Just got kicked off and can't get back on, its like Beta all over again.
Made a thread on official forums to try and attract some more end game players.
http://forum.square-enix.com/ffxiv/...king-for-end-game-players?p=612620#post612620
So if you get random messages its probably due to this. XD
So, with the arrival of patch 1.21, would you guys say the game is fun?
My gf and I played FF11 on/off since release and we were hoping that 14 is on its way towards FF11's quality.
I understand it's clunky, but I really just want to know if you guys think its worth it to play.
Yup I would recommend it to ex FF11 players, not so much to ex WoW/Aion players.
Every patch its getting better and better.
Most of us use Sargatanas (formerly Lindblum before today's server merge).
The linkshell (guild, legion, whatever in other MMOs) we use is called Red Dot.
Neat, I may start playing this weekend then. You can still have multiple linkshells like in FF11 right?
Surprised Uverse is the same speed?
Maybe it's where you are, but I'm pretty sure around here it's significantly faster than DSL... I can get up to 24 Mbps in LA.
Is Warrior(marauder?) not sure what the red dual axe class piced above is, a tank or a DD ?
Yeah is a warrior, and that's a good question indeed, actually it's both, Warrior is the preferred tank choice even if it's not really a tank.
How are the PLD changes in 1.21a, BTW?
Hello everyone!
We understand your concerns with melee classes being left out because they are having a difficult time on some of the encounters that we have introduced because of the damage they receive compared to ranged classes.
We let the dev. team know your feedback so they will be making balance adjustments to allow melee classes to have a larger role in upcoming battle content such as the Garuda fight in patch 1.22 and what’s in store for patch 1.23. (While I can't give away any details about future battles just yet, I made sure to let the dev. team know that you're wanting new and dynamic encounters! )
Once the above adjustments are implemented and you have tried out the changes, we would love to hear your feedback about the current battles that have stirred up your concerns for the melee classes so we can look into these changes going forward.
Oh, and SE announced they're doing exactly what I said they should do in future fights: making it so ranged DPS isn't better or more desired than melee DPS for future fights, starting with Garuda.
Fuck. Yeah.
All they need to do is stop having these one shot moves and everyone would be ok, a boss fight to me is about endurance and skill not cheap tricks to wipe you out, especially when the server can't relay the changes in real time.
I find it sad that most parties won't take BLM into Ifrit because of hellfire for example.
Gratz on the Chimera kill guys
I was thinking about a thread where we explain the changes/improvements and the possibility of me making it. I got kind of discourage because I imagine people would bash the length and also I don't exactly think my name should be tied to the game since I'm not exactly a dedicated fan (I don't play it like a MMORPG). I don't want to be called a viral marketer lol.
Anyway, the eve or the days following the next update sound like a good idea. At that point the game should be fairly presentable, it almost is now. On that thread I figure we could show the changes to Dalamund because that picture gave them the idea to make that thread. I think expressing that the storyline will be going away forever is important since people might really care about it. (I do.)
I guess the point would be to show what is happening up to 2.0, which is a one-time event.
http://forum.square-enix.com/ffxiv/threads/40295-Primal-drop-system-still-no-changes-%21?p=616050#post616050 said:Hello everyone!
We looked into increasing the drop rate and allowing each party member to receive a inferno totem or kupo nut charm with each winning encounter, but instead of touching up on the drop rate, we decided to make adjustments to the number of required totems and nut charms.
In patch 1.22, the below changes are what we have planned:
Inferno Totems: 10 → 5
Kupo Nut Charms: 20 → 10
The reason we decided on this change is because if we changed the drop rate, there would still be unlucky players who would complain that they can't get an item, so we decided to not play with the drop rate and instead just change the amount of items required for exchange for a weapon.
The number of totems/nuts needed for a primal weapon is to go down in 1.22:
I like this, but probably only because I don't have a primal weapon yet. =(
The number of totems/nuts needed for a primal weapon is to go down in 1.22:
I like this, but probably only because I don't have a primal weapon yet. =(
I don't get the unlucky players comment since this way you're still dependant of luck.
Its simple really, they want there to be a perceived higher chance at getting the item but they still want randomness to play a part to facilitate an addiction. They want this content to last till 2.0 as 'legitimate' gameplay and unless you can find a way to block peoples progress over time, people will just finish the content within weeks or days. Its either this or lock out timers more then likely and even though I hate the randomness, I loathe lockout timers more.
I played this a lot when it came out but quit. I recently got tired of swtor and want to start up again. I know people say wait till 2.0 but I'm fairly certain I'm going to give it a whirl now.
Do people still play at lower levels or is it completely empty?
Post merger with Saronia, it's now Sargatanas.is the gaf linkshell still on lindblum?
Post merger with Saronia, it's now Sargatanas.
Ok real talk, how is this game and has it gotten better?
Does it FEEL like Final Fantasy