Can you get stuff out of it at Nomads? I can't lol.
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Can you get stuff out of it at Nomads? I can't lol.
You can, Om, you just have to set it. :P
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Storage, though, is the one that would be nice to be unlocked for all nomad moogles though, since that's 25% of my available gear. Not like it's hard to teleport to a main town for a MH, but it's annoying if say, mid-Ambuscade I wanted to change jobs and a chunk of my gear was missing due to being in storage.
Now I can.
I gave up, set to to whitegate only and then back to everwhere. But yeah, I could see in the box, it was just greyed-out.
Hmm.
We're very sorry to hear about this inconvenience caused due to the menu layout.
We brought this up with the development team, and I'm happy to announce that we're planning the following options when interacting with Temprix:
- Adding an option to leave the menu.
- Adding the ability to cancel out of the menu by using the cancel button/key.
- Instead of going back to the previous selection when selecting "Give up Entirely", it will end the event.
We hope this helps alleviate any possible issues when creating Aeonic Weapons, and we thank you for your feedback!
Hello, everyone.
There have been scattered requests for new weapon skills and magic spells here and there, and I wanted to inform you about the current situation.
Whether it's weapon skills, abilities, or the various types of magic spells, the development team needs to create the animation and effects (in addition to the actual stats) for each race, and adding these elements, which takes time, makes it considerably difficult to these things.
On the other hand, when it comes to job traits, items, and monsters that utilize existing graphics, there is a significant difference in the required amount of resources, and it is much easier to implement new ones.
We also do not have any plans to eliminate already implemented abilities and magic spells to create space for new ones.
Just trying to clarify but its easier to impliment new spells than adding existing spells? o.O That doesnt seem right expecially since there's a bunch of spells in the dat files that have never been used even tho theyre there. (examples Dia goes up to tier V and Aga and Bio V even theres quite a few of em).
There have been calls (myself included) that the dev team impliment the missing spells like Banish IV Banishga III for example since those spells are already there and would take less effort. In addition Light Spirit uses Banish IV and there was testing of those spells on the test server ages back but nothing done on the live. That and ever since the level cap was raised from 75 that a bunch of the higher tier spells that were never implimented for players even tho they should have been added be added in however late.
You know what else would be nice in the old cities like these with the nomad moogles? I'd like to see npc's such as RoE to store copper vouchers and um... forgot the rest at the moment but I am sure I'll think of it yet again while playing with in those cities at some point...
Hey Catmato, I see you are standing in that spot again the last time I saw you in remora, woops I mean leviathan server for ambuscade! ;-D
Have you thought of releasing any of the spells there are animations for in the game already?
Wall, Might, Faith, Reflect, Care, Confuse, Toad, Aer, Baraer, Barera, Aqua, Baraqua, Baraquara, Ignis, Barignis, Barignisra, Terra, Barterra, Barterrara
or the spells Mobs have access to:
Tractor II
Bio V
Poison IV
Poison V
Poisonga IV
Poisonga V
Dia IV
Dia V
Diaga IV
Diaga V
Banish V
Banishga IV
Banishga V
Dokumori: San
Hojo: San
Jubaku: San
Kurayami: San
Tonko: San
Army's Paeon VII
Army's Paeon VIII
Cactuar Fugue
Chocobo Hum
Devotee Serenade
Foe Requiem VIII
Jester's Operetta
Moogle Rhapsody
Protected Aria
--- Here's what they could do ---
Wall > Pro Shell All in One > Maybe Stronger than P5/S5? PLD/RUN
Might > Vit+/Acc+ > PLD/RUN Only, Only works while you are current hate target
Faith > Mnd+/Cure%+ > WHM/SCH(Light Arts)/RDM/PLD/RUN, lost if you use an offense spell
Care > Cure Amnesia > WHM/SCH(Light Arts)
Confuse > CONFUSE!! > BLM/RDM/DRK/SCH(Dark Arts)
Toad > Probably too hard to implement > BLM/DRK/RDM
Cactuar Fugue > Confuse Song > BRD
Devotee Serenade > Magic Accuracy+ Song > BRD
Moogle Rhapsody > Ranged Attack Speed+ > BRD
Protected Aria > MDB+ song > BRD
Chocobo Hum > Fast Cast+ Song > BRD
Yeah seems like the perfect time to use assets that have already been made but aren't being used in the game.
Dev team said in post some where about adding magic. They have to add for each race, it takes a lot of time... This is far out if they do it...
Pretty sure it's already been added though. Like I've seen people mess with spell dats and it displays just fine
2 new mog furniture pieces:
1 is a large pile/mound of gil which can be obtained after depositing a certain amount of gil in the gil treasure box found in mog gardens.
The other is a large pile/mound of alexandrite, obtained as a complimentary item from trading in 30k alexandrite for the mythic weapon quest.
Both have a shining/sparkle animation when placed in your mog house.
Edit/add: also when these are placed in your mog house, the mound of gil could give you the gilfinder trait (maybe +1~5?) and the alexandrite mound could give you treasure hunter+2, effective only in salvage.
New moogle event rewards: level 1 masks that you can augment. You can pick 1 of maybe 5 total masks to obtain from the moogle. Each only have 1 defense, but will look different. There could be a kabuki mask, a demon mask, a happy face mask, happy cat mask, other festival masks, and more.
The masks are easy to obtain, but the augment stones you have to work for/obtain in the actual moogle event. The stones work similar to leaf/dusk/snow stones, but are just called sunshard, moonshard, and starshard. Each are rare so you can only hold 1 at a time. There's a wide variety of augments; which can be common, uncommon, and rare.
Potential augments could be: HP+1~3%, MP+1~3%, 1 attribute+1~4, elemental resist+1~8, haste+1~3%, crit.hit rate+1~4%, during day or night: regen+1~3, during day or night: refresh+1~3, during day or night: movement speed+8%, exp points+1~10%, CP points +1~10%, gilfinder+1~5, treasure hunter+1. The better augments would obviously be more rare. To stir things up a bit / make things not as easy, augmented stats may also be negative (example: STR-3, enemy crit.hit rate+2% slow+3%, etc).
This idea has been lingering amongst my thoughts for awhile now; for some reason it sounds like it'd be fun. :)
Implement the addition of items available from chests and NM drops like crafting materials to be bought from Nolan for a certain amount of Beads.
Including:
- Vulcanite Ore
- Eschite Ore
- Ashweed, Gravewood Log, etc...
- Voidsnapper, Void Grass, etc...
This would open up more options to obtain these items, helping players in several ways, such as crafting for example. A reasonable price for Ores would be 5000 beads and 3000 beads for NM pop items or something along those lines.
What about making our characters run 10% faster? its 2016 and it feels so slow to move sometimes even with teleports and mounts....
The crystal storage moogle was a good idea, but we need to take it just one step further and set up direct use of those crystals via the synth menu and /lastsynth.
Can we trade full stacks (instead of one) of boyahda moss to melyon for reputation quest in selbina?
Would it be possible to change other Key Item-based to be Ambuscade-style where you don't lose your Key Item unless you win the battlefield? Players would probably be more likely to bring random people, try alternate setups, or attempt higher difficulties if they didn't have to buy or farm another pop item after failing Skirmish, merit fights, etc.
Reduce Steal timer from 5min to 3min when going after THF Testimonies.
Tried stealing them for 5h, got 1 and failed stealing from Maat all 3 times. SE, its time to change this because new players would quit at this easily.
I won't cause im used to suffer in this game. But still, have mercy and change the Steal timer to 1-3min when going for Testimony farm.
You still need to farm the Testimonial.
Thats why i asked to reduce the timer to Steal from mobs. from 5 to 3 min would be already a huge help for those trying to beat Maat on THF.
Give a temporary buff for players at level 66-70 to lower the steal timer to 3min and only in conquest areas.
Once you beat Maat, the buff is gone.
Uh just make the testimony a direct drop like every other testimony. If you want to make adjustments to the JA recast fine, but stealing testimonies is a pretty bad reason.
Well anything is better than the current system really. I insisted cause im a veteran playing a new character, i have the patience DNA but im sure potential new subscribers would quit at this.
I understand that, which is why I said I'm not opposed to lowering the cooldown. I'm trying to help Spectreman so he only has to steal one more testimony. But let's try a different approach.
Are you actually killing the mob after trying to steal, or just using Hide to shed hate? If someone has already stolen the testimony and the mob isn't killed, it's testimony is never restored. I'm pretty sure even despawning the mob doesn't restore it.
New high-tier bcnm: "The Wyrm God". Drops a iLvl 119 version of twilight helm/mail and/or other weapons from the original fight.
New healing trust/cipher that is a pixie (like the mob/npc from the WoTG expansion).
The ability/function to send monsters from monster rearing to your mog house. You dont take care of them as you do in your mog garden though; they either roam or standby in your mog house for aesthetic/simple entertainment reasons. Bigger monsters are incompatible since they won't fit. The monster will respond when spoken to and may give the player an item, based on how happy they were in your mog garden.
A fomor masque obtainable from a halloween event or login points item in October. Instead of an activatable timed "costume" function thats selectable in your items menu when equipped, it just changes the players face/head appearance to resemble the fomor version of the player face/hair style. Or if it would be simpler, it could be a fomor cloak that the player wears and it changes the players face to look like a fomor.
A limited time offer where the square enix store sells the 3 nation rings again but this time each ring comes with a code for an HQ nation ring in-game item. (Similar to the tidal talisman purchase offer, which was awesome and I still have mine :) ).
I hope they never make an ilvl twlight set. As a PLD main who abused the crap out of BST in aby, that set was OP.
I like it where it's at now, it's a huge loss to equip it. Many times you die with twilight equipped these days--it's because you have twilight equipped that you died.
That said, it should be patched to all jobs, or likewise armor should be introduced to all jobs but just as "weak", by today's standards.
This isn't brought up nearly enough and has been an extremely long standing issue: Please fix missed Linkshell and Tell messages on zoning. FFXI is a social game at it's core and communication is perhaps the most important aspect in the game period. Some use voice chat, but I'm in 2 end game LS and not only do I not favor using voice chat but neither does either LS. Please fix this long standing issue, I am a programmer I know you could put some sort of message queue on the client that is flushed on zoning. Perhaps it is more complex than that, but please, please please. I'm so tired of having to type zoning or zonega or having others do the same and wondering if they missed part of the conversation. Not only for friendly chats but organizing. Try organizing an event for an endgame LS and having to repeat things 2-3x sometimes because people missed messages on zoning, it is frustrating and one of the largest quality of life improvements that could be made for time to reward payoff.
The only issues I consider on par with those are Animation Lock, Line of sight and monster pathing and Chasing down monsters as a melee to engage them even if you are technically in range.
Animation Lock: If you are fighting on say THF and need to take out your weapons, there is an animation lock. If battle ends, and you are putting away your weapons, there is an animation lock. If you are targeted by spells, you can sometimes if multiple enemies be animation locked for over ten seconds. Sometimes this actually leads to player death and it is highly esoteric and frustrating. Multihit with haste cap can also have animation lock, making it impossible to position for Sneak Attack or Trick Attack for sometimes extremely long periods of time. Combine this altogether, you are farming a lot of mobs with trusts, getting hit with numerous spells, haste capped and attacking like crazy, you can actually spend more time NOT in control of your character movement than you ARE. I find this issue a reason to even not play melee much of the time, it's highly poor quality of life and makes things very unpleasant and this too is an extremely long standing issue I and many others don't like and wish was brought up more the problem is players have gotten used to this "being the way it is" after so long and accept it. This is the quality of life changes thread though and this would be a HUGE quality of life change.
Line of sight and monster pathing: Say you are ranger, or thief, you use your ranged weapon to get hate on a mob and start battle. The monster will run in a half circle to the right, and your second shot will fail to fire because you can not see the mob. This is extremely frustrating as every battle, you have to reposition yourself and wait for the mob to come to you OR use terrain to force the monsters path. It makes the player feel they are constantly working and fighting against a bad system and I am unsure why this is programmed this way, perhaps it was at one time seen as a balance change (so ranged damage dealers wouldn't start every fight with 2-3 shots off before the monster can fight back?) or perhaps it was always that way. This is not intuitive play nor engaging or fun mechanics. It's basically a huge pain and frustrating even if it makes very little outcome to battle victories. The simplest solution to this is have the monster simply take the shortest route to any ranged attacker rather than looping around. Not only will the ranged attack take damage sooner but it eliminates having to use terrain or waiting and the great deal of frustration with this pathing mechanic. I see it as also changing how cleaving you find a wall on your right side, but it would also probably eliminate the need to do that.
Lets say you avoid the whole thing and just run up and melee something. Then you have to deal with yet another long standing mechanic Chasing down monsters as a melee to engage them even if you are technically in range. Monsters stand still and roam but nothing is more frustrating than running up to a monster, and it starts roaming and you have to chase it down for like 10 seconds or more until it stops moving to hit it. You can literally be following it almost right on top of it, but for some reason until it stops roaming and moving, no melee hits will go off at all. What is more frustrating even still, is that if you use pets to just assault or attack, they do not have this problem, they can auto attack roaming targets 100% of the time with no problem so why can't melee?
My last long standing issue is blinking/reloading the resources of people. This was often fixed thanks to lockstyles, which have been a huge hit and everyone loves lockstyle. Mage jobs however, still deal with blinking, especially jobs that have no reason to keep their weapons equipped for the purposes of mykyr and occult acumen or also Idris GEO. This includes then all mages but BLM, SCH and GEO. WHM, RDM, SMN, even sometimes BRD all have situations where changing their main hand weapons and weapon type is often very advantageous and do it often. WHM is the best example, using a staff usually for healing and a club usually for status removal. The problem of blinking is mostly solved, but there should be some sort of option in lockstyle to either delay for a set period of time (usually like 10 to 20 seconds is more than enough) or simply disable reloading on weapon type change. I realize this could come with other issues, but say the whm got hate, and you are using a <st> cure macro to heal them and they blink... if you healed them they lived but instead they died becuase they blinked in trying to heal themselves. There are ways around it, by making macros that do not depend on targeting, however targeting is a very useful and used feature and not being able to use it sometimes leads to unexpected player death and it is still a quality of life issue. There are also even tanks who do not like to use lockstyle, and constantly blink. These tanks often don't end up popular players but even as great as lockstyle is, it has short comings. The best solution would be one that even if a model or resource is reloaded, targeting is not affected at all. Decoupling display from targeting might not be entirely easy but would be the best solution.
Thank you for your time and wonderful game, I hope some of these quality of life improvements of long standing game issues can reach developer ears and at some point have a fix for them as they are the most persistent and long standing points of frustration I have had with ffxi over the many years.
I agree completely but--
hang on zone.
k
--I think it might be a deeply rooted design problem. At this point, it's probably not even on SE's radar and hate it, though we all do, it's an accepted part of the game's culture.
Agree again. It's also a huge detriment to freshly raised players that they cannot just get up and gtfo. They have to stand up and put away their weapons. As a tank, also, I find it frustrating that ws'ing takes away my ability to turn for a second.Quote:
Animation Lock: If you are fighting on say THF and need to take out your weapons, there is an animation lock. If battle ends, and you are putting away your weapons, there is an animation lock. [...] This is the quality of life changes thread though and this would be a HUGE quality of life change.
Actually, GEO is the best example. Even Idris GEOs keep their dunna because it's the only decent Handbell in the game and gives the -5% pet DT. I fulltime Dunna (I am not an Idris) except when I'm casting and then it's swapped out for a tathlum, or impatiens, or a few other pieces. The critical part that makes geo a great example is that the GEO re-rendering causes his bubbles to rerender, and the sound effect. So, shameless plug: Equipping non-weapon ranged and non-weapon ammo at the same time?Quote:
My last long standing issue is blinking/reloading the resources of people. This was often fixed thanks to lockstyles, which have been a huge hit and everyone loves lockstyle. Mage jobs however, still deal with blinking, especially jobs that have no reason to keep their weapons equipped for the purposes of mykyr and occult acumen or also Idris GEO. This includes then all mages but BLM, SCH and GEO. WHM, RDM, SMN, even sometimes BRD all have situations where changing their main hand weapons and weapon type is often very advantageous and do it often.
Had a guy in my ls ask a geo the other night "Do you even lockstyle?" not realizing that, unfortunately, a geo playing to their maximum potential renders lockstyle pretty much useless.