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Newbie GuideFollow

#1 Sep 05 2006 at 4:34 PM Rating: Excellent
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363 posts
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#2 Sep 05 2006 at 6:21 PM Rating: Decent
nice hope it gets stikied =)
#3 Sep 05 2006 at 8:44 PM Rating: Decent
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363 posts
I prettied it up a bit. Still looking for feedback. I'm hoping this will eventually be one-stop-shopping for our beloved newbies.

What do YOU wish you had known (regarding game mechanics) about FFXI when you were newbie-ish?

-spanky
#4 Sep 05 2006 at 9:48 PM Rating: Decent
Wow, this came outta nowhere. Nice work.^^
#5 Sep 05 2006 at 10:16 PM Rating: Decent
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511 posts
Rather than checking recipes on Somepage's Recipe List then logging in and checking the prices on your server, use www.ffxiah.com. Sure, it only shows the Jeuno sales, but it gives you a rough estimate of how much it will cost and if you want to skillup off it or not. It's also a handy tool to use if don't have to log out to use it, rather than paying to 20k in Windurst for a Brass Hairpin+1, I can have an LS buddy grab it for me for 5k.

That's another thing you should add to your guide: !!LINKSHELLS!!

If a new player can't figure out a,c,d,e, and f of "Gettimg Started"... Poseidon help us...

- The Weaponsmith
#6 Sep 05 2006 at 11:57 PM Rating: Decent
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363 posts
I added more crafting information, linkshell basics, and macro stuff.

Thanks for the feedback!

What else should a newbie guide have?

-spanky
#7 Sep 06 2006 at 2:43 AM Rating: Good
spankilicious wrote:
a. Storage

You can have a maximum of 60 inventory spaces (if you complete all the “gobbie bag” quests). You can have a maximum of 80 safe slots (if you complete all the moogle quests). You can have a maximum of 80 storage spaces by use of furnishings. If you add and place more furnishings after you have 80 storage, you will NOT gain more storage and will just be losing those spaces from your safe.

Nice guide, rate up for your devotion to write it up and share.

On the topic of storage (while I do realize it is not really for the Newbies), you might want to add the new locker storage available in Al Zhabi. This can be expanded up to 60 additional spaces, available in Al Zhabi and in all other Mog Houses as well.

Also you might want to add a few words about using the send box as additional storage room. I know that a lot of players who haven't gotten around to finishing the Moogle quests use this 'trick' to store additional items. I'm not aware about the limitations of this trick (I do know for sure you can 'store' over 30 items in it) nor am I convinced of the rumours about the possibility to lose stuff if you apply this trick.
#8 Sep 06 2006 at 3:12 AM Rating: Good
Hmmm... I think you need to do some more research on the following:

spankilicious wrote:

Your first handful of levels will go quickly, and most people solo until 10ish. Up to level 4, you will not lose experience when you die, so go crazy. After level 4, you lose 10% of the experience limit you’re currently on, capped at 2000 loss. For example, at 72, I need 38000 experience to hit level 73. If I die, I would lose 3800 exp, except I hit the cap, so I would only lose 2000.


EXP loss cap is 2400, not 2000. This number is influenced by Moghancement:Experience and/or the effect of Raise/Reraise.

spankilicious wrote:
a. Monster’s Con Level

There are 7 levels a monster will “check” to you if you examine them. This is based on that monster’s level compared to your level.

Too weak to be worthwhile – Hopefully an easy fight, you’ll get zero experience.
Easy Prey – Hopefully an easy fight, you’ll get 1-50 experience.
Decent Challenge – A tougher fight, you’ll get 51-99 experience.
Even Match – 50-50 chance you’ll die, you’ll get 100 experience.
Tough – Slightly buffer than you, you’ll get 101-150 experience.
Very Tough – Much buffer than you, you’ll get 151-200 experience.
Incredibly Tough – You’re toast, but you’ll get 200 experience.
Impossible to Gauge – A notorious monster or quest monster.

Several remarks here. The most important being that "Even Match" in no way means you have a 50-50 chance to die (or to put it differently, to survive)! At very low levels (1-10) you might be able to tackle an EM with most any job, but at higher levels the capability of defeating an EM is restricted to the jobs that can solo (like BST, NIN, RDM, ...). Just try to kill an EM as WHM40 and you know what I mean :)

Also your EXP numbers are not correct. I think a mob that gives you 50 EXP already cons DC (not 100% sure of that). Also, the minimum EXP you can ever get is 15 (not 1) from EP.
I'm pretty sure, though, that T++ mobs can give you up to 200 EXP and VT up to 300.

Also, note that the maximum amount of EXP you get for killing high level mob depends on your level to: from level 1-50 you can never gain more then 200 EXP per kill, from 51-60 you can get 250 EXP per kill and 61+ you can get 300 EXP per kill max.

Similar to this, the level gap mobs con EP, DC, .... VT to you also depends on your level. For instance at level 4 there are only 4 levels EP, two levels DC, four levels T and only one level VT. At level 75, however, you have no less than 12 levels conning EP, 7 DC, 3 T and 4 VT.

For reference have a look at http://ffxi.cannotlinkto/links/exp_table.html
#9 Sep 06 2006 at 3:22 AM Rating: Good
spankilicious wrote:
I added more crafting information, linkshell basics, and macro stuff.
Thanks for the feedback!
What else should a newbie guide have?

A few suggestions:

Something about quests and fame.

Very important quests for new players are the quest that gives you the possibility to exit your mog house to whatever city part you like (instead of the normal "exit to where you entered from").
Nice quests are the 'money maker' quests, such as the quests that grant you the scrolls (drain, aspir, warp, ninja scrolls, ...).
Important quests also are the subjob quest, the chocobo license quest, Kahzam Airship quest, AF quests.
You already mentioned the Moogle quests and the Gobbie Bag quests.

Some quests need higher fame to unlock them. Some explanation about the advantages of fame (unlock other quests, pay less from NPC, get better price selling to NPC, ...) would be nice.

You might want to add information about obtaining RSE equipment.

Some information about RANK missions would be nice. Especially the possibility to get your airship pass.

Some information about Outpost Warping.
#10 Sep 06 2006 at 4:01 AM Rating: Decent
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185 posts
<Bump>

Great post. I think the only thing i'd add are those annoying little things we all learned through playing. Like how to heal "DUH", right well I remember the first few hours playing years ago i couldn't figure out how to get my health back. I'm sure there were other things as well, lol just thought of one, sorting items. Also, the importance of a helpful social Linkshell can mean the diffence for a newbie becoming a great player or a %$#@ noob.

Hope it gets stickied.
#11 Sep 06 2006 at 7:24 AM Rating: Decent
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892 posts
Very very nicely done! Good job =D

Only got 1 comment, VI. GETTING STARTED shouldn't that be at the start of the guide?
#12 Sep 06 2006 at 7:50 AM Rating: Decent
Quote:
7. The elemental compass is a myth


You should word this better, as there is no proof as to whether or not it is actually true. Based on my experience, and on comparing use results with the synth calculator, http://ffxi.lokyst.net/timer/crafttimer.html I think that it does work.
#13 Sep 06 2006 at 12:42 PM Rating: Decent
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363 posts
I made several changes and added lots of stuff (thanks Demetres, Psychic, and Raubant!).

The exp thing is, to me, kind of hard to explain. I reworded a lot of it to show that what I posted was geared toward lowbies (I've been destroyed by EP's and TW's even 60+). And the fact that the exp calculation changes at certain levels, and if you're in party or alliance. I'm certain I've received 1 exp before (killing 2-3 rank dragon; had a much higher level person in party - but I'm sure you're right about solo exp). But all that is a bit beyond a Newbie guide. Hell, even a lot (most?) of the high level people don't have a strong grasp on it (people still think BST pets kill party exp!). So I'm trying to balance accuracy with ease of comprehension. Thanks much for the feedback.

Butterscotch, the reason I'm keeping "starting info" at the end is that it's audience is SO small, it's almost insignificant. It's like a one-time thing and really has no reference value. If I get several comments to move it, I will.

I'm debating adding a "common terms" section.

Other thoughts?

-spanky
#14 Sep 06 2006 at 12:54 PM Rating: Decent
Nice guide, and I know this is your opinion, but dude NIN tank (at least pre 37) loading up on as much def as possible + def food works really well.

It got me from about 10-37 in 5 days, so that's not too bad >.>
#15 Sep 06 2006 at 1:04 PM Rating: Decent
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363 posts
Fenrir - I agree that NIN is great for fast exp, party invites, etc and makes a pretty darned good tank. I'm intentionally not mentioning it because it's a bit beyond newbies. Unless they have a "sponsor", they probably won't be able to unlock it, much less fund a NIN very easily.

I know I mentioned some of the other advanced jobs, but I tried not to focus on any of them.

I am considering adding a chapter on advance jobs. The question will be how much info to add; balance doing each job justice, but also considering the "intended" readership as newbies. And by the time someone is in their 30's, will they really need my guide for advanced jobs, or would they just hit the job server?

Thanks for the feedback.

-spanky
#16 Sep 06 2006 at 1:12 PM Rating: Good
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3,094 posts
Well done Spanky! I think you really nailed the concept of "Everything I wish I had known before I started."
Butterscotch wrote:
Only got 1 comment, VI. GETTING STARTED shouldn't that be at the start of the guide?
Actually, I like that he put this part at the end ... it lessens the temptation for new players to just fire up the game and ignore the very useful information that precedes it. It's kind of like how a teacher will give the instructions for taking a test before letting the class break the seal with their No. 2 pencils.
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