Just a heads up on were I would of liked to see this posted to boot, I guess!
Quote:
Originally Posted by
elqplau
I've been raising chocobos since that update long ago..... ive made racers and diggers ive mixed and matched different colors the best i've been able to get was pale green with gold wing tips ....food color doesn't matter or ud have a few orange and a lot more green ones i've raised over 70 chocos though the years
I believe you meant to post this under my chocobo thread/post but it's okay, I know what you mean by it being here at the moment. I will be making this happen with adding the quote from him as well under my thread but hey maybe i'm just bored and hope more would be interested in how else we could better the use of chococbo's in vana'diel but anywho, maybe it really is just me. :confused:
Liking an PlayOnline viewer changing music Idea's!
Quote:
Originally Posted by
Camate
Greetings,
Wishing you could play the classic themes from Chains of Promathia or Aht Urhgan once again while on the title screen? We asked the development team if they could add an option to the configuration to change the BGM and they said they will be looking into it. :)
Just Awesomeness!! Totally Sweet and cant wait for it to happen to have more options to play more FFXI Music on the Title screens or other ares that play music before entering the game, such as news announcements area of the Playonline Viewer Main screen\screens or the login screen before it would be nice, whether it is on pc or gaming console.
Same change to skill as to TP
Hello everyone,
the last update was great, stackable materials are AWESOME more detailed TP is unusual but something you can easily adjust to and then it is great. There are a few suggestions I have as a kind of follow up on those changes now that I played a bit with them:
1. TP for party members:
Are Trust NPCs not considered party members? If so, is it a bug that those do not have TP displays like other party members now do? It was mentioned Ayame would be super helpful in skill chaining now, I however believe that is only really utilizable when we actually know her TP, so we don't hold back for ages while she is stuck at 500 TP or so.
Hence I'd suggest to enhance this feature to not only include human party members but also Trust NPCs and probably even Adventuring fellows (even though that would make the fierce attacker trait of announcing their TP a bit useless)
2. Avoiding decimals with x10 values:
We got our TP values displayed with a x10 value now to get rid of decimals which is rather neat for testing out just how much STP you need to achieve an x-hit build without having to do the TP formula math. You can simply "read it off the screen". The game sadly has other decimal values though most noticable in skills and especially with crafting skills it is an "annoyance". Say I am at woodworking 64. I have no clue whether I am at 64.1 or 64.8 after a long crafting break of a few weeks. SO it is hard to judge the required materials to rise another level. Same goes for fighting skills but it is less important there due to the ease of how they are gained.
Suggestion: Multiply the skills value displayed by 10 in order to avoid decimals and enable us to see exactly how much skill we have, just like you did with TP OR make the decimals actually visible in the status menu.
Sincerely,
Leylia
Something for calmate and the dev team/creators to think about with the changes!
Quote:
Originally Posted by
Camate
Greetings, :D
After making it possible to enter seal battlefields with Trust alter egos in the June version update, we’ve determined a bug that removes buffs upon entry. As this is a bug that is closely tied to the system changes that allow alter egos to enter these battlefields, it will take a bit of time to fix.
On the positive side, we have been looking into changing battlefield rules. In particular, we’d like to change the system so that when entering a battlefield the cool downs of all special abilities, job abilities, and magic spells are reset. We feel this will allow you to repeat battlefields more easily and also encourage you to employ special abilities into your strategies better.
With this system change, you’ll be able to use special abilities outside of battlefields and then reuse them again once you enter a battlefield, which is why we had planned to implement a feature that removes all of your buffs upon entry.
As this is a very large change, we’d like to look into this very carefully, but I wanted to give you all a heads up. :)
The team is working towards fixing this bug as well as making this change in the August version update.
:p Yeah but wont this change or rule changes just add to the cost of time ticking away inside the battlefield due to the fact that you have to recast all your buffs to complete the job your about to do inside the battlefield now and if that is the case, shouldn't time be adjusted to allow rebuffing inside the battlefield as well camate?? :confused:
Answering to sn RMT reason between 2 characters\mules on mil gils rule still in place
Quote:
Originally Posted by
Elizara
I think I got a suggestion that I think should be considered. Is there any way to lift the 1 mil restriction on mailing gil between charas on the SAME account only? I know why it was put in place (to mess up RMT) but for some of us that sell big ticket items on mules, it gets to be a major pain to have to make several muling trips to get the gil to your main.
I think the restriction should stay for mailing gil between accounts (again, as to not change things and give RMT back a easy way to give out gil) but between charas on the same account, it doesn't make a lot of sense.
there used to be or were instances where RMT players would have more then one character on the same account and would swap out more gils to sell in this method as well but who knows if they remain around this game anymore as well. Just Sayin!