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PostPosted: Sun Sep 02, 2018 8:00 pm 
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Joined: Mon Apr 23, 2018 7:41 pm
Posts: 19
If you are a new shell, and plan to do Dynamis it was advised to me to ask other Dyna shells for any DOs and Don'ts. I feel that there should still be a post, or wiki page regarding the current status of the entry so that people who actively read the forums can make use of the information without having to bother those who may not wish to be bothered.

Dynamis Entrance as per usual requires you to be on Rank 6 or above (Normal)
You must have gotten your cutscene from xacabard (Normal)
Entrance is not via Hourglass, instead you trade 50k to the Trail markings (Nasomi Method)
Settings for Dyna may result in loss of gil if chosen incorrectly, As far as I know selecting (Ready With support jobs unlocked) Will result in loss of gil.
Canceling after trading gil will result in loss of gil.

As far as I know, Selecting Ready at the top will get you in without loss of gil.
Some Dynamis are free to enter (I can't remember which ones)

Please do not make the same mistakes we have.


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PostPosted: Sun Sep 02, 2018 8:59 pm 
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Joined: Thu Apr 26, 2018 3:23 pm
Posts: 33
If your alliance bugs out it can potentially crash the zone and kick everyone out, you won't be able to re-enter until the cooldown wears off and you won't be refunded for it. We try to avoid this by making sure someone is in the same zone before inviting them into the alliance.

You can fix buggy party frames by changing the party leader to yourself as well.

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PostPosted: Sun Sep 02, 2018 9:22 pm 
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Joined: Wed Feb 07, 2018 1:37 am
Posts: 416
Selphius wrote:
If your alliance bugs out it can potentially crash the zone and kick everyone out, you won't be able to re-enter until the cooldown wears off and you won't be refunded for it. We try to avoid this by making sure someone is in the same zone before inviting them into the alliance.

You can fix buggy party frames by changing the party leader to yourself as well.


Piggy-backing this...

My group typically builds it's alliance outside, then breaks ally before entering. Once each party is fully inside, then alliance invites go out to them. It is a good best practice and can help prevent this from happening.


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PostPosted: Mon Sep 03, 2018 5:19 am 
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Joined: Tue Mar 13, 2018 6:12 am
Posts: 191
In my experience, there is no need to dissolve the alliance. However, nobody should ever leave or join an alliance unless all members are in the same zone (including the member leaving or joining). This goes for all zones - not just dynamis. Additionally, someone outside the alliance pulling threat on an alliance mob can crash the zone.


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PostPosted: Fri Sep 07, 2018 5:15 pm 
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Joined: Wed Mar 14, 2018 2:51 am
Posts: 215
HarleyM wrote:
In my experience, there is no need to dissolve the alliance. However, nobody should ever leave or join an alliance unless all members are in the same zone (including the member leaving or joining). This goes for all zones - not just dynamis. Additionally, someone outside the alliance pulling threat on an alliance mob can crash the zone.


I think we do it that way because there is a chance - however slight - of bugs happening when crossing zones. And someone inevitably DCs or something on the way in. Teeny bit more work, but the resulting smooth entrance is worth it.

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