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By Brimstone on 2025-10-13 09:38:45
The modern game is better in that you can at least get XP while doing something interesting.

The xp loss at ML40+ is pretty harsh particularly if you're solo and can't get a raise. Couple this with a long fight that has a high probability of dying and no tangible personal rewards (not sure raising a bad drop rate to a slightly worse drop rate counts) for doing it, I don't see the content being particularly relevant for a large percentage of the player base.

I enjoy the challenge of things, but finding 5 others on the same schedule who are willing to time sink some challenge when they get nothing either is harder than the actual content...
By Nariont on 2025-10-13 09:35:14
ML was supposed to just be a side grind in a game that's running out of stuff to grind long term for outside of something like a prime or more remas, course players will be players and consider it a requirement to cap it out like everything else. The penalty is there both as a call back to the old days and as a way to keep you grinding, cause what else you going to spend time on these days if you're so bored you legit(bot) up to ML50? Really if they'd move foil/fruit down to level SJ51~53 there'd be little need beyond the base stats to go above ML30 which is when the grind starts to get really bad.
By Nickeny on 2025-10-13 09:28:07
I have a dream where the content gives rewards based on the effort that was given. A utopia where players can give effort and bear fruit from the time given. All players of varied skill sets will be rewarded, and the risk will be elevated for the sense of enjoyment. A place where, when the NMs are killed, rewards are given, and people are joyful from the experience. Where the try hards and the have nots can play in unity.

The constant failure of SE is always swept under the rug, but no longer. I want content I can tell my friends who quit to come back to. I want SE to get players to come back to the game. I want SE to work on getting new players. I want a SE not owned by SE
By Shadowmeld on 2025-10-13 09:07:20
as long as you never use an amp you don't lose the charge. Win or lose
By Dodik on 2025-10-13 09:03:31
Shiva.Thorny said: »
but have you verified that damaging a V0 without an amplifier actually removes the charge?

No idea, no.
By Rairin on 2025-10-13 09:02:43
My impression was that you don't lose a supercharge until you overwrite it with a new supercharge or kill something with an active amplifier and gain points from it. I could see how killing a V0 with an amplifier might still consume it (0 * whatever is still 0), but have you verified that damaging a V0 without an amplifier actually removes the charge?
By . on 2025-10-13 08:30:03
Pantafernando said: »
I just saw that Netflix gonna release a brazilian movie called “Caramelo” (Caramel).

It feels like a strong candidate for best movie awards.


So, I watched this movie review and… it was not good in the end.

What is the problem? Well, the problem is that the caramel dog, despite being the most interesting character in the story… it is not the protagonist!

The movie starts with some nice scenes with the dog living his life, what is the peak in this movie, but then it focus solely om the actual protagonist, the guy over there, that just live a very mundane and uninteresting story.

It is funny how, without the dog, this serie would be just a random story with nothing different, nothing unique.

The movie only unique flavor is the dog, but he simply isnt that important to the story!

So in the end, they just used the dogs popularity to sell a generic story.

It is just a scam, in the end
By Akumasama on 2025-10-13 08:18:23
You can absolutely avoid to waste a super charge, you just have to avoid using a Mog Amplifier!

Quote:
While I'm inclined to believe you,
Not sure what you are "inclined to believe" °-°
It's not like I've said some new magic discovery, it's been well known for quite a long time among multiple threads!

Quote:
Also, I do believe that a SCH Water-based MB will enhance P.Ooze's land rate, but I don't include that in our chart because we're recording job combinations that open up more job choices when we do RP farming via super-charged runs.
That's totally all right!
I apologize, I thought you were making this chart to share it on BGwiki or somewhere, not simply for personal use with your band of friends, my bad! Y_Y
By . on 2025-10-13 08:12:36
Also, today is an important day to me.

We gonna ask the sellers if they will be able to sell the house or not.

It is important because, if I feel like the sellers are just trying to scam, I will simply cancel the contract and move on.

My plan if I end up deciding not continuing the purchase is to have a unpaid leave of work, and try to live somewhere else.

There is this charming small beach town I always thought it would be nice to live.

The problem is that it would be completely impossible to work at office living in that town.

It is a major decision because, despite taking a unpaid leave, mostly likely I will resign for good.

In theory, I could work as an outsource 100% remote. All our outsource team is remote. But then, back to the problem I have such a mess of hard skills that it would be hard to be hired for anything remotely decent in terms of money.

We will see.
By Lili on 2025-10-13 06:04:18
On all my ML50 jerbs (which is not all of them, just a couple that I care about more), I die all the time because I bring them to Gaol, Sortie, Limbus, bla.

Recapping is a non issue between Segment runs, Peach Power, or simply going to help other people exp here and there. And I play maybe 8 hours a week lately, due to work.

I found that the small constant drip of EP in all the relevant modern content is more than enough to keep a decent buffer. If I dip too low I just grab a bunch of noobs and help them get some decent EP/hr for an hour or two. The loss isn't that huge.

Unless your only experience of Exemplar Points is soloing 15k ep/hr with trusts running a bot... but then the issue is clearly not the EP loss on death.
By Akumasama on 2025-10-13 04:46:29
It's not just the concept of "EP on Death" that's the real problem.
In itself, out of the context, it can work. I don't see it as a big game changer either way.
What makes it very problematic is the strange synergy it has with all the other EP issues.
There's many, and you would only need to solve a few of them, not all, and suddenly the EP loss on death wouldn't be that problematic

1) The 2% EP loss on death, has no cap (unlike the XP one)
2) The curve of EP needed becomes too steep after a certain point
3) The EP per kill is too low
4) The Master Chains requirements are unlike all other chains and too steep
5) There is no source to boost EP gain other than COR roll
6) The level difference between current ML and current target level is too strict, furtherly lowering EP per kill and creating annoying situations in party.

Solving just a few of these, would make the situation so much better and consequentially the EP loss on death less cumbersome.
By Dodik on 2025-10-13 04:36:39
Hey I know games that have your gear deteriorate the more you use them and deteriorate further on death.

Let's have that and have your REMAs break if you die and don't go repair them, that also punishes you if you die.

Come on, seriously defending XP/EP loss on death? What is this, 2003?

It was the single most hated mechanic in the game back when the original XP cap at 75 was some 75k and eventually even after several nerfs to the XP you needed to level, was finally removed from XP.

Then literally the same thing is added to an EP grind only a bot would love out of some ill conceived notion of pandering to the "classic-XI" enjoyers, and we have people defending it? Smh.

You can defend literally anything else in the game, not this.
By Dodik on 2025-10-13 04:26:11
Can confirm, ooze lands without any debuffs on Kalunga.
By Felgarr on 2025-10-13 01:22:38
Carbuncle.Maletaru said: »
Felgarr said: »
Before I go ahead and say "you can do MBoze as just BST without other jobs", I would need to verify and can't currently waste a super charge.

Not saying you should or you have to, but you don't actually need to use a charge to test.

You can test it and if it works, just exit out of the arena. You would waste those 2k (potential) RP, but you'd still keep the charge.

Really? Are you sure? I was under the impression that any outcome that is not 6% + 0:00 time-out means you lose the supercharge. We recently helped a friend do a Bumba v20 clear, and with each attempt, we let the timer end at 0:00 so that we can retain our supercharge.

Is exiting the arena via death/homepoint and temp item considered the same and will keep the super charge?
By maletaru on 2025-10-13 01:17:44
Felgarr said: »
Before I go ahead and say "you can do MBoze as just BST without other jobs", I would need to verify and can't currently waste a super charge.

Not saying you should or you have to, but you don't actually need to use a charge to test.

You can test it and if it works, just exit out of the arena. You would waste those 2k (potential) RP, but you'd still keep the charge.
By maletaru on 2025-10-13 00:55:09
People overcomplicate the equipset restrictions. Here's how it works:

You cannot use /equipset for 1 second after using any /equipset

That's it. /equip slot item is fine, you can do that 1000 times a second if you want, you will never throw an error. It's literally just using /equipset after doing another /equipset.
By Garfield on 2025-10-13 00:47:52
So you already know what kind of congestion awaits if they would remove the limits and the measures they would have to take to fix it. Which given how old ffxi is and their limited dev resources isn't realistic.
By Shichishito on 2025-10-13 00:34:33
Carbuncle.Maletaru said: »
That's why the real debate here should be (IMO): is the EP loss on death excessively punishing?
(Imho) yes, it is excessively punishing, even so much so that I (and others) say we don't need EP loss at all. The sense of danger didn't come from exp loss alone, it was packaged with new zones, enemies, missions or quests that added a sense of mystery. The draconian EP loss on death didn't bring it back that sense of danger (desirable or not), it just added annoyance.

If you break it down the punishment for dying always a time penalty and you already get multiple tiers of time penalties for dying in FFXI. You'll have to rebuff, you get weakened, travel time after home pointing... (not a comprehensive list). EP loss is just another tier on top of the pile.

And no, (Imho) deleveling shouldn't be a thing either. Overall it doesn't seem to be a very common mechanic in MMOs. You already get punished by exp loss, effectively increasing the time it takes to reach the next level, once you reached the final level you get rewarded for your effort by securing your progress.

Would you also advocate for losing gear progress, maybe deranking your REMA or Odyssey gear for dying too many times?


You're completely disregarding that your multi box experience is easy mode compared to the one of a solo player, even if you refrain from using gearswap.
By Garfield on 2025-10-13 00:28:45
I don't know the population situation on Quetz, but I'm on bahamut, the 2nd largest server behind Asura that is also now locked down to prevent unnecessary overcrowding due to Asuras closure.

Idk if you remember how ambu used to be but on bahamut before the increase in instances we would easily have 30min wait times on the busy days, to the point groups would disband if the waits were too long. It's gotten better with the extra instances but even still we can hit 5-20min waits in the queue on like update day when there's heavy traffic, I can't imagine Asura is any better.

Even sortie at its start had congestion issues.

On asura einharjar has people botting the entry point in order to get in.

Using that 10hr sortie grind as an example, people would just bot it while asleep or at work and with limited instances I imagine it would become unplayable during certain time slots. Ody Sheol as well. Limbus was completely redesigned because the old limbus was, if someone was in say apollyon SE, no one else could enter that zone until they left. Instead of making hundreds of instances they made it open world.

Giving the players freedom from daily and weekly limits would come at a cost. We are already evaluated every what 6months on the cost to maintain the servers to SE? And the only way SE could fix this new freedom would be to spend more increasing the instances and data server size.
By NynJa on 2025-10-13 00:17:39
Kaffy said: »
not personally, but why not? give people more freedom to do what they want when they want to. there is concern for overcrowding in some cases, but for the most part it wouldn't be an issue.
They did this with Delve: people capped out their loot and deactivated until next patch as there was nothing to aim for. Delve was the first event that was truly not gated in any form where you could cap out within a few days.
By Zenion on 2025-10-13 00:09:39
Kaffy said: »
someone brought up the thing about metrics, why are daily numbers important? if they get your 12.95 why do they care if you do everything everyday or never log in at all? honest question here.

Well, that's the thing - there's no way we can know that. It's obvious that they are, but logically they're an objectively poor way to gauge player engagement. Average time spent online would be better, though people trying to avoid POL would skew that. Presumably idle time is trackable, deducting that from online time would make a pretty good measurement.

But it's easy to picture upper management - the brilliant folks who thought every project should use blockchain and there's no market for turn-based RPGs among western gamers - just deciding that daily login = engagement = long-term customer, no daily login = disengagement = likely to unsubscribe.

Because nobody who plays MMOs could possibly be busy for nine hours a day five days a week for some reason and just too tired to do the Odyssey-Sortie-Limbus gauntlet those evenings.
By maletaru on 2025-10-12 22:51:26
Kaffy said: »
someone brought up the thing about metrics, why are daily numbers important? if they get your 12.95 why do they care if you do everything everyday or never log in at all? honest question here.

Player activity is important to create a sense of community. If you only ever see your linkshell mates/friends/random characters wandering around the town once a week, it makes the game seem (and actually be) dead. If people are online more often, there's more activity in game.

"not if you only log in for 1 second for login points"...

Well, the first step to getting people to play is getting them to log in. Then "oh well, while I'm online, I'll do XYZ..."

Since you're online, someone has a chance to ask you to group up for Ambu, or help PL their new job, or craft them something, do a synergy for them, etc...
By Garfield on 2025-10-12 22:42:25
What server do you play on Kaffy?
By Garfield on 2025-10-12 22:09:54
Do you want to speedrun ffxi? Like being able to do sortie 10hrs a day so it's done asap vs them saying we're only allowed 1hr a day and make it a marathon? I'm confused. I feel like they are indirectly telling you to do something else by adding daily and weekly limits, wouldn't that by definition be respectful?
By on 2025-10-12 20:54:07
By Goltana101 on 2025-10-12 20:51:47
By Goltana101 on 2025-10-12 20:51:44
Thanks Simon. I misunderstood attack rounds for attacks
By NynJa on 2025-10-12 20:13:31
2% at ml50 is around 70k ep loss at base. Its a stupid number that should be capped.
By Taint on 2025-10-12 20:11:14
We've had Ooze land on Mboze without any debuffs but its not 100% so pretty much anything that improves the land rate will help.

Frazzle, Rayke, Tandem Strike etc.
By maletaru on 2025-10-12 19:31:11
Shichishito said: »
I can't remember ever meeting anyone who pops a *** over the prospect of delvling.

Dodik said: »
Sigh.. no one (side eye) is excusing EP loss on death.

This is like saying "I don't know anyone who loves stun and petrify, but they still gave Aminon stun and petrify."

Yeah, no ***. Nobody is going to go out of their way to fanboy for anti-player mechanics but, and this may be shocking to you, the developers aren't on our sides. Sometimes they have to put in mechanics that players wouldn't "vote for" because the game is supposed to be antagonistic, not an ally of yours.

The idea that we should poll the players and only implement things they approve is so childish I don't even know how to respond. Who here would vote to add Amnesia to the game? So...amnesia is bad game design and they should remove it?

I'm sure someone is going to say that because they're frustrated by playing DD jobs while under the effects of amnesia. Sorry bro, I hate to be the one who has to tell you this but...you're an idiot. Please, for all of our sake, stay as far away as you possibly can from game design.

Now obviously there's a limit to how much you can frustrate players and you shouldn't put ball-numbingly punishing mechanics into games because it will make people quit or not play your game. I think we all agree on that.

That's why the real debate here should be (IMO): is the EP loss on death excessively punishing?

OK, now that I've explained the basics to you, please re-read my posts and try (again) to understand my point. I think you might have missed it the first time around.
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