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  • FFXI questions...

    Hi all, I'm a two-year EQ'er, and I've gotten pretty bored with it recently. I took a look at some of the FFXI stuff, and I nearly hit myself for being so blind and not switching to FFXI hehe

    I just have a few questions for you folks that play it already...
    Is it hard to get the Worldpasses? I have a few friends I wanna play with really badly.
    Also, how many characters can you have before you have to pay the extra dollar or so a month to have extras? Is it only one?

    I've looked on the FFXI site and either I'm stupid and can't find it, or it's there in the Q&A thing that I didn't bother looking hard at...

    Thanks for your help!

    Ganedin Frosthammer
    55th Luminary, Order of the White Hand
    Morell-Thule server

  • #2
    worldpasses are quite easy to get. They only cost around 1.5K which doesnt take that long to get.

    Yes, you are only allowed one char before you have to pay for others.
    Crunchy Bits

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    • #3
      World passes are available at every major city. And they are relatively cheap. Only about 1000-1500 gil.

      You can only have 1 character with the normal subscription. But since you can change your job at any time with no penalties it isn't as bad as you think. The only problem is some races don't do well with certain jobs.

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      • #4
        Theres another way, developed by american newbies, since 1k-1.5k was a fortune. This is how I am going to get on Valefor, since I forgot to ask for a world pass.
        \"More legs = More spider.\"
        -Kirrazuul

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        • #5
          The mysterious "Other way" BlackMage talks about is Server Roulette. You make a character. Sit through five minutes of intro, and wait for the game to tell you your server. If it's the one you want, you win! If not, you delete, and sit through another five minutes of un-skippable movie.... With about 20 servers, this can take literally hours, so I'd go for a worldpass if at all possible.

          And, Blackmage? It's *never* too late to ask. Several members of GuShell on Valefor are mobile and usually quite willing to buy you a worldpass (heck, I'll buy one of Cobble and the others are tired of it), and if you keep an eye out for the right folks, you can get in a linkshell pretty quickly.

          Check out GuShell's forums to ask for a pass...

          The trouble with worldpasses, I've found, isn't so much the cost as the level variance. By the time your friends can afford a worldpass easily they're usually a week or more ahead of you in experience. (Which is why you need a worldpass, BM, I'm tired of being GuShell's baby, heh)
          If you were me, and I were you, I\'d put your gerbil in the microwave.

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          • #6
            Drag, when I have the time and money to hop back into game, you can revel in your position as Second Youngest.

            <---forever The Baby.

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            • #7
              Originally posted by Dragonel
              The mysterious "Other way" BlackMage talks about is Server Roulette. You make a character. Sit through five minutes of intro, and wait for the game to tell you your server. If it's the one you want, you win! If not, you delete, and sit through another five minutes of un-skippable movie.... With about 20 servers, this can take literally hours, so I'd go for a worldpass if at all possible.
              Actually; it's significantly shorter. Make your character as usual - get all the way to 'associate with handle'. Associate it, then ESCAPE OUT. Now go to select character - your server is listed there. No intro; you can make a server roullete in about 30 seconds if you're 'in the groove', max of 90 secs.

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              • #8
                More questions hehe

                Alright, I've been looking at the FFXI website, and the game looks awesome, but I've been thinking and I get more and more confused...

                They say you basically have to be higher than level 20 or something to get a Chocobo Raising Licence...is level 20 hard/time consuming to get to?
                Or, how long does it take to level? Is it a multiple day and/or grind affair? Or is it like log on for an hour or two and get a level? One thing that I can't stand in EQ is the need to be grouped for the good portion of a day to get a level at the high end.

                The game looks awesome and I can't wait to get it this weekend and start playing :mrgreen:

                Oh yeah, now that I think about it, what happens on death? I remember that you go back to your homepoint (or was it mog house or something? Bleh, too much info about a game I haven't even played yet :lol: ), but what happens about experience (*prays there won't be any XP loss or anything*) and the corpse that's left on the field?

                Ganedin Frosthammer
                55th Luminary, Order of the White Hand
                Morell-Thule server

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                • #9
                  Well, I have all my items, and I think one loses like 1/4 of their exp. or something. Levelling up i that game is SO much more rewarding than in EQ. Also, levelling can take awhile ive heard, newbie levels are easy (I'm 5). Dunno bout the rest. You respawn near the gate of your hometown. If you go to the home crystal of your hometown, and set it as a homepoint (I am sick of this word), then you will respawn right there, and may have to do a bit of running to get back to the gate and own rabbits.
                  \"More legs = More spider.\"
                  -Kirrazuul

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                  • #10
                    The exp you lose upon death is 10% of what you need to complete the level your at. So if you're lvl 9 needing 2,500 exp, when you die you'll only lose 250 exp. Just make sure you've gained more than 250 before death or you're looking at lvl 8 again

                    A WHM lvl 25 can raise you, but I'm not sure what the % of exp regained is, but I know it's there. Raises are done more for convenience sake, since travelling is time consuming, though re-dinging is a definate plus..

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                    • #11
                      xp regain isnt that much... If you're bound only a few minutes away, you may as well return to home point.

                      And Vel... You cant be the baby. We already have Keemo

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                      • #12
                        And, on the death thing...it wasn't mentioned.. there are no corpses. When you respawn at your Home Point, you have all items you had when you died...only thing you'll be missing is your hard-earned exp.

                        Note that because of the lack of corpses, the avenue for Raising is only while you're waiting there. The instant you opt to respawn, exp go bye bye.

                        I managed to hit 20 recently, and finish that Chocobo quest. 20 isn't that hard of an affair, but grouping to gain experience is almost a must. You can still solo though, since downtime is *much* less than it would be in EQ. I was at about four days played when I was at 20, so it may take a bit of effort. A lot of that was messing around, though.

                        Exp definately seems to be getting harder the further up you get, although there are some 'sweet spots' where exp can breeze by if your group can exploit the weaknesses of certain monsters.


                        This game is VERY quest-oriented. You need to do a quest for virtually everything useful... not that I'm complaining, mind you.

                        Want to unlock that Ninja job that you always thought suited you? Quest for it.
                        Think your Mog Bank is too small, want to make it bigger? Quest for it.
                        Want to run around the fields at Mach 2 with your feathery mount? Quest for it.


                        Finally, when going to be with your friends, try to figure out what country they have allegiance to. If you start under the same country, it will make it easier for them to locate you and help you out, not to mention other aspects.

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                        • #13
                          Soloing can be quite challenging, and will be nothing but a grind at higher levels, I think, based strictly on my experiences at low levels...

                          The experience required per level grows at a set rate (+250 or +500 per level, I can't remember which), and mobs give a set amount of experience based on your level, offering a juicy 100 for an even match. However, "even match" (or even the step down "decent challenge") is somewhat misleading. Every time I think a mob sounds like I should be able to take it, I can't help but think of a comic Woody did many many moons ago whose punchline was something like "Warriors can solo blue mobs! They need to be nerfed!"

                          As a lvl 10 (well, 11 now) thief, I considered myself lucky when I could kill a mob for 25 experience and not get any downtime. With about 2500 to level, this means a hundred kills, or an afternoon's work. I don't want to think about the time I'll be investing at lvl 25...

                          But there's hope. With subjobs you can get substantial stat bonuses, as well as useful skills (soloing with a white mage subjob is supposed to be much easier).

                          The party system works pretty well, also. You get a multiplier to the xp gained per mob based on your party side, this experience is then evenly divided among members (the highest member of your party is the one used to figure the base xp value for the monster). A good party shouldn't have much trouble hunting up, fighting tough, or even very tough monsters.

                          As an added bonus, when you're fighting monsters that con even or harder to you, you can form "exp chains." As soon as you beat a monster that's even or harder, the game starts counting down, secretly. If you beat another challenging monster before the timer hits zero, you get an EXP chain, and the process repeats. The first link in a chain is worth a bonus 6 exp. The second is worth 12, the third worth 18, and so on. If you have white mages minimizing your downtime, you can get quite a nice bonus.

                          Of course, all this hinges on having a good group, which takes time and coordination.

                          The upshot is, I don't know if FFXI is better than EQ in terms of grinding and soloing, but it's certainly no worse.
                          If you were me, and I were you, I\'d put your gerbil in the microwave.

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                          • #14
                            Exp chain bonus is 20%/step. This will lessen because of group split ofcourse. You can get up to +100% exp, as far as I know.

                            Red Mages are very powerfull, especially with subjobs, and I frequently solo even matches, and some tough caster mobs. I managed an exp chain at level 21, because I dinged 22 on the first mob(100 exp), and immediatly attacked the next tough gob (which was even match now) and killed it (again 100 exp).

                            It's boring to solo though... and when you get out of mana to heal yourself, you better have that 300% Burning Blade ready or it's 'Return to Hompoint' [Yes <> No]

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                            • #15
                              The amount of exprience you need to level doesn't go up at a steady pace, it fluxuates. It's 250 for the first few levels, then 200 most of the time, i've seen it go up just 100 a few times.

                              However, I have a feeling it will start jumping when you get higher, I recall someone in linkshell chat saying it went up 10,000 at 55.

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