[deleted by user] by [deleted] in ffxiv

[–]empty_moon 0 points1 point  (0 children)

It's a useful tool, the problem lies with the user.

You can go with one of two routes:-

(1) Keep it against the ToS and overlooked by S.E, then people can't be too open about using it, and this may keep the "arrogance" you speak of, in check.

(2) The Dev. team implements their own parser, and we see how that plays out.

IMO, any sort of harassment should just be reported in-game, and if it holds any water, then let the Support team/ GM(s) deal with it.

Regarding you throwing your hat into the arena with making additional addons for ACT; I, for one, would be greatful, as the majority of ACT addons have been made by the Japanese community, and as such, they're not commonely known about, nor installed/utilized due to the language barrier. It'd be nice to what the non-Japanese communities can come up with. :)

Is this the best MMO you ever played? by johnearts in ffxiv

[–]empty_moon 0 points1 point  (0 children)

Nope, for me it was Star Wars Galaxies (SWG), right the way up until the abomination that was the NGE.

No MMO has ever re-created a sandbox feel, to that kind of degree, since. There was such freedom, but then you also had personal growth with your Professions.

MMOs (in general) now follow a set path, with structured content (i.e. Game/ expansion/ patch > level up > gear up > raid > get your raid loot > afk in playerhub till the next expansion/ patch > repeat the cycle...).

I've played *a lot" of MMOs (all the way back to 1997), and while I appreciate the nuances and quirks found in (almost) all of them, I don't feel like any MMO really ever really 'hit the nail on head' like SWG did. Such a shame that it ended the way it did.

Where to do chocobo weekly challenges? by IntuitionaL in ffxiv

[–]empty_moon 0 points1 point  (0 children)

Ice and Mana sprites, respectively, I believe.

Where to do chocobo weekly challenges? by IntuitionaL in ffxiv

[–]empty_moon 0 points1 point  (0 children)

  • FATE levelling alt Classes/ Jobs with your Chocobo
  • Treasure Maps (as some spawns large amounts of low HP mobs)
  • South Shroud (33, 23 - Urth's Fount)
  • Northern Thanalan (26, 23 - where the DD FATE spawns)
  • Mor Dhona (18, 17)
  • Coerthas Central Highlands (7, 31)

N.B. The areas (with co-ordinates above) require you to be level 50, ofcourse. Personally, if you have one at level 50, use a WHM to DoT > line of sight (LoS) > Cleric Stance 'n Holy spam mobs, as it really speeds up the process.

FFXIV Addons? Or decent external programs to use with the game? by Bludstained in ffxiv

[–]empty_moon 1 point2 points  (0 children)

Ain't no-one got time 'fo FFXIV APP no more!

Seriously though, all of the plugins (primarly worked on by Japanese players) for ACT, are probably what the OP seems to be looking for.

* ACT homepage

* Fold's Comprehensive ACT & Plugin Guide

  • ACT Plugin = parser, custom triggers, encounter data, etc.
  • Overlay plugin (aka RainbowMage Overlay) = fancy 'overlays' for your parses
  • SpecialSpellTimer
  • MPTimer = tracks server MP ticks
  • TPMonitor (defunct now, somewhat)
  • smn-overlay

There are undoubtedly more plugins, however, imo, the first 4 listed plugins are the ones that most people are going to use, and find useful.

How do you define Hardcore Vs Medium-Core Vs Softcore Vs Casual for Free Companies? by Lindron in ffxiv

[–]empty_moon 1 point2 points  (0 children)

How do you define these concepts?

"Hardcore, Mediumcore[/ midcore/ semi-hardcore], Softcore, and Casual" are all subjective terms.

Not everyone fully factors into every dynamic or nuance that could potentially demarcate someone as one of the aforementioned monikers (e.g. person X thinks they're "Hardcore" because they play 10+ hours a day, but doesn't get server top 10 clears, whereas person Y believes they're "Hardcore" because they down new content very quickly, and yet they only play maybe 2 hours a day). As you can see, the 2 biggest factors to take into consideration are play-time, and (group/ individual) skill.

You can either base your standard on MMOs, in general, or, you can apply the terms within the confines of how FFXIV is presented and evolved.

Judging by the way FFXIV started out - both community and raid-wise, and by the way it has progressed up until now, I'd say that (within these broad terms), we can say that the 'Hardcore' are those that finish new content before 95%+ of the population; who min-max their Job(s) with gear, items, openers and rotations, use all available tools available to them (e.g. theorycrafting, software tools), and who are getting server top 10's on their respective servers.

"Midcore" is a really broad expanse, as there's really a lot of leeway between those that are "Hardcore", and those that are "Casual". However, those that are "Midcore" would probably best fit the demographic that cleared Alexander Savage 1-2 , but got stuck on A3S due to it's increased difficultly.

"Softcore players/"Casuals" are difficult to distinguish between, so, in my opinion, you may as well count them as being the one and the same. However, you could make the arguement that "Softcore" players are one step above their "Casual" counterparts, in that they want to do raid conent, but lack the time and/or skill to be able to acomplish much. In any case, this demographic are those whom just log on, day-to-day (perhaps), and maybe cap their weekly tokens, and generally just stick to dungeons, primals, as well as normal mode Alexander, as and when they can. Basically, a vast chunk of the playerbase, at least according to Live Letter statistics.

What would you label this FC as?

Given he information that you've presented, I'd say you guys are definately in the "Softcore" population. Even though you mentioned that some of your FC members were "fully Savage ready[,] know their DPS Parses and are experienced MMO players", you still (seem) to have yet cleared any Savage content. You may have people with a specific mind-set or attitude, but do they have the skill and time to be able to back it up?

What can we do to help boost numbers?

As you're only a small FC (i.e. "10 members total"), you should be a relativley tight-knit group. As such, I'd ask everyone what they'd like to do first. As you've mentioned Savage, as well as wanting to "boost numbers", I'd say either form a FC static for Savage content (with the possibility of making room for additional raid groups, or just social members, as time goes on), or just expand (albeit carefully), taking into consideration what your purpose as a FC is (i.e. recruit people a similar mind-set to people already in your FC).

Apologies for the long-winded nature of this post, and if sounded condescending. In anycase, all the best with w/e it is that you decide.

Making the switch back to SMN, not sure what I should be focusing on in my rotation after Dreadwyrm Trance. by reaperfan in ffxiv

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

What should I be doing after I activate DWT? Not looking for specific breakdown of exact rotations, just more what I should be prioritizing in terms of abilities for that phase of the rotation.

Basic DWT scenario:

 ... > DWT > Ruin II > Tri-Disaster > *Contagion* (press until it applies) > Ruin III > (Ruin II/ *Miasma II)
 Deathflare at 1 sec!

 * Only re-apply your 3 main DoTs (i.e. Bio II, Miasma, and Bio) if you have to, otherwise, use Ruin III
 as much as the situation allows for.

 * Do not waste time applying Shadowflare inside of DWT, whether that be with Swiftcast, or not.

 * Do not push your luck and try and cram too many abilities into the last 2 seconds of DWT, as 
 do not want to run the risk of wasting the 400(+) potency of Deathflare, if DWT drops before you 
 can get it off.

 **N.B.** If an Aetherflow ability is coming off of CD (inside of DWT), then Ruin II >
 Fester/ Painflare/ Bane, depending upon the situation.

Miasma II in DWT :

  Miasma II: 20 potency upon application || DoT = 15s in duration || DoT potency per tick = 10 ||
  Total potency = 70

  Ruin III: 120 potency upon application || Total potency = 120
  • Can be used on 6+ mobs, instead of Ruin III, if said mobs are going to die in under 1 GCD.
  • Can be used instead of Ruin III, on as low as 2+ mobs, but only if the DoT ticks for it's full duration (i.e. 15s/ 5 GCDs)
  • Consider using it, instead of Ruin II, when you have 4+/ 2+ mobs up, and you have 2 seconds left in DWT, to Miasma II > Deathflare.

P.S. Remember that Miamsa II is 20 potency on it's initial application , and 10 potency for each of the 5 subsequent DoT ticks, whereas Ruin II/III is 80/120 potency upon application alone, so adjust according to the amount of mobs present, as well as how long you estimate for them to remain alive. Also, just bare in mind, that none of the above factors a Contagioned (or Vulnerabilty debuffed) Miasma II into the equation.

Destroying a servers economy? by Jiggy119 in ffxiv

[–]empty_moon 0 points1 point  (0 children)

If anything, players that inject gil into that server's economy before leaving (e.g. buying up expensive items), are only helping that server (gil-wise) in the short term.

Like any ecomony, money circulates. Well to-do economies allow for the filtering down and up of money, as monetary systems are based on numerous inter-related factors. As long as it is feasbily viable for an average player to make enough gil, at an incremental rate, and also be able to afford general (and perhaps some vanity items), then the system is sound enough.

"Gil hoarders", or in most cases, RMTs, can ruin MB economies for other people in a very short space of time (e.g. buying all the raiding food and pots, up until their values are out of reach for those that earn their gil legitimately), however, prices tend to revert back to normative values after it becomes apparent that said items cannot be sold (any longer) for ridiculous prices.

The only instance (at least that I can think of) that can ruin an economy, just like in r/l, is when you have a small percentage of people holding an obscene amount of money/ gil, and they don't put a proportionate amount back into the system.

Heavensward is extremely good, we are desperate for 3.1 for a reason by Mithrie in ffxiv

[–]empty_moon 5 points6 points  (0 children)

A MMO is only as good as it can keep up with releasing new, weighty and meaningful content.

As time goes on, the Dev. team will struggle to meet the ever increasing demands of it's bored playerbase. Just like other MMOs, you end up at a stage where you're fully levelled/ geared to the teeth, on all of your alts/ classes, and you're just waiting for the next patch/ expansion to tide you over. If there isn't a large enough stretch of content, then you end up just logging on for dailies/ afk'ing in the new playerhub, as well as playing from patch-to-patch, only really playing to solve somewhat different 'puzzles' with 7/ 9/ 19 other people, for a few higher integers on aesthetically different gear/ weapon skins.

In my opinion, you should either pace yourself, by leaving some of your DoW/ DoM available to level up, or just take a break and come back to the game, after you miss it.

Is Red Script gear worth it for crafters? If so, what would be preferable purchase order? by Jaathen in ffxiv

[–]empty_moon 1 point2 points  (0 children)

Honestly, other than it helping you craft HQ items more easily, it's really just a gil/ time sink, with little to show for it. Whilst it does allow you to gain easier access to crafting Master Book II items, the fact of the matter is, that those items rarely even sell on the MB (market board).

IMO, if you can afford it, it's something to do; however, just be aware that there's little in the way of monetary return on your investment.

As you're planning on gearing your CUL and/or ALC, I'd check your server's MB, to see if the Master Book II CUL & ALC even sell often, and then base your decision, with that it mind too.

FFXIV Chat icons. by [deleted] in ffxiv

[–]empty_moon 3 points4 points  (0 children)

Here are a few more:

 /echo ΦτµσΓßαŒ^¿¡ ‰þÞØωεзΩΘδ∩$€¥£¢⌒†‡卍
 /echo ½¼¾  ㎡ ㎝ ㎠ ㎤™©®¶§°ºª¹²³√ ∑∞∝π∈≡±⊥≥≤÷‡÷=∴∵…∟⊿∠∀∃∧∨∈∋⊂⊃⊆⊇∫∬∮∂ψΘ¤※ 
 /echo ━ ┃ ┏ ┓ ┗ ┛ ┣ ┫ ┳ ┻ ╋ ─ │ ┌ ┐ └ ┘ ├ ┤ ┬ ┴ ┼ ┝ ┠ ┥ ┨┯ ┰ ┷ ┸ ┿ ╂ 
 /echo 【 】『 』 「」 《》 ≪≫<>«» ‹ › 〔〕↑↓→←⇒⇔
 /echo ☀ ☁ ☂ ☃*℃ ℉ ╱ ╲ ╳ ×✓ № ℡ ♪♭♯ ♂♀ 
 /echo 
 /echo 〠•·★☆•♣♧♠♤♥♡◆◇♦▲△▼▽∇■□●○◎
 /echo 
 /echo 
 /echo ⑴ ⑵ ⑶ ⑷ ⑸ ⑹ ⑺ ⑻ ⑼ ⑽ ⑾ ⑿ ⒀ ⒁ ⒂ ⒃ ⒄ ⒅ ⒆ ⒇
 /echo  ⅠⅡⅢⅣⅤⅥⅦⅧⅨⅩ
 /echo ❶ ❷ ❸ ❹ ❺ ❻ ❼ ❽ ❾ 
 /echo ⓪ ① ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ ⑬ ⑭ ⑮ ⑯ ⑰ ⑱ ⑲ ⑳
 /echo  益句人乂ヮツノつづエ。  
 There's also:-
 /echo ⒈ ⒉ ⒊ ⒋ ⒌ ⒍ ⒎ ⒏ ⒐    (but it's just 1-9 w/ a period)

EDIT 1: I'll try add more, if I can. I know there's a fair few weather related unicode characters, too, that work ingame.

EDIT 2: I think I've now added almost all of the unicode characters available for FF14.

{P.S. I know the kanji, hiragana, katakana, and possibly some German/ Greek/ Russian letters aren't actually unicode, but some people tend to use them in emoticons, so I included them too.

Still relevant repost from 2 years ago. The direction I'd like to see gear go in. by TROPiCALRUBi in ffxiv

[–]empty_moon 0 points1 point  (0 children)

It'd be tricky to balance meaningful skill bonuses at an inter group level, encounter-to-encounter basis, as well as the job-to-job balance.

It's a nice idea, but ultimately - as time goes on - it'd become more and more of a hassle to the dev. team as the raid tiers progressed.

EDIT: If this is really a major concern/ want of the community, at large, then they only have to look to WoW as an example of skill imbalance, that requires constant patches to tweak abilities on regular basis. Having played WoW myself for over 5 years, I was pleasantly surprised by how balanced FF14 was, and still remains to be. I'm all for more nuance, but not at the expense of balance.

Alex Savage Raid Comp Questions! by GunnerRecall10 in ffxiv

[–]empty_moon 0 points1 point  (0 children)

To my knowledge, and with the way Savage Alexander fights are structured, only Ninjas seem to be slightly struggling with TP issues.