I was surprised I managed go fell the mob with nobody around. And this was when the content was a good 4 hours after it was released




Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
Bruh, we've had escort quests since AR flipping R.
You all don't remember some of the initial levequests where you had to beckon emote on an npc to safety? Or when you had to protect that moogle when you were getting to Thornmarch.
Amazing how people easily forget. Unreliable the lot of you.
You're so argumentative it's not even funny lmao, CBU3 literally said the new escort quests are something new, a new feature in MMOs, they said this themselves in the live letters (plural actually). We are just going by their words. The difference is super clear, the NPC in the new escort quests follow you seamlessly while in the old ones it's code jank where they only walk in a straight line every few seconds (that's why you can't spam /beckon and have to wait) or a predetermined path. As to why this is considered a new feature don't ask us, ask CBU3, it just shows how low standards are that a minor technology update is considered huge.Bruh, we've had escort quests since AR flipping R.
You all don't remember some of the initial levequests where you had to beckon emote on an npc to safety? Or when you had to protect that moogle when you were getting to Thornmarch.
Amazing how people easily forget. Unreliable the lot of you.
As to Deceptus' point, it's incredibly clear that the new type of escort quest is an entirely new thing because it's built for "immersion". The dialogues, the ability to talk to those NPCs, etc. are all new (the Thornmarch moogle walked in a predetermined path), and their point is that they keep reusing this new "feature" ad nauseum. I personally don't have a problem with it but you really don't need to argue pedantically about how it's not new (when the devs themselves said it was new so you are just as unreliable), I promise you you are not going to get hired by SE by defending them like this.
Last edited by Koros; 07-21-2023 at 01:21 AM.



I'm a bit puzzled, because I had read this thread and expected finding a turtle to be an ordeal, but I played this Day 1 and there were no other players around, and plenty of turtles. I killed a turtle, got the drop, and another turtle immediately spawned in its place.
It seems like if there indeed was an issue that it rapidly resolved itself.






If a standard overworld monster appears to respawn immediately, I would guess that someone else came by and killed a different individual, you killed a second one and the first one just happened to reappear at that point.
There had been an issue. It didn't resolve itself. They added the instances 2.5 hours after the servers came up from maintenance to resolve it.I'm a bit puzzled, because I had read this thread and expected finding a turtle to be an ordeal, but I played this Day 1 and there were no other players around, and plenty of turtles. I killed a turtle, got the drop, and another turtle immediately spawned in its place.
It seems like if there indeed was an issue that it rapidly resolved itself.
BLUs later discovering a more efficient leveling method in Tempest compared to killing mobs in Thavnair (including the quest mobs) also helped.
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