View Full Version : Aby npc in Heavens tower?
Runespider
05-10-2011, 02:25 AM
Why put the NPC's in Heavens tower?..
What's the point adding NPC's to starter cities to make it easier and put them so far out of the way? Put them right next to the OP NPC.
This means it's pretty much the same distance for me to goto port jeuno as Heavens tower, pointless.
Miera
05-10-2011, 02:26 AM
Or at least place them by the Airship. i don't want people crowding around the OP guy. =\
Jalonis
05-10-2011, 03:06 AM
Whoever came up with this should be shot. There is no reason to EVER be near Heaven's tower unless you're actively doing a mission for Windy.
Garota
05-10-2011, 03:15 AM
Whoever came up with this should be shot. There is no reason to EVER be near Heaven's tower unless you're actively doing a mission for Windy.
You win at FFXI!
mistmonster
05-10-2011, 03:41 AM
This has got to be the weirdest, most inconvenience place to put a useful NPC. Might as well put them in Toraimarai Canal
GlobalVariable
05-10-2011, 04:00 AM
This sucks, but most of us would probably still be in port jeuno anyway because until they do something about the way we find members for things we'll still be shouting there. Forget global shouts - we shouldn't have to shout to locate someone that needs the same thing.
@SE: Search+seacom system needs replaced, we don't use for a reason.
Alhanelem
05-10-2011, 04:01 AM
@SE: Search+seacom system needs replaced, we don't use for a reason.err, whats this about? people use search and seacom everyday?
katiekat
05-10-2011, 04:03 AM
This has got to be the weirdest, most inconvenience please to put a useful NPC. Might as well put them in Toraimarai Canal
SHHHHHHHH don't give them any idea's
Garota
05-10-2011, 04:10 AM
err, whats this about? people use search and seacom everyday?
I always toss up my search flag and adjust my search comment accordingly, only twice have I ever found a legitimate random adventurer to go do random stuff with. I always include "Do not invite me to exp party or I WILL show up as ___ to leech." People disregard this then invite me, only to find myself kicked from the alliance immediately... People are idiots... Hell, people completely ignore my magian search comment as well and they'll still spam invite me to exp/merit.
GlobalVariable
05-10-2011, 04:23 AM
err, whats this about? people use search and seacom everyday?
No, they don't. When was the last time anyone got an invite to go complete a mission or quest that required multiple people from their seacom? Most we ever used it for was exp or items(dyna, magian). There are all those categories we don't touch.
Edit: And as the above poster pointed out they rarely even read a seacom anyway.
BorkBorkBork
05-10-2011, 04:47 AM
nyuk nyuk nyuk They managed to make navigating Windhurst even worse.
SE, do the people in charge of NPC placement have a grudge against Windurst? Why are they so thoroughly terrible at placing NPCs in sensible locations?
First, the original position for the Outpost NPC in Port Windurst (by the exit to Sarutabaruta) was about as far as humanly possible from the Mog House and the rest of Windurst.
Now, the new Abyssea NPCs are in Heaven's Tower. Why in the hell would anyone place the NPCs there? There is no reason for Windurst people to go anywhere near Heaven's Tower unless they're doing quests. A full 45 seconds of Flee cannot take a player from the Mog House to Heaven's Tower. Oh, and Windurst players are the only ones who have to zone to reach their Abyssea NPCs. Numerous people at SE should have caught and corrected this oversight. Absolutely ridiculous.
On another note...
SE, this is only half of the solution to overcrowding in Port Jeuno. Here's why:
1) Port Jeuno is current the central city hub in the game. Many players will crowd the central hub mainly to see /shouts and organize pickup runs. These players will not leave the central hub unless they can see /shouts and organize pickup runs from any city zone. To encourage players to spread out among the cities, SE, you must first implement a /city chat channel (with some restrictions as to prevent abuse and spam affecting all cities at once).
2) In lieu of a /city chat channel, SE, you must implement teleportation NPCs that directly link the 3 nations with Jeuno (much like the NPCs linking the 3 nations with Whitegate). Using the Outpost to Qufim Island or traveling to Jeuno via 2 NPC warps (home nation to Whitegate, Whitegate to Ru'Lude Gardens) do not count as practical solutions. A direct link between the 3 nations and Jeuno will only somewhat alleviate the congestion in Port Jeuno. Many players will still choose to set their Home Points there.
Se, if you want players to congregate in cities outside of Port Jeuno, it must be convenient for the players to do so. I really want to set my Home Point in Windurst, but until it's convenient to do so, my Home Point stays in Port Jeuno.
Fetus
05-10-2011, 05:11 AM
This has got to be the weirdest, most inconvenience please to put a useful NPC. Might as well put them in Toraimarai Canal
This. Good job, SE.
GlobalVariable
05-10-2011, 05:21 AM
SE, do the people in charge of NPC placement have a grudge against Windurst? Why are they so thoroughly terrible at placing NPCs in sensible locations?Not just windy. If you are not bastokan, when in bastok your signet is clear in the metalworks. In sandy, the outpost warp npc was way away form the mog. Now its way away form the signet guy instead (easy solution: Make 1 of those 2 gate guards nearby into a signet NPC. South sandy has 2 why not north?). Some of the dominion ops NPC's placements convince the majority of players to stick to the same 2-3 ops because of the walk involved to kill just 5 monsters and return. Most of the airship dock/boat dock NPC who tell you when the dang thing arrives were inside the dock area for years before extra NPCs were added outside. Selbina still doesn't have one you can reach without paying 1st.
tl/dr; NPC placement has always sucked
Twille
05-10-2011, 05:25 AM
They're trying to utilize a zone that doesn't get much attention.
Not saying it's a good idea, haha.
HFX7686
05-10-2011, 05:30 AM
I think it's a terrible idea to put them in Heaven's Tower. Depending on which is closest to the mog house and generally most accessible, I will probably change my home city to Bastok or San d'Oria.
Garota
05-10-2011, 05:57 AM
I think it's a terrible idea to put them in Heaven's Tower. Depending on which is closest to the mog house and generally most accessible, I will probably change my home city to Bastok or San d'Oria.
It seems Port San d'Oria's Abyssea NPCs are somewhat near the mog house, not too far from the auction house as well... Decent placing, even though you can't pick up signet nearby, rendezvous point, porter moogle, artifact storer and outpost warper aren't in this same zone.
For Port Bastok, the Abyssea NPCs are located nearby the mog house. Nearby is the rendezvous point, you have to run across the bridge to pick up signet, wildcat whitegate warper lives past the bridge too, you're likely to get stopped by cutscene of airship docking or flying off. The auction house, porter moogle, artifact storer and outpost warper are located in a different zone.
And then there's Windurst... "Jeeze!" Enough said...
So yeah, for those of you saying, "Nobody gets signet anyways!" Keep in mind, he's got some goodies such as instant warp and instant reraise scrolls...
Jalonis
05-10-2011, 06:09 AM
What's truly sad, is even if you're standing at the Windurst Walls AH, it's probably quicker to warp to Port Jeuno and run to the currently existing npcs than it is to run into Heaven's Tower.
And if you happen to be in Windurst Woods at the AH (The only relatively compact Windurst zone), you're really screwed because you have to either run to the teleport NPC (which takes you to Windurst Waters, and then have to run to the zoneline to Windurst Walls, or run to the moghouse which is completely across the zone, then backalley it to Windy Walls, then run across THAT zone to get to Heaven's Tower, do ANOTHER zone change, and finally talk to the NPCs.
This is a joke. It has to be.
What's truly sad, is even if you're standing at the Windurst Walls AH, it's probably quicker to warp to Port Jeuno and run to the currently existing npcs than it is to run into Heaven's Tower.
And if you happen to be in Windurst Woods at the AH (The only relatively compact Windurst zone), you're really screwed because you have to either run to the teleport NPC (which takes you to Windurst Waters, and then have to run to the zoneline to Windurst Walls, or run to the moghouse which is completely across the zone, then backalley it to Windy Walls, then run across THAT zone to get to Heaven's Tower, do ANOTHER zone change, and finally talk to the NPCs.
This is a joke. It has to be.
I had hope for sensible NPC placement in Windurst after the Outpost NPC was moved close to the Port Windurst Mog House and SE placed the Porter Moogle fairly close to the Outpost NPC. It made sense.
I thought these new Abyssea NPCs would show up either in the circular commons area in Windurst Woods (say, near the fabulous Whitegate Warp NPC) or near the Outpost NPC.
But no.
SE instead chose to place the Abyssea NPCs in, perhaps, the absolute worst place in Windurst. Admittedly, I have not put any thought into this yet, but is there a more inconvenient place for these NPCs than Heaven's Tower?
Mirage
05-10-2011, 06:27 AM
Yeah, putting the Abyssea warper in heaven's tower is definitely not gonna make me change HP from port jeuno.
Please change this before even bringing the servers back up. It is a really bad idea. Somewhere in Port Windurst, like near the airship docks would be fine. somewhere central in Windurst Woods would work too. Just not in Heavens Tower, please.
Krisan
05-10-2011, 06:29 AM
I don't understand why it didn't go into the Port.. Bastok, Sandy, and Jeuno all have their Aby NPC's in the PORT section of their cities.. But Windy decided to invite them over for tea with the Star Sibyl? Ugh, that makes no sense at all.
Siiri
05-10-2011, 06:30 AM
Maybe this is something that will be fixed in the minor June update when SE sees the issues with it. I try to defend Windurst to people with things like, "You can use the warp tarus to get around really quick" etc. There is absolutely no defense to placing the NPCs in Heaven's tower. After all the progress made with SE communicating and making great fixes this is just a odd.
Suirieko
05-10-2011, 06:32 AM
I agree. It is really silly to put these Abyssea NPCs in Heavens Tower. Not only it is a place that is completely out of the way to get to, but there's hardly a reason to even go to Heavens Tower. No one's going to be hanging out in Heavens Tower for those Abyssea NPCs.
Firebert_Lakshmi
05-10-2011, 06:33 AM
I thought these new Abyssea NPCs would show up either in the circular commons area in Windurst Woods (say, near the fabulous Whitegate Warp NPC) or near the Outpost NPC.
When they announced additional NPC's in the starter zones, this is where I pictured the Windurst NPC's.
Krisan
05-10-2011, 06:34 AM
Maybe this is something that will be fixed in the minor June update when SE sees the issues with it. I try to defend Windurst to people with things like, "You can use the warp tarus to get around really quick" etc. There is absolutely no defense to placing the NPCs in Heaven's tower. After all the progress made with SE communicating and making great fixes this is just a odd.
Technically Bastok is the best city in terms of accessibility.. Outpost Warp NPC, Signet NPC, Chocobo, and an AH right in the Mines next to the Moghouse. The AH didn't matter much before, admittedly, but after today? That's a pretty sweet arrangement. The Whitegate NPC is a bit annoying in its placement (what with it being out in the Port for some reason), but other than that..
Duzell
05-10-2011, 06:39 AM
SE Please move these poor NPCs, there never going to see use where they are. I wouldn't even mind if they were on top of the AH in woods, that puts them about equadistant from the homepoint crystal as Horst is from the Crystal in Jueno and just as close to the AH as the AH in jueno.
Khiinroye
05-10-2011, 07:28 AM
As they are now, the picture in the update notes is as close as anyone will ever be to seeing them where they are now, outside of doing missions, switching home nations, doing blm AF quests, or...signing up for a ballista pass.
Tannlore
05-10-2011, 08:32 AM
Well this made it easy to me, I will definitely not be changing my home point to my home nation of Windy. Ah well... Heaven's Tower... What were they thinking? Seriously? Port Bastok, Port Sandy... and Heaven's Tower? Aroo?
Gaspee
05-10-2011, 09:38 AM
Can you blame the NPC's for being captivated by sheer beauty of Heavens Tower?! Of course not!
Still, though, it isn't the most intuitive place for these Abyssean folk. The workers in the Tower are far too busy solving the woes of the Federation than to worry about crowd control for these guys! xD
Zaknafein
05-10-2011, 09:42 AM
lolTaru's to busy thinking up long winded retard names to put the abyssea warp in a logical place.
GlobalVariable
05-10-2011, 09:48 AM
They're trying to utilize a zone that doesn't get much attention.
Not saying it's a good idea, haha.
Abyssea related NPCs in Bastok and San d'Oria have been relocated to the Metalworks and Chateau d'Oraguille respectively.
You know, so we can all be equally frustrated. /evil
HFX7686
05-10-2011, 09:50 AM
Can you blame the NPC's for being captivated by sheer beauty of Heavens Tower?! Of course not!
Still, though, it isn't the most intuitive place for these Abyssean folk. The workers in the Tower are far too busy solving the woes of the Federation than to worry about crowd control for these guys! xD
Well, at least Heaven's Tower has really great music.
Bhujerba
05-10-2011, 10:03 AM
SE: *Trollface* problem?
Krisan
05-10-2011, 10:06 AM
You know, so we can all be equally frustrated. /evil
I actually thought of this myself, but.. No, it actually makes more sense to have the windy ones in the Port. Not simply for accessibility, but for the sake of consistency. They're in the Port section of every other city, so why the weird exception here?
Also there's no way in hell people are gathering in Heaven's Tower, so SE is just crazy if they think that's ever going to happen. The Metalworks and Chateau are by far less annoying and less time consuming to get to than Heavens Tower too.
Pikel
05-10-2011, 10:09 AM
Well as stupid as this will sound I am looking forward to returning to sandy. NPC placement has always sucked and I'll get by with it but I am sick of living out of a Rent-A-Room. I put alot of time and effort into making my MH look good and I dearly miss it. ;(
Camate
05-11-2011, 03:11 AM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
Greatguardian
05-11-2011, 03:16 AM
It's okay, Camate. Deep down we all know Shantotto is hogging the server resources for the other zones as part of her scheme for world domination.
Tannlore
05-11-2011, 03:19 AM
What a funny thing that a zone has a memory limit, there isn't something they could get rid of to place these guys in port windy or something? Such a shame. I hope they manage to find a way around this. I guess until then I and many of my fellow Windustrians will remain in port Jeuno for now unfortunately. Thanks for informing us on the why at least Camate. ^_^
/salute
GlobalVariable
05-11-2011, 03:20 AM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.Thank you for telling us this, hopefully at some point the technical aspect can be handled and for now we at least know why this can't currently be changed and why it was placed there. This kind of information is very important to a lot of us. :)
Romanova
05-11-2011, 03:20 AM
What a funny thing that a zone has a memory limit,
Ps2 Limitations.
Tannlore
05-11-2011, 03:20 AM
It's okay, Camate. Deep down we all know Shantotto is hogging the server resources for the other zones as part of her scheme for world domination.
We do not speak of Shantotto's plans!! The Mistress may be watching..... >.>;
Sagian
05-11-2011, 03:21 AM
"... there were memory issues in Windurst Woods..."
Lemme guess. It's a PS2 issue.
Tannlore
05-11-2011, 03:22 AM
Ps2 Limitations.
I didn't want to say it.... I didn't want to say it.... >.<
GlobalVariable
05-11-2011, 03:23 AM
Server side scrip file limitations.Fixed. Likely got to long; lot of event data handled there in munchkin land.
Romanova
05-11-2011, 03:26 AM
Fixed. Likely got to long; lot of event data handled there in munchkin land.
Not much goes on in windy walls event-wise. At least in comparison to the other nation zones that have the npcs there.
GlobalVariable
05-11-2011, 03:29 AM
Not much goes on in windy walls event-wise. At least in comparison to the other nation zones that have the npcs there.
Yup, rest of windy is loaded though. Like Camate just explained they tried everywhere else 1st. :(
Romanova
05-11-2011, 03:31 AM
Yup, rest of windy is loaded though. Like Camate just explained they tried everywhere else 1st. :(
ya I read what she said :P
point still stands a lot of what they can't do is because they either a. can't because of the ps2, b. don't want to be bothered fixing it so blame it on the ps2.
just another reason to get rid of it imo.
Krisan
05-11-2011, 03:32 AM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
Memory issues, eh? Wouldn't have guessed that, but it makes sense. Surely there must be some way around this though.. It's really not even just a matter of the location being as inconvenient as it is, the NPC's are in the Port of every other city.. For the simple sake of consistency, they should be in Windy Port too. (Either that, or move the others to the Metalworks, Chateau, and Ru'lude Gardens.)
Thanks though for the explanation, really do appreciate it.
Elexia
05-11-2011, 03:32 AM
Lol, actually..memory limits exist in offline and online games, no matter the platform.
Runespider
05-11-2011, 03:35 AM
Although it's kinda crappy...if this is the real reason and it woudl be so difficult to put it anywhere else..then just add a quest to allow us to zone out of the mog house right into heavens tower. When you zone into heavens tower you get warped in anyway so it's not that far fetched.
Garota
05-11-2011, 03:36 AM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
Kill off 20 or more NPCs in a more convenient zone... That'll solve the memory issue...
Elexia
05-11-2011, 03:37 AM
Although it's kinda crappy...if this is the real reason and it woudl be so difficult to put it anywhere else..then just add a quest to allow us to zone out of the mog house right into heavens tower. When you zone into heavens tower you get warped in anyway so it's not that far fetched.
I'll be the first to admit I never touch windy even if I had the ability to blow up it in a second, but is there a MH in heaven's tower? I haven't been there since...ever.
Krisan
05-11-2011, 03:37 AM
Although it's kinda crappy...if this is the real reason and it woudl be so difficult to put it anywhere else..then just add a quest to allow us to zone out of the mog house right into heavens tower. When you zone into heavens tower you get warped in anyway so it's not that far fetched.
Honestly, would just settle for a warp Taru outside the Wall's house that zapped you straight into the Tower. This is the best solution in terms of consistency, since Windy already has Warp Taru's all over the place to help you get around.
Didgist
05-11-2011, 03:38 AM
25% movement speed in cities. Fixed. Also You could just toss a new teleporter Taru in Heavens Tower and change the other 4 to teleport players in sequence.
For Example:
Port warps to Woods
Woods warps to Walls
Walls warps to Heaven's Tower
Heaven's Tower warps to Waters
Waters warps to Port.
Can I work for you? :(
Krisan
05-11-2011, 03:39 AM
I'll be the first to admit I never touch windy even if I had the ability to blow up it in a second, but is there a MH in heaven's tower? I haven't been there since...ever.
No there isn't, Heaven's Tower is the Metalworks and Chateau of Windurst. (Ru'Lude Gardens also falls in this category, but it's the sole exception wherein it actually has a moghouse.)
Suirieko
05-11-2011, 03:40 AM
I'll be the first to admit I never touch windy even if I had the ability to blow up it in a second, but is there a MH in heaven's tower? I haven't been there since...ever.
Nope. it's completely out of the way and takes a lot of time to get there compared to the other locations.
Honestly, would just settle for a warp Taru outside the Wall's house that zapped you straight into the Tower. This is the best solution in terms of consistency, since Windy already has Warp Taru's all over the place to help you get around.
I agree, I would personally like a warp taroo to Heaven's tower.
Seriha
05-11-2011, 03:43 AM
I'll second the warp tarus, and to add to that, change the existing ones so you can simply select your destination of them being paired off. Thus, one could choose the one in the port and go to waters or woods instead of just walls. From there, add the tower to the list.
Although it's kinda crappy...if this is the real reason and it woudl be so difficult to put it anywhere else..then just add a quest to allow us to zone out of the mog house right into heavens tower. When you zone into heavens tower you get warped in anyway so it's not that far fetched.
I think something along these lines could actually work.
In lieu of a Mog House exit into Heaven's Tower, SE could add one of those Teleport Wizard tarus near the Outpost NPC in Port Windurst or the Whitegate Warp NPC in Windurst Woods. I wouldn't mind using Teleport NPCs that warp players between Heaven's Tower and their location in Port Windurst/Windurst Woods.
Also, if you're still listening Camate, could you pass along a suggestion to the Dev Team to permit the 3 nation Abyssea NPCs (probably the Horst clones) to warp players to Horst in Port Jeuno?
If that can be made reality (along with a quick way to access the Abyssea NPCs in Heaven's Tower), I will gladly do my part in easing congestion in Port Jeuno by setting my Home Point in Windurst once again. :)
Camate
05-11-2011, 03:47 AM
It's okay, Camate. Deep down we all know Shantotto is hogging the server resources for the other zones as part of her scheme for world domination.
...Uh oh...they are on to us...
Seriha
05-11-2011, 03:47 AM
I'd think the Horst warp should have some kind of restriction to not totally antiquate the airships. I guess having Shinryu cleared then like 2500 cruor a pop should do it. Decent for emergencies, but not something you'd wanna rely on.
Juxtaposition
05-11-2011, 03:48 AM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
Disable the ability to confirm Bastion status. No body cares enough about checking Bastion status in Windurst to forsake location convenience.
Runespider
05-11-2011, 03:51 AM
If they were having these issues and they posted about it on the forums, I'm sure many good suggestions could of been made before the update. :/ Not that we know better, but things a designer can come up with may seem a good compromise when to the players it really isn't. The current situation is pointless and doesn't help players at all.
When we see stupid design choices and aren't told the reason for them everyone gets annoyed.
Swords
05-11-2011, 03:52 AM
Why put the NPC's in Heavens tower?..
What's the point adding NPC's to starter cities to make it easier and put them so far out of the way? Put them right next to the OP NPC.
This means it's pretty much the same distance for me to goto port jeuno as Heavens tower, pointless.
If I'm not entirely mistaken didnt they move the Outpost Warp NPCs because of this too a few years back? Doesn't make much sense to put the Abyssea NPCs there after moving the OP NPCs out.
I'd think the Horst warp should have some kind of restriction to not totally antiquate the airships. I guess having Shinryu cleared then like 2500 cruor a pop should do it. Decent for emergencies, but not something you'd wanna rely on.
The Airships are, for the most part, already obsolete. Depending on the Airship schedules, it's often faster to OP to Qufim Island and run to Jeuno, or, warp to Whitegate and pay the Warp Taru to send you to Ru'Lude Gardens.
I'm just hoping for a faster mode of transportation. Once the 'Lure of the Wildcat' NPCs offered a quick and cheap warp to Whitegate, I immediately set my Home Point in Windurst Woods. I'd love to do so again, but I need a method of travel to Port Jeuno that's comparable to the 'Lure of the Wildcat' NPCs.
Krisan
05-11-2011, 03:57 AM
...Uh oh...they are on to us...
You totally deserve a Kupo Cookie for this~
Elexia
05-11-2011, 04:03 AM
Disable the ability to confirm Bastion status. No body cares enough about checking Bastion status in Windurst to forsake location convenience.
I do care for bastion status updates just like I actually check campaign intel. Considering it's one over all system, I'm pretty sure they can't pick and choose which NPC suddenly omits which information, but maybe XI is designed differently.
annewandering
05-11-2011, 04:09 AM
Why wouldnt it be just as easy to put the NPC just outside the mog in Walls? Does Heavens Tower count as its own zone completely? If it cant be done then there is no way a warp taru to Heavens Tower would work either.
How about taking the synergy out of Walls and put the Abyssea NPC next to the mog instead? Most people in Windy go to Waters for their synergy work now. Alternatively the NPC could be put where the synergy is now in Waters and people could go to the Walls synergy set up. It is closer to the AH anyway which would be useful.
GlobalVariable
05-11-2011, 04:20 AM
You totally deserve a Kupo Cookie for this~
Kupo cookies...are...made of...people... *dies*
The above is totally nonsense! Just kidding!
Last edited by MHMU (http://forum.square-enix.com/ffxi/members/1807-GlobalVariable); Today at 03:15 PM.
Krisan
05-11-2011, 04:22 AM
Does Heavens Tower count as its own zone completely?
Yes.
Haven't you ever noticed the zone loading before when you step on the teleporter?
Megatron
05-11-2011, 04:31 AM
its so simple delete 20 or so of those completly useless NPC's delete a tree or 2 and fix it..... na you know what dont bother. ill jsut stay in jueno lol.
GlobalVariable
05-11-2011, 04:43 AM
Why wouldnt it be just as easy to put the NPC just outside the mog in Walls? Does Heavens Tower count as its own zone completely?
Yes.
Haven't you ever noticed the zone loading before when you step on the teleporter?
Also even if it weren't memory problems in walls, there would still be the matter of difficulties from putting a dynamis entrance and abyssea NPC so close.
Starcade
05-11-2011, 04:44 AM
"... there were memory issues in Windurst Woods..."
Lemme guess. It's a PS2 issue.
That's exactly what it is, and everybody knows it.
GlobalVariable
05-11-2011, 04:46 AM
That's exactly what it is, and everybody knows it.
Because the server checking bastion is all done on a ps2!
SE why you running the game servers on ps2's man? ;.;
Zirael
05-11-2011, 05:00 AM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
Make one of Mog House exits lead directly into Heaven's Tower. Problem: solved.
Babekeke
05-11-2011, 05:20 AM
Ps2 Limitations.
Despite the fact that almost noone who played on a PS2 on release still plays on a PS2. I only knew 1 person who played on PS2, and it blew up, so he searched high and low and replaced his PS2 with another one... which blew up! Being unable to afford the 60GB PS3 (the only one that will play PS2 games) he had to settle for an 80GB one which was much cheaper. He spent 6 months waiting for ff14 release on PS3, and is now deciding to play ffxi on his laptop instead. Way to go PS2!!
I think I'll start a new thread to see if there are ANY PS2 players left XD
Glamdring
05-11-2011, 05:50 AM
I'd think the Horst warp should have some kind of restriction to not totally antiquate the airships. I guess having Shinryu cleared then like 2500 cruor a pop should do it. Decent for emergencies, but not something you'd wanna rely on.
removes EZ mode from the game, we can't have that!
Invader
05-11-2011, 06:17 AM
Despite the fact that almost noone who played on a PS2 on release still plays on a PS2. I only knew 1 person who played on PS2, and it blew up, so he searched high and low and replaced his PS2 with another one... which blew up! Being unable to afford the 60GB PS3 (the only one that will play PS2 games) he had to settle for an 80GB one which was much cheaper. He spent 6 months waiting for ff14 release on PS3, and is now deciding to play ffxi on his laptop instead. Way to go PS2!!
I think I'll start a new thread to see if there are ANY PS2 players left XD
The JPs still use a ton of PS2s :(
Romanova
05-11-2011, 06:31 AM
The JPs still use a ton of PS2s :(
Feel like a broken record here, but that's like 2006, and people just never realized that times have changed.
Most of them have pcs now.
GlobalVariable
05-11-2011, 06:39 AM
Must we keep going on being off topic about ps2s? Eesh.
Alhanelem
05-11-2011, 07:00 AM
I'd think the Horst warp should have some kind of restriction to not totally antiquate the airships. If you want to ride the airships, that's your choice, but no one wants to wait to go anywhere. Teleporting shouldn't be restricted just because you want people to use the airships. They should improve the airships instead by reducing the flight time and the waiting time.
Elexia
05-11-2011, 07:37 AM
Feel like a broken record here, but that's like 2006, and people just never realized that times have changed.
Most of them have pcs now.
However the PS2 indie/VN scene is pretty big still and the PS2 isn't a bad system heh. Why get rid of it? I still have my famicom that works better than a lot of newer systems did.
Juilan
05-11-2011, 08:49 AM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
do a large scale maintenance and reconfigure the memory in port windy, we all know they come in 4s or 5s anyway... we had number 2 this morning :p
Juilan
05-11-2011, 08:50 AM
However the PS2 indie/VN scene is pretty big still and the PS2 isn't a bad system heh. Why get rid of it? I still have my famicom that works better than a lot of newer systems did.
i imported a famicom av XD
Seriha
05-11-2011, 09:39 AM
Actually, I saw that the various synergy earrings for teleportation have been reduced to one hour cooldowns alongside warp cudgels. So, a Horst warp isn't really needed if a "lite" version of maw teleporters could be done. Though, with the waystones hovering around 10k, it might be better if their costs got slashed so people might be more inclined to pick them up for cities they frequent.
JiltedValkyrie
05-11-2011, 10:58 AM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
Would it then be possible to be able to exit into Heaven's Tower via the Mog House exit much like we can choose which area of Windurst we can exit to?
Hermaeus
05-11-2011, 11:12 AM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
a thing to look into is a teleport moogle such as the others for transit around windurst
Octaviane
05-11-2011, 11:43 AM
Would it then be possible to be able to exit into Heaven's Tower via the Mog House exit much like we can choose which area of Windurst we can exit to?
Great idea, but I am still non-plussed by the explanation given of Memory issues in the rest of Windurst. How so? The place is huge. Could it be the Toraimarai zone underneath, the Horutoto Ruins or Dynamis Windurst? Or all? Made no sense to me to place those NPC's where no-one goes. I know, it's those wretched Cardians taking up memory space. :) At least in Port Bastok you have to run by them to get to the WG warp taru. Hopefully SE will revisit this decision and come up with a better location.
Panthera
05-11-2011, 12:49 PM
How about make an NPC in Port Windy etc. that can port you to heaven's tower then?
Dazusu
05-11-2011, 06:57 PM
The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst.
The only memory issues a PC has is to do with physical capacity/actual memory available. Another reason to drop PS2.
GlobalVariable
05-11-2011, 07:06 PM
The only memory issues a PC has is to do with physical capacity/actual memory available. Another reason to drop PS2.
The memory issue they are talking about isn't necessarily client side. The server side game software is fairly old now, its reasonable to expect a few quirks in the system and they did state that the problem occurred when accessing bastion info which has to be generated server side and sent to the client.
Volkai
05-11-2011, 11:20 PM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
It seems to me as though the simple solution to this is to add a(nother) tarutaru NPC, in the place the Abyssea NPCs would have gone had there not been memory issues, that will warp you directly to the location of the Abyssea NPCs in Heaven's Tower.
You could even give him some cheesy text like "I know you adventurer-wenturers are so eager-weager to help-ey out-ey {first Abyssea NPC name I don't remember, possibly with Tarutaru accent distortion} and {second Abyssea NPC name I don't remember, possibly with Tarutaru accent distortion}, so I'll send you right to them if you wanty!"
Chocobits
05-11-2011, 11:25 PM
Was Dr. Weird in charge of NPC Placement?
Dr. Weird: "GENTLEMEN! BEHOLD! I have place Abyssea NPCs next to the Star Sibyl!"
Steve: "Um.. that's great boss. So.. you do that for science?"
Dr Weird: "NO! I did it because it was free, and she was drunk and didn't know what she was doing!"
Volkai
05-11-2011, 11:34 PM
Was Dr. Weird in charge of NPC Placement?
Dr. Weird: "GENTLEMEN! BEHOLD! I have place Abyssea NPCs next to the Star Sibyl!"
Steve: "Um.. that's great boss. So.. you do that for science?"
Dr Weird: "NO! I did it because it was free, and she was drunk and didn't know what she was doing!"
Good comedy, but... someone hasn't been keeping up with the dev tracker. <.<;
Cruentus
05-12-2011, 02:45 PM
We do not speak of Shantotto's plans!! The Mistress may be watching..... >.>;
"The Mistress" can eat my scythe. Leave the NPCs in Heaven's Tower. At least now you have a reason to go there.
Zyeriis
05-12-2011, 06:36 PM
How about make an NPC in Port Windy etc. that can port you to heaven's tower then?
They could just alter the current tele-tarus to have a selection screen of where in windurst you want to go (and warp between each other) while adding a 5th one in heaven's tower.
Firebert_Lakshmi
05-12-2011, 09:30 PM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
We appreciate the time you took to reply.
We figured it was PS2 limitations.
Greatguardian is right about Shantotto's plan.
She's conquering the Windurst nation.
Rambus
05-12-2011, 11:55 PM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
what about moving the abyssea NPC in Jeuno?
where it is now is above an AH in port jeuno and near the NPC to store seals like KS seals and such.
Didn't the notes say you guys removed syngery things out of upper jeuno? what about putting the abyssea NPCs where the second AH is by the church and remove those AH npcs?
The way to make heaven's tower more convenet would be put a poter moogle in there and a nomad moogle if the abyssea NPCS have to be there. it would be added help if you put the KI set store NPC there too.
you can put them on the bottem floor of heaven's tower so people are not starring at those things and the abyssea NPC
Baleoce
05-13-2011, 02:05 AM
In regards to comments about the placement of the Abyssea NPCs in Heaven’s Tower, Windurst, the development team is aware of what you are all pointing out. The development team tried placing them in each area of Windurst, however, there were memory issues in Windurst Woods, Windurst Waters, and Port Windurst which would not allow the ability to confirm Bastion conditions. Due to this, they placed the NPCs in Heaven’s Tower.
As pointed out, there is a difference in convenience when compared to San d’Oria and Bastok, and though it might take some time, we will be looking for other methods to solve this issue.
Thank you for the explanation :) Apologies if this has been suggested already. But might I suggest to the development team, that if there is an issue with memory in regards to confirming Bastion conditions, that this can be worked around with the following method.
Allow players who have completed the Windurst Quest "Flower Child" (the ability to exit to any zone in Windurst from your Mog House) to access Heaven's Tower, as a Mog House exit. This way the Abyssea NPCs aren't required to be moved from their current location, surpassing the memory issue. And all players who complete this quest, have very quick access to the Abyssea NPCs from their Mog House. This not only works on a practical level, but also you will notice that the Heaven's Tower zoneline in Windurst Walls is actually a teleport. So on a geographical level if it seems somewhat odd that you can leave your Mog House and suddenly appear in Heaven's Tower, you can just make the animation from leaving the Mog House that of a teleport.
I hope this goes some way to help relieving the issue, and thanks again for your continued efforts.
Tsukino_Kaji
05-13-2011, 05:51 AM
At least we got a valid reason out of them.
Bayohne
05-14-2011, 03:52 AM
Just in case you guys missed this update (scheduled for next week) (http://forum.square-enix.com/ffxi/threads/7825-Details-on-Next-Week%E2%80%99s-Version-Update?p=98563#post98563):
New Abyssea support NPCs will be added to the following areas:
Ru'Lude Gardens / Chocobo Circuit / Port Windurst
*Please note that Bastion status cannot be confirmed via these new NPCs.
:)
Volkai
05-14-2011, 04:00 AM
Just in case you guys missed this update (scheduled for next week) (http://forum.square-enix.com/ffxi/threads/7825-Details-on-Next-Week%E2%80%99s-Version-Update?p=98563#post98563):
New Abyssea support NPCs will be added to the following areas:
Ru'Lude Gardens / Chocobo Circuit / Port Windurst
*Please note that Bastion status cannot be confirmed via these new NPCs.
:)
Sounds like a good compromise.
GlobalVariable
05-14-2011, 04:34 AM
Just in case you guys missed this update (scheduled for next week) (http://forum.square-enix.com/ffxi/threads/7825-Details-on-Next-Week%E2%80%99s-Version-Update?p=98563#post98563):
New Abyssea support NPCs will be added to the following areas:
Ru'Lude Gardens / Chocobo Circuit / Port Windurst
*Please note that Bastion status cannot be confirmed via these new NPCs.
:)
YAY! <minimum text requirement here>
Tannlore
05-14-2011, 04:57 AM
Just in case you guys missed this update (scheduled for next week) (http://forum.square-enix.com/ffxi/threads/7825-Details-on-Next-Week%E2%80%99s-Version-Update?p=98563#post98563):
New Abyssea support NPCs will be added to the following areas:
Ru'Lude Gardens / Chocobo Circuit / Port Windurst
*Please note that Bastion status cannot be confirmed via these new NPCs.
:)
Not a big loss as far as I'm concerned. Many thanks!
Leonlionheart
05-14-2011, 05:00 AM
For asura at least, none of this has really mattered. Jeuno still sees 500+ because so many people "/sh SEALZ CAN I HAS IT?!?" and need the biggest playerbase to be able to hear them.
Only way I can really see them relieving congestion would be to put an aby NPC in every zone in Jeuno, and adding a regionwide shout command. And that in itself would probably get abused so they probably won't consider it.
Tsukino_Kaji
05-14-2011, 05:27 AM
Just in case you guys missed this update (scheduled for next week) (http://forum.square-enix.com/ffxi/threads/7825-Details-on-Next-Week%E2%80%99s-Version-Update?p=98563#post98563):
New Abyssea support NPCs will be added to the following areas:
Ru'Lude Gardens / Chocobo Circuit / Port Windurst
*Please note that Bastion status cannot be confirmed via these new NPCs.
:)Almost no one uses non-bastion NPCs to confirm bastion status. lol
Aldersyde
05-14-2011, 05:31 AM
What? If Jeuno and Windy get an extra set of Abyssea npcs, Sandy and Bastok should get them too.
GlobalVariable
05-14-2011, 05:32 AM
What? If Jeuno and Windy get an extra set of Abyssea npcs, Sandy and Bastok should get them too.
Sure, we'll just put them in the upper floor metalworks and back basement of chateau...
Aldersyde
05-14-2011, 05:52 AM
Sure, we'll just put them in the upper floor metalworks and back basement of chateau...
That's cool. As long as everything is equal.
Firebert_Lakshmi
05-14-2011, 06:13 AM
Thank you so much! Wasn't expecting Ru'Lude, but that's a nice touch. With the old Windurst location only, there may as well been Abyssea NPC's in the other Gardens zone.
blowfin
05-14-2011, 06:43 AM
For asura at least, none of this has really mattered. Jeuno still sees 500+ because so many people "/sh SEALZ CAN I HAS IT?!?" and need the biggest playerbase to be able to hear them.
It does beg the question of why you`d still hang out in Jeuno then and expose yourself to it, if it bothers you. It`s not like the entire functionality besides Shami isn`t easily accessible in starter cities now, unless you`re from Windurst, and that`s getting solved in a day or two.
Firebert_Lakshmi
05-14-2011, 07:24 AM
I'm kinda confused. How is Shami easily accessible from Windurst, but nowhere else?
blowfin
05-14-2011, 07:58 AM
I'm kinda confused. How is Shami easily accessible from Windurst, but nowhere else?
They patched him right on top of heavens tower. You can only get there with a POS hack though.
Runespider
05-14-2011, 03:34 PM
Just in case you guys missed this update (scheduled for next week):
New Abyssea support NPCs will be added to the following areas:
Ru'Lude Gardens / Chocobo Circuit / Port Windurst
*Please note that Bastion status cannot be confirmed via these new NPCs.
Never checked Bastion status ever, anyway thank you very much devs!
Babekeke
05-14-2011, 05:03 PM
For asura at least, none of this has really mattered. Jeuno still sees 500+ because so many people "/sh SEALZ CAN I HAS IT?!?" and need the biggest playerbase to be able to hear them.
Only way I can really see them relieving congestion would be to put an aby NPC in every zone in Jeuno, and adding a regionwide shout command. And that in itself would probably get abused so they probably won't consider it.
Maybe if SE gave us a function where we could enter a comment for anything that we were looking for, and other players could search those comments to find people who want similar things?
They could call it /seacom^^
GlobalVariable
05-14-2011, 05:41 PM
Maybe if SE gave us a function where we could enter a comment for anything that we were looking for, and other players could search those comments to find people who want similar things?
They could call it /seacom^^
Try seacom'ing a quest mission or NM you need help to complete, put you flag up and wait. Let us know how long before you got an invite that actually had anything to do with that instead of a level sync party in qufim or a merit alliance, we'd all be very interested I'm sure!
Dazusu
05-14-2011, 09:42 PM
The memory issue they are talking about isn't necessarily client side. The server side game software is fairly old now, its reasonable to expect a few quirks in the system and they did state that the problem occurred when accessing bastion info which has to be generated server side and sent to the client.
The limitations of memory should be that of the hardware when you're talking about a server. Server software is written to be scalable, regardless of it's age (look at IRC as an example of scalability, and its age).
If they have these type of limitations server side, they should be easily fixed.
Client limitations are more understandable due to client hardware. If you think they're citing server issues, then that's a big issue.
I'd think the Horst warp should have some kind of restriction to not totally antiquate the airships. I guess having Shinryu cleared then like 2500 cruor a pop should do it. Decent for emergencies, but not something you'd wanna rely on.
Putting a highish cruor cost on it would completely screw up the whole point of putting more Abyssea-teleport NPCs in the first place (which is to spread people out more).
GlobalVariable
05-15-2011, 05:12 AM
The limitations of memory should be that of the hardware when you're talking about a server. Server software is written to be scalable, regardless of it's age (look at IRC as an example of scalability, and its age).
If they have these type of limitations server side, they should be easily fixed.
Client limitations are more understandable due to client hardware. If you think they're citing server issues, then that's a big issue.
The only reason I've commented on it is because people jump to the reply button just to post "ps2 limits!" over and over for everything anyway.
Both possibilities exist, unless they specifically tell us we just don't know for sure. And you have to remember they don't have the exact same programmers that originally made the software either. I lean toward not blaming the ps2 for 2 reasons: 1) they didn't specify that the issue was only on the ps2 client and 2)loading all zone event data at once on the client seems unlikely
The problem triggers specifically when the client is trying to grab data from the server for bastion status. Now it is possible something on the client side is occupying to much of the space intended to load that data into, but is also possible that the server can't send that data because of an error loading that information itself. I've seen similar issues with older software before. I've even had to try and fix them with poorly documented and even obfuscated code - not fun fast or easy.
Volkai
05-15-2011, 09:35 PM
The limitations of memory should be that of the hardware when you're talking about a server. Server software is written to be scalable, regardless of it's age (look at IRC as an example of scalability, and its age).
If they have these type of limitations server side, they should be easily fixed.
Client limitations are more understandable due to client hardware. If you think they're citing server issues, then that's a big issue.
It's not safe to assume that MMO game server software is scalable simply because open server software such as IRC servers are. The software is written for a much more specific purpose and therefore may well be written for a very specific set of hardware.
GlobalVariable
05-16-2011, 03:26 AM
therefore may well be written for a very specific set of hardware.
Might not even have anything to do with hardware, simply that they never expected something to get very large and other parts of the engine weren't equipped to cope.
Babekeke
05-16-2011, 03:26 PM
Try seacom'ing a quest mission or NM you need help to complete, put you flag up and wait. Let us know how long before you got an invite that actually had anything to do with that instead of a level sync party in qufim or a merit alliance, we'd all be very interested I'm sure!
But the function is there. Just because 90% of the non-JP playerbase doesn't bother to use it isn't really SE's fault.
GlobalVariable
05-16-2011, 04:49 PM
But the function is there. Just because 90% of the non-JP playerbase doesn't bother to use it isn't really SE's fault.When the player base at large doesn't use a function there is usually very good reason for that. This isn't just 90% of the "non JP" playerbase.
Its nothing but a text input field that has to be manually input and the search is limited to just categories. As an example if you want to find people on the same mission, if they all used a search comment for that mission and all had nothing else to do that required a different seacom with that one seacom for that one thing up you still have to read through all those seacoms to find which ones are for that specific mission.
This system does NOT make for simple finding of people needing the same thing as you, it is far simpler to just shout in a heavily trafficked and catch people as they pass through. This is why it has only been seriously used for exp/merit seeking and items(dynamis etc, some slight bazaar usage). And with the advent of abyssea now even xp member finding is done in mainly shout.
It is simply a fact if you want to change the high reliance on shouts we need a better system than seacom + search provides. I don't see that happening anytime soon.
Zyeriis
05-16-2011, 05:04 PM
You could just do what this one guy did a few weeks ago to me.
I was afking in whitegate (don't even remember why I was there). I come back, check chat log (by checking the filters) like I always do. Tell filter: Nyzul Isle 55+ Do you need it?
He's psychic! >_> Return the tell, "How did you know!? @_@" > "Eh...coincidence...I was just /telling random people that are currently online." (Oh, so he's a lucky genius.) Well, ended up clearing nyzul with him through sheer random tell from a random person, without a seacom. Practical? No, but it got the job done didn't it?
Now imagine if everyone used /seacoms instead of being lazy and sitting around in Port Jeuno "waiting for a shout"... Practical? No, but it would get the job done a hell of a lot better than random tells from strangers. Could there be a vastly superior system? Yes, but thats besides the point.
Side story for your viewing pleasure:
Me: "Party Do you need it?"
Person: "Yes"
Person: "WHM Friend IFP Can I bring them?"
Me: "I took that into account."
Person: "WHAT!? You mean some one invited me to a party AND read my /seacom!?"
Me: "Yes, weird isn't it?"
GlobalVariable
05-16-2011, 05:30 PM
You know whats better than deciding on 1 thing to seacom out of all the things I'd like to try and do today or praying some other people seacom'd the same thing so we can find each other and hoping we find each other with enough time left to go seacom other things? Using a certain websites player search feature to locate other players based on their recorded progress off the linkshell community site. People can set their data to private but the feature is very handy with the number of people who want to show their info proudly. And I could even find that lv85 alchemist I needed yesterday for that synth. If only I could perform that type of search in game. I don't expect an alchemist to leave a seacom up stating his craft levels and what if he himself is seeking for something else? You only get 1 seacom category. What most do now and just watch shout and see which thing I'd like that comes up 1st and join it (or just shout themselves) and they do this because it works.
I'm just saying man, this is why it happens.
Zyeriis
05-16-2011, 05:49 PM
You know whats better than deciding on 1 thing to seacom out of all the things I'd like to try and do today or praying some other people seacom'd the same thing so we can find each other and hoping we find each other with enough time left to go seacom other things? Using a certain websites player search feature to locate other players based on their recorded progress off the linkshell community site. People can set their data to private but the feature is very handy with the number of people who want to show their info proudly. And I could even find that lv85 alchemist I needed yesterday for that synth. If only I could perform that type of search in game. I don't expect an alchemist to leave a seacom up stating his craft levels and what if he himself is seeking for something else? You only get 1 seacom category. What most do now and just watch shout and see which thing I'd like that comes up 1st and join it (or just shout themselves) and they do this because it works.
I'm just saying man, this is why it happens.
If people used and actually read /seacoms like they do shouts, it would pretty much be the same thing now wouldn't it? Except for the fact that you don't have to be in the same zone. Most of your points have to deal with the fact that people don't use it...which is the problem? The system, even if un-used, has little to do with it being bad or not. At least in comparison to shout.
Benefit of Port Jeuno shouts:
1) One spot (whms to teleport you, blms to retrace you).
2) Auction House
3) Transportation Hub: Chocobos, Signet Guards (warp scrolls), Airships (to 4 places instead of 1), Abyssea Warps, Whitegate Access in Upper Jeuno, Abyssea - Attowha warp > Buburimu Outpost > Home Nation next to op warp npc > any outpost in the game you have supply run to, and more
4) Shout range, Port Jeuno is small enough to be able to see shouts just about anywhere in the main parts of the area (long as people are shouting from the center)
Benefits of Seacom
1) Can be anywhere/go anywhere (other cities, auction houses, the past, middle of nowhere, places shouts won't reach)
2) Can be doing something else in the meantime (get more done)
3) Can seek out specific people who need it without having to hope that they are in shout range randomly
4) Can list jobs ahead of time
As for the "better than deciding on 1 thing I want to do today", that argument doesn't hold much weight, as in: if everyone used seacom, you would be able to pick the thing you want to do MOST, seacom it, and then search seacoms for other things you want to get done as well, without the waiting for some one to decide to shout for it in jeuno (and potentially get nothing done as well, can you see how the arguments are the same in both cases? I repeat that the main difference is that with /seacom you can be anywhere, while with shout you HAVE to be in one area to potentially get a group). The same goes for "but what if we don't have enough time left?", the same can be said about that shout that finally pops up, right as you're logging out or planning to.
GlobalVariable
05-17-2011, 01:18 AM
Would you expect that alchemist to seacom his craft or to be browsing to see if someone needs an alchemist, 24/7? REALLY? And my initial post on the seacom subject was in DIRECT response to sarcasm, I don't have to defend WHY, because it doesn't matter - the fact remains it will not work.
Maybe if SE gave us a function where we could enter a comment for anything that we were looking for, and other players could search those comments to find people who want similar things?
They could call it /seacom^^Try seacom'ing a quest mission or NM you need help to complete, put you flag up and wait. Let us know how long before you got an invite that actually had anything to do with that instead of a level sync party in qufim or a merit alliance, we'd all be very interested I'm sure!
Raxiaz
05-17-2011, 01:46 AM
RE: Seacom
I wish people actually utilized this feature. If it were more flexible and efficient it would get used.
Greatguardian
05-17-2011, 01:58 AM
If only there were unofficial and/or sanctioned community websites which had sections in them specifically for finding groups of people with which to do things in game.
GlobalVariable
05-17-2011, 02:07 AM
Like ffxiah.com with its nice search function that finds people with specific missions or crafts.
Try seacom'ing a quest mission or NM you need help to complete, put you flag up and wait. Let us know how long before you got an invite that actually had anything to do with that instead of a level sync party in qufim or a merit alliance, we'd all be very interested I'm sure!
I actually did this exact thing while doing WoTG missions and the 2009 trio of Mini-Expansions-That-Shall-Not-Be-Named. Those mission /seacoms landed me mission invites damn near every time I used them.
Huge caveat though - I successfully used mission /seacoms only in the week or two after an update that added new missions (extend that to about a month for the 2009 mini-expansions). I fully realize that it wouldn't work if I tried it right now.
GlobalVariable
05-17-2011, 03:11 AM
I fully realize that it wouldn't work if I tried it right now. Yeah, it was a lot more effective earlier in the games life. Both because more people actually set/read a seacom and there were fewer things competing for peoples time. Even years ago when more people used them 90% of the time for me it'd be an exp invite that didn't read it even if I was looking for exp and there were always shouts for pretty much everything else. I still habitually check the comments just in case. I used to constantly try to convince more people to read and set seacoms for things just like people are trying here. Trust me guys, its a lost cause.
Zyeriis
05-17-2011, 06:38 AM
Would you expect that alchemist to seacom his craft or to be browsing to see if someone needs an alchemist, 24/7? REALLY? And my initial post on the seacom subject was in DIRECT response to sarcasm, I don't have to defend WHY, because it doesn't matter - the fact remains it will not work.
I also don't expect that alchemist to shout his craft or to be actively seeking out people who need his craft in general. They don't now, even with most people using shout, so I don't see your point.
Anyway, you're saying "it will not work" because people don't use it and I'm saying "it would work but, people don't use it". The constant in our "argument" is that people don't use it...which is the problem? The system itself, while it could be better, isn't really the problem, which is what I'm trying to say, and not what you're trying to argue (from what I've seen).
Trust me guys, its a lost cause.
I don't disagree with that.
GlobalVariable
05-17-2011, 06:47 AM
Anyway, you're saying "it will not work" because people don't use it and I'm saying "it would work but, people don't use it". No, I am saying You can't convince people to do something so that the something will work once they all are doing it - nobody will be those first people. Thing X is more efficient than thing Y in the current game climate. You are butting you head against this wall of "but if they did it anyway it'd be more efficient" that nobody will ever ever ever listen to.
so I don't see your point.The alchemy was an example of something the search system has a category for but will never be used for obvious reasons, where as I CAN shout to find him or use a website to locate a crafter.
Luvbunny
05-19-2011, 06:28 AM
Just in case you guys missed this update (scheduled for next week) (http://forum.square-enix.com/ffxi/threads/7825-Details-on-Next-Week%E2%80%99s-Version-Update?p=98563#post98563):
New Abyssea support NPCs will be added to the following areas:
Ru'Lude Gardens / Chocobo Circuit / Port Windurst
*Please note that Bastion status cannot be confirmed via these new NPCs.
:)
How about implementing similar NPC to Norg, Rabao, Kazham and Tavzania Safehold. Perhaps Limbus NPC and Travel Mog as well that charge you 500 gil to tele you between 3 other cities and 2 villages. A warp NPC to Whitegate. Also put Magian Moogle in 3 starting cities plus Norg, Rabao, Kazham and Tavzania. The reason being is to reduce cluster of people in Jeuno and spread them out evenly on major and minor cities. Make it more convenient to go around the areas in the game.
It would also be great to put Campaign Warp NPC in desolate areas on 3 starting cities and minor cities. This way we can get more interest on old game content that is pretty much dead due to how much hassle and extremely inconvenient way we can get to the said place. Retrace scroll should be available at present gate guard as well. Make the way to explore a whole lot faster and easier so that more people will want to do things outside abyssea.