It's great if you want vorseals but a lot of people are after easy beads for Aeonic weapons. The fight generally has to last 2 minutes or so in order to hit 1k beads per fight which is a fantastic return for the time spent.
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It's great if you want vorseals but a lot of people are after easy beads for Aeonic weapons. The fight generally has to last 2 minutes or so in order to hit 1k beads per fight which is a fantastic return for the time spent.
Safe to say new/returning players aren't in a rush to farm Aeonic weapons. This campaign is aimed at them, hence why it's part of "The Grand Returnee Fiesta." You should know my opinion on these campaigns (re: I hate them all), but since the masses seem to enjoy them, we're forced to deal with them. That being said, while beads are always nice, the goal of this particular campaign is to grant access to gear that is likely out of reach for many players. If your goal is simply to farm beads and you're playing on Asura you're free to head to Azi Dahaka or Naga Raja which, last I checked, took close to a couple of minutes to go down according to unity chat.
That's how SE advertised it but it's not really aimed at new players. They just picked a bunch of campaigns and arranged them in some order that might make sense for a returning player who could play 6 hours a day and gave it that name.
And yes, people would be foolish to just be sitting at Quetz all day unless they really did have all day and didn't care about Regen/Refresh vorseals. Ru'aun weapons are actually quite amazing for those returning players as well. Zi'tah is really just for bead farmers as you said and should definitely be targeted if that's your goal.
Could we get a Meebles campaign again? Some of the prizes were pretty nice!~
Capacity points!!, Capacity points~~, Capacity points@@@@, Capacity points^^^^, ~continues for the next 5 hrs~
They gotta keep players grinding away at random mobs instead of doing other fun stuff like actually progressing gear and such.
XP and Merits are no longer a thing anybody needs to grind for, so they gotta make you grind something else for a ridonkulous amount of time.
I've pretty much given up hope that I'll ever see those stars above my head, given the ludicrous 2100JP requirement.
EDIT: Also, when they DO give capacity point campaigns, it seems like they ALSO do another campaign which forces you to split your time between CAP and whatever else is going on.
Capacity points should NOT be a campaign at all. Capacity points have been an absolute joke since day 1. base cap should be raised, dramatically, and forget about giving a 3 times a year campaign for it.
Also, what I don't understand about CAP, is... why is it when you're in a group, your CAP earnings are hugely nerfed.... unless it is an Adoulin Dungeon?
That doesn't even make sense... you can kill easy junk in Cirdas Caverns with 2 people and get more (or about the same, I forget which) CAP than fighting slightly stronger stuff in Kamihr Drifts, purely because one area is outdoors and the other is indoors. That makes no sense whatsoever.
It's due to the location of "Apex" named mobs. I know that all of the zones with Apex mobs (plus ROV zones) had the group exp penalty disabled a while back, which might be causing the difference you are seeing.. You can try killing mobs in each zone while solo and comparing to your duo numbers to determine if this is the cause. It's also entirely possible that it's unrelated and solely affected by your target mobs' levels.
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As far as CP goes personally, I'd be happier if they increased/removed the CP/kill cap of 65335. -_-;; There are mobs that you can cap CP/kill on by chain #20 without campaign, so CP campaigns don't really excite me.
If the cap is 65535, then I think SE increasing the cap beyond this value is going to be more effort than it's worth. I don't want to talk too much about programming in these forums, but that said, I will leave a clue as to why I think this is true: the highest value that can be represented in a 16-bit integer is 65535.
That's probably a relic from the PS2 days. They didn't want to assign too much memory to this value that they had no intention of ever getting anywhere near, so they just left it at 65535.
But now that there are no more consoles... they COULD change the variable type which would increase the cap, but I'm not entirely sure what all that would entail.
But seriously... why does someone need more than 65535 XP? You can't get two Merits from the same kill because once you get Merit #1, it will always stop 1 limit point shy of the next Merit, which means the most you could ever actually receive from one fight is 19,999 despite what your chat log says.
And if we're talking CAP, then the same thing is true there, only its 59,999.
Even if you got 100k CAP in one fight, if JP works like XP Levels and Merit Points do, you're only going to get credit for 59,999 at most.
I know about the 16-bit value and have always assumed that was the cause. I'd say this is worth the effort however because there are now mobs that can give more than half of that off a single kill.. When the system was implemented, there weren't any 130+ mobs running around to CP on. There are now, and they system should be updated to allow for it.
Not talking about EXP, only CP. And while EXP/merits do technically cap out per kill (and prevent gaining 2x merits per kill,) CP/JobPoints do not. If the display says 65335 CP, then you actually gain the full 65335 CP, or ~2.5JP. I've verified this myself in-game, so I know this for a fact. The issue I take with this is that there are existing mobs that give 30k+CP/kill w/o any chain bonus, and it caps out on those really quickly. The cap also greatly decreases the benefit of CP campaigns, rings, etc. If you are already capping out during a chain, pop a ring, kill the next mob (which would be 65335 w/o ring) then you get the 65335 and your ring buff goes poof. It gets consumed even if you are getting literally zero benefit.
So we all know for sure the month of May is double Capacity points campaign because of the "Return Home To Vana'diel" thing.
I'm really hoping that when double Capacity points starts, it lasts until the end of the month like the other campaigns and not for only 7-10 days.
More like they should have included a disclaimer for "other than EXP/CP campaigns." XD It's impossible for them to not know that EXP/CP are going to be popular/in-demand, so it's more likely that they were looking for which of the other campaigns we want.
Mog Garden, Wanted Dial {Yes, please.} ^^
Super late here but I doubt it's a ps2 thing since xp/limit points go higher
https://bucket.bluegartr.com/effa6a7...7c0b9e35d6.png
And I've definitely gotten more than 1 merit per kill. When xp campaign is on I go from 0 to capped merits in by chain 40 or so. If I could dump merits and keep chain would be even faster. And doing somethings that give bursts like that on lower chains (MMM is pretty good for that) have definitely watched myself get multiple merits. I've only personally seen the limit for actual lvls
Double Synthesis Skill Increase Campaign - Stop doing this. It devalues peoples commitment/time from leveling crafts before and it just feels awful to have to feel encouraged to power level crafts through a week or two of a campaign.
Dark Matter Arcane Glyptics Campaign - STOP doing this. It punishes new/returning players and just power creeps veterans gear further above new/returning players. It's bad for the game 100%. STOP IT.
^ I agree. Players old and new should be able to have a chance for these campaigns. This gives returning players a chance to catch up some while taking advantage of these campaigns that come around once in a while. Shiyo, I don't get why you're complaining about it. If you're a returning player, you should be happy for this kind of stuff. You may not get another chance again for another 1-3 months
depending on the type of campaigns they focus on for each month
The game is now easier in all ways ; XP levelling, RME weapon building, travelling, soloing (with Trusts), earning money, clearing missions, etc. etc. And so it only makes sense for Crafting skill-ups to have been made easier too.
We believe that the game was made easier to attract returning players, who may have quit because the game was too difficult / time consuming in the old days. And to attract new players, who may be used to the easier type of mainstream games.
My view on all this now is that I am so very happy that I can still log in to FFXI, I can still spend time in Vana'diel, the only world I truly love. If making the game easier has attracted new or returning players and their subs, and if this has helped to keep Vana'diel online, then I think this is a good thing.
If people want to level quickly, either jobs or crafts, and they are paying subs to take part in these things, then this helps to keep FFXI alive, and it means I can spend time in Vana'diel. Ultimately I win, because being able to spend my time in Vana'diel is more important to me than how fast other people are making their progress in the game.
:)
It should be noted that there isn't any significant effect from the crafting campaign on skillups for 1-60. As long as you are doing a correct recipe, you will get a skillup ~95% of the time normally, without any campaigns due to an update a while back. "Correct recipe" = Any recipe 9lvls or less below your current base skill, even better if you are 5lvls or less below since you also get skillups on breaks during that phase. I've leveled 9x crafts to 70+ and average .12 skillups per synth for 1-60, which drops to .1 for 60-70. It's really only 71+ that the campaign has any effect on.
As someone who has done a LOT of crafting, I would have to agree with this.
1-60 is guaranteed skillup (almost) with Kitron Macarons as long as Your Level < Recipe Level. Once you get TO the recipe level, you can easily go 3-5 levels above the Recipe before it really starts slowing down, and this holds true clear to at least 65.
For example, I leveled my main's Goldsmithing from 60-70 recently. I did Platinum Ingots which are Lv61 clear up until Lv67. 60-61 was a .1 every synth. 62-64 I would get a full level out of every 12 synths. 64-67 it slowed down, requiring 15-20 synths per level. I think 66->67 was like 24-28 synths, something like that.
I stopped at 67 and went to Platinum Rings, where I got a .1 every synth clear to 70, lol.
Now, once you get above 70, it slows down drastically where you will want Ionis, Kitron Macarons and the whole works, and most importantly..... *drumroll* PATIENCE.
Being impatient will kill you even with these double skill campaigns. And in fact, the double skill campaigns don't make THAT big of an impact. I did my leatherworker 100-110 on Aetosaur Gloves (102 IIRC), and half of this was during one such campaign. Now I'm doing my Woodworker on Guatambu Lumber (which is also 102 IIRC) and I'm getting roughly the same skillups, same synths-per-level almost. There's a mild difference, but hardly anything to get angry about. It is still going to take you ~40 synths per level, if not upwards of 50 either way when you get up into the 100s.
But your biggest toolkit is not some fancy campaign (which does help, but not as much as you'd think), is again, patience. My guatambu logs were free (I'm using ones that are harvested from my Mog Garden, lol). My Aetosaur Gloves required some time farming, but it wasn't that bad. A couple hours here, a couple hours there to farm the Squamous Hides, and it helps I was leveling at the time in Kamihr Drifts on the Raaz there for the Raaz Hides.
And I happily sell the loads of adaman ore I get out of my garden which I no longer need to people who are impatient. I've made millions doing this, and during the Escutcheon Rush, I sold ridiculous amounts of Darksteel Ingots, lol.
Can we please get Excalipoor offered thru the login campaign again soon? I am missing it on the majority of my characters and I want it for all of them. o_o
So, I'm not sure exactly what this Omen Double Light-Up Campaign means. Anyone else that could give a slight bit of insight?
(Also, I don't get this Let's Go, Vana'diel Day thing either... I haven't notice a change on those days?)