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Kilieit

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Everything posted by Kilieit

  1. There's this too (note the date is today's): http://eu.finalfantasyxiv.com/lodestone/news/detail/a17b92457955d60a1b16d2bc103c4dfa1fd24154 Kind of unfortunate that they reintroduced this at the same time as new Aqua...
  2. Which doesn't exactly say that an older person struggles to manipulate aether... just that they will have less aether in their personal reserve. If they have access to high quantities of aether through other means (black magic, white magic, Tupsimati, etc.), then their age should not be a hindrance. In other words, being old doesn't cause you to be unable to cast spells at all any more (which is the topic at hand). It just reduces your personal aetheric reserve.
  3. It happens to a character in the MSQ (3.1 onwards)! He's subjected to a non-standard and dangerous method of teleportation, and it damages the way aether flows within him, leaving him incapable of casting spells. I'd imagine there would be other (less MSQ-worthy) ways to damage the inner aetherflows in such a fashion...
  4. It's actually become a huge... well, not problem, but just a thing? In the xaela RP community I'm familiar with. Like, there are only so many resources online about 15th century Mongolian names. Which leads to things like that FATE where 3 out of 4 of the NPCs share first names with RPers I know (Altani, Anarba, Sokhatai)... the fact that literally every second xaela NPC in the Steppes has a name I recognise from roleplay (seriously, I know of at least two Cirina's dating back before 4.0)... or the multiple roleplayers named with small variations on Altani / Arslan / Koko / etc etc. in general. Hell, even with my character's name being a bastardisation of a regular noun and not a "real name", I've still seen another RPer with a recognisably similar name (their Aghul, my Aghurlal). It's just a thing. People using the same resources will come up with ideas inspired by the same knowledge - it's more stark in the xaela community because of the lack of resources, but it's a thing everywhere. TL;DR if repeating names (from other players or from NPCs) was forbidden, the xaela RP community would be screwed.
  5. I'm pretty sure this is 16 in Ul'dah. I know for facts it's 16 in Sharlayan: I don't know if Limsa and Gridania even keep legal track of people's ages or not...
  6. It's worth noting that the lore book states that Eastern cultures developed completely independently until the Magitek revolution permitted travel across the previously impenetrable mountain range that separates Othard from Ilsabard. It's likely that "Eorzean" (officially "the common tongue of the Hyur") wasn't introduced in the East until that time. Which is still a good few years ago, long enough that younger characters wouldn't remember a time before it - and longer ago than Doma's original annexation, certainly - but it's not exactly centuries ago.
  7. In future, you can use the name generator on the game itself! (Symbol looks like a little dice, next to the boxes where you type your name in.) It can be guaranteed to differentiate between clans properly, and considering they all have their own separate naming conventions (as you've learned), that's important. Whether you fantasia, name-change, or come up with a backstory reason is completely up to you and what you feel most comfortable with, since all three would ultimately work. One other option, though, is to just... have your character introduce himself by a different name when RPing. It's not ideal (you'll still get some people who look at the nameplate), but at the end of the day, nameplates are meta info and information given through actual RP should/will take precedence. So if your character is introducing himself by a given name, that's what most other characters are going to call him. It helps if you put it in his search comment, too (since then it can be referred to without people having to scroll up or ask you). Lastly, for RP job - those two have pretty different IC flavours, so I would ultimately decide based on what you think suits your character best after playing/youtubing the job quests for each. But either could be appropriate for a xaela, and xaela NPC's of both exist! It's also worth noting that you can RP a character who wields a katana without being a Soul Crystal Carrying Samurai, and likewise a character who wields an axe without being a Soul Crystal Carrying Warrior. The soul crystals are only important if you're going into the more mystical, historical side of the job (haven't played SAM, but for WAR that means invoking and controlling the Inner Beast). So don't feel like you need to find a way for him to obtain a soul crystal unless that's specifically what you want - don't feel a need to force it, in other words.
  8. Still no lore on what those are about, no. We still only have the tiny snippet from the lore Q&A at Las Vegas 2016 to go by for au ra biology: Which is fine. That's fine. We don't need those details or anything. :') Oh, we did get one tiny more thing, but it's not related to limbal rings:
  9. It's worth noting you need a licence in order to possess a firearm in Limsa Lominsa. If nothing else, that means they're common enough to require legislation.
  10. My opinion is: If the character creator lets you do it, it's lore-friendly. So the character creator lets you have dark brown-skinned Keepers of the Moon. That's lore-friendly. If the developers didn't think characters like that existed in the lore, they'd restrict those skintones away. They've done similar for some of the other sub-races (au ra spring to mind - xaela can't have bright red skin, and raen can't have pure white skin).
  11. I was interesting to note certain quest texts that imply the passage of time - so two quests back to back in real terms, but an NPC will say "ah it's been a while since you were last here" even though you were there 5 minutes ago in IRL terms. But... nothing ever specific/concrete. I think the most specific I remember was "a few weeks since you were last here". Someone cleverer/with more patience for MSQ than me could probably go through and collate all of these kinds of "hints", so we could get a rough idea of the length of 4.0 itself, but I doubt we'll ever get anything concrete, because, as said: time bubble.
  12. You can be a thaumaturge without becoming a black mage! Thaumaturgy itself isn't rare, and there's lots of cool stuff your character would be able to do as a trained thaumaturge alone. Although it seems the Ossuary is the most prominent place to learn thaumaturgy, there's plenty of beastmen, bandits, outlaws, smalltownsfolk, and general would-this-person-really-have-ever-stepped-foot-in-Ul'dah's the world over who use thaumaturgy abilities. Although I couldn't tell you exactly where they learned them, it's clear that the secrets to successful thaumaturgy aren't that exclusive.
  13. Finally finished this x_x
  14. It still does weird stuff like that, sometimes - where someone will be sitting in a chair in a yard, and someone else who comes up later sees them (on their own client) as sitting on the ground, clipping through the chair, because the game spawned the player and the "sit" command before it spawned the chair. It does that with sittable furniture elsewhere in the world too - we frequently encountered "box rogues" while holding meetings inside the Dutiful Sisters convent, because someone would sit on one of the crates, a second person would load in, and - while the first person would be sat on the crate in their view - they would appear to the second person to be seated at ground-level, partially (or entirely) consumed by crate.
  15. But the quests would have been more like, "oh, talk to this local person, they can help you draft a written proposal in the local language to resolve the misunderstanding". Instead, they just told him to do it the Qestir way.
  16. I was idly thinking about that earlier too... I was wondering if maybe part of why they're amenable to trade is so they can expose their kids to language and essentially... allow them to learn to understand others, without themselves speaking? Or would "teaching language so it can be comprehended, if not utilised" be considered an action? Perhaps younger Qestir permitted to speak so they can try it out / get used to the grammar and vocabulary by using it themself, but are expected to essentially "grow out of it" by the time they reach adolescence? Maybe they'd even position said children to be burned a few times by liars, so they understand the Qestir tradition for their own self and take it up willingly, instead of just copying the elders? Or maybe they really can't understand language very well and that's part of why they give everyone such unimpressed looks if they try to come in talking? SO MANY QUESTIONS. *-*
  17. Please do. I'm making statements based on what makes sense - we know that the principle problem with words for the Qestir is that it's easy to lie when you don't have to back up what you're saying with concrete actions, so they cut the speaking part out completely and force themselves to only commit to concepts they're willing to act on. Logically, this would apply to all languages, regardless of medium - because the ideological problem for the Qestir isn't using verbal speech, it's communicating abstract ideas and promises. You're saying that this is incorrect, and you're saying it's incorrect because the lore explicitly (and nonsensically, but lore is lore) contradicts it... so it'd be nice if you could produce said lore. I don't remember the bit you're talking about, so I don't know what I'd be looking for.
  18. I don't recall any such specification... can you cite that for me? Because if true, it would render the Qestir views far less internally consistent.
  19. The important thing for the Qestir isn't a lack of verbal words. It's a lack of language, absolutely. The "words, deeds, beliefs" formula - the Qestir seek to remove the "words" part from it entirely, because they are most likely to be lies. Words made with hands are still words, and still lies. Which makes RPing one even more of a challenge, but I think that's what you take on when you create one. You have to convey your character's beliefs solely through their actions. A funny potential scenario I did think of was like - two people bickering in the presence of their Qestiri friend, and eventually the Qestir just... SCREAMS. Primally. For like ten uninterrupted seconds. Because technically, screaming is an action, not a word, and doing it certainly achieved the action of making the others shut up...
  20. Seven of nine (haha):
  21. Another Darkside one because everyone loves edgelords It occurred to me that most of Aghurlal's expression is through his tail, so maybe once I'm done with the face ones I can quickly go through and do a version of it that's just that...
  22. Hi, I'll try and TL;DR/quickstart this for you! -- 1) Your character is from the Kha tribe Your character's surname indicates that she's from the Kha tribe of Xaela. Basic information on all the major tribes known as of 3.0 (Heavensward) can be found here, but here is the information about the Kha: 2) Your character is probably not from Eorzea + a quick geography lesson Here is our current world map: I'm just gonna highlight two parts of it real quick: The right, bigger red circle is the section of the continent of Othard where most of the Xaela are from - the Azim Steppe. It's a vast plain where multiple nomadic tribes roam about, trading and looking after livestock, competing for resources and dominance. Mostly Xaela live here. Nearby to it - to the south - is Doma, a country which has been occupied by the domineering Garlean Empire for the last two decades. Its residents are mostly Hyur, but the occasional Raen shows up as well. To the east across the sea is the island of Hingashi, upon which lies Kugane: Othard's main non-Garlean-aligned international port. To get there from mainland Othard, you have to cross the Ruby Sea, which is infested with pirates. ...and then way to the left, the smaller red circle is Limsa Lominsa, where the Arcanists' Guild is. SO: Your character will probably have needed to make the perilous journey at some stage from the Azim Steppe, to Kugane, and then to Eorzea. 3) Arcanima is primarily an Eorzean discipline, so your character - on balance of probability - likely learned it after she arrived in Eorzea. Going back and reading your class quest texts is probably your best bet regarding getting the ins and outs of the ACN class, but in short, it's magic created through the visualisation of mathematical geometries. Have a think about whether you want her hyuran friend to be Eorzean or Doman; either is a possibility. If her friend was Doman, perhaps falling out with him was what prompted her to go travelling in the first place? 4) Summoner job has some very specific criteria: a) Your character must be able to read Eorzean, and basically be good at maths b) Your character must use this ability to learn Arcanima, i.e. the base ACN class, and reach a strong level of proficiency c) Your character must ALSO survive (body and mind in-tact) an encounter with a weaker Primal such as Ifrit, Titan, or Garuda in their NM or HM iterations and optional, d) your character may wish to make some connection with an official research organisation, such as the Sons of Saint Coinach, in order to avoid being arrested for dabbling in suspicious-looking magic The most difficult thing to do here is c). Primals are extremely dangerous, a little bit rare, and have a nasty tendency to perform a process known as "tempering" - a process which wipes the victim's mind clean of almost everything save a desire to worship that primal. Having a gift known as the Echo can prevent you from being tempered, but that's a whole big bag of chips on its own, and one you should only delve into if it sounds interesting to you. 5) Don't feel the need to press your character into service with a grand company. Grand company RP can be fun, but if it doesn't suit your character, don't sweat it. Most people do their grand company OOCly. In fact, that goes for the SMN job too - your character can just be a regular ACN if you like, or even develop into a SMN during RP, instead of it being a backstory element. I find that's always a good way to do elements you're not sure about, since it allows the people you're RPing with to give input about what they think is good. -- UUHH I think that's everything in short, feel free to ask follow-up questions if anything's unclear or if I missed anything? I did my best to keep it simple but I have a tendency to go on sometimes, haha!
  23. We talked extensively for weeks on this forum, when Balmung was closed overnight, about why having small, scattered, single-community RP playerbases that you have to pay money to transfer between is unsustainable and - when it's the only option - unpleasant. So, that's why we're trying to establish at least one community that's a little larger and has a little more stability. And your objection to this essentially seems to be NIMBY, which is... not a good look, ngl. Like I said: your server is going to grow. This is going to happen regardless of what anyone in the RP community does. Your server is going to remain a free transfer destination with levelling incentives until such a time as it reaches a stable, average population. The economy is going to continue to crap itself until things level out and people get situated (it's been two weeks, an expansion just launched; no crap no one's levelled their crafters yet!). Housing was always going to fill eventually, too; to my knowledge, average-population servers usually have a handful of empty plots at a time, no more, and you haven't even waited an autodemolition period to start complaining. And whenever you get a group over a certain size, there will always be that one asshole who undercuts on the MB/pulls hunts early/other stuff that's not technically against the rules but is still annoying. Again, your server was always going to grow, and there's no transfer limitation on assholes. None of these things are the RP community's fault, and none of them are within our control. Antagonising people for trying to build a stable, reliable RP playerbase for people who prefer larger communities isn't going to solve any of the problems you're complaining about. I'd recommend you make a post to the official forum and take your complaint to the developers, because that's who you need to complain to if you have a problem with people transferring to the preferred world you're playing on. Not us.
  24. I'll say this: Expecting your empty server to remain empty forever is just as unrealistic as someone on Balmung expecting character creation to stay open forever. You don't get to essentially say, "but I like this hardware only being used by 3000 people!" when the average server population, the one Square Enix seems to be striving for on all servers (including Balmung and Mateus) seems to be around 10k. * active numbers, based on this Your server is going to grow. It's not "Balmung's fault" [nb. not a sentiment expressed in as many words by the person I quoted, but one I've seen], and it's not something anyone on this forum has the power to stop. And it's not for you, either. It's for Square Enix, so they can get the most out of their hardware. Because keeping an empty server switched on is (in theory) just as expensive as a server that's averagely populated, and Mateus was serving literally one third of the number of people it should've been. Please stop trying to undermine people who want to do something fun on your server. It's not your right to tell them that their fun is ruining your fun, when your fun is dependent wholly on unrealistic expectations like "them not being there" and "my server being empty forever".
  25. Still plugging away slowly but surely
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