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 Post subject: Re: New player mistakes
PostPosted: Wed Sep 12, 2018 12:23 am 
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Joined: Thu Aug 16, 2018 11:38 pm
Posts: 216
Wolffhardt wrote:
MEX wrote:
What is a LINKSHELL ? … and how does it work ?


It’s a group that you can talk to, no matter what zone they are in in the game, by using /l at the beginning of your message.

You can /tell Baldr in game for a fine one. He’ll hook you up.

OK, that reminded me of two more bullets:

Linkshells:
  • Not knowing the difference between a party and a linkshell - A party is a small and temporary group created specifically for defeating a certain mob or a sequence of mobs or to complete a specific quest or mission. Once the objective is done, so is the party. You cannot be a member of multiple parties concurrently. A party also have special functions with regards to battles - specifically it allows multiple players (i.e. all players from the same party) to attack a mob together, to share the exp earned from defeating it and allows party members to sync their levels to earn more exp. A party does not survive relogging - when you log out you automatically leave the party. When you log in you're always solo. Linkshells on the other hand are the equivalent of guilds in other MMOs. Technically it's nothing more than an in-game chatroom. In retail you can be a member of multiple linkshells (not sure whether that's true on nas as well), though they are considered actual objects, therefore taking inventory space. Most important linkshell do survive relogging - once you're in a linkshell you're a member until you leave (or kicked), you will never be unlinked automatically.
  • Wrong linkshell type - When you finish your initial solo grinding and begin to join parties you will also want to join at least one linkshell. It will usually be people from parties who will invite you. While from a technical point of view there is no difference between linkshells (they are just chat rooms), there is a huge difference in how various linkshells are used. Just like a forum system or IRC, different linkshells are dedicated to different tasks. Some are just social, others are dedicated to forming parties and there are different types of parties then - parties for exp, for missions/quests etc. Then there's the level of the linkshell - assuming you want to use your linkshell to form parties but you're level 15 and everyone else is over 50 you will not be able to do that (unless they start secondary jobs). Make sure you join linkshells that suit your needs.


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 Post subject: Re: New player mistakes
PostPosted: Wed Sep 12, 2018 7:03 am 
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Joined: Thu Feb 02, 2017 8:38 pm
Posts: 613
Nightcoder wrote:
Miku wrote:
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.

I heard other people complain about that as well. Better include some newbie explanation as well -
When creating a character you choose one out of 3 nationalities which (among other things) determine the city in which you start and which will be at least your initial home. There are three such cities: San d'Oria, Bastok and Windurst.
Now here's the problem - Sandy and Bastok are relatively close. The only partially dangerous area between them is Valkrum Dunes and even that area should be passable for level 15+ as long as some basic cations is exercised. Furthermore - Valkrum Dunes is the area where low level parties begin to form and since the area is right in the middle between the two cities it means that the parties tend to be joint as well.
Windurst is a different story - It's very far away from both Sandy and Bastok and traveling to either means going through multiple very dangerous zones. This only becomes a non-issue at very high levels, when you get access to the airship going between all cities and Jeuno. It's also less risky when you reach level 20 and get a chocobo license (though the way will still be long and boring).
In a very crowded retail server there are many people in all 3 cities so it's OK if you remain in the Windy areas for a while. Windy also has its own low-level party area so seemingly all is well. The problem is that when the server population is pretty low (which is almost universal these days, even retail is no longer crowded) and assuming that most people know that Windy is very remote compared to Sandy and Bastok - almost everyone will choose one of the latter, leading to relatively few people in Windy. This may not be a huge problems for levels 1-10 but it becomes a huge problem once solo is no longer an option (I'd say level 15 at most) - few people in Windy means very few parties in the Windy area. Almost all low-level parties are at the dunes, very far away and very inaccessible, at least until you get to level 20 and get a chocobo license, but you can't reach level 20 solo so it's a catch 22.
Miku - I don't know how you managed to get through (would be nice to hear your story so other people who already made the mistake can know what to do) but one way I can think of is to contact higher level people via Linkshell or even here at the forum or IRC and nicely ask them to escort you through the nasty zones to an area near Sandy or Bastok, from which the dunes are reachable and you can join the parties. Even better is if you manage to find a Windy-controlled outpost in that area, in which case get the relevant supply missions then have your friends get you there. This will allow you to OP teleport back and forth. Fortunately this only has to be done once.


Avoiding aggro is not that hard. taking the boat from mhaura to selbina is not that hard


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 Post subject: Re: New player mistakes
PostPosted: Wed Sep 12, 2018 8:52 am 
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Joined: Sat Mar 31, 2018 11:13 am
Posts: 117
Nightcoder wrote:
Transportation:
[list]
[*] Taking long supply missions with no reason other than the mission itself
[*] Taking supply missions to broken outposts

To simplify this the two Outposts you should definitely aim to obtain as a newbie are the regions Zulkheim (Valkurm Dunes) and Qufim (Qufim Island), you'll be doing a lot of partying here and will end up going to these places anyway but travelling there is an enormous pain going on foot. Once you get a Chocobo licence it's a whole lot easier to get the rest when you want to travel the world.

This isn't to imply do it straight away at level 1, but keep in mind the Conquest system updates every Sunday so you might miss your chance for a week or more if another home nation claims the area.


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 Post subject: Re: New player mistakes
PostPosted: Wed Sep 12, 2018 9:19 am 
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Joined: Thu Aug 16, 2018 11:38 pm
Posts: 216
Concepcion wrote:
Avoiding aggro is not that hard. taking the boat from mhaura to selbina is not that hard

You're right... which actually leads me to five more mistakes -
  • Traveling in the wrong route - At least with regards to places suitable for lower levels there's always a "correct" path, one that does not take you through areas that are way over your level. The most dangerous area between Sandy and Bastok is Valkrum Dunes, which by level 20 should be no biggie to travel through (as long as you know how to avoid aggressive mobs). Windy is in a different continent but it has its own "mirror" of the dunes (i.e. Buburimu Peninsula), same level mobs, used by Windies for their first parties (well, at least used to when servers were crowded) and Mhaura is the equivalent of Selbina, and there's a ship going between them (costs 100 gil each direction), so yeah it's a long and boring route but not really dangerous for levels 20+, however if you haven't done your homework and don't know about that ship and try to cross by land (Jeuno is the only crossing between the continents AFAIK) the path is going to lead you through very nasty areas and you won't survive solo unless you have hiding items/spells. When traveling to a place for the first time, always check all possible routes - you can consult FFXIcyclopedia and FFXI Atlas to see how zones are connected, also use Google and/or ask people. When you think you got the correct path check all zones in FFXIcyclopedia and specifically check the average level of mobs and whether or not they're aggressive. If you see a lot of high level aggressive mobs then you probably got the wrong path.
  • Not buying maps - One of the worst things that can happen to you is being in an unfamiliar location with no map. You start with a map of your starting city and the surrounding area (e.g. for Bastok it's a map of Bastok itself as well as Gustaberg and the highlands but that's it), but the moment you step outside that area you will not be able to use the map option unless you actually obtain that map first. Well yes there's all maps on FFXIcyclopedia but not being able to see your position marker makes things way more difficult. Some maps (mostly dungeons) require specific quests to obtain but most maps are just bought from map dealers in all major cities and most retail maps can be bought from most dealers (e.g. if you're from Bastok you can, and should, buy a Windy map at Bastok before heading there). Map prices can range between 200-3000g, if you can't afford it then I strongly recommend postponing your adventure and crafting/farming for a bit until you can afford the map.
  • Not watching your back - Sometimes (hopefully not a lot) you will to travel through dangerous areas, e.g. when you hit level 20 and want to go to Jeuno for your choboco license (AFAIK there is no safe way to reach Jeuno at lower levels, at least until you get the license because the chocobo makes the way pretty safe). You'll have to check your surroundings all the time and watch for those aggressive mobs, which, in this zone can kill you before you know what hit you, sometimes even with a single blow. I've been killed a dozen times by mobs that I didn't even see and I only saw them after I was already dead and still had to shift the camera around. Generally it's better to avoid traveling out in the open, instead stick to the side of the map or a mountain as much as possible. This cuts the angles from which you can be aggrod in half and that means less directions to keep checking, making things way easier.
  • Not learning from your past mistakes - So you died once and decided to try again. Mobs don't move a lot, they generally just patrol the small area in which they're placed, which means that if a mob got you, note exactly where that was because it will be there next time as well. Now that you have that knowledge, plan ahead how to avoid it.
  • Learn how mobs detect you - Mobs can't aggro you unless they can detect you. Some mobs (e.g. goblins) detect by sight, which means that you can walk behind them (no matter how close) and they won't detect you (unless you're unlucky and they happen to turn right as you go past them). Other mobs (e.g. quadav) detect by hearing, which means that they can detect you from any direction but there range is usually shorter than those that detect by sight. Some mobs (e.g. elementals) detect by magic spells cast near them, which means that you can just walk past them as long as nothing (e.g. another mob) forces you to cast spells near them. Suggestion - Cast all of your protective spells in advance and far away. Yet there are also mobs that detect by low HP, meaning that they detect that you're already injured from a past encounter. If you got aggrod and somehow managed to survive use some potions or cast cure a couple of times immediately and if that's not possible find the nearest spot to heal. A good location for healing is right before/after zoning (usually there won't be any aggressive mobs in the very first few yalms near the zone edge).


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 Post subject: Re: New player mistakes
PostPosted: Sun Sep 16, 2018 7:19 am 
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Joined: Mon Sep 10, 2018 5:04 pm
Posts: 12
I have bought FFXI for Steam … is it possible to modify the client from Steam so that it connects to your servers AND counts the time playing FFXI in my Steam-Profile too ?


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 Post subject: Re: New player mistakes
PostPosted: Sun Sep 16, 2018 10:27 am 
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Joined: Thu Aug 16, 2018 11:38 pm
Posts: 216
MEX wrote:
I have bought FFXI for Steam … is it possible to modify the client from Steam so that it connects to your servers AND counts the time playing FFXI in my Steam-Profile too ?

No, and also you wouldn't want anything regarding nas or private servers to be reported as play time to Steam. It can be seen as an exploit of Steam's services and most definitely a violation of their terms of service. You're risking your retail account being suspended or terminated, so don't do it, just don't.

And going back to the main story, again last night I also got wiped because of an overeager puller, so as a public service if you're a newbie puller and you don't want to have your pt wiped and/or you don't want people to ban you from their pt's because they don't want to get wiped, here is a (probably incomplete) list of the cases in which you don't pull:
  • People are still seriously injured from the last battle. My rule of thumb is that seriously injured is if a melee member has their HP bar in the yellow (or red) and/or if a mage has their HP bar in the red. Other people may have different definitions of this though.
  • Mages are low or out of MP, especially the healer(s) if healers run out of MPs, you're dead (unless it just happened that the healers ran out of MP as you were landing the very final strikes, which definitely won't be the case if you pull when they're already low). Don't pull even if it's only BLMs that are out of MPs - you may get away without nukes / debuffs in low-level parties (dune lizzies etc.) but that most definitely won't be the case later on. Better not develop bad habits in the first place.
  • Someone AFK / Disconnected - It's really bad if it happens mid-battle (Going AFK without a really good reason is by itself a reason for getting kicked out of pt but that's a different story) and if it happened you're already lucky to have finished the last battle alive, don't push your luck.
  • Links - If the mob from the last battle linked with another mob that happened to pop or because someone was not too careful then a battle may still be going on and will probably end with many people injured (if you're lucky). The last thing you want to do is pull another mob.
  • If someone tells you not to pull, for any reason - Their reason may be just or may not be, it doesn't matter, as long as someone has any worries that something bad might happen then they must at least be heard and taken into consideration.


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 Post subject: Re: New player mistakes
PostPosted: Thu Sep 20, 2018 2:20 am 
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Joined: Thu Aug 16, 2018 11:38 pm
Posts: 216
Even more stupid mistakes!

  • Casting random spells without knowing your enemy - Look up the mob on FFXIcyclopedia before engaging. Yeah, the information there is based on retail but what we're looking for applies to nas as well. There are two main things that are of interest. First, job - Just like your characters, mobs also have jobs, the same as players', e.g. warrior, white mage, thief etc. One big difference is that mobs can't switch jobs and the job is tied to the mob type - A goblin butcher is always WAR while a goblin leecher is always WHM. Adjust your spells accordingly, e.g. casting silence (prevents your target from casting spells) on a goblin butcher is a waste of time and MP, since it's a WAR and doesn't cast spells anyway, however casting silence on a goblin leecher is perfect, since it forces it to use melee, which WHM suck at. The second interesting thing is that almost all mobs are weak against one or two elements - which means that spells based on that element will be more effective against them, e.g. lizards are weak against wind so if you nuke them, use aero. Sure, if you nuke it with stone it will take some damage but it's not even close to the damage aero will deal. For mobs that are weak against earth it'll be exactly the other way around.
  • Spending conquest points instead of gil - While gil is the official and most known currency of FFXI, there are other currencies as well. For low levels, the most important is conquest points (i.e. CP). You get 1 CP for every 5-10 EXP you get while having signet. Sounds easy but as you level up making gil via crafting becomes way easier than exping, therefore better save those precious CPs as much as possible. One good example - if you want to use your CP to buy something which happens not to be exclusive (i.e. cannot be traded), check the AH as well as you may be able to buy it for gil. 5k CP are worth way more than 10k gil by the way.
  • Assuming that too weak mobs don't link - It's known that except for a few very rare cases, mobs that check as too weak will not aggro even if usually they do, however that does not apply to linking! If you fight a certain mob of a type that links, other mobs may link to it and attack you even if they check as TW, and fighting against multiple mobs concurrently, even if they're TW, may be very difficult.
  • Not choosing home point wisely - Your home point is a place where you can easily warp (i.e. teleport) to, e.g. by using the warp spell (if you're BLM), a scroll of instant warp (obtainable for 10 CP, always carry one on you!) or even by switching to a low level (usually level 1) job and intentionally getting killed. Unless you're doing something risky and need to set your HP to somewhere nearby it's wise to think where to set it. Remember that warp is a one-way travel - You can warp to your HP instantly but you will have to use a different method if you want to go back. The rule of thumb should be - set it to a place where you're most likely to party next, so you can get there as quickly as possible if invited (e.g. if you're level 15 set it to the dunes, if you're 25 set it to Qufim etc) unless you already ran a supply mission to that area (and therefore have the option to outpost-teleport, which is almost as fast as warp). This is especially true if you're gonna be spending time in the Jeuno area - in my case I didn't have the chance to get any outpost around to teleport back and forth from Bastok so one way would be warp and the other will be by chocobo, and remember that chocobo has a 30 minute riding time cap (after which it just kicks you off and leaves) and also that zones become more dangerous as you go farther away from the starting city and approach Jeuno. Travel between Bastok and Jeuno by chocobo takes ~20 minutes if you go directly and don't lose your way. If you do happen to lose your way a couple of times however or have to go afk (away from keyboard) in the middle, you can easily go over the 30 minute limit and have to walk. If you were riding from Jeuno to Bastok it'll probably happen in the Gustaberg area, which means a boring walk but certainly not dangerous (by level 20 virtually all mobs in Gustaberg will check as TW) however if it's the other way around you'll probably be stuck at Rolanberry fields, where you really don't want to be hiking, since virtually everything that moves there can and will kill you. I think the preferred direction is pretty clear.


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 Post subject: Re: New player mistakes
PostPosted: Fri Sep 21, 2018 4:05 am 
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Joined: Tue Sep 18, 2018 1:06 am
Posts: 4
This thread has been incredibly thankful.

Thanks you all :)


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 Post subject: Re: New player mistakes
PostPosted: Fri Sep 21, 2018 8:54 am 
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Joined: Thu Aug 16, 2018 11:38 pm
Posts: 216
whiskeywes wrote:
This thread has been incredibly thankful.

Thanks you all :)


np :)

Here's another one:
  • Straying off-road - most outdoor zones will have trails marked on the map (which, hopefully, you did remember to get) and with a few notable exceptions (e.g. Pashhow + nasty weather) that trail is very visible. While it's usually not a straight line, staying on the road guarantees getting to the connection to the next zone without too much trouble. Yes, you may have to take some detours to avoid some aggressive mobs but overall it's best to stay on the road. Some zones (not necessarily dungeons) can look like labyrinths, with mountains, fences and other obstacles. Trying to take shortcuts may in many cases actually take longer than staying on the road. In certain areas (e.g. La Theine Plateau) it just means a lot of boring wandering around. In other areas (e.g. Rolanberry Fields) the consequences could be dire (especially if chocobo-mounted and time is running short). Only take shortcuts if you're soloing / farming (therefore not even trying to zone out), if you're already familiar with the terrain and know exactly which shortcuts work or if your level is high enough for the zone to be safe and you're not short on time and want to explore.


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 Post subject: Re: New player mistakes
PostPosted: Fri Sep 21, 2018 8:23 pm 
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Joined: Tue Sep 18, 2018 1:06 am
Posts: 4
Do you have any tips for setting my hotkeys?

Some of them work, such as H for heal and Tab targeting. But others, like I for Items or E for equipment...Q for attack don't work at all.

I've checked all the other bindings and removed repeats of the hotkeys. Tried all 3 keyboard settings.

Currently, if I want to attack something, I have to Esc out of any menus open, then either hope I left click correctly (if I don't, it reopens a menu, and I have to close it before I can target) or get close enough that Tab selects the target i want. Hit Enter, then hit Enter again to Attack.

Woof.

So ya any advices?

p.s. do you know when the first threshhold for gear is? ATM I'm on the 2nd quest from the npcs near the gate and I've been levelling w/ signet on for drops/gil. Level 4 currently.*


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