Haha was going to reply "Because SE" but then i read the rest of your post :P It worries me that this is such a small thing that it will never be fixed but because it is such a small issue it irritates me even more that it hasn't been fixedREAD THIS SE, PLZ!
A primal change that I've been mulling over but never mentioned (or noticed it being mentioned) before: make Table Flip (aka Mountain Buster) split damage like Triumvirate; should instantly make the Duty Finder fixed party composition relevant for Titan HM. Currently, when DFing, you're forced to run with a tank that has no role and overstressed healers (unless both healers and the main tank are really well geared).
Also, make the "Server Time" clock for the NA servers show the same timezone they use for the maintenance / event announcements (that is, variable). Or make everything use UTC. UTC is the one true timezone. UTC banzai.
Last edited by Kovensky; 11-22-2013 at 12:15 AM.
Situation: Gamepad Scholar selects Sacred Soil from crossbar. Targeting area is shown. Scholar aims and presses confirm on the gamepad, and....Physick is cast instead! The Scholar realizes they've failed to deactivate the crossbar before confirming the cast of Sacred Soil.
Solution 1: Have moves that require manual targeting turn off the active crossbar when they are initiated. I've not been able to come up with a situation in which a player would want the crossbar to remain active while attempting to utilize one of these skills. Please correct me if I'm wrong.
Solution 2: Fix/modify the macro command /crosshotbar display to activate/deactivate the crossbar. I see that the command appears to toggle visibility for regular hotbars, but that action doesn't make sense in the context of a crossbar. Currently, the command appears to do nothing for crossbars, but I think having it toggle the crossbar's active state on or off makes sense given how crossbars behave currently.
i could use some ingame notepad with working map links, item links etc.
I'd really love to see more gear for chocobos and the mounts! Like saddles and sidebags?! (it'd be cool if it even functioned like satchels and sacks from XI! offload all your gathering and crafting mats onto the birds!)
And an Eorzean Alphabet poster for our FC house! I LOVE reading all the signs, and so do others in the FC, but some letters*, ALWAYS throw me off!
Please make relic +2 weapons since there are going to be extreme primal modes.
Please create relic and relic+1 class/job full body gear not including accessories.
please allow us to store all unique and untradeable gear in the armoire.
When gathering, you may have noticed times that the nodes on the mini map would disappear and re-appear. This happens because the mini map is currently populated by information received from the player's camera. In patch 2.1, we will be changing this so that information is pulled from the character instead.
Robert "Hvinire" Peeler - Community Team
??
I know this is a few days old but I am already able to right-click on a player's name in the chat log to invite them. Looking at your previous posts, I am also able to invite directly from LS or FC by right clicking their name on the list (or square button on gamepad).
Can we have separate volume settings in the system configurations for
a) town/field bgm
b) cutscene bgm
c) battle bgm
or even toggle on/offs for each type of bgm
I'm not sure if this is working as intended but...When gathering, you may have noticed times that the nodes on the mini map would disappear and re-appear. This happens because the mini map is currently populated by information received from the player's camera. In patch 2.1, we will be changing this so that information is pulled from the character instead.
Like synthesis, crafting mats won't be lost if cancelling the synthesis that hasn't started (step 0) even though you have already set up everything and be prompted the synthesis window.
However, for unspoiled nodes, why the nodes disappear after I opened up the node window and canceled it without even started mining? The time hasn't expired. Lower level nodes don't have this problem. Is this a bug? Or, working as intended? If it's the latter one, why?
Last edited by Umero; 11-28-2013 at 06:29 AM.
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