
Adelpha
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Everything posted by Adelpha
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It's crazy to remember sometimes that the Famicom came out more than two years before the NES did in the west. I didn't realize that it's actually older than I am! While the NES wasn't the first gaming experience I ever had, it certainly helped cement my lifelong love for games. My fondest NES memory is probably the original Super Mario Bros. Super-sharp controls, fun gameplay, and lots of secrets.
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A comprehensive look at the Seventh Umbral Era story arc [1.0]
Adelpha replied to Merri's topic in Lore Discussion
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Welcome! Congrats on the upcoming wedding, and condolences on having to plan it!
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Retainers are free, both in terms of Gil and in terms of real-world money, and you can have two of them at the moment. They have 175 inventory slots each(!) to hold all of your junk. The only expense that I can recall ever being associated with retainers was if you wanted to set them up in a stall in the market wards in 1.0, but those no longer exist. When you start getting your class AF, holiday gear, CE extras, etc., your armoire will take all of those sorts of things, helping out your inventory situation quite a bit.
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ICly, CNJ. Will probably dabble in THM/ACN a little. OOC, probably mostly WHM and SCH, and maybe dabbling in SMN and BLM.
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The depth-of-field effect you create via the blurring looks really natural.
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Happy for two reasons: 1) I only have to find ways to pass the time for two weeknights this week, instead of four! 2) Phase 4 is getting close!
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I saw that thread on the beta forums and was really impressed by it. I'd love to join in on this, but I don't have any access to PS CS6 (though maybe I could poke around and see if a similar effect can be created through GIMP). Oh well!
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Well said; you've elaborated a lot of what I feel about this whole thing as well. In the end, as far as I'm concerned: 1) The whole "Warriors of Light" thing is an easy out taken by SE so that they don't have to write two sets of dialog for most of the content in the game. They can establish that, as a 1.0 character, you've been "forgotten," and therefore everyone in Eorzea will speak to you as though you're a brand-new adventurer with the same dialog as everyone else (with a few token exceptions). This feels more like a concession to project schedule/budget realities than anything else, and I doubt that SE even really considered what implications that might have for established RP (nor can I necessarily blame them). 2) If we're all to assume that everyone who was teleported was forgotten (in one way or another) by everyone who stayed behind, that potentially ruins so much of the RP interaction that happened during 1.0 for many of us that those people would be left feeling like SE is forcibly throwing their entire IC history in the garbage and leaving them to start over from square one. Understandably, not everyone is OK with that, leaving them to find some workaround for the memory loss thing, or simply to disregard it entirely. Some players may be totally willing to accept the memory loss and all of the consequences that come with it, and I am absolutely in support of that. However, I am not one of those people. Official lore or not, if it were to come down to having to essentially retcon every memory my character has of time-warped characters (and thus invalidate a whole lot of what I did in 1.0), I'd probably just rather quit RP entirely.
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Tweaked some small appearance things; gave her lips some color since everything on her face was just various different shades of brown before. Think I miiiiight be done making changes. Glamour shot!
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Here's what I'm currently using. Primarily, I wanted central visibility for important battle information (buffs/debuffs, HP/MP/TP, ability cooldowns, and focus target). Everything else gets pushed to the sides.
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Welcome!
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That's the thing; players also earn gil at 1/10th the rate that they did in 1.0. ("All quest rewards, monster drops, and in-game monetary rewards will be reduced to 1/10 of current values.") It won't be faster to "catch up" because everything in the game -- earning money, spending money, and how much money everyone currently has -- is more or less exactly the same as it was before, all of the numbers are just 1/10th as big as they used to be. While "that sword" that was 1,000,000 gil may now be 100,000 and while the guy who once had 50 million gil will now have 5 million, that also means that the quest that would've given you 20,000 gil will now give you 2,000. Although the numbers are all smaller, there's still just as much of a hill to climb to catch up with those old-timers. (Barring the effect of gil sinks such as housing, which should help quite a bit.) And as I said before, the one wrinkle in all of this is that old players may be mentally attached to prices for certain old items ("this piece of gear sold on the markets for 200,000 gil in 1.0, so I'll try to sell it for that price again!"). And there's nothing either SE or we as players can do about that, aside from not paying those prices. (Maybe an enterprising new player could flip some gear on the markets at "old prices" to clueless old-timers, though, to try to make some easy money. ) (I apologize to the mods for how far this thread has apparently gotten off its original topic. I won't be contributing to this side conversation any further.)
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I think we're on the same page, but our perspectives are just a little different, which is fine All I'm trying to get at is that it doesn't "help the economy" in any way because it doesn't actually change any inequities. Someone who could buy 100 times the stuff as you in 1.0 will still be able to buy 100 times the stuff as you today. People have been talking since SE first announced this about how "SE is taking away all of my hard-earned money" or "now those rich players won't have such a leg up over me," neither of which are really true. The fact that ARR will have added gil sinks (notably, housing) will probably serve to equalize the economy a bit, assuming that rich players go and buy the biggest houses in the game. 100% agreement on that point. :thumbsup: That was what I read into the comment about "if they're really that concerned about the economy or somesuch they can just cut everyone's current gil by 90%". Because an across-the-board downscale doesn't reduce rich characters' advantages one iota, or change anything about the economy aside from making all of the numbers look smaller. Any disadvantage for new players would still be exactly the same as if they did nothing. (Sorry for the edits! I'm bad at posting today, apparently.)
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Right, but everything else in the game also costs 1/10th what it used to (see points 1-6 in your quoted text). If there was a sword that you could buy from an NPC vendor for 100,000 gil in 1.0, you could now (theoretically) buy the same sword for 10,000 gil in ARR. To compensate, everyone's wealth has been scaled down by the same ratio to keep the economy equal. Players who had 50 million will now have 5, but those 5 million should be able to buy the same amount of "stuff" that they could've bought with 50 million in 1.0 prior to the scale-down. What Zyrusticae was specifically referring to was a "wealth tax" of 90% to level out the economic playing field, by cutting down the wealth that legacy characters have so that they don't have such a big advantage over new characters. That's not what's being done here. (If all wealth was being reduced by 90% and nothing else in the game was scaled down, that would be the case.) It's a subtle difference, and lots of people get confused about it. But everyone's wealth relative to each other (both before and after the 1.0->2.0 transition) should theoretically be the same as it was in 1.0.
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I would imagine that clan-mixing is quite common, at least moreso than species-mixing (which is still confirmed to exist, but probably isn't super common). Don't worry about it! (FTR, Adelpha is mixed midlander/highlander too, so you're not alone.)
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No, they aren't. The value of everything in the game (all items sold by NPCs, repair costs, sell values, quest rewards, etc.) are all 1/10 the numerical amount that they were before, because arrows (the original reason that the entire economy was scaled up by 10x prior to the 1.0 launch) have been phased out. Everyone's purchasing power is still the same as it was before, all of the numbers in the game are just 1/10th the size that they used to be. Nobody is losing any money in terms of the economy; everything's being scaled in unison. Now, that doesn't account for dumb players trying to sell stuff for the same numeric price that they sold stuff for in 1.0, but there's nothing SE can do about that.
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I don't have a problem with this. From an in-universe perspective, they're just clothes, and they look pretty cool from that perspective. The fact that they originate from outside Eorzea doesn't bother me. If it did, I'd also be angry about Magitek Armor carbon-copied from FF6, and yukatas, and kabutos, and...I'm not. /shrug EDIT: Dimension-hopping (i.e. Lightning in FFXIV is *the same person* as FFXIII Lightning) I am a little bit less of a fan of, but I can deal with it.
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I'm usually not one for unofficial video game remixes (I've been desensitized by too many cookie-cutter dance remixes over the years, I think), but the tracks I've listened to from this one are very well-done. It gets my stamp of approval.
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I think it's perfectly acceptable to level classes "OOCly" that your character would never touch ICly in order to facilitate gameplay. Say, hypothetically, that we reach a point where having a particular cross-class skill is considered "mandatory" (or at least highly recommended) in order to be successful at your chosen job in end-game content. If you want to do that content and perform your job well in terms of game mechanics, you're going to need to level up that class to get that skill. If that class is something that your character would never do, then you're at an impasse, and you either need to decide whether to give priority to the game mechanics, or your RP. While the OP has a good point about how a character who's skilled in one discipline may easily be able to justify being skilled in another similar discipline, I'd have a harder time ICly justifying something like a career white mage suddenly training up to become a skilled pugilist, without some serious IC training time. Or, say, you have a character who has an active dislike for a particular type of combat, and would never do such a thing ICly. While it's certainly possible to justify multi-class proficiency ICly, I don't think it always makes sense. Personally, while RP is fun, this is an MMORPG for me first and foremost, and I have no problem with doing omitting purely gameplay-related things from my character's IC history, and I will never let IC logic stop me from participating in a piece of game content that I want to participate in. If you can make it fit ICly, then that's even better, but that's not something that I would ever consider a requirement in order to do the content. I'm not going to ever sit out of a fun raid because "my character would never do that ICly," but that's because I always like to participate in endgame content in MMOs and I'm not at all a career RPer (this is the first MMO I've ever RP'ed in, and may possibly be the only one). People who come to MMOs purely for RP and couldn't care less about the game mechanics will undoubtedly have the complete opposite view. This is purely a matter of opinion, of course, and people who disagree with me are perfectly entitled to their own opinions. But the OP expressly asked for an explanation from people who are willing to level whole classes purely OOCly, so there you are.