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NDA is gone; Got questions? Answers/Opinion thread. Follow

#152 Jun 13 2013 at 10:06 AM Rating: Decent
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Sweet thanks guys, im pretty excited, thats my favorit part of this game, finding new places to kill monsters and mine rocks.
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#153 Jun 13 2013 at 10:07 AM Rating: Decent
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Wint wrote:
Gnu wrote:
So you can now buy an item directly from the ward search screen?

EDIT: Where does it go, straight to your inventory?


Edited, Jun 13th 2013 3:11am by Gnu


We don't know yet, the "AH" system wasn't implemented in the earlier phases. I believe it's supposed to be here for phase 3 although I can't find it on the roadmap.


In 1.0 that is how it worked, you use the search function and buy the item, it goes into your inventory. However if you bought it from the search screen there was a tax put on the item increasing the price. If you "marked" the item and went tot he specific retainer to make the purchase the tax wasnt there.
#154 Jun 13 2013 at 10:36 AM Rating: Excellent
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I like that zone to the west, I forget it's name already, that's more like an active volcano than anything else. It's west of Grid but for the life of me I can't remember the name of the camp it's next to.
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#155 Jun 13 2013 at 10:40 AM Rating: Good
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Question about Racial Stats

Any mention of them changing the stats for the different races?
I found a chart from 2011 (not linking because it may be against terms.

In ff11 I was elven female monk, but then switched to magic: blm/whm/rdm etc. I was gimped compared to taru and
had to constantly find armor to get my mp/int up.

1) Would you invite to a party a healer or blm that wasn't a taru (laiafell)?
2) What is magic rank? Melee Rank? Which is better: higher or lower numbers?

Thanks!
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#156 Jun 13 2013 at 10:41 AM Rating: Excellent
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Grandmomma wrote:
Question about Racial Stats

Any mention of them changing the stats for the different races?
I found a chart from 2011 (not linking because it may be against terms.

In ff11 I was elven female monk, but then switched to magic: blm/whm/rdm etc. I was gimped compared to taru and
had to constantly find armor to get my mp/int up.

1) Would you invite to a party a healer or blm that wasn't a taru (laiafell)?
2) What is magic rank? Melee Rank? Which is better: higher or lower numbers?

Thanks!


All info I've heard is that races will have very minimal effect on base stats.
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#157 Jun 13 2013 at 10:55 AM Rating: Good
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Wint wrote:
Grandmomma wrote:
Question about Racial Stats

Any mention of them changing the stats for the different races?
I found a chart from 2011 (not linking because it may be against terms.

In ff11 I was elven female monk, but then switched to magic: blm/whm/rdm etc. I was gimped compared to taru and
had to constantly find armor to get my mp/int up.

1) Would you invite to a party a healer or blm that wasn't a taru (laiafell)?
2) What is magic rank? Melee Rank? Which is better: higher or lower numbers?

Thanks!


All info I've heard is that races will have very minimal effect on base stats.


Ok, thanks. That totally changes everything for what I pick.
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#158 Jun 13 2013 at 10:56 AM Rating: Decent
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Seriously?? So I can be a kitty Dragoon this time around and not be penalized for it?? LEGIT!
#159 Jun 13 2013 at 10:58 AM Rating: Decent
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Wint wrote:
I like that zone to the west, I forget it's name already, that's more like an active volcano than anything else. It's west of Grid but for the life of me I can't remember the name of the camp it's next to.


Oh yes, that area was awesome. I was blown away when I wandered into that ruined area in the Black Shroud. durn NDA won't allow pictures...



Edited, Jun 13th 2013 12:59pm by Louiscool
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#160 Jun 13 2013 at 11:02 AM Rating: Decent
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Okay now that NDA is gone I can officially say (and Wint I know yours runs fine), I could NOT get the beta to run well on my system with settings on Max. I know I know, "why don't you select below max settings?". The answer is that unlike other games settings change things in really odd ways. For example: Turning off texture filturing makes the 2d sprite flowers looks like blurry little blobs of paint. It ONLY looks like a flower if you have texture filtering on. This applies to many of the other graphical settings. The game looks great at the highest settings but, in my experience, far inferior at anything slightly less. Disappointing considering how well 1.0 ran on my same system even with it's much higher resolution textures on the characters.
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#161 Jun 13 2013 at 11:07 AM Rating: Excellent
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I expect we will probably need a hardware thread, I'll get one going.
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#162 Jun 13 2013 at 11:14 AM Rating: Good
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Is it true that when you level one class, that the subclasses auto level up too? Or do you have to level each class from level one?
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#163 Jun 13 2013 at 11:16 AM Rating: Excellent
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Grandmomma wrote:
Is it true that when you level one class, that the subclasses auto level up too? Or do you have to level each class from level one?


Each class must be leveled on its own. But the >job< will match whatever level your class is. Think of the jobs as a 'stance' for the classes.
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#164 Jun 13 2013 at 11:30 AM Rating: Good
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For those who have question about FATE, a new video was just posted:

http://www.youtube.com/watch?v=YQuGz7O34xc
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#165 Jun 13 2013 at 11:31 AM Rating: Decent
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Jobs are, as I see it, the advanced roles for your class. I leveled GLA up to 40 (or whatever the requirement was) and then spoke to an NPC who allowed me to become a Paladin. That Paladin is the same level as GLA and can be swapped in and out on the fly by equipping an orb of sorts. With the job change comes a variance of your original skillset.
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#166 Jun 13 2013 at 11:31 AM Rating: Decent
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LebargeX wrote:
Grandmomma wrote:
Is it true that when you level one class, that the subclasses auto level up too? Or do you have to level each class from level one?


Each class must be leveled on its own. But the >job< will match whatever level your class is. Think of the jobs as a 'stance' for the classes.


Errr how does it apply to subjobs? Or is that subclasses? Trying to get the samantics right.

Cheers!
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#167 Jun 13 2013 at 11:35 AM Rating: Excellent
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Grandmomma wrote:
LebargeX wrote:
Grandmomma wrote:
Is it true that when you level one class, that the subclasses auto level up too? Or do you have to level each class from level one?


Each class must be leveled on its own. But the >job< will match whatever level your class is. Think of the jobs as a 'stance' for the classes.


Errr how does it apply to subjobs? Or is that subclasses? Trying to get the samantics right.

Cheers!


There are no sub jobs/classes. Instead you can pick abilities from other classes you have leveled and use them on the class you're currently on.
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#168 Jun 13 2013 at 11:37 AM Rating: Good
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Grandmomma wrote:
LebargeX wrote:
Grandmomma wrote:
Is it true that when you level one class, that the subclasses auto level up too? Or do you have to level each class from level one?


Each class must be leveled on its own. But the >job< will match whatever level your class is. Think of the jobs as a 'stance' for the classes.


Errr how does it apply to subjobs? Or is that subclasses? Trying to get the samantics right.

Cheers!

There are no sub jobs in this game. Here's how it works

I'm not giving specifics just examples.

So you level Gladiator to x and Conjurer to y. Once at the appropriate levels you can unlock Paladin. Now you have a level x Paladin to use when you equip the Paladin job.

Edited, Jun 13th 2013 10:38am by LebargeX
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#169 Jun 13 2013 at 11:42 AM Rating: Decent
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Additionally, you can use "many" of the abilities from classes interchangeably. My level 50 PLD or GLA both have healing spells, a few CNJ damage spells, and some HP regenerating melee abilities from MNK class. Basically, rather than limited to a job/sub job you can really create a unique character.
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#170 Jun 13 2013 at 12:02 PM Rating: Good
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It should also be mentioned that there are a few job/class-specific abilities that can only be used by one class/job. Yeah, I know, stating the obvious.
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#171 Jun 13 2013 at 12:39 PM Rating: Decent
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Bororim wrote:
The crafting question brings up another question for me, namely: In the early stages of 1.0, upgrades for weapons/armor were pretty much only from crafters, I assume this has changed? From the comments on this thread, it appears that vendors sell very basic upgrades, and then quests will give gear that's upgraded from that (similar to many mmo's on the market today), with dungeon gear being a further step up from this. Yes/No?


They are pretty good, in 1.0 you needed to buy your gear from the market wards, it was totally crafting dependant, in ARR you can find gear in quests/drops from regular monsters, and dungeons.
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#172 Jun 13 2013 at 1:01 PM Rating: Good
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There's new indication that each job has two...for lack of a better word subjobs.
◾Paladin, requires Gladiator level 30 and Conjurer level 15. Can use Marauder and Conjurer abilities.
◾Dragoon, requires Lancer level 30 and Pugilist level 15. Can use Pugilist and Archer abilities.
◾Monk, requires Pugilist level 30 and Lancer level 15. Can use Lancer and Archer abilities.
◾Bard, requires Archer level 30 and Conjurer level 15. Can use Conjurer and Thaumaturge abilities.
◾Warrior, requires Marauder level 30 and Gladiator level 15. Can use Gladiator and Pugilist abilities.
◾White Mage, requires Conjurer level 30 and Gladiator level 15. Can use Gladiator and Pugilist abilities.
◾Black Mage, requires Thaumaturge level 30 and Pugilist level 15. Can use Pugilist and Archer abilities.
◾Summoner, an upcoming job of A Realm Reborn, will be available to Arcanists.
◾Scholar, an upcoming job of A Realm Reborn ??? profit

Then there may be a dabbling of tertiary abilities. Level those subs!!
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#173 Jun 13 2013 at 1:06 PM Rating: Good
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LebargeX wrote:
Grandmomma wrote:
LebargeX wrote:
Grandmomma wrote:
Is it true that when you level one class, that the subclasses auto level up too? Or do you have to level each class from level one?


Each class must be leveled on its own. But the >job< will match whatever level your class is. Think of the jobs as a 'stance' for the classes.


Errr how does it apply to subjobs? Or is that subclasses? Trying to get the samantics right.

Cheers!

There are no sub jobs in this game. Here's how it works

I'm not giving specifics just examples.

So you level Gladiator to x and Conjurer to y. Once at the appropriate levels you can unlock Paladin. Now you have a level x Paladin to use when you equip the Paladin job.

Edited, Jun 13th 2013 10:38am by LebargeX


Ok, that was a great example. Thanks.
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#174 Jun 13 2013 at 1:09 PM Rating: Good
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electromagnet83 wrote:
Additionally, you can use "many" of the abilities from classes interchangeably. My level 50 PLD or GLA both have healing spells, a few CNJ damage spells, and some HP regenerating melee abilities from MNK class. Basically, rather than limited to a job/sub job you can really create a unique character.



Does that mean that the healing speels are inherent in the pld or gla or that you've leveled a mage up and 'opened' that ability?

Ok in other words are abilities, once 'opened' available to any class you change to once it reaches a certain level?
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#175 Jun 13 2013 at 1:11 PM Rating: Good
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benjjjamin wrote:
There's new indication that each job has two...for lack of a better word subjobs.
◾Paladin, requires Gladiator level 30 and Conjurer level 15. Can use Marauder and Conjurer abilities.
◾Dragoon, requires Lancer level 30 and Pugilist level 15. Can use Pugilist and Archer abilities.
◾Monk, requires Pugilist level 30 and Lancer level 15. Can use Lancer and Archer abilities.
◾Bard, requires Archer level 30 and Conjurer level 15. Can use Conjurer and Thaumaturge abilities.
◾Warrior, requires Marauder level 30 and Gladiator level 15. Can use Gladiator and Pugilist abilities.
◾White Mage, requires Conjurer level 30 and Gladiator level 15. Can use Gladiator and Pugilist abilities.
◾Black Mage, requires Thaumaturge level 30 and Pugilist level 15. Can use Pugilist and Archer abilities.
◾Summoner, an upcoming job of A Realm Reborn, will be available to Arcanists.
◾Scholar, an upcoming job of A Realm Reborn ??? profit

Then there may be a dabbling of tertiary abilities. Level those subs!!


Ahhh, that is interesting. Thanks. so much everyone. I can't wait.
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#176 Jun 13 2013 at 1:29 PM Rating: Decent
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Grandmomma wrote:
electromagnet83 wrote:
Additionally, you can use "many" of the abilities from classes interchangeably. My level 50 PLD or GLA both have healing spells, a few CNJ damage spells, and some HP regenerating melee abilities from MNK class. Basically, rather than limited to a job/sub job you can really create a unique character.



Does that mean that the healing speels are inherent in the pld or gla or that you've leveled a mage up and 'opened' that ability?

Ok in other words are abilities, once 'opened' available to any class you change to once it reaches a certain level?



To a degree. PLD has a cure spell I believe, but I also use melee conversions that grant you HP or convert MP to HP. Essentially once you've opened up a spell or ability via a class it MAY be available for use on other classes.


In short, some spells/abilities are role specific. Like "firaga" may be THM only. But "Fire" may say "disciples of war and magic." Those are the ones that you can cross-breed.
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#177 Jun 13 2013 at 4:59 PM Rating: Default
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Transmigration wrote:
Parathyroid wrote:

5. Rate the following out of 10, Battle System; "Casual-friendly" (10 being most casual); Overall enjoyment



What combat system is not casual friendly in an MMO? This isn't Street Fighter, it is not hard. FFXI's combat was no more difficult than that of Rift, WoW, TERA, TOR, or any other MMO.
Edited, Jun 12th 2013 8:23pm by Transmigration


I'd think this would be pretty commonly understood by now, but hardcore in single-player or small group games refers to difficulty level. "Hardcore" in MMOs generally refers to the time and energy investment required to progress in the game.

Hyrist wrote:
Killua125 wrote:
You don't need to insult me saying I didn't know how to play, etc. It was incredibly simplistic.

Anyway, my biggest issue was the lack of any kind of micromanagement, again. Surely you can understand that complaint. I really don't like how you just get tons of TP just for starting a fight. It's bizarre and not fun (IMO, of course).


I didn't insult you. I criticized the play approach you were supporting. Please realize the difference. Also, I did specify that the reason for your opinion was due to the ease of the monsters, not by implying that you were a simpleton or anything of the sort.

I disagree on your micromanagement issue. By 35, Lancer had a clear ideal rotation for monsters that could survive that long.

Heavy Thrust combo, into Phlembumize (Maximinzing DoT effect) Raging Strikes (For damage spike) Into True Thrust combo twice to three times depending on need for evasion. On the first True Thrust you use Life Surge before completing combo.

Afterwards you refreshed Heavy Thrust and that **** DoT skill I can't spell.

As far as the TP issue. I flatly don't agree with you. TP in FFXI is the Limit Gage in FFXIV on an individual level. It promotes very passive play and puts Melee classes deeply behind Magic Classes in terms of front-loaded damage output. Now, TP is very similar in regards to MP and needs to be managed more or less with the same regard, which in my opinion is not a bad thing.


An ideal rotation is hardly any better than no rotation at all. Either way, it's just busy work. You're not figuring anything out or improving your skills, at least one of which is basically required to have compelling gameplay. Not to say that the world/story won't help compensate, but anytime someone suggests that there's an ideal rotation, I pretty much resign myself to the gameplay being irreparably boring.

sandpark wrote:
The issue has always been enemy characteristics. You could have the most polished/balanced classes in the history of mmos. If the monsters are one trick ponies and fall over and die like ants. All that class power means diddly squat.

It's rather late in the game to rebalance every monster in the game at this point by launch. So at best we might get enemies HP and defenses boosted up for a short term fix. And hopefully, after launch they take the time to go back and work on enemy characteristics.

Are these battle easy mode comments just related to trash mobs and low level dungeons or later in the game as well?

I think the best way to make hotkey combat(similar to other mmos) feel different and require more than rotations:

1. Is to implement a skill modifier feature as I suggested before. This involves holding or tapping keys to manipulate things like potency, accuracy, criticals, mp conservation, range, AoE spread, conal spread, etc, etc. Each skill has it's own unique modifier applications and make repeatedly used skills effectiveness decay at a steady rate.

Then people can still say you push 1-2-1-3-1, whatever. But... It's not just taking which button you press but at what time you release the said buttons. It's still not twitch skill, but it creates a cerebral correlation on top of the gear and stat builds a player strives for. Am I pumping out good damage? Am I over spending my resources? How should I fine tune my modifiers to fit the appropriate need for this situation?

In a twitch based game, resources can be overcome by moving around. In a static to semi static environment, resources are what makes a game hard when your resources are vastly inferior to the enemies.

Jobs could become more party dependant to maintain resources as their description implies. Classes are more resourceful but lack that punch at the roles jobs fill. That's my two cents anyways....


I'm glad there's someone else around here who understands game design principles. I don't know that I'd agree that the issue has "always" been enemy design characteristics-- player characteristics seem to have been lacking in depth as well, but I think everything else was spot on.
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Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

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#178 Jun 13 2013 at 5:44 PM Rating: Good
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Kachi wrote:



An ideal rotation is hardly any better than no rotation at all. Either way, it's just busy work. You're not figuring anything out or improving your skills, at least one of which is basically required to have compelling gameplay. Not to say that the world/story won't help compensate, but anytime someone suggests that there's an ideal rotation, I pretty much resign myself to the gameplay being irreparably boring.


You've got two major problems with your logic.

First, we have one ideal rotation at level 35. This ceases to be the case when Dragoon comes into focus as we've already confirmed a secondary damage attack rotation. So a rotation for one fight may not be the idea for another.

Second, you're forgetting your opponent. Having an 'idea' rotation does not mean you will always be able to use it, depending on the context of the fight. There may be situations in which you have to compromise your ideal damage for survivability, or that your ideal angle simply isn't accessible full time. At that point, you have to refigure your aproach, and often on the fly.

Having an idea rotation does not mean it eliminates all thought process. It simply gives you a goal to try to achieve through the obstacles in the fight.

Yes, there is adjustments that are needed within the characters themselves. But the majority of the whining on the Beta forums stem from a lack of understanding of the mechanics, not the mechanics being stale themselves. Out of all of them, Lancer's mechanics were the best realized, especially at level 35.

Edited, Jun 13th 2013 7:46pm by Hyrist
#179 Jun 13 2013 at 6:29 PM Rating: Excellent
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Beta testers are discussing abilities and rotations and classes. I take this as a very good sign.

This is what beta discussions should be. A far cry from the beta threads in 1.0.
#180 Jun 14 2013 at 11:42 AM Rating: Decent
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Hyrist wrote:
Kachi wrote:



An ideal rotation is hardly any better than no rotation at all. Either way, it's just busy work. You're not figuring anything out or improving your skills, at least one of which is basically required to have compelling gameplay. Not to say that the world/story won't help compensate, but anytime someone suggests that there's an ideal rotation, I pretty much resign myself to the gameplay being irreparably boring.


You've got two major problems with your logic.

First, we have one ideal rotation at level 35. This ceases to be the case when Dragoon comes into focus as we've already confirmed a secondary damage attack rotation. So a rotation for one fight may not be the idea for another.

Second, you're forgetting your opponent. Having an 'idea' rotation does not mean you will always be able to use it, depending on the context of the fight. There may be situations in which you have to compromise your ideal damage for survivability, or that your ideal angle simply isn't accessible full time. At that point, you have to refigure your aproach, and often on the fly.

Having an idea rotation does not mean it eliminates all thought process. It simply gives you a goal to try to achieve through the obstacles in the fight.

Yes, there is adjustments that are needed within the characters themselves. But the majority of the whining on the Beta forums stem from a lack of understanding of the mechanics, not the mechanics being stale themselves. Out of all of them, Lancer's mechanics were the best realized, especially at level 35.

Edited, Jun 13th 2013 7:46pm by Hyrist


Those are basically the same point, and that was just addressed in sandpark's commentary about monster design. It's not something that I would ever overlook. The idea of having an ideal rotation that isn't contextually situated is already a bad starting place. You don't want to have an ideal rotation with some exceptions. You want the ideal rotation to be highly dependent on the encounter. Since as of now we have no definitive reason to believe that the encounters will be varied considerably (and seeing how they balanced the classes, it won't be so easy to effectively deviate from their standard monster designs), this remains a problem.

I'm not necessarily criticizing SE specifically; I think this is done pretty poorly by every MMO that uses the EQ/WoW model.
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Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

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Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#181 Jun 15 2013 at 1:54 AM Rating: Good
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When you search for something it shows a list of all items that correspond to your search criteria. (Search by name, partial name, general type, specific type plus level.) It shows the item name and how many are being sold. You click the item on the market board and it sorts them by price, lowest to highest. You can buy from any city, even if you're not in it, but you'll have to pay a fee of you're not in the same city the item is located in. Hope this helps! It's everything the help notification told me when I clicked the market board.
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#182 Jun 15 2013 at 8:16 AM Rating: Excellent
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benjjjamin wrote:
There's new indication that each job has two...for lack of a better word subjobs.
◾Paladin, requires Gladiator level 30 and Conjurer level 15. Can use Marauder and Conjurer abilities.
◾Dragoon, requires Lancer level 30 and Pugilist level 15. Can use Pugilist and Archer abilities.
◾Monk, requires Pugilist level 30 and Lancer level 15. Can use Lancer and Archer abilities.
◾Bard, requires Archer level 30 and Conjurer level 15. Can use Conjurer and Thaumaturge abilities.
◾Warrior, requires Marauder level 30 and Gladiator level 15. Can use Gladiator and Pugilist abilities.
◾White Mage, requires Conjurer level 30 and Gladiator level 15. Can use Gladiator and Pugilist abilities.
◾Black Mage, requires Thaumaturge level 30 and Pugilist level 15. Can use Pugilist and Archer abilities.
◾Summoner, an upcoming job of A Realm Reborn, will be available to Arcanists.
◾Scholar, an upcoming job of A Realm Reborn ??? profit

Then there may be a dabbling of tertiary abilities. Level those subs!!


Is this still the case in the new Beta?
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Name: Ghost Orchid - LEVEL 50 Bard, BLM, WHM, SMN Craft Level 7 Lucis, 6 4-star crafts: CUL, MIN, Wvr, Bsm, Gsm, Arm, Lth, Crp (Fishing and Alc at level 50)
World: Ultros
#183 Jun 15 2013 at 8:46 AM Rating: Decent
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123 posts
Wait. So.. drgs can use chakra?? And self heal?? .. .. .. EPIC
#184 Jun 15 2013 at 8:58 AM Rating: Good
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PinkMermaid wrote:
When you search for something it shows a list of all items that correspond to your search criteria. (Search by name, partial name, general type, specific type plus level.) It shows the item name and how many are being sold. You click the item on the market board and it sorts them by price, lowest to highest. You can buy from any city, even if you're not in it, but you'll have to pay a fee of you're not in the same city the item is located in. Hope this helps! It's everything the help notification told me when I clicked the market board.


Can you send things to people (not selling anything, just sending it)? Thanks.
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http://www.zam.com/Im/Image/242033

Name: Ghost Orchid - LEVEL 50 Bard, BLM, WHM, SMN Craft Level 7 Lucis, 6 4-star crafts: CUL, MIN, Wvr, Bsm, Gsm, Arm, Lth, Crp (Fishing and Alc at level 50)
World: Ultros
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