping tomestones is a solution at all unless the bosses didn't drop any. Otherwise, why fight the bosses when you can just go farm trash mobs?

As for crafting, yeah, I am pretty irritated at what SE has done making crafting more of just a convenience thing rather than something that feels like a real profession. I get that they need to balance crafted gear against dungeon drops so that people who don't want to craft can still get decent stuff (which is the case now, where i70 crafted is superior to i70 Darklight but not by much), but I think they really goofed by putting such a high tomestone cost (125 x 9) on the ingredients for those recipes.

It's not about being able to farm trash mobs, it's about having avenues in getting end game gear, not just one single way of doing it. If you want to grind out trash mobs for hours on end to buy blues through tomes, go ahead. Or, you can run through this difficult dungeon for a chance at a blue drop that's better than your current gear. Besides, adding philosophy tomes to trash in dungeons isn't that bad an idea since it takes a ton of philosophy tomes to begin with just to get darklight gear. You could have a tome drop per group of mobs and still offer the tome reward at the end of the dungeon. You wouldn't even need to add them to trash outside dungeons except for maybe from HNM FATEs.

No, you're correct, coffers of allagan pieces for NPC gil are randomly given to someone automatically. If it's a static/friend/FC/LS group, you could agree to split them if people are that strapped for cash.

Thanks.
 
What region are you exactly? Supposedly you can adjust the region on the MogStation site or your SE account online, but I didn't have region problems so I'm not exactly an expert. You could try to contact SE support I guess.

I'm in Canada so basically the same region America would be classified as.
 
Maybe they could stagger it with checkpoints? Like if the dungeon gave you 100 tomestones overall but at each mid-boss you would get X amount and certain trash mobs at certain points would give you X amount that all goes towards the 100 tomes in the end. Possibly make the boss drop 50 and the other 50 are earned by going through the run.

This.

Giving tombs for a % of trash mobs killed at the end of the dungeon. That way they can't farm trash mobs and they have to finish the dungeon.
 
So i've had one of these since 1.0:

iNSH3OxZFznLE.jpg


But I got this email early today:


Dear Valued Square Enix Customer,

Thank you for using the Square Enix Account Management System.

Based upon recent suspicious activity, we have identified that your account may potentially be at risk. For your protection, we have temporarily suspended login access to this account.



But the SE support website says:


-How to avoid the login restriction:

Using a Square Enix Security Token will prevent any login restrictions from being placed. Security Tokens are also an effective means of preventing your account from being compromised and we strongly recommend their usage.



So the question is...would a legit notification come from this email address?


autoinfo_u​s@account.s​quare-enix.​com


Because if so, whats the point of have a security token, if people can still attempt to mess with your account, to the point of you having to change your password?



And now whenever I try to log in, the launcher crashes after pressing log in...
 
I don't think trash mobs dropping tomestones is a solution at all unless the bosses didn't drop any. Otherwise, why fight the bosses when you can just go farm trash mobs?

As for crafting, yeah, I am pretty irritated at what SE has done making crafting more of just a convenience thing rather than something that feels like a real profession. I get that they need to balance crafted gear against dungeon drops so that people who don't want to craft can still get decent stuff (which is the case now, where i70 crafted is superior to i70 Darklight but not by much), but I think they really goofed by putting such a high tomestone cost (125 x 9) on the ingredients for those recipes.

Well, I put forth that dungeons shouldn't even drop (nor should tokens buy) armor/weapons with some exceptions. They should drop key ingredients players can't trade or sell and then the game could have a system in place (like it does for materia and did for repairs) for crafters to craft that gear to get straight into their inventory. Players wouldn't have to craft, but having to interact with a crafter (whether from a FC or picking up one from search/by reputation) is perfectly reasonable and encourages better community.
 
How about they make it so that you don't get any tomes (from mobs and the boss) unless you actually complete the dungeon?

Maybe they could stagger it with checkpoints? Like if the dungeon gave you 100 tomestones overall but at each mid-boss you would get X amount and certain trash mobs at certain points would give you X amount that all goes towards the 100 tomes in the end. Possibly make the boss drop 50 and the other 50 are earned by going through the run.

I like these ideas.

Because if so, whats the point of have a security token, if people can still attempt to mess with your account, to the point of you having to change your password?

How restricted are you? Are they going to just let you change your password and log in again or do they have you on hold until the investigate?

I think the wording on the SE site needs to change. As I understand it, people can still mess with my account and can still try to key in my username and password but the security token greatly decreases their chances of actually getting in. I assume that after a certain number of failed login attempts, any account will be placed under restriction regardless of whether or not they have a security token tied to it.
 
I'm in Canada so basically the same region America would be classified as.
And you registered the game code already?

If you haven't, you're probably going to have to make an account for the UK region (or contact SE to change your country/region to UK) and then register your code.
 
Catching up on all of the news I missed while I was away. I see they announced some sort of cross-promotion between FF11/FF14/DQ10. I wonder what that's gonna be like.
 
dont know, class switching feels more like leveling new toons.


whats affinity?

Certain abilities you unlock with one class, can be used by another class. That is what the affinities at the bottom of your skill description means. Various class passive abilities also work cross class as well. More classes you level up the more you can combine abilities and create custom options.

Level up an arcanist and it unlocks a basic heal for lot of other classes for example.

You also get a xp bonus to raise up any other class you switch into that is lower. It's a more elegant variation of leveling an alt since you don't have to start over, you still have your mounts, retainers, currencies, unlocked items, and you get bonuses for leveling up other classes.
 
Catching up on all of the news I missed while I was away. I see they announced some sort of cross-promotion between FF11/FF14/DQ10. I wonder what that's gonna be like.

Before 1.0 there was supposed to be a discount if you subscribed to both FFXI and FFXIV, but they stopped talking about it when the subscription for FFXIV was taken away. Maybe this will be something similar.
 
Just because SE made a change doesn't mean they aren't planning another or have something for 2.1 in November. People need to stop freaking out. I don't believe they want this game to become a grind fest like XI and they know the player base doesn't want that based on the speed runs that popped up.
 
30 min idle logout is now in play. A few people on official boards are complaining about it, of course.

there really isn't much of a queue these days so it wouldn't matter much... but 30min is quite short. I think 1-2hour idle timer makes more sense.


Does idle boot take you back to the start screen, or the desktop?
 
Well, I put forth that dungeons shouldn't even drop (nor should tokens buy) armor/weapons with some exceptions. They should drop key ingredients players can't trade or sell and then the game could have a system in place (like it does for materia and did for repairs) for crafters to craft that gear to get straight into their inventory. Players wouldn't have to craft, but having to interact with a crafter (whether from a FC or picking up one from search/by reputation) is perfectly reasonable and encourages better community.

And crafters will start asking incredible amounts of money to craft that gear since they are the only solution to get high level gear. Or even better they will get the ingredients and you'll have to buy them in the market for astronomical amounts of money (see Vanya gear or FF XI).

No thanks.
 
And you registered the game code already?

If you haven't, you're probably going to have to make an account for the UK region (or contact SE to change your country/region to UK) and then register your code.

No, couldn't register the code since it wasn't the right region. I get the feeling I'll have to contact support indeed and see what they can do for me as you say but wanted to check here in case anyone had any insight.

Thanks!
 
And crafters will start asking incredible amounts of money to craft that gear since they are the only solution to get high level gear. Or even better they will get the ingredients and you'll have to buy them in the market for astronomical amounts of money (see Vanya gear).

No thanks.

You're not in a gaf FC that has lvl 50 crafters or will have? On Sarg, I have asked a few times for crafts from lvl 50 crafters and they've helped and even refused payment.
 
AFK Kick is fine with me now that its easy to log in. Im not sure why there would be a problem with it. 30 mins is plenty of time to run to the bathroom or grab food if thats what youre going afk for.
 
I like these ideas.



How restricted are you? Are they going to just let you change your password and log in again or do they have you on hold until the investigate?

I think the wording on the SE site needs to change. As I understand it, people can still mess with my account and can still try to key in my username and password but the security token greatly decreases their chances of actually getting in. I assume that after a certain number of failed login attempts, any account will be placed under restriction regardless of whether or not they have a security token tied to it.


Says that a password change should do it. I guess that does make sense about people still being able to mess around with accounts, yet not being able to log in, because of the one time password. Guess thats a downside of the game being so popular now.
 
You're not in a gaf FC that has lvl 50 crafters or will have? On Sarg, I have asked a few times for crafts from lvl 50 crafters and they've helped and even refused payment.

I do, but not all people do and you're still directly relying on the goodwill of people when it's a system that could make them incredibly rich. I guess is the objective of lvling craft but it will put a huge gap between crafters and non-crafters like in XI.
 
People complaining about 30 min afk kick, lol ignore them. The game has short load times, you get booted, omg you have to wait 30 sec to log back in!

Also while things are ok now, character creation was off on most places, and have to remember a flood of players is coming when they put the game up for sale again.
 
AFK Kick is fine with me now that its easy to log in. Im not sure why there would be a problem with it. 30 mins is plenty of time to run to the bathroom or grab food if thats what youre going afk for.

Yeah, not really sure why people are complaining. Not like you have to wait in a long queue to log on, even during peak hours. I don't get these people at all.

I have a feeling we are going to stop seeing people just idling around crystals and more people running in place in side rooms lol.
 
Certain abilities you unlock with one class, can be used by another class. That is what the affinities at the bottom of your skill description means. Various class passive abilities also work cross class as well. More classes you level up the more you can combine abilities and create custom options.

Level up an arcanist and it unlocks a basic heal for lot of other classes for example.

You also get a xp bonus to raise up any other class you switch into that is lower. It's a more elegant variation of leveling an alt since you don't have to start over, you still have your mounts, retainers, currencies, unlocked items, and you get bonuses for leveling up other classes.

I don't know of any cross class passives or traits.

Are you sure there are cross class traits?
 
Yeah, not really sure why people are complaining. Not like you have to wait in a long queue to log on, even during peak hours. I don't get these people at all.

I have a feeling we are going to stop seeing people just idling around crystals and more people running in place in side rooms lol.

In WoW and other MMOs, you actually have to press a different key to not be AFK. Auto-running, or even holding down W, will not prevent an AFK kick. Dunno if it's like that in FFXIV.
 
Is the Ultros FC still recruiting? I'm looking for a server to transfer to when I can. I've got a lv46 bard who will likely be 50 by the time I can transfer.
 
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