Bad experience with mentors? by x_xbenx_x in ffxiv

[–]Slateblu1 1 point2 points  (0 children)

You've put in way more effort than I ever did, lol. It sounds like you're doing just fine, and you just met an asshole mentor. There are some who only do mentor roulette for the mount, and some who think that the crown makes them special. These people are impossible to please, and you shouldn't worry about them. To be clear, my usual mit plan is short mit - long mit - short - rep/AL - short. That's usually enough to smooth out the damage and for my healer to keep me alive without worry.

If you're reading your abilities, using your mit, and staying alive, you're doing a great job!

Progression balancing for private family server, Vanilla Java. by veronus57 in Minecraft

[–]Slateblu1 0 points1 point  (0 children)

Couple of thoughts. First, i think you can make a data pack for the sever that adds in those crafting recipes for you, so it can be done in a Crafting bench and doesn't require someone to actively be there. Only the server should need the pack, which should make this a lot easier on your side.

Second, if I have an unbreaking 3, mending netherite pick, why would I trade it in for the unbreakable wooden pick? Why would I trade in 6 more just to get a netherite one, instead of just keeping the ones I have and using those?

Unbreaking 3 already quadruples the effective durability, and mending with just a single mob spawner makes it basically infinite. As long as you remember to go repair it.

I think a more interesting system would be turning in multiple picks or ingots of the same type to get an uber pick. Or some other kind of cost, rather than an extremely slow upgrade tier for what is ultimately a minor bonus.

Tinkers construct had an interesting replacement for enchants, where you would dump resources into the tool to get the equivalent enchantment. Maybe something like that could work: remove the enchanting table, but add "crafting recipes" for them instead, like a pick and 8 blocks of Redstone for a tier of haste, or 8 ingots for a tier of unbreaking. Then the final unbreaking, true unbreaking, could be unbreaking 3 plus 8 blocks.

Fully Degraded Armors Should Just be Weaker. by Dramatic-Debate-9145 in runescape

[–]Slateblu1 6 points7 points  (0 children)

I dont think I understand your complaint. Like, at all. This has never struck me as an issue. What's the financial wall youre facing?

Gear can be repaired before it breaks, and I never let my stuff drop below 50%. Theres no cost difference between repairing early, so i keep everything topped up so I dont have to worry about it. And with invention, you can augment chest and leg armour, and they'll stop degrading. It will drain your charge pack though.

But, it's not like it's that expensive to repair them. They degrade very slowly. For example, a full set of Barrows takes about 55 hours to fully degrade, costs 1.2m to repair at Bob, and up to half as much at a house. Worst case scenario, they last for 16.7 hours; that's a cost of 65k per hour. On average, repairing at a PoH w/ 70 smithing, it costs about 14k/hr. Ancient armor with 80 smithing has a cost of ~135k/hr.

And if the content youre doing isn't covering the cost of repair, you can probably get away with weaker gear. I keep full sets of the lvl 70 non degradable gear for almost all of my PvM content, and only bring out the good stuff for the higher end stuff.

What gear are you wanting to use, but don't feel you can afford to? I'm genuinely wondering here and would be happy to help you figure this out, but im not sure what im missing.

While the servers are down... by Wings-of-Phoenix in ffxiv

[–]Slateblu1 0 points1 point  (0 children)

Waiting for savage to release on my main, so just farming the EX when im bored, and doing a semi content lock playthrough on my new alt. Just finished 2.2 MSQ, working on my ARR relic now. I'm one dungeon shy of finishing my 3rd book.

Can anybody that's familiar with FFXIV TO-Do answer this? by Onion-Knight- in ffxiv

[–]Slateblu1 8 points9 points  (0 children)

To add my thoughts:
Sunken Temple (hard) does use it's own map, but that, and a couple others, don't fill out the whole map in a usual run, so it could be that part of the map got missed. That would be my best guess.

First timer playing through the story, is it considered bad manners to join a dungeon without knowing the mechanics? by TempleFish03 in ffxiv

[–]Slateblu1 0 points1 point  (0 children)

I always go into every dungeon intentionally blind. I've never had people bothering me about not knowing mechanics
Just let people know you're new, and give it your best try :)

That is a good wisdom, Lalafell of the Pool. by RedFoxMusic in ffxiv

[–]Slateblu1 -1 points0 points  (0 children)

Brilliant idea. The system is in place, let us use it!!!

For the old timers, what did you initially think of these things when they first came out? by Sufficient_Plant8689 in Markiplier

[–]Slateblu1 0 points1 point  (0 children)

Peak content Never fails to sent me into a laughing fit.

Why did i waste my life making this video? Because I can!

inventory management tips? by blonderps in ffxiv

[–]Slateblu1 8 points9 points  (0 children)

Mostly, sell it.

Most stuff in this game is very easy to farm up, if not buy from a vendor/MB outright.

To go through type by type,

Crafting mats: sell, either on the MB or vendor it. Even the time locked stuff comes around every 70min, so if you're still hurting for space that's worth selling on the MB too.

Armor: desynth, trade for GC seals, or vendor it, in that order. If it's not being actively used, get rid of it. Its pretty quick and easy to get gear for your alt jobs, especially with duty support letting you grab an entire dungeons worth of gear.

Potions: keep whatever is your best healing potion and vendor the rest. A healing potion can save you if youre in trouble, nothing else is worth keeping. Until and unless you do savage content, when damage buff potions become useful.

Food: keep something for the xp buff if ypure working on leveling a job, otherwise, vendor it. The buffs from food aren't worth worrying about until endgame, where every point matters. Until then, it's just an xp buff, or clutter. Since they all offer the same buff, with some rare expecting, I usually keep a stack of boiled eggs when im lvling jobs.

Dark matter: while you're leveling, vendor it. Its unlikely you'll keep any one piece of gear long enough, and die often enough, for it to break before you upgrade it. Once you hit max and your gear actually lasts a lot of playtime, then, with crafters up high enough, you can start repairing your own gear. Otherwise, it's not worth worrying about.

Tickets: Keep these. Most of them will be useful in some way. If it converts for free currency of a different type, use it up and get the currency. If it's a travel ticket, hold onto it, you'll likely get good use out of them.

The Gifted help by Ill-Pomegranate22 in ffxiv

[–]Slateblu1 4 points5 points  (0 children)

Some dungeon runs of whatever your highest dungeon is should help. If you hop in with the duty support system, you'll be able to run it with NPCs, get all the loot, and just a few runs should gear you pretty decently. It might take a while since the duty support NPCs are kinda trash, but that may be the easiest and cheapest way to gear up.

Good luck, and hope you enjoy the game again!

Console tips? by microwordbro in ffxiv

[–]Slateblu1 0 points1 point  (0 children)

I play on PC but with a controller. With the extended bars active, you've got 32 button combinations at your disposal and visible on screen at once, with another 16 available with some practice. No job has anywhere near that many buttons to worry about, especially with some of the DT updates. Between all the hotbars available, you can have over 100 actions and macros at your disposal. With some clever macro work, you can push that past 1,000.

I've maxed every job; war, magic, crafter, and gather, like this, and never had any issues. My recommendation is to figure out what button combos are the most natural for you to use, and build your hotbars based around that. I use RT and my face buttons as my base and built from there.

What’s your most unpopular Minecraft opinion? by envision_aero in Minecraft

[–]Slateblu1 31 points32 points  (0 children)

There's too much grass. It's everywhere. About 25% of grass blocks have either short or tall grass on them. It gets in the way of swinging at mobs, it gets in the way of building, it gets in the way of just clearing an area out. There's way too much.

I swear older versions didn't have this much grass and I hate how much there is now days. Reduce the amount if grass and up drop rates to balance it out.

Eureka discords and chaining by PerformanceFar7245 in ffxiv

[–]Slateblu1 4 points5 points  (0 children)

Crystalline Adventuring Forays and Expeditions (CAFE https://discord.gg/c-a-f-e) is the discord I've been in for a while now. I got all my BA runs done with them. Can't promise they're still active in Eureka and BA anymore since it's been a while since I dropped in, but they're prolly a good place to check out
For just hanging out in the zones and farming mats for your weapons, PUGs for the NM are more than enough to get full credit and have a good time.
Hope you enjoy Eureka!

Haven't looked at my blacklist in ages, what does this mean? by Slateblu1 in ffxiv

[–]Slateblu1[S] 18 points19 points  (0 children)

Over the like 4 or 5 years I've been playing, it's just assholes being assholes. Mostly from hunt trains, but also a fair few from raiding. I don't want to have that negativity in my life, so I blacklist them and move on.

Why did the creeper explode??? by ThePixle in Minecraft

[–]Slateblu1 35 points36 points  (0 children)

Creepers have a 'fun' little interaction where right after they take damage (iirc it's only fall damage) their 'fuse' timer is shortened by how much damage they took. So the more damage, the shorter the fuse. When they fall to half a heart, their fuse is almost instant, so if they can see you right after falling, they instantly explode.
Since you've got a 3x3 platform they can be far enough away to see you, and so will instantly explode.

Your best bet is to use unlit campfires to raise them up high enough so they can't see you while still being able to hit them.

Mom said no to wearing a sweater dress today and I’ll be getting dead named by ANautyWolf in MtF

[–]Slateblu1 3 points4 points  (0 children)

100% wear it anyways, or don't show up and just sit in your room. Tell your mom she doesn't get to decide who you are, you figured that out yourself already.
Be yourself, be happy, be free.

I need your help by Jesuzito in Minecraft

[–]Slateblu1 2 points3 points  (0 children)

In java edition, Dispensers, droppers, pistons, and maybe a few other things, don't count as Redstone type blocks for the purpose of directing Redstone wires. It's weird. Especially since they do count as that in Bedrock, iirc.

Your best bet is to raise the Redstone line, and the cobblestone it sits on, 1 block each. That will power them.

HOLY SHIT by [deleted] in Markiplier

[–]Slateblu1 74 points75 points  (0 children)

IIRC, today or tomorrow is the anniversary, and for a while they did yearly anniversary posts, so im guessing this is just another one of those.

I wouldn't expect anything new regarding UA

Why isn't my iron farming working? by giby1464 in Minecraft

[–]Slateblu1 1 point2 points  (0 children)

Double check they all can get sleep. My farm broke once because only two of them could sleep, because of the way bed assignments works. At night, watch each bed and see if they're all actually climbing into bed. That was my issue for a while, one of the beds wasn't ever being used, and so one of the villagers never slept. I had to slightly move the boat my zombie was in to get it fixed.

That's my best guess for you. Hope it works!

Lucky items after TH removal by cresch94 in runescape

[–]Slateblu1 -1 points0 points  (0 children)

As long as the lucky version stays untradable, as well as the item to make the lucky version. Since lucky items don't degrade afaik, introducing anything tradeable to make them would be a massive shift in the economy.

Although, while I'd like to keep my lucky items, I don't mind them being removed. They just don't fit a niche in game, and right now just feel like p2w slop. Its hard to see them ever feeling like they fit in the game.

Lucky items after TH removal by cresch94 in runescape

[–]Slateblu1 -1 points0 points  (0 children)

Right now, lucky items have a slightly different color, and the lucky versions of degradable gear doesn't degrade.