Servers at this point are fine. Ixion's only causing an issue because Ixion's a mistake of a fate.
If Ixion didn't take forever to respawn it wouldn't cause this much of an issue. Outside of Ixion we aren't getting any server overload anymore.


Servers at this point are fine. Ixion's only causing an issue because Ixion's a mistake of a fate.
If Ixion didn't take forever to respawn it wouldn't cause this much of an issue. Outside of Ixion we aren't getting any server overload anymore.
Make the mount a 100% drop if you get gold and the Ixion issue will solve itself in 2-5 days.



Ixion's issues are less of an issue about the servers and more of an issue of how it's freaking designed in the first place.
It should have just been an infrequently spawning (as in, every 12 hours) semi multi-stage FATE like the Dataqi Chronicles. And I say semi multi-stage because the Verdolfnir Devoteth FATE (which most people have never ever seen due to extremely obscure spawn conditions) required you to clear four specific separate FATEs in a row successfully before it spawned. They could have done something similar for Ixion.
Like, split it up into 3 phases.
- Phase 1: A Resistance supply convoy is en route from Porta Praetoria to the Ala Mihgan Quarter. Suddenly, Ixion's minions swoop down to attack it. It's a dual escort/kill boss mission - the escort has to survive, AND all enemies must die BEFORE the escort reaches the goal. (A variation of the new type of FATE only seen in the Peaks, where you have to kill the Imperial weapon before it reaches a certain point.) Ideally, players form several groups to fight and tank each enemy precisely where they spawn, with other groups going ahead to intercept further enemies to ensure the escort's safety while previous groups kill their enemies and catch up later. This sort of spaces out the zerg rush, because everyone focusing on one enemy means that a future enemy might be left unattended to attack the convoy (the convoy can't be healed!), but at the same time, all enemies also have to die before the convoy reaches its destination. Failure obviously means Phases 2 and 3 don't occur. (This phase awards a housing item for successful completion.)
- Phase 2: Ixion revives and sends its minions all over the Lochs. -THREE- FATES occur simultaneously (one in the northeast area, one in the center, and one in the southwest), each featuring a different minion. All three must be killed before the time limit. If even one group fails, the final phase does not occur. The bosses are spaced far enough apart that zerg rushing them one by one is not recommended given that all have the same time limit, ESPECIALLY considering the fact that they're spaced apart precisely to avoid the zerg rush lag. (Each boss in this phase awards a different Triple Triad card.)
- Phase 3: Ixion descends from the skies to fight everyone. The actual FATE radius happens to extend over a massively wide area. Stygian Ash is no longer required to hurt Ixion - instead players have to seek out and kill adds that occasionally spawn somewhere along the fringes of the FATE circle that removes Ixion's invulnerability once killed. Because players are not allowed to use mounts once they're engaged with Ixion itself, having EVERYONE fight Ixion at once means that finding the adds quickly enough would be highly problematic. Using Stygian Ash DOES remove you from Ixion's aggro list, however, in case not enough people are out scouting for the adds. The instance should split into two groups - one fighting Ixion itself, and another group flying around to scout for the adds. (Clearing this phase immediately awards the mount itself.)
Last edited by SaitoHikari; 07-21-2017 at 02:50 AM.


Bah, the same issue from 2.0 odin and SE still learn nothing about their server limitations.
IMO i think they should just stop designing such content and just put it in trial where everyone can enjoy the content. If you want the mount work for it i guess.


I like the idea, but I would say have phase 1 in The Peaks, phase 2 in The Fringes, and phase 3 in The Lochs. I would also keep it so you have to successfully complete the FATE in each instance (so let's say Balmung being super congested gets 6 instances, you would have to beat the FATE 6 times, one per instance), to progress. If you fail in even ONE instance, next part doesn't spawn. Ixion must be beaten in all 6 instances to be able to get a reward, fail in one instance, no reward for anyone. This way you're ACTIVELY splitting the playerbase between instances to successfully complete the content, thus lowering instance load significantly. At least, that's the idea.
White Mage ~ Scholar ~ PaladinBoi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing
As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.


Idk how much of this true but I've heard that FFXIV runs on old/leftover servers from FFXI.


It actually would not surprise me, there has been so many issues since the move of servers.
Which i believe is the only thing they did, no upgrades to the hardware or anything


It wouldn't suprirse me if there is still code left over from 1.0 still screwing us over running on brand new hardware
Age of War

I really think there is, look at the retainers, that is purely based off 1.0 and did nothing to change it. (other then attaching them to the MB, that is the only change moving to 2.0 and the removal of the wards. Without the wards to go to, they should not be dropping items to sell when you interact with them)
0 quality HQ is possible
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