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 Post subject: Re: New player mistakes
PostPosted: Thu Sep 06, 2018 9:11 am 
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Joined: Wed Aug 15, 2018 8:45 pm
Posts: 62
This needs to be stickied.


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 Post subject: Re: New player mistakes
PostPosted: Thu Sep 06, 2018 10:10 am 
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Joined: Mon Feb 26, 2018 2:26 am
Posts: 239
Phen0m wrote:
This needs to be stickied.


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 Post subject: Re: New player mistakes
PostPosted: Thu Sep 06, 2018 10:18 am 
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Joined: Tue Mar 08, 2016 1:16 pm
Posts: 230
New players coming from retail: this isn’t retail. Your retail wisdom is only hurting you if that means refusing to adapt to Nasomi-isms. Keep an open mind, be willing to learn.

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Wolffhardt wrote:
I’m going to murder Nas.


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 Post subject: Re: New player mistakes
PostPosted: Thu Sep 06, 2018 3:14 pm 
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Joined: Mon Aug 13, 2018 9:15 pm
Posts: 20
I second the sticky request.


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 Post subject: Re: New player mistakes
PostPosted: Sat Sep 08, 2018 2:42 am 
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Joined: Wed Aug 15, 2018 8:45 pm
Posts: 62
In the early going, always research the quests in your opening town and surrounding areas. This will raise town fame and earn you much needed gil.

I've also found it a good idea to level all starting characters to level ten, so that you can sell stacks of drops and crystals. There is an overlap for early equipment as well Mnk/Thf; Whm/Blm/Rdm. War you will need a unique set. It's not as time consuming as you would think, and it will also allow you to learn a few of the different dynamics of each job vs. just hacking and slashing or being a cure bot.

Always complete the outpost warps supply quest when your region is in control of an area. This will allow you to travel to zones a bit easier.

ALWAYS keep a reraise scroll & a warp scroll on your person. This will save you much headache and heartache over the first 30 levels.

When gil is no longer an issue, always a stack of sneak & invis potions on your person, you'll almost always run the risk of bumping into higher mobs when traveling about and getting to certain party camps like Qufim and Garlaige.

Always buy or quest maps for common party areas. Makes navigating a ton easier than using FFXi Atlas.


Last edited by Phen0m on Mon Sep 10, 2018 7:17 am, edited 1 time in total.

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 Post subject: Re: New player mistakes
PostPosted: Sun Sep 09, 2018 6:51 am 
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Joined: Thu Aug 16, 2018 11:38 pm
Posts: 216
Even more stupid mistakes:
  • Not taking supply missions - If you're heading to a new region (the first one will usually be the dunes but the rule applies everywhere) check whether that region (or any region that you'll be traveling through) is under your nation's control (main menu -> region info -> conquest). If it is then grab the supply mission before heading out, because you'll be reaching the destination outpost anyway. Completing the supply mission will allow you to teleport from your home city to that outpost and back, which will save your a huge amount of time (and potentially risk) on the way back (in exchange for some gil, that is). Without home point teleportation (out of era) and crystal teleportation (unless you happen to have a high level WHM by your side and have obtained the corresponding key item) OP (outpost) teleportation is the main method of long distance travel. Region control changes once a week so if the opportunity presents itself it shouldn't be missed.
  • Not thinking about the near future - Getting killed in the dunes by a goblin is never nice (unless you're blood-warping home), it's even less nice if you're level 25 RDM, which could have used the invisibility spell and just walk past the goblin undetected. It's even less nice if you happen to have that spell scroll already - but left it in your mog safe. If you're level 23 WHM / RDM and going to a party most chances are you'll hit that 25 and when you do you will probably want to use that scroll right away, so using one inventory slot in this case is a small price. This is just an example - always think about things that you are likely to be able to use (and need to) in the near future (i.e. before completion of your current objective) and grab these things in advance.
  • Not grabbing signet - You can ask the conquest overseer near gates of your home city, as well as outposts under your nation's control, to cast this spell on you, which will help you earn conquest points (useful in later stages), increase your nation's influence (more places available for supply missions and other benefits) and get crystal drops from mobs (very useful for crafts and also sell well on AH). There is no disadvantage so it's a bummer to find out that you forgot about it when you're far away from your nation's influence.
  • Not using your start gil wisely - I'm not talking about the actual gil that you start with, because on classic servers like nas you start with only 10 gil, which is not enough for anything (technically you also have a coupon which can be exchanged for an additional 50 gil but that's not enough for anything either) - I'm talking about pretty precious drops that you get when defeating your first mobs. For instance, when you head out of Bastok and defeat those first hornets to get those first 5 levels you will get a lot of wind crystals (assuming that you read the previous bullet and got signet before beginning). These are extremely useful for crafts and therefore are pretty pricey on AH, which will give your a few thousand gil to buy some decent start gear. You will not get these drops to easily as you progress - the higher level you are, the harder it is to defeat mobs that are not "too weak", which have a very low drop rate and never drop crystals (exception - some beastmen like Quadav and goblins always drop some gil but that's usually one digit) so spending that "easy gil" obtained at the beginning on unnecessary stuff means that it will be very difficult to obtain decent stuff to get levels higher than 6-7. It should also be noted that any job that you haven't done before (therefore still level 1) is a source of getting the "starter gil" again, but obviously that's only as long as you have such jobs.
  • Not doing crafts - Yes, it's pretty boring spending hours synthesizing or cooking or fishing or whatever when you could have been running outside fighting whatever but as you run out of starter gil, crafting is the main way to make a living. It's tedious work and progress is very slow but a high level in any crafting skill allows you to craft rare and usually needed items. No matter what you do the concept is the same - use your advanced skill to craft expensive items from relatively cheap ingredients, then sell the items at AH. You will need at least some kind of crafting skill to avoid being short on gil as your progress.


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 Post subject: Re: New player mistakes
PostPosted: Sun Sep 09, 2018 12:52 pm 
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Joined: Fri Jul 27, 2018 6:51 am
Posts: 27
please...Please...PLEASE stop leveling your BST on top of well known xp camps/xp parties. It's one of the few jobs in FFXI that allows you to see the entirety of Vana'diel. Camping on top of other parties, in any regard, is considered low brow. I'm seeing this constantly on here. I'm also seeing the word "entitlement" get thrown around a lot when it comes to this issue. It's less about "entitlement" and more about "common courtesy" considering most areas can't sustain multiple people/parties in one spot. I've run into issues where a BST is killing all the mobs xp parties are trying to kill/BST pets get tossed into the chain and you get a whopping 34xp.




Also: To returning/veteran players: stop getting upset at new players for not knowing unwritten etiquette. Show them, instead. I've noticed an interesting gap of people that have never played this game, and really 1337 veteran players ppl talking down to those ppl because they don't know any better. This game can be incredibly vague. We get that you're 1 of 3 ppl that might have Excalibur/Aegis and you're getting a nosebleed from how high that horse you're riding around on is, but that doesn't mean you should act like a cock to some dude because he doesn't know what a skillchain is. That's all.


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 Post subject: Re: New player mistakes
PostPosted: Sun Sep 09, 2018 1:24 pm 
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Joined: Wed Mar 14, 2018 2:51 am
Posts: 215
Baldr wrote:
New players coming from retail: this isn’t retail. Your retail wisdom is only hurting you if that means refusing to adapt to Nasomi-isms. Keep an open mind, be willing to learn.


Quoted for truth. Been playing here for a year, still learning 'Nasomi-isms.' It's the closest thing we'll get to FFXI of that era, but it's still vastly different.

With respect to what Mindfuxe said above - it's kind of surprising just how many complete greenhorns can be found on Nasomi. I came in on the assumption that everyone would've played a ton in the 75 cap era, it's easy to forget that not everyone played from 2004 through 2010.

Edit - Piggybacking off of this:

Kami wrote:
Red Mage: it's fine to level only one sub until your RDM is 75. But this sub has to be WHM, not BLM.


This is not retail. If you are melee and 50+ don't sub warrior. Mobs hit harder, and even paladins can't hold threat over an even half decently geared melee for long. Trust me, I learned the hard way (75 Paladin, 75 Red Mage). This includes you Samurai - Seigan and Third eye don't always cut it. You will be a hole in the party your healer dumps MP into. When you're dead, no one has haste, the healer is out of MP and the chain dies (the kills should basically be nonstop from KRT forward) check the pt list and look at the guy still subbing warrior. Then pay attention to how often he's getting cure bombed. Doing more damage doesn't matter if you're taking dirt naps or draining the healer's MP like an alcoholic drains a flask of his favored poison.

Unlock ninja and get it up to speed. I hate the job too, I didn't like leveling it either, and I still hate being married to it as a sub job on damn near everything. But that's FFXI - especially here where things hit a bit harder, spam TP abilities more often, and threat is harder to get and hold. 60+ depending on the pt setup you might get away with thf sub (I'm surprised I didn't/don't see this more actually), 70+ for 2 handed weapon users Samurai sub is an alternative but still not as good as /nin in most scenarios.

Also once you have a few options leveled up don't be like me and experiment with weird/unorthodox subs while solo then forget to change back to a real sub when you get an XP party invite. Double check your sub job before heading out. SAM/BRD is fun and all, but probably not what most parties want.

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 Post subject: Re: New player mistakes
PostPosted: Sun Sep 09, 2018 9:41 pm 
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Joined: Sat Sep 23, 2017 12:48 pm
Posts: 75
Baldr wrote:
New players coming from retail: this isn’t retail. Your retail wisdom is only hurting you if that means refusing to adapt to Nasomi-isms. Keep an open mind, be willing to learn.


This goes both ways. If someone invites you to a 52 sync party in Boyahda Tree when KRT is full don't be the ancient Nasomi elitist that replies: "Sorry, I only expz at teh KRTZ"


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 Post subject: Re: New player mistakes
PostPosted: Mon Sep 10, 2018 1:48 pm 
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Joined: Tue Aug 14, 2018 4:39 pm
Posts: 596
As someone who started playing somewhat recently, I'll admit my 'new player mistake' was going Windurst for my nation.

It is very poor for outpost warps. Sure, Windurst will get them all eventually, but it's nothing like Bastok who own half the map every week. I found it incredibly challenging getting around the world at low level with no outposts. It also feels very bad having to pass on exp party invites because you're the one person who can't get there.

The popularity of the other nations also makes finding groups for mission content, as well as teleports and assistance, much much easier. Ironically, encouraging other players to avoid Windurst will only make the problem worse, but if you want an easier time as a new player, Windurst probably isn't the choice.

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