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  1. #1
    Player
    Amage's Avatar
    Join Date
    Apr 2011
    Posts
    309
    Character
    Junko Uchiha
    World
    Leviathan
    Main Class
    Archer Lv 50
    Quote Originally Posted by Roll View Post
    Even locking on to a player would remove your target from them. That's why people switch out of gear when you auto-follow them and they shoot you into a hungry pack of wolves remember? In "all your life in FFXI" You should remember that much.

    If you haven't noticed, the majority don't want this back in this game.

    And no, I'm not too lazy to make macros, I made macros for everything in XI and in XIV. Here's one for you:
    /ac "Silence" <Notorious Jerk>

    and here's a XI version for you:
    /ma "Silence" <Elitist>
    ok ok here something you should have learned in FFXI so it seems u joined after abyssea you can make cure macro's to a player

    /ma "Cure IV" <p1> and so on and in alliance <a1> <a2> etc etc ... so blinking wouldnt effect in any way because the code would find player either blinking or not hehhehehehe nice try go back get brady games handbook LMAO
    (1)
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  2. #2
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Amage View Post
    ok ok here something you should have learned in FFXI so it seems u joined after abyssea you can make cure macro's to a player

    /ma "Cure IV" <p1> and so on and in alliance <a1> <a2> etc etc ... so blinking wouldnt effect in any way because the code would find player either blinking or not hehhehehehe nice try go back get brady games handbook LMAO
    Ok be realistic for a second, who's going to make 6-18 macros for each spell lol? And that brady games strategy guide is so outdated.
    (4)

  3. #3
    Player
    Tezz_Xivectro's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    594
    Character
    Tezz Xivectro
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    <stal>

    To this day there are newbs who can't understand this in FF11. It's amazing & you don't need 3rd party BlinkMeNot.
    (2)

  4. #4
    Player
    Amage's Avatar
    Join Date
    Apr 2011
    Posts
    309
    Character
    Junko Uchiha
    World
    Leviathan
    Main Class
    Archer Lv 50
    Quote Originally Posted by Roll View Post
    Ok be realistic for a second, who's going to make 6-18 macros for each spell lol? And that brady games strategy guide is so outdated.
    was accually saying for yuou to read it again lol and im just saying for cure macros you would only use it
    (1)
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  5. #5
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Amage View Post
    was accually saying for yuou to read it again lol and im just saying for cure macros you would only use it
    So 6-18 macros for Cure? (6 for party, 18 for alliance) Seems a bit much.
    (4)

  6. #6
    Player
    Nabiri's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,164
    Character
    Khaien Akiyama
    World
    Balmung
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Amage View Post
    was accually saying for yuou to read it again lol and im just saying for cure macros you would only use it
    Quote Originally Posted by Roll View Post
    So 6-18 macros for Cure? (6 for party, 18 for alliance) Seems a bit much.
    Per cure spell? O_O;
    Cure: 18 macros.
    Cure II: 18 macros.
    Cure III: 18 macros.
    Etc. up to Cure VI.

    I'll stick to one macro per cure spell and use <stpc>... Just seems like the sane thing to do.
    (2)
    Last edited by Nabiri; 06-30-2011 at 04:58 PM.

    ~She gave her heart to a falling star~
    ~~~~~~
    If he's not here, then where?
    ~~~~~~
    ~Been searching for my Afterman~

  7. #7
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Amage View Post
    ok ok here something you should have learned in FFXI so it seems u joined after abyssea you can make cure macro's to a player

    /ma "Cure IV" <p1> and so on and in alliance <a1> <a2> etc etc ... so blinking wouldnt effect in any way because the code would find player either blinking or not hehhehehehe nice try go back get brady games handbook LMAO
    Quote Originally Posted by Amage View Post
    Ok homie i was saying it was an example now Amage or A mage as you say never played a mage hmmmmmmmmmmm

    ohh here an example
    90 PLD MNK WAR 75 BRD SAM w/ all different sets for these jobs + Dring
    2nd character 75 BLm WHM RDM brD SMN MAIN WAS BLM ALL GeAR HQ AND endgame

    all sets of gear swaps and everything not an elite by no means i just was schooled in the way of my jobs
    You claim you leveled BLM, WHM, RDM, BRD, and SMN to 75 and yet you tell us to make 6-18 macros for a single Cure spell?
    Problem solved! Everyone make 6-18 macros for Cure III and 6-18 more for Cure IV!
    I like how you know so much about how mages are supposed to macro spells and yet your THM is 12 and your CON is 26 while your ARC is 50. I know that it's a different game but anyone can say they leveled everything to 75 in XI and have no proof either lol
    (1)

  8. #8
    Player
    _C-a-e-r-i-t-h_'s Avatar
    Join Date
    Jun 2011
    Location
    San d'Oria
    Posts
    346
    Character
    Laura Palmer
    World
    Ultros
    Main Class
    Archer Lv 50
    Quote Originally Posted by TonyMontana View Post
    No thank you. This sounds like a lot of pointless work and for people who level everything like I do I would need atleast 400 slots in my inventory for all situation, again no thx.
    +1, but can we get a 400-slot inventory anyway?

    Quote Originally Posted by Duelle View Post
    That's not necessarily a bad thing. You begin to tread on that situational gear territory when you add conditions like that (or even worse, like the job-specific lv50 rings in XI) and negatives. I'm sure the item design guys can come up with something that works and is a real upgrade without having to rely on negatives and such. At least, I'd hope so.
    Drawbacks on gear aren't necessarily bad. True, Hecatomb (Slow% gear) had a drawback so heavy you couldn't use it fulltime, but then there's stuff like the Rune Chopper (drains MP, Haste+ Acc+ Atk+) that was awesome. Rune Chopper's drawback took planning (need an MP pool) and effort (Refresh, from other gear or from juice) to surmount, but when you made your build around it it was pretty awesome.

    I hope that the gear upgrade path in XIV is reminiscent of XI's at least in balance. Nothing's stupider than all your endgame gear being made obsolete by the common drops of the newest expansion.

    Quote Originally Posted by Roll View Post
    You claim you leveled BLM, WHM, RDM, BRD, and SMN to 75 and yet you tell us to make 6-18 macros for a single Cure spell?
    Problem solved! Everyone make 6-18 macros for Cure III and 6-18 more for Cure IV!
    I like how you know so much about how mages are supposed to macro spells and yet your THM is 12 and your CON is 26 while your ARC is 50. I know that it's a different game but anyone can say they leveled everything to 75 in XI and have no proof either lol
    Getting all jobs to 75 is nothing for someone claiming to have all the gear in the game, in HQ. Not using Cure V on an endgame WHM is fishy though.
    (2)
    My name is a killing word.
    (Seriously: "Caerith" was a forbidden name when I signed up on the forums.)


    Eorzea should be a world, not a lobby.

  9. #9
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by _C-a-e-r-i-t-h_ View Post
    I hope that the gear upgrade path in XIV is reminiscent of XI's at least in balance. Nothing's stupider than all your endgame gear being made obsolete by the common drops of the newest expansion.
    As someone who has done the gear grind twice, I don't see what the problem is. The sidegrades we saw while the cap was stuck at 75 for all those years didn't do much.

    That being said, the problem with gear that has drawbacks is that it could possibly have very limited use. Rune chopper made no sense seeing how the game was designed, specially since Refresh was such a rare commodity before they started giving out refresh gear like candy post-TAU.

    It'd be a different story if we were talking about pieces of gear with certain bonuses that were in effect in conjunction with other buffs/debuffs.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #10
    Player
    _C-a-e-r-i-t-h_'s Avatar
    Join Date
    Jun 2011
    Location
    San d'Oria
    Posts
    346
    Character
    Laura Palmer
    World
    Ultros
    Main Class
    Archer Lv 50
    Quote Originally Posted by Duelle View Post
    As someone who has done the gear grind twice, I don't see what the problem is. The sidegrades we saw while the cap was stuck at 75 for all those years didn't do much.

    That being said, the problem with gear that has drawbacks is that it could possibly have very limited use. Rune chopper made no sense seeing how the game was designed, specially since Refresh was such a rare commodity before they started giving out refresh gear like candy post-TAU.

    It'd be a different story if we were talking about pieces of gear with certain bonuses that were in effect in conjunction with other buffs/debuffs.
    At 75cap, there were really two things holding sidegrades back:
    1. The first "endgame" gear was really really good all around, so sidegrades were pretty much impossible. Osode, Haidate, and abjuration: how do you top that?
    2. Post-Zilart, stats on gear were apparently determined by random generators.
    I agree that a lot of those sidegrades didn't help, and the few that did were a little too helpful, such as Homam giving Haste to PLD and changing the game entirely.

    When it comes to gear and sidegrades, S-E really needs to take a page from Valve's book and set up a test server. Not an internal test server, but something that actually puts equipment in the hands of the most ruthlessly efficient people you can find: the players. We have years of experience in breaking games and finding exploits, so let us try out your new equipment and break it for you.

    Rune Chopper required a supply of yag juice to be used effectively, but even Sanction in ToAU was enough to keep it going 50%. You are right though that its effective period really only came much later in the game when Refresh was common, but it was still a very effective weapon if you were prepared to keep Refresh on.

    So let's change the subject. Ares' Flanchard. Decent pants for WAR, with +DA%, STR/DEX, and Set Bonus: +DA. The drawback is that they're not Byakko's Haidate. Obviously if you have both you'd TP in Haidate and WS in Ares, but if you couldn't gear swap then what are you going to wear?
    (1)
    My name is a killing word.
    (Seriously: "Caerith" was a forbidden name when I signed up on the forums.)


    Eorzea should be a world, not a lobby.

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